Behold, Prototype #1!
Obviously no art and no interface considerations (the health slider is technically already more than I should have done
).
Things already changed a bit when I actually had to think about what to implement and obviously this is just a very
very basic prototype with a few things still missing, but it did show me that at its core its a system that should work once I plug in proper numbers and abilities, I think
.
To summarize how it works right now:
The player doesn't have any fighting abilities on his own, however he has a number of chains (some supernatural power or artifacts or whatever). They're kinda like party members except (most) of their abilities are from enemies. Whenever an enemy gets defeated it gets sealed into a chain and "drops" an ability. A chain can (probably) store multiple abilities and the player can place new abilities onto free spots or overwrite an existing ability if the new one is better.
In combat, all enemies attack the players health directly by default. To prevent this, you can enchain them. This makes the enemy deal damage to the chain instead. If an enemy needs to be enchained with multiple chains, the damage gets distributed among all of them (and the player, if not enough chains are on an enemy). I have a rock-paper-scissors like type system, so maybe you could use that to smartly lessen some damage as well.
Chains should have less health than the player, but they are technically indestructable. If a chain gets destroyed, it will regenerate after a turn. However, while it is recovering, you cannot use any of its abilities. And if they get destroyed repeatedly there will be more penalties (takes longer to recover, less damage, less health, etc...) that will persist (at least in some form) between battles.
However chains can get repaired if you sacrifice an ability (permanently). I was initially thinking that a chain getting destroyed has a chance that an ability gets lost and the more often it breaks the higher the chance gets... but thinking about it, that probably would feel way too punishing and unsatisfying if a cool ability just gets lost to the RNG. So instead I've changed it so that "losing an ability" is a choice the player can make and plan around
.
Essentially I want the player to always have to ask himself the following questions:
Are there enemies I should let attack directly?
Are there enemies I absolutely need to stop from attacking directly?
Which chains do I use to stop enemies from attacking directly?
Are there abilities that I absolutely can't lose (temporarily)?
How often can I afford to let a chain get broken?
Do I have abilities I don't need that I could use to repair a chain?
And so on.
Still a bunch of open questions though. I guess I should probably build a bit upon this shaky doundation to get answers for these questions as well before I start thinking about fleshing this out into a proper game