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MontyCallay99~4Y
With gameplay elements like this, it's not always easy to say how "fun" it's going to be to actually play with, but I like the ideas a lot! I didn't comment on the last post, but in particular, I like the idea that each character's reaction to "going dark" could be different - that's a great way to characterise them through gameplay, which is really cool!

I think the concept of arousal that you outlined in the other post adds more to the combat system than the one used in the original Taming Dreams, where it was mostly just linked to "damage" output/received, if I remember correctly. Having it linked to speed and special spells makes sense and would probably be easier to play around.

I'm not sure if acquiring skills through dialogue is the best option, though I imagine it'd depend on how it happened - there was something neat in the original MARDEK in how you'd have to find the items and master the skills yourself for them to be available, as opposed to having them be bestowed upon you through dialogue. But it seems like the way you outlined might be a good compromise so as to let players still "master" the skills through use.

I have to say though that I find the idea of a combat system where emotions and character's personalities really determine their abilities to be really interesting! One thing that I found a bit strange in the original Taming Dreams is how your party's "emotional state" would always return to the mean after combat - emotions don't work like that! I wonder if there could be a way to make individual battles more impactful in that they'd leave a mark on characters' mental states even after they were over, and having to "manage" your party's emotions over a longer period of time.

All in all, I really like these changes! I think this combat system is something that are really going to set this game apart and make it both unique and interesting to players. Keep up the good work! As for MARDEK, even if people are interested right now, I think it's necessary that you take some time off thinking about it so as not to get burnt out, especially if you are considering making further minor changes. I wish I could offer some ideas there myself, but it's been a few years since I last played the games in sufficient depth!

(By the way, I sent an email to your new address yesterday - did you get it?)
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Tobias 1104~4Y
It's a bit silly how in MARDEK, characters are able to use skills at their greatest potential as soon as they equip a certain item, but if they unequip that before mastery, they completely lose access to the skill. Did they forget what they did before? What exactly does mastering the skill even mean?

It makes more sense to me to have skills you permanently learn through important character events - as they'd typically be reminding the characters of that event so then they could draw upon the emotions of the memory to manipulate the miasma - which you then improve over time. I'm hoping it'll be just as appealing as MARDEK's system, if not more.

I'm currently planning to have the Body state persist between battles while the Mind's state reverts at the start of battle, which definitely isn't how emotions really work! But it's not as if sword wounds can be completely healed by a night in a cheap inn bed either! (Or that being hit in the face by a gatling gun is something you could shrug off either.) It is a game at the end of the day, though, so game mechanics sometimes need to trump any semblance of realism. Mind would be reset at the start of battle in this so then the player could equip items that determine this starting state (do I equip these dark-boosting essences if it means I'd start battles more dark?), which would be lost if mental state persisted.

I've replied to your email now, sorry about the delay! I've been so exhausted about the MARDEK stuff, but I'll try to just get it done next week so then I can hopefully put it out of my mind...
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