But I'm currently working on a rm2k3 RPG game that some of you may know of called Amulet of Fate. I've been working on it for over 5 years and it'll probably be a few more years yet before its all finally finished. But regardless, here is what I have so far:
Eight characters to utilize with one main character and seven supporting. The seven supporting can be hired/fired/leave you at any time during the game since they are in essence, mercenaries for hire. You pay them daily for their services. However, over the course of the game, the more you play with them through major story points, the more you learn about them and their pasts. If you play through the game with three of the seven, you'll learn them fully by the end of the game, if you mix and match, you may not get their full stories before the game is over, so this prompts repeat playthroughs.
Each character has a specific ability:
Summoner - summons creatures of power that you can level up once you defeat them first in battle. Optional attacks are magic strikes if either the black or white mage is in the party.
Black Mage - obvious, but does damage magic
White Mage - obvious, but does healing and disrupting magic
Blue Mage - obvious, but learns her variety of black/white magic from enemies
Warrior - learns techs through leveling up
Thief - can thrown items and weapons as well as steal and pick locks, chests, and disarm/avoid traps
Elementalist - has no skills until you enter battle, then learns skills from the environment (ice plains = ice spells)
Alchemist - utilizes materials dropped from enemies to create skills and increases healing item effects
You do not explore an entire world in this game, but rather one single continent which is large enough to be a world. You have five main cities to explore on this continent:
Alur'Rang - the main capital city of Melonia and is the largest city you can explore, it even has a casino and a castle!
Bhalstok - the city of nobles with tons of night life both savory and unsavory
Galea - the desert city with oasis
Odessa - A ruined hamlet destroyed in an earlier war, can you restore it to its former glory?
Erromon - the winter city high in the snowy mountains
Amidst these five cities is a bunch of sub areas, caves, deserts, temples, ziggarats, pyramids, swamps and towers to explore. There are three guilds to join (fighter, mage, thief) each with their own line of story quests that are separate from the main story arc. With the exception of the alchemist, each of the other six mercenaries have guild affliations and will refuse to accompany you on those specific guild missions they are opposed to, which may switch up your tactics when fighting during those quests since your 'favorite' character may not be joining you.
The overall game itself is like Oblivion or Morrowind in nature where you have a in depth intro sequence followed by a small tutorial of what to do next, then I quickly boot you out into the world and let you find your own way into the main story. Or deviate completely and explore. Do note, that the game does increase in difficulty over the course of the game by summoning milestones. By the fourth summon creature you obtain, monsters level up and become stronger, by the eighth summon, they level up a second and final time. So you can explore mostly anywhere without too much fear of encountering something extremely dangerous (there are always exceptions), but the further you progress into the main story, the stronger the enemies will become. You really can't avoid this if you want to complete the game or obtain high level spells for your black/white/blue mages. Shops won't sell the good spells, enemies won't start using the good stuff until they are leveled up. So there are some benefits to progressing the story to face off against stronger monsters.
Sidenote: You can empty out all the chests in the world when monsters are low level, but they reset/respawn in seven game days. So the rewards are small. The stronger the monsters, strangely enough, the better rewards you get inside these chests every seven days.
I could go on and on about what is already in the game are already in the works. But my question I pose to you is: how does this sound so far? And is there things you'd like to see that I should add? Anything I could do better? Comments!
EDIT: Also, I always hated the fact that in most rpgs these days you have this massive amount of healing items for both HP and MP, items to cure status ailments, etc. And you hardly ever use them at all. In this game, I'm balancing it in such a way that you will need to use these items and frequently. Sure there are spells to do the same thing, but magic is a limited, costly endeavor and you'll need to eventually fall back on your items. So balancing is a big issue with me for this game, it must be perfect! Furthermore, I've always hated that status ailments rarely work on strong enemies or bosses, not so here. Most enemies (boss or normal alike) are vulnerable to a few ailments. You just need to find out what! Makes the usage of those spells much more meaningful.
Edited by DarkFlameWolf, 10 October 2010 - 06:30 PM.