What if Tetris Attack wasn't a puzzle game? What would it look like if it was an RPG instead?
Brief Overview
This is a concept I'm running by this community in hopes to cultivate ideas and spark interest.
I'm hoping to make at least a prototype of this game before I start building the main game. That's what this thread's for.
You might be shocked to hear this is being built in TGF1 (The Games Factory 1). This is because I'm bold, and probably weird. (Actually most definitely weird)
These are fake screen shots built to get a better idea of how the game will look, feel and play.
Development Philosphy
My general direction for this game is to utilize a handful of variables that leave the most impact.
These variables are things can be customized by the player.
These variables should give the player a different experience each time they play the game.
These variables should not leave the player feeling overwhelmed or confused.
In cooking terms, I've been cooking down a rue by constantly stirring with the heat on simmer. In other words, boiling down to the essence of what I need. (I guess they're both cooking terms!)
A straight-foward way to explain the game is:
Choose character to keep permanently.
Recruit party members by befriending them. Or dismiss them, whichever.
Play as those friends (in groups of 3) by taking them into various story-based levels based on this game's cast members.
Levels can be played in any order, due to linearity of stats and not being able to level up.
Along the way, find items that can be held by your party. These items are essential in that you have to choose to hold only 2 per character. They can be taken outside levels and stored, but they cannot be exchanged until exiting back to the overworld. Otherwise, they must be dropped or consumed.
Complete all levels to unlock the story's final levels.
So the experience is essentially a mixed bag. I'm taking a lot of inspiration from unexpected sources on how to develop this. Including: Kirby: From a developer point of view, the variables lie in the levels and the way the player can use or not use those variables to their advantage. This makes the gameplay able to be created on a whim. Final Fantasy: Mainly the Tactics series. The grid-based geometry is heavily inspired by this game, as well as various ways of customization. Zelda: The first one, to be specific. The camera focuses in on room to room action, as well as leaving the world very open, with very few hard-locks (i.e. needing an item to get from Point A to B) and more soft-locks (i.e. Skill-based gameplay). Megaman: Main staple of the series (except maybe 7) is you can enter any robot master's lair immediately upon booting the game. Mario: Super Mario Bros. 2 and Super Mario Bros. 3. The former for the character stats (using three stats) and holding items mid-game. The latter for the item and power-up capabilities to plan strategically for levels. Also, Super Mario RPG. (Should be expected)
Phew!
Here are the more specific things I plan to implement:
Characters
> Total Characters Cast = 13.
> Total Palettes = 3 per character.
> Story-Mode Variants = 1
> Total Customizability = 52 characters
Stats
> There are three main stats: HP, Power, Speed.
> Each character has a different combination that gives them a unique feel.
> Each palette swap has different combinations (usually to compensate for what the other colors lack)
> Story-mode variant characters are based off the normal character, though have better stats.
Skills
> Each character will have two abilities: Their "Primary" function (which is always an attack) and a "Secondary" function (their special utility)
>> (Maybe) These won't change when switching palettes.
> For example, Lakitu's Primary ability will throw Spinies two panels in the direction it's facing. Their Secondary ability will allow them to float higher for a short period of time.
"Friends" System
> To increase replay-ability, each character that completes a level is given "Friend" status of that trio.
> Example: I take Yoshi, Lakitu and Froggy into a level. I complete that level. Yoshi then gains "Friend" status for Lakitu and Froggy... Lakitu gains "Friend" status for Yoshi and Froggy... and Froggy gains "Friend" status for Lakitu, and Yoshi.
> Characters who share the "Friend" status with each other will have some sort of advantage... unclear what that is yet!
Story-Mode
> Each of Yoshi's friends has their own level.
> On the character select screen, you can choose a main character you want to keep for the rest of the game. This one you can't discard. (implying you can decide which friends stay or go)
> When you start, you must play through that character's level until you access home worlds of other characters (Yoshi through Raphael).
> When all are said and done with, the story's final levels (i.e. Bowser and his goons) will unlock.
> Each story-level is balanced, similar to how Megaman works. You can't really mess up because it's not like an RPG where you level up.
Control Scheme
> This game uses 12 buttons. These can be mapped to anything you choose (TGF1 has 6 configurable buttons per player. I'm using two players to do this!)
When you're in the level, these are the keys used:
> 4 directional keys (movement)
> "Shift" to Select, or generic action key. Use to interact or select options in menus.
> "Ctrl" to Cancel in menus.
> "Z" to use primary attack,
>> Holding "C" will change this button to use Item 1.
> "X" to use special move,
>> Holding "C" will change this button to use Item 2.
> "1" "2" "3" to switch party members to leader
I've wanted to make something like this long, long ago. It starts with a dream... "Yoshi's Pal, Raphael the Raven, stands on a grid ready for a command by the player." That's pretty much the dream, a single moment captured in a flash of memory.
So I wanted to expand on it. My hopes for sharing this is to keep the ball rolling to flesh out a concept. Also, to make this community more active.
(I'm assuming you guys know what an RPG is, you know Mario, so I'm not going to be super specific, so please ask if you need clarification.)
That's the blueprint. I hope you enjoy, thanks for reading.