Hey everyone !
I am making RPG video game where player explores small levels, captures monsters, and tries to reach the key points on the map. There is one map per chapter, but maps can be later revisited.
This is how currently first map looks like : http://puu.sh/gx0l2/90f3171a1a.jpg
This is just example, and it's possible to add more height, paths, walls, bigger map and various shapes.
Movement around the map should be like it is in standard JRPG games, you have one piece ( character ) and you click with mouse on the map to make him move to that spot. Spots should have different events and objects and each time piece moves to next spot the check should be triggered. Of course if player clicks on tile that is far away, character will still walk through all the spots between his current place and target destination, so all spots events will be triggered while walking towards there.
On map player can encounter enemies ( they needs to be either random encounters or they need to visible and moving around - in that case player would need to be able to avoid them, lure them, group them etc. ).
Combat is done in separate screen - it is similar to Pokemons, but with Match 3 mechanics.
Player's team becomes stronger by capturing monsters. Each monster have specific ability, and in each new chapter monsters have stronger stats than stats of monsters player currently have so player needs to capture them all the time, and find the best combinations. Final destinations will usually have boss that will test did player capture monsters enough, and did he developed the good strategy.
The main problem is the map, I never played any game like this, where player needs to chose the right paths to get to the destination. This game should be about surviving, about choosing who player wants to fight with, how many fights he want to do, how difficult he wants to make the game for himself, how much he wants to risk to get more rewards.
So I am looking for advices, board games with similar mechanics or even better video games with similar mechanics that could help me design the rules of map that would create the interesting video game.
I was hoping to find something in tactical JRPG games genre, but no luck so far.
Thank you for your help !
Thanks for comments everyone.
I guess this system could be a bit too complicated, it seems no one seen games like this, and I need to design this game safely.
So I am totally fine if we go standard RPG route.
Levels could be defined by :
- shape & rooms & size & theme
- minimum number of monster encounters - if player plays it safe
- maximum number of monster encounters - if player plays risky
- available monsters for catching - stronger than in previous chapter
- boss monster - with weakness vs some monsters in area & with resistance vs other monsters in area
- tiles - clouds, random encounter chance, treasure,boss,key,locked doors, story,traps,heal stations, teleports
Clouds hide the spots on the level so player doesn't know exactly what to expect from start. Here I got idea to maybe try something like MineSweeper where player needs to think which clouded area he wants to enter, and he have some kinda detector that tells him chances of what to expect.
Types of main/side missions :
- reach spot x
- reach spots to unlock certain spot
- capture x monster
- beat the boss
- ...
SENSE OF PROGRESSION IN LEVEL MUST BE SUPER VISIBLE
-> this is super important because I want that player feels how he is working towards the goal
decisions :
- in which direction I want to explore - maybe have some mechanic for trying to find something - treasure hunting ?
- do i want to go for treasure chest ? do i want to finish side quests ?
- am I satisfied with monsters I captured or I want to try to capture more ?
After combat, monsters health doesn't recover so player needs to try to win battles in way that he doesn't lose much health. Inside of the combat, usually the creature player uses the most for attacking will also receive the most damage. While creature is not active it recovers health by amount that depends on the regeneration stat. ( during combat player can switch through 3 monsters )
ITEMS - this items can have multiple strength levels
- potion - heal full health - more player waits - more valuable it is
- revive - fallen character with 50% health
- items that affect next battle - deal 25% more damage, deal and receive 50% more damage, receive 50% less damage,
Here I got idea that maybe captured monsters could be used as items.
In any case it would be interesting if captured monsters that player doesn't use could be used as some kinda resource to survive the level or solve the puzzles.