Ahoy. You've probably noticed that my single player RPG, Regressia, has been released. I haven't started the hyping campaign yet - my mind is still in programmer mode. If you want to know more about the game, Foomer has provided a good overview of the demo. What I'd like to talk about now is how Regressia handles the notion of Classes and what Charms do.
When I started Regressia, I wanted to make a 1st Generation RPG, like the ones I played when I was younger (Might and Magic, Final Fantasy 1, Dragon Warrior 1, Phantasy Star 1). To me, this meant having a single character, not a party. The problem was, how can you give the player a single character, yet accommodate all play styles? Some people might want to play as a wizard, while others will want to rely on physical attacks alone.
My solution was to include Charms as equippable items. Your character in Regressia has four equipment slots: Weapon, Shield, Armor, and Charm. Throughout the game you will have the opportunity to purchase, find, or earn through battle, many different charms, each with a different effect on your player. The Grimoire, for example, will raise your intelligence by 2, but lower your vitality 1 point. There are other charms that make you faster, harder to hit, and stronger.
Charms arn't limited to changing your stats, and charms arn't the only items with special properties. There are two handed swords that are stronger, but don't allow you to equip shields. If you really like your two handed sword (or axe) but don't want to loose your shield, then equip the Gauntlet which allows you to hold a two handed item in one hand. Really like doing physical damage? Equip the Main Gauche (parrying dagger) in the shield slot. There's nothing like dual wielding with a two-handed axe.
My personal play-style could best be described as "Paladin". My equipment includes a hammer which converts part of the damage you inflict on enemies into MP, armor that turns your MP into a secondary HP reserve, a charm that raises vitality, and a heavy shield... that does nothing special besides lowering my agility. My favorite part of Regressia is putting together an equipment set that blows the current boss out of the water. [Note: Bosses are not designed with a "correct" equipment set in mind. I HATE puzzle bosses.]
If you're playing the demo, you have access to a limited number of special items. I've probably forgotten one or two, but there are three in the demo that I remember:
The BatClaw, which raises your attack power while lowering your agility slightly - you probably shouldn't equip this charm when facing a boss, as combat speed is determined by agility. You can only obtain the bat claw by fighting certain monster.
If you search under every rock and behind every corner, you'll find the Copper knife. This is the only non-sword weapon available in the demo, and allows you to attack several times for every monster attack.
The Bracelet is a very useful charm which raises your vitality. You can purchase it from the shops in Red Haven for 20 gold, and it's a very smart purchase. You'll probably come back to this charm several times throughout the game.
And that's one of the great parts about the charms. Unlike your other equipment, charms change how you play the game. There's no right or wrong charm, and the charm you bought back in Eastarbor is going to be just as useful to you against the final boss as it is against the random encounters outside.
Jan 8 2010, 3:14 pm
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I did decide to use the BatClaw against the first boss, I found the extra damage a bit helpful since she was stealing my damn health!
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Haha, I used the bat claw all through the demo. Even with it on that boss was getting away with taking a measly two damage each 'round' after sapping me.
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I will certainly make a note to check it out once I've finished playing Star Ocean: First Departure. I started playing that last night and it turned out to be a lot more interesting than I thought it would be.
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You know, the demo does a pretty poor job of demonstrating the diversity in equipment, since the only equipment available to you in the demo is a pretty linear upgrade progression. You just earn money until you can buy the next best thing. There's only one choice you have to make, and that's whether to use the bracelet or the other goodie you find.
It might not hurt to throw a few more choices into the demo portion, so people don't expect that kind of linear progression throughout the full game. Unless of course that's what the rest of the game actually offers. |
That was a very tough call for me. I felt that combat was too confusing with all the different charms, items, skills, and monster behaviors, to introduce all of it all at once. The result, I think, is a better game overall, but a weak demo.
One of the first ideas we had for the demo was an "in the distant past" sequence where you'd play as a demi-god with access to all sorts of nifty skills and equipment. The problem with this approach was that there'd be little to surprise the player with later in the game. I hate the idea of a demo. There's so much that it takes away from the actual game. |