(spoilers)
yes your right, as it turns out, game companies are increasingly using gaming forums for public insight and opinions on other games. It helps a game company understand what they are up against as for what their audience wants and the influence that their competitors has on the public. In march, the director of super sash bros brawl went to forums in <?xml:namespace prefix = st1 ns = "urn:schemas-microsoft-com:office:smarttags" /><st1:country-region><ST1Japan </ST1
</st1:country-region>to get insight on the new title. but I’m here not to sell anything to you or get you to join anything unless you want to help us build games but that’s up to you. I just need public insight on what games are missing, what do you really want to see in an RPG, what would make it perfect.
Ok so the game play is what makes a game enjoyable and if we cant get anything right, we might as well get this right. Insight I have gotten before regarding battle systems, real time is the way to go as for fighting goes so here’s the battle system: let me know what you think -_^
<O</O
Medallion; battle system
............................................................................................
This game is an adventure RPG and we want the battle system that is the most revolutionary system since zelda. Its all real time you have a total of 5 main characters a magic user, the hero, sword master, knight and archer/beast. Im thinking you can only use 3 or 4 at a time depending on how much the PS3 can handle. anyway, you can switch in between characters using the shoulder buttons. each character has his or her own special abilities. you use them to navigate your party through temples and such. you can see your enemies in real time and they can see you if you get too close. you also have party commands. whomever you are playing as is your party leader and you can give everyone commands using the D pad. there will also be special commands that pop up when you have a object or sequence you can interact with. a wall for example if you go to a wall a command will pop up that says scale on both your upper left shoulder button and the D pad. The shoulder button is for just you and you can tell your party do do the same command by hitting the d pad.
Now to engage a battle you hold down the upper right shoulder button and you automatically lock on to the enemy. you then automatically enter into battle mode. In battle mode all of the buttons change to attack combo buttons. the combos are similar to that of soul calibure's where you have thousands of possibilities, plus that adds to the skill aspect of the game. and if you want to flee all you do is let go of the shoulder button and RUN!
when you kill all the nearby enemies, battle mode automatically deactivates.
you do level up in the game. each character has a status bar along the bottom of the screen that shows experience points health magic etc. and every time you kill an enemy in real time the XP points fly into your level up gauge in real time. so you may occasionally hear the level up music pop up in a middle of a battle if you or a team member filled their XP gauge.
there is no screen breaking or random battles. Its ALL real time.
Im also thinking about including a mix of trace and orchestrated as the background music in big boss fights.
using "Magic":
this is what makes the fighting engine so much different from other fighting engines out there. you do use "magic" or thats what everyone thinks it is. Its actually called Soulfire, Ill explain the history of Soulfire later in the thread. Anyway, there are two ways of using soulfire or magic if you will. there is hand-Soulfire(HS), and combat-Soulfire(CS). HS moves are mainly used to inflict status effects and has special traits. HS also is the strongest form of soulfire at a high level but slows down the user. CS moves are magic attacks that require a weapon to work, these attacks are meant to inflict damage collectively and unlike HS it does not slow your movement. In other words it flows with you and is best for combat.
There are also higher levels of CS and HS that only certain players can achieve, advanced hand_Soulfire and advanced combat_soulfire. This list shows which character gets what according to Magic:
.................................................................................................... ....
Vaun(hearo): sword, long-sword, heavenly weapons, duel sword, staff, spear, short bow, snake, hand soulfire, advanced combat soulfire.
Sarf(archer, healer, nomad) knife duel-knife/short sword, short bow/long bow, crossbow, advanced compact bow, combat soulfire, hand soulfire.
Roland(knight, heavyweight) long-sword, duel long-sword, Claymore, ax, duel snakes, combat soulfire.
Felia(Soulfire artist, the female) duel knife, short sword, short bow, cross bow, soulfire weapons, advanced hand soulfire.
sword master(swift fighter, light weight)short sword duel short sword, sword,duel-spin knifes, staff, combat soulfire.
.................................................................................................... ......
Anyway, Soulfire has levels and every time your Soulfire level increases, you learn more attacks or the HS/CS becomes more affective. Now because of the nature of soulfire, every time you defeat an enemy you gain soulfire in the SF gauge. When you use an HS or CS based move, it depletes the gauge. If you use HS or CS in a fight and you defeat you gain soulfire XP along with your regular XP. You have an XP gauge that has two different colored bars in it. Blue for regular XP and light blue for soulfire XP. If you fill the light blue bar to the to the top, your soulfire gains a level.
Ok, now here's where the fighting gets interesting. You know about combos in other games, well in medallion there are attack sequences. There are attack sequences in both soulfire and nonsoulfire based attacks. An attack sequence is basically a never ending combo thats gets stronger and faster if you keep up the combo. Lets say you press X to start your first non soulfire move you then press a different button combination to create a combo if you don't get hit or countered, you can keep adding on attacks to the combo and every time you do it gets faster and more powerful. So lets say your character can use CS and you press triangle to activate it then you can do an attack sequence and if you keep it up, your attack can get extremely powerful and shiny!
Now I can show you some art and screens next. ^_^