My Game Idea

Influences and Goals for this Project

Influences

JRPGs

One of my primary influences is that of JRPGs, they tend to be very stylish and rely on randomized combat encounters. In order to make that fun, the combat system has to feel varied.

Chrono Trigger has a very dynamic combat system that I would like to emulate, especially the lack of transition between overworld and combat space.

Phantasy Star, especially the second and fourth game, has a very fun combat menu, and a once-unique behind the shoulder view of the combat.

Accomplishing this type of view would be an interesting challenge, but the menuing is my primary motivator in my combat system.

CRPGs

There is a fairly stark difference between the JRPG and the CRPG, namely the importance of position and choice in combat. Particularly in Divinity Original Sin, the way party formation is decided can change how battles are won, and I want that element to be mixed with the style and dynamicism of JRPGs.

SRPGs

There's a particular aspect of Fire Emblem that I believe adds the most depth, and that is the nature of attacks. There is always a damage trade, damage dealt by the aggressor and an attack by the defender.

My goal of "damage based initiative" benefits from that proven aspect of CRPGs.

Goals

Mechanics

Primary Overworld Loop:

  1. Walk
  2. Encounter Fights

Primary Combat Loop:

  1. Choose Character
  2. Move Character Somewhere on Screen
  3. Choose Character Action
Art
Scale
Minimum Viable Product Requirements
  1. 1 Character, able to traverse an overworld and enter encounters.
  2. Character able to take their turn and move, then "defend".
  3. 1 Enemy that Character can damage with "Attack".
  4. Enemy can take their turn after being attacked.
  5. After enemy is defeated, transition to overworld.