I am trying to do something slightly different with this RPG. I would even dare call it “casual RPG”, since it misses some of the classic “hardcore” gameplay elements. In particular:
- there is no in-game currency. You can’t sell or buy weapons. This is probably the biggest difference from… well, ANY rpg I’ve ever played. What does it means? That you’ll have several weapons and armors at your disposal, but you won’t have to buy them. To get the best ones, the only way would be to solve some quests you’ll encounter through the story.
- there is almost no “permanent death“. You can’t really “lose” in the game. This is also very different even if something similar could be already found in recent casual RPG like Torchlight, for example. In my game, if you lose a battle you’ll simply have the option to fall back and try it with a different team/equipment configuration. Of course there will be a few exceptions: in some particular plot situation you’ll face a hard battle but you’ll be warned to save before it. But I hate the mechanic of “save/try/reload” that is used in many RPG just to give the players the illustion that the game is longer (but in reality you’ll spend most of the time loading and saving)
- there won’t be a huge map. I mean, a tilemap or detailed map as it is in many RPG, mostly JRPG. I was dubious if to implement this or not, but given the nature of the game, I decided to skip this. Since the gameplay follows the main story, you will be able to use a small map with instant traveling between each different location to complete side-quest, but not like you do in normal RPG/JRPG. If you hated walking endless hours in those insanely huge (and repetitive) tilemaps, you’ll like my game. Otherwise…I hope you’ll like the game anyway
- very few grinding. You won’t have to kill 500 rats to get to level 2. The leveling up will be slow, and you won’t get much XP from battles, but you’ll get a big boost if you solve quests. Anyway, being the game linear, I’ll be able to craft each specific battle so hopefully that should lead to more interesting enemy encounters.
- There also won’t be endless random encounters, unless you choose to adventure in the wastelands (so, there will be but will be entirely optional). I understand that random encounters are a good way to raise your characters levels without doing side-quests, so I’ll leave that option available for those people who prefer to fight than solve quests.
As you can see it’s quite different from a “standard”, traditional RPG. I hope the direction I took will be appreciated anyway, so far the feedback from the Alpha testers was quite positive (many says it’s the best game I’ve made so far, even if isn’t finished yet! ).
Note that this won’t mean that the game will be easy. It will be if you choose the “easy” option. But if you pick the “hard” option, in the game you’ll have to face some really tough fights! That’s all for now, I’ll get back to writing more plot and coding more enemy battles.
p.s. For those who like traditional RPG, fear not. My other RPG game in development, the Dungeon Crawler “Tower Of Destiny”, will be much more similar to the classic “hardcore RPGs”