stevenshepherd
New member
I thought I would start a thread on what we might like to see in an RPG module, within the limits of the NES of course! I was going to leave this for now, but then seeing how soon the RPG module is expected to arrive, I thought I would start something.
Some ideas:
Controlling random encounters: presumably something like this is already in place (e.g., no battles in town) but it would be cool to assign certain tiles to random encounters vs not, or they can only happen when a certain sprite is active on the screen.
No random encounters: This might not be possible to implement as a point and click feature since what it could look like would differ from game to game, but perhaps some other way of triggering battles, like colliding with a certain enemy sprite on screen.
losing a battle doesn't mean death: maybe it just leads to branching paths in the game. If win then X, if lose then Y.
Any thoughts on what the battle screen would/could look like? All black background with an image of the enemy? popup window with enemy avatar and background image (like in Dragon Warrior 1)? Battle plays out on the actual screen that the player is on? Again, no idea what is possible here in terms of the point and click interface vs customization on our end.
As always when making suggestions, I recall where we were with this back when the kickstarter was launched, and at the time I was just happy to be able to make an action-adventure game! This project has come so far!
Some ideas:
Controlling random encounters: presumably something like this is already in place (e.g., no battles in town) but it would be cool to assign certain tiles to random encounters vs not, or they can only happen when a certain sprite is active on the screen.
No random encounters: This might not be possible to implement as a point and click feature since what it could look like would differ from game to game, but perhaps some other way of triggering battles, like colliding with a certain enemy sprite on screen.
losing a battle doesn't mean death: maybe it just leads to branching paths in the game. If win then X, if lose then Y.
Any thoughts on what the battle screen would/could look like? All black background with an image of the enemy? popup window with enemy avatar and background image (like in Dragon Warrior 1)? Battle plays out on the actual screen that the player is on? Again, no idea what is possible here in terms of the point and click interface vs customization on our end.
As always when making suggestions, I recall where we were with this back when the kickstarter was launched, and at the time I was just happy to be able to make an action-adventure game! This project has come so far!