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Testing Mechanics

After watching the beginner series on RPG Maker MV by SRDude on YouTube, I decided to start testing some of the mechanics of my game today. 2/3 were successful, but that’s okay. I think I’m going to go with a skill tree when it comes to upgrading abilities/skills. My theory could still work if I can figure out a way to do it, but for now, skill trees would make things easier, and I’m a fan of those.

I’m also a large fan of the Soulsborne series, including Sekiro: Shadows Die Twice. Believe me when I say I’m looking for ways to implement some of those mechanics into my game. It may not be “Prepare to Die” difficult, but it’s going to have the same feel of exploration to progress and get better at the game. I want to have a more concrete story than the Soulsborne series, but at the same time the story Graduation Day takes place way before my novel does in sense of history and timelines, so a lot is up for change.

I prefer the skill tree over fiddling with stats, but it’s gonna be designed so that people can build their character around their play style with multiple paths. Leveling up is going to have several different mechanics that help someone progress through the game that doesn’t rely on grinding on low-level enemies and praying you survive a battle with a saber tooth boar about 10 levels ahead of you. There will be main quests and side quests to give the player something to do, but just walking around the world map will be an adventure. The starting area alone is an entire village worth exploring.

I perfected some of the mechanics over the weekend. I need a story and some custom art next, and the notes for my novel are all over my walls. Surely, I can find time to do all three, plus everything else an adult life requires for health and sanity.