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Most RPGs and (non-action) adventure games are examples of "I have a brilliant idea for a world and story, but I have zero ideas on actual game mechanics."

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@xianc78 that me :D

maybe i'm selling myself short but for real lol i have basically no idea what i'm doing when it comes to battles and they are very basic. as long as they work and are generally balanced though that's all i'm really looking for.

the focus is definitely heavily geared towards the world. kind of what i went into the development for, just to make an interesting world. the plot rests on top of it, and the battles/puzzles serve as a way to justify it being a game.

@beardalaxy The only ways I can think of to change the battle formula is to have Paper Mario style quick time events during attacks or something really unique like Undertale. Games like Earthbound have quality-of-life features like the rolling hp mechanic. Chrono Trigger has battles take place on the actual map with characters moving around during battle. I remember hearing someone mentioned about having items as characters, but to me that sounds a lot like the basic concept of Pokemon.

That's my main gripe with turn-based RPGs. They are way too content focused. They could all run on the same game engine provided that the engine in question has a good enough scripting language (which is probably why RPG Maker exists). The other gripe I have is that they would probably be better as action-adventure games if they actually have solid gameplay, but I don't know if anyone is welling to play a 40-hour action-adventure game.

@xianc78 oh, plenty of people are willing to play a 40 hour action adventure game. not many people are willing to make one, though. it's waaaay easier to make a turn-based RPG.

@beardalaxy Well if it's something like (pre-BOTW) Zelda or Metroid, then you need 40-hours worth of unique items that allow you to progress throughout the adventure and you need to be really creative with said items. The only other way I know how to do it is just to have a complete open-world like GTA or the newer Zelda games where it is completely non-linear or has a bunch of side-quests.

@xianc78 i haven't played dragon age, but i know it is a pretty well received game that is also quite long.

I am also stuck on that mechanic part. hence I'm bouncing around on a platformer in godot or Game maker and a standard RPGmaker game without a combat mechanic. Combat mechanic is way overdone, fantasy, modern, sci-fi, it has all been done and done again. Rythim and that bullet hell stuff is also overdone.
Since I'm aiming on the lewd and the sort of dance/sing contest competition I am thinking of somhow using those mechanics but altering them to be something unique.
There's already game out there that simply conveert the damage varable with the pleasure variable or orgasm counters that depletes HP or intrease the plasure guage in a sort of turn based combat mechanic, I seen those that alters between traditional combat and pleasure based, I even seen 3d real time mechanics of both battle and quick time events for lewd events (the lewd events seem to take longer time than fighting directly and while in that state other enemies can walk up to the player next in line to either fight or screw).
Personally I think I have the feeling of having that laid back sort of turn based combat, can't really do my business when I have to pay attention to real time quick events, but maybe if it's just couple buttons you can do on one hand. but I would also like a stimulating button masher for alternative minigame that's also lewd.
Still thinking of the same old game mechanics, does it really matter if it's the same formula just rehashed a little differently? I could always demand the playerbase to correctly recite "the river flows into you 😂" in 144 bpm in midi keyboard but that would be stupid and I hate games like that.
Also, absolutely hate text based adventures. If a rpg has that I just skip the text and then keep checking the personal info mirror to see any effects the text progression has on the character, quickly ignoring all the other characters involved. If it doesn't even change the character sprites I quicky lose interest. a game needs a visual appeal. I probably want to tell a story through animations and less through words words words, while not being cryptic with it (still give clear objectives with it detailed in a quest log).
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