Ok this is all the stuff we have compiled so far in a complete post, maybe 2
Most all of this is copying and pasting so excuse the grammer.
Terrain:
okay i think there will be a serise of islands one main one that you start on and spend 3/4s of the game on and then several scatterd small islands with opional bosses and it you are forseing someone to go a certain way you make it so there are cliffs on each side but mostly you can roam the part that is land and roam a little of the sea and go visit tiny islands
with the sea we can create some naga battles
and with the air some flying battles
Class Specifics:
Sword: Frontline; High Strength and HP, Attribute: Strength, no special skills.
Archer: Stays behind Frontline men. Cannot be hit without The frontline being dead.
Axeman: Stronger but slower than the swordsman, also has no mana type attacks, as the swordsmen does.
BeastTamer: Strong, But Can Tame beasts, the beasts tamed will be removed from the battle; and an item will be stuck into the Tamers Mule Characters, After you obtain that beast, he is also fightable in the arena, where you can obtain more of that beast. Taming a beast will take 2 turns no matter how weak the beast, so if your party kills it the beast will not count. You can only own 2 of the same beast at the same time. You either can only combine all the monsters in the same area, or you can only combine special boss monsters. The combined beasts do not disappear after each battle but when they die, they are gone forever but you can heal them between battles. We have not decided on area or bosses. Attribute: Strength
Thief: Can steal from shops only if he has the required level. He can also "blink" to special areas that would require flying things for other units. He also has the ability Assinate. According to the level of monster, the combo will be harder. If you perform the combo it will automatically eliminate that monster. On bosses, it will take 1/2 of his base life. So if a boss had 9000 life, and your party did 1000 damage on him your attack would not do 4000 it would do 4500. Attribute: Agility
Summoner: Summoners can summon special forces, which stay out and fight for the summoner, summons cost mana, so the summoner cant just summon every battle wuthout potions. He/she has 3 or 4 level up summons that it obtains from leveling up. The majority of summoners summons come from bosses. Once they beat the boss, they may travel back to the arena and battle it, and if they beat it they will obtain that summon. Attribute: Intelligence
Black Mage: Casts offensive spells, such as fire, his spells advance as he levels up; fire, fira, firaga, I am looking for a way to do elemental advantages but... im not sure yet if the spell will matter. Attribute : Intelligence
White Mage: Same as black mage, except casts life and healing spells, can cure status effects. Attribute: Intelligence
Hand Fighters: Uses Gloves as weapon; Uses lots of combo attacks to deal large damage, has a few mana attacks. Attribute: Strength
Blue Mage: This mage can steal abilities, A message will warn the blue mage, that the monster can have an ablity stolen. Attribute: Intelligence
Nut, I prefer you attach the names; choose whatever you want, as you still need the supporting characters name.
Mini-Games:
So far we have established the Monster Arena and the dueling arena. Monster Arena, you will have your own person section and it will have all the monsters you have defeated fightable now by just walking on a circle. This is for levling up, or if you missed something like an ability or need it to obtain a summon.
Depending on how the gold system will work, The dueling arena will cost 200 gold and you duel another person, whoever wins will win a prize worth 400 or something like that, still a turn based duel.
We still need 1 more mini-game
How the system works!?
The system will work with a system of dialogues. (Need lotsa help there), Each dialogue button will lead to another menu or perform an action. For example, if a person clicked the attack button, the character would wait for his turn and then attack and then be put back on standby.
For Combo Attacks; there will be a system of keys must be typed in a message. If performed in 10 seconds the combo will be performed.
For character specific skills and inventories, when clicking those dialogue buttons, the character will have his "mule characters come to him" and he has 15 seconds to choose something from his inventory, and then use it in his inventory. The player can also use his mule characters to give it to other characters by moving his mule characters to them, and the other player would have to use it. Same with summons and more, he would use the item and it would come up as a warrior, like a stone token of some sort.
I need alot of help with how I will do the waiting, and elemental weaknesses and things like that, and i go on, I will post what things i need help with.
Things I will say later I need help with: Just do you can figure out in advance lol:
There are different areas in which i need different enounters, how do i make a random number generator, with each number being a monster, in different areas that i need?
How do i make elemental counters? Fire vs. ice, Etc.
How would I make a trigger to say once mule loses one item in inventory, send back to home base for mules or something like that, so the player cant give his guy tons of items in that 15 seconds?
How do i make it so that swordsmen cant buy bows, or at least the damage wont affect the swordsmen, so they wont be stupid an do that, just to have a better item? Basically have all the weapons only work on that specific character?
How do i make it so everyone in the battle party will do their turns, and wait one member at a time before they perform their turn, so it will go gradually instead of all at the same time?
How would i make parties of people, with one person being a leader, and the people in his party dont move but still fight in his encounters, they just follow the leader without moving manually, the only way to move, is to abondon the party, then disable the team encounter?
How do i make items when the hero buyz them, go straight to his mules except weapons and armor? (I.E Summons, Potions)
How do i make it so a message will show if a character is trying to buy 2 swords, because he can only carry one, and i cant let him buy the other without selling his first one?
Can i reable triggers? Like the combo attacks, i will enable them for the message but if he doesnt get it in the 10 seconds can i disable it, then when he trys again reable it?
I'm sure there will be lots more later, but those will come when i think of them. There will be some stuff next post as I am running out of room, Nut the next post is mostly for you.