So I've been working on the RPG. I wasn't sure at first how to discuss my progress on RPG stuff, because so far I'm mostly working in the databases and there isn't really a demo I could upload for you. But I've taken a few snap-shots that I think might give you sense of what features I'm going for.
If you've seen the last post, I haven't made much more progress with actual character art. The way that RPG Maker works, it isn't really designed for custom made graphics. To use custom graphics, I have to use a plug-in that changes how all graphics are processed, so I need to have all the graphics ready to use at once. (there is a way to mix graphic styles, but that seems like an unnecessary complication) So what I've decided to do is work on the RPG with the default graphics, and when I have enough custom graphics ready, I'll switch over everything at once.
I'm also going to hold off on writing dialog for now as well. I have a general idea for the plot, nothing fancy, but I want to see what the game feels like before writing specifics. I think the plot should follow the gameplay.
So I have this quasi-crafting system. Instead of, or in addition to costing money, most stuff costs "Grind Items". This is tricky to balance, which is part of why a playable demo isn't going to be ready for a while. Some Grind Items are common, dropped from random enemies, while others, like Ironwood, are dropped from special minibosses. The idea is that these minibosses are strong enough to completely pwn you when you start the level, and so your goal is try and get strong enough to take them on and get more of the item materials that will allow you to craft stronger items and take down stronger things.
My vision for a magic system is that you have these 3 "Orb" slots. Orbs can teach a magic skill, but they can also have a more "accessory" like ability, like there's a "Poison Proof" orb that prevents you from getting poisoned. In RPGMaker MV, there is also "TP" a sort of limit-break system where you build up TP everytime you attack or get attacked. (more like super-moves in fighting games, honestly) So each character starts with a unique "super move" and learns a few more as they level up. There are also certain items that teach TP skills, like the Ironwood Sylvan Saber allows its weilder to use Helm Sever, and Fairy Fighters drop a Fairy Orb which allows you to use their Fairy Punch skill.
Nothing really special about map design, but here's a look at the first map so far. I am using Galv's Jump Plug-in, which allows you to jump over tiles, so there are a few spots that force to jump over things. The little flames are roaming mini-bosses. They actually can't jump, which gives you an interesting way to escape them.
At the moment, I'm not thrilled with the current pacing of the game. At the moment, you start with 2 characters in your party, and there will be 4 total. I'm not sure when to introduce the 3rd character. Having a 3rd character on your team is a pretty strong force multiplier, especially since she's a magic-user and magic spells are your best bet against the big mini-bosses which are the main threat. Also, I think the game is a little boring with just 2 characters, so I don't want to make you wait too long to recruit her, but I also want meeting her to feel special, and not just be thrust upon you suddenly.