an
Wings of Genesis is being finalized and will be ready for release soon. I'm going to start working on Down the Road of Tales, the true sequel of the Original Genesis.As stated many time before, I'm planning to revamp the battle system but keep the genre as Tactical RPG. Before I finalize the design of the game, it is time for you all to give your input!Let me know what do you expect to see in Down the Road of Tales such as features, characters, ideas etc...This is an open discussion thread and all contribution will be carefully conside
mokona96
Anyway, I want someone to be in the story. Y'know, like EL, Cin, etc. Cameo! That's what it's called! Anyway, they could just be a secondary character, or even part of a background.Actually, that might not be worth your time. What do I want in ItRH? Hm
plaguexroamer
ore interaction with Tarots pwease. I wanna see Magician threaten to BBQ Sisily agai
macfluffers
Something that bothered me in the first game was that the characters needed to move in a certain order. The "wait" function is a great help, but you're still forced to go in a certain order. I think this could be easily taken care of if players simply could use the "wait" function an unlimited number of times.Also, it's been mentioned before, but Gelyan should be able to move and act in one turn, though moving and not attacking makes sense. I don't know how the programming works, so I don't know how difficult it would be to do that, but it would make Gelyan a lot easier to use. The inability to deploy tarots in convenient locations is troublesome. It's generally remedied for The Fool with his castling, but since I assume The Hanged Man will make a reappearance, it'll spell trouble for
an
eah. I realized that the control scheme in Genesis 1 is not very smooth. That is one of the reason that i want to revamp the system. Genesis 2 will most def have a better control scheme and battle f
rainen
1) instead of automatically bringing up the character why not make it so you click the character to select it and then you can decide whether you want to move first or attack first (opens up a lot of hit and run tactics in case you made Neraine a glass cannon)2a) add in an easter egg where we can go back and re fight any battle we want (unless you're turning it into a random battle sort of game) so we can train our characters.2b) create sections where there are random battles (I doubt running around for an hour or so will go unnoticed by the variety of enemies that you fight. Especially after beating the sky king or after you steal from the bandi
draconator
I agree with you about character selection. This would make combat run more smoothly. However, I don't agree with you about random battles. One of the things I love about Ge.ne.sis is that you aren't forced to do random battles to level up so that you can progress with the storyline. Optional extra battles or quests (like in the original Ge.ne.sis) would be good tho
timbits1o1
/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />the issue with training has already been discussed on this forum, i think we decided to keep it the way it is (?)i agree with the click and select, but that may cause some confusion/problem with energy. maps would probably have to be bigger because of more side characters, so the movement for characters should be higher i think. (problem for the hanged m
macfluffers
Concerning random battles: I don't like that idea. One thing I liked about the first Ge.Ne.Sis is that there was no need for "training". You didn't need to grind, and grinding is the only reason to have random encounters. Tactical RPGs should be about playing your cards smartly, not having super-powerful characters. If this were a more traditional RPG, I might have a different opinion, but this isn't
mokona96
...That's it! Like timbits said, we should have bigger maps. This would offer a wider variety of strategies for a single level. While possibly causing problems for immobile characters, most other characters would have little problem with this setup. (More turns not attacking = higher energy, no?) I'd also like to level my characters up past twenty, and no stat limit (and more turns in battle phase for Agility). (So I can max level Nera, put 7 stat points and a flame breath into her, and the rest into agility.)Lastly, the thing I'd most like to see is a bonus for beating DtRoT and/or WoG.These just suggestions, so don't yell at me for them, but they would be pleasing to see. (I think my English died somewhere in there. Oh well.)EDIT: Wow, ninja'd. Not what I was going to say, but anyway
macfluffers
ooh, bonuses would be nice. Not anywhere near the realm of necessary, of course, but it would be
timbits1o1
f you search the forum, we came up with having more resets/whatever they're called for stats, it'd be a better idea than say more powerful characters since it'll be the same as having random encount
joshyface
I disagree with giving gely the ability to move, and attack on the same turn. Gely already is godly compared to nera and sisi. He has two viable builds, that are great assets to most teams. I can see him producing double the damage of nera, at the end of . Not to mention, endurance Gely not being able to move, and attack on the same turn can be solved by using castling properly. And ussally after a turn of using castling correctly, you ussally never need to move him again. And power/sniper gely's rarely needs to move; his range is that overpowered. I do think he should be able to move, and summon though. Bigger maps would be nice but, I don't think An should go out of the way to change the maps in DtRoT. It's not that big of a deal. Random battles, as stated above, are a bad idea. All random battles would be is a nuceince. I also don't think we should raise/get rid of the stat/lvl caps. The way the original ge.ne.sis gave us a challenge by making us use all our stat points to create a builds. These builds are suppose to work harmoniously with the other charaters in your party, and your playstyle. Like An has said before, their shouldn't be a 'best character'; we should form builds that work with our play styles. The way the system is designed already does that. I thought the wait button was well done. I dislike it when players have the option to completly dictate the turn order. The way it is makes the player stratigize how they are going to use the wait button. Although if it were me, I would get rid of the wait button entirely, and make the order based on agi. Giving players another reason to use or not use that stat. (This may make building builds even more interesting.)Umm, Immoblie charaters. Hmm... i don't think either need a range buff. When you get down to it, HM can put enimies right next to him. Even if we gave him a range boost, I don't think that it would increase ability to hit monsters. I think what the HM really is useful for is lightening the tank's role. Moving monsters right next to you, compensates for the not being able to move. It can be difficult to use, at times, but overall it gives a nice stratigic element to the game. I think we should get a bonus for WoG but not got DtRoT. I think we should have a way to transfer our data, from the first genesis to the second one. I think that will do
mokona96
QUOTE (Josh @ Aug 30 2010, 08:29 PM) quotecI disagree with giving gely the ability to move, and attack on the same turn.QuoteEndQuoteEEndIt's not moving and attacking, it's moving and another action. Therefore, moving gets rid of attacking, not any action. And while he be even more godly, you could make it that Range = Attack Range - Spaces Moved. Bad idea. I know. It's just more realistic. (Movement = Less Aim. This could also lower his attack and accuracy.)And two other things.1. While the wait button was well done, I have pressed it accidentally and screwed my whole strategic rhythm. An 'Undo Character' button would work well, as long as you make it that it only works if the character didn't damage or heal anyone (or cause status effects). (Castling and Gravity are all right.) I've also skipped an action turn, and lost a battle because of it. This would be really helpful.2. Maybe if you haven't finished DtRoT your characters would all be at level 10. Or not.This has been another 'Stupid Ideas from the Infinite Mouth of Mokona'. (Tsubasa-ish joke. Focus on the second half. After 'th
joshyface
assume what An will do is transfer the data of your completed game (if you finished) or if your going to do Into the rabbit hole without playing the first game, your characters will be the lowest possible lvl they can be at the end. (I think 7, but i haven't played that game in a while so i'm not su
macfluffers
QUOTE (Mokona @ Aug 30 2010, 11:42 PM) quotecIt's not moving and attacking, it's moving and another action. Therefore, moving gets rid of attacking, not any action. And while he be even more godly, you could make it that Range = Attack Range - Spaces Moved. Bad idea. I know. It's just more realistic. (Movement = Less Aim. This could also lower his attack and accuracy.)QuoteEndQuoteEEndI like that. That sounds harder to code, but it's a cool i
si.ner.ge
-Allow the player to save anywhere, anytime. Use a quick-save option for battles (where the player can save and exit, but after they return, the save is deleted).-Allow the player to skip cutscenes.-Have the player choose the order in which to move the characters. Perhaps increase enemy difficulty due to increased strategic flexibility.-In ITRH, characters start at a certain level with generically balanced stats per their specialties. As a reward for beating DTROT, have the player start with three Divine Breaths in their inventory, to "clone" their previous optimized builds. I like the level/stat cap, as it limits how degenerate some builds can become (imagine Neraine with 100 dodge?)-Let Gely move and summon in the same turn. The downside of either 1) wasting a turn or 2) summoning in an awkward position is the reason I always use The Fool over The Hanged Man.-Equippable items? Could be factored into balance. Distinct from perks (they can be equipped to any character) and breaths (can be given to another character if you change your mind). An extra equippable could be a reward for beating
rainen
But any way, my main deal with the whole battles thing is that in the first game if you picked a certain build you automatically removed your chances of getting a central perk. I for one enjoy being able to lvl up in any way I want and by the end of the game being able to use the best abilities for that build, in this case the central p
joshyface
>_> I don't know what your talking about with not making a good build. I just followed the perk trees that I thought would produce good charaters; the fact that you know how many stats you need for certain perks, makes planning teams much easier. (If your interested, my teams look something like this: gely-sniper,nera-battery, sisi-tank; gely-sniper, nera-moon-waltz, sisi-battery; and lastly, gely-endurance, nera-moonwaltz, sisi-battery. I would have a gely-endurance, nera-battery, sisi-tank but, i would need a fourth save slot.)Furthermore, genesis characters are not suppose to have all of the perks. It would get rid of the purpose of having builds. Find teams that work for your playstyle; no character is better than another. Also, Rpg's don't always make sense, actually, many games have issues when you think about what would make se
macfluffers
andom battles are a questionable idea in all games, a bad idea for casual games, and a terrible idea for tactics games. Tactics games have long battles, so forcing players through unnecessary battles is just tedious. Sorry Rainen, but it's just not a good idea, no matter how you measure it. Besides, random battles don't make sense either, since random battles can be repeated infinitely, and almost anything infinite is automatically nonsensical. (IE: You would eventually run out of sky hoppers to fight, or the bandits would give