*long post alert*
I just got this idea of this whole system overnight, and I thought it was really interesting. It combines elements from most final fantasy title.You can create yours too.
Stats in the game:
HP,MP, attack, magic, Mdef, def, endurance, concentration (both will be explained later), speed, magic accuracy, accuracy, evasion, magic evasion
Equips:
weapons and accessories only
Elements:
water, fire, blizzard, quake, thunder, wind, dark, holy
water vs thunder, fire vs blizzard, quake vs wind, dark vs holy.
Levelling up system: Cell Mutation system
Disclaimer: I am fully aware that the following system is non-scientifical. But what do you expect? It's a fantasy world!
Backstory: In this particular final fantasy world, monsters are contagious and spread many kinds of DNA viruses. Characters can be infected by them and mutate their cells to strengthen themselves. They can also use these viruses to weaken monsters.
Graphics: The cell mutation screen is comprised of many cells of different sizes. Each character has different cell colours.
Gameplay:
-each character has a unique, separate cell mutation screen.
-cells can be mutated with different viruses. These viruses are gained from defeating monsters.
-Different monsters give different amount and types of viruses.
-each character has a separate virus inventory.
-Different characters have different immunities and vulnerabilities to certain viruses. For example, the white mage is immune to attack viruses and vulnerable to white magic viruses.
-Larger cell give greater quantity. For example, a small HP mutated cell gives +10HP while a big one gives +100HP
-If you put same types of mutated cells adjacent to one another, there will be bonus value. For example, additional +25 HP is given for 5 adjacent HP cells.
-The value of stat mutated cell is deducted if it is adjacent to opposing stat. For example, HP stat adjacent to MP stat will have less effect.
-You learn magic and skills through cell mutation. For example, to learn fire spell, you need 10% fire attribute. You increase attribute of skills by mutating cells with the specific viruses, in this case, fire virus.
-Larger cells when mutated with fire virus give larger attribute value like 3%, smaller ones give 1%.
-To learn higher levelled spells like fira, you need total of 25% fire attribute and so on.
-Bonus attribute given to adjacent same element mutated cells too.
-Attribute is deducted if an opposing element is adjacent, like adjacent fire and blizzard cells.
-New magic spells and changes to spells:
*ruin - cast bad status effects like poison and slow. The higher the attribute of ruin-mutated cells, the greater the access to status effects. E.g. death spell learned at 50% ruin attribute.
*assist - cast good status effects like haste and regen. Cell system works the same like ruin
*esuna - more access to removing of different bad status effects as attribute increases
*dispel - more access to removing of different good status effects as attribute increases
*dark - teaches dark, darkra, darkga, flare. Flare is taught at 100% dark attribute.
*holy - teaches holy, holyra, holyga, ultima. ultima is taught at 100% attribute.
-The different types of viruses: HP,MP, attack, magic, Mdef, def, endurance, concentration, speed, magic accuracy, accuracy, evasion, magic evasion, fire, thunder, blizzard, water, aero, quake, dark, holy, ruin, esuna, assist, dispel, null, clear, mitosis, spread, growth, trade, empower
*null - works like materia system in FFVII. This virus can only infect cells that are already mutated. For example, infecting a fire-mutated cell with null raises fire resist attribute. as usual, increase is determined by size of cell.
*empower - works like null, but it's for increasing weapon elemental attribute.
*clear - clear a cell from mutation/s. The viruses cleared will return to inventory
*mitosis - divide cells into two or more. Used to expand the cell field.
*growth - vary size of cells
*spread - spread mutations to adjacent cells
*implantation - exchange selected cell with another character. Ignores immunity or vulnerability to viruses. obviously, this virus is very rare.
-For skills, you can only put one skill virus of the same type in one character.
-You can also weaken monsters using viruses in the character's inventory. For example, infecting a monster with a defense virus decreases its defense. Effect is determined by the value of your own defense, i.e. the number of your cells infected by defense viruses.
-Most common viruses are available for purchase in towns or found in treasure chests
-There are accessories that increase virus drop rates or are virus specific.
-A character will be more vulnerable to other viruses as the game progress, allowing more customization. For example, a black mage will get more attack viruses in late-game.
-There are 8 summons. Each correspond to an element. The higher the attribute of that element,the stronger it is.
-To activate summon, there is one extra large cell in each character. Once you gain access to the summon, use the summon's virus to activate the huge cell.
Battle system:
-ATB returns, but with a twist
-Now let me explain on endurance and concentration
*endurance bar is now the ATB bar. the higher the endurance stat, the longer the bar.
*concentration is needed to avoid endurance bar from resetting. Endurance bar will reset if it charges too long. Concentration decreases the probability of bar resetting.
-only one action per turn. The character will use up the bar in doing one action.
-Now here's the trick: The higher the charge of endurance bar, the greater the effect of the action. E.g. higher attack power, higher magic damage, higher accuracy of status effects/skills,etc
-So it's a game of risk and regret
-When monster attacks you, bar recharge is delayed. There are skills that prevent this.
-And yes, you control all three characters. All three bars recharge continuously. You select a character by pressing square for left char, triangle for center char and circle for right char.
-Upon selecting a character, endurance bar of the char STOPS (other characters' bar still resume). You can choose to do an action or switch to another char by pressing either of the other two buttons. But when you do this, the previous char's bar will be reset, so decide quickly.
-This makes the game fast paced and require time management and quick witted decisions.
-You can control summons,similar to FFX. They have their own separate skills and endurance bar. You can't use viruses on them.
Additional info:
-total of six chars, warrior, black mage, white mage, thief, blue mage (more skills available for him) and summoner.
-Weapons cannot be purchased. There is only one weapon per char. They can be upgraded in upgrade shops. To upgrade, you need items like in FFXIII and VIII.
-summons: shiva, ifrit, ramuh, leviathan, titan, atomos, Chaos and Cosmos. Last two are optional summons.
-random encounters. Monsters pop out from ground/air and then you enter battle.
Phew! That's all I think.
I just got this idea of this whole system overnight, and I thought it was really interesting. It combines elements from most final fantasy title.You can create yours too.
Stats in the game:
HP,MP, attack, magic, Mdef, def, endurance, concentration (both will be explained later), speed, magic accuracy, accuracy, evasion, magic evasion
Equips:
weapons and accessories only
Elements:
water, fire, blizzard, quake, thunder, wind, dark, holy
water vs thunder, fire vs blizzard, quake vs wind, dark vs holy.
Levelling up system: Cell Mutation system
Disclaimer: I am fully aware that the following system is non-scientifical. But what do you expect? It's a fantasy world!
Backstory: In this particular final fantasy world, monsters are contagious and spread many kinds of DNA viruses. Characters can be infected by them and mutate their cells to strengthen themselves. They can also use these viruses to weaken monsters.
Graphics: The cell mutation screen is comprised of many cells of different sizes. Each character has different cell colours.
Gameplay:
-each character has a unique, separate cell mutation screen.
-cells can be mutated with different viruses. These viruses are gained from defeating monsters.
-Different monsters give different amount and types of viruses.
-each character has a separate virus inventory.
-Different characters have different immunities and vulnerabilities to certain viruses. For example, the white mage is immune to attack viruses and vulnerable to white magic viruses.
-Larger cell give greater quantity. For example, a small HP mutated cell gives +10HP while a big one gives +100HP
-If you put same types of mutated cells adjacent to one another, there will be bonus value. For example, additional +25 HP is given for 5 adjacent HP cells.
-The value of stat mutated cell is deducted if it is adjacent to opposing stat. For example, HP stat adjacent to MP stat will have less effect.
-You learn magic and skills through cell mutation. For example, to learn fire spell, you need 10% fire attribute. You increase attribute of skills by mutating cells with the specific viruses, in this case, fire virus.
-Larger cells when mutated with fire virus give larger attribute value like 3%, smaller ones give 1%.
-To learn higher levelled spells like fira, you need total of 25% fire attribute and so on.
-Bonus attribute given to adjacent same element mutated cells too.
-Attribute is deducted if an opposing element is adjacent, like adjacent fire and blizzard cells.
-New magic spells and changes to spells:
*ruin - cast bad status effects like poison and slow. The higher the attribute of ruin-mutated cells, the greater the access to status effects. E.g. death spell learned at 50% ruin attribute.
*assist - cast good status effects like haste and regen. Cell system works the same like ruin
*esuna - more access to removing of different bad status effects as attribute increases
*dispel - more access to removing of different good status effects as attribute increases
*dark - teaches dark, darkra, darkga, flare. Flare is taught at 100% dark attribute.
*holy - teaches holy, holyra, holyga, ultima. ultima is taught at 100% attribute.
-The different types of viruses: HP,MP, attack, magic, Mdef, def, endurance, concentration, speed, magic accuracy, accuracy, evasion, magic evasion, fire, thunder, blizzard, water, aero, quake, dark, holy, ruin, esuna, assist, dispel, null, clear, mitosis, spread, growth, trade, empower
*null - works like materia system in FFVII. This virus can only infect cells that are already mutated. For example, infecting a fire-mutated cell with null raises fire resist attribute. as usual, increase is determined by size of cell.
*empower - works like null, but it's for increasing weapon elemental attribute.
*clear - clear a cell from mutation/s. The viruses cleared will return to inventory
*mitosis - divide cells into two or more. Used to expand the cell field.
*growth - vary size of cells
*spread - spread mutations to adjacent cells
*implantation - exchange selected cell with another character. Ignores immunity or vulnerability to viruses. obviously, this virus is very rare.
-For skills, you can only put one skill virus of the same type in one character.
-You can also weaken monsters using viruses in the character's inventory. For example, infecting a monster with a defense virus decreases its defense. Effect is determined by the value of your own defense, i.e. the number of your cells infected by defense viruses.
-Most common viruses are available for purchase in towns or found in treasure chests
-There are accessories that increase virus drop rates or are virus specific.
-A character will be more vulnerable to other viruses as the game progress, allowing more customization. For example, a black mage will get more attack viruses in late-game.
-There are 8 summons. Each correspond to an element. The higher the attribute of that element,the stronger it is.
-To activate summon, there is one extra large cell in each character. Once you gain access to the summon, use the summon's virus to activate the huge cell.
Battle system:
-ATB returns, but with a twist
-Now let me explain on endurance and concentration
*endurance bar is now the ATB bar. the higher the endurance stat, the longer the bar.
*concentration is needed to avoid endurance bar from resetting. Endurance bar will reset if it charges too long. Concentration decreases the probability of bar resetting.
-only one action per turn. The character will use up the bar in doing one action.
-Now here's the trick: The higher the charge of endurance bar, the greater the effect of the action. E.g. higher attack power, higher magic damage, higher accuracy of status effects/skills,etc
-So it's a game of risk and regret
-When monster attacks you, bar recharge is delayed. There are skills that prevent this.
-And yes, you control all three characters. All three bars recharge continuously. You select a character by pressing square for left char, triangle for center char and circle for right char.
-Upon selecting a character, endurance bar of the char STOPS (other characters' bar still resume). You can choose to do an action or switch to another char by pressing either of the other two buttons. But when you do this, the previous char's bar will be reset, so decide quickly.
-This makes the game fast paced and require time management and quick witted decisions.
-You can control summons,similar to FFX. They have their own separate skills and endurance bar. You can't use viruses on them.
Additional info:
-total of six chars, warrior, black mage, white mage, thief, blue mage (more skills available for him) and summoner.
-Weapons cannot be purchased. There is only one weapon per char. They can be upgraded in upgrade shops. To upgrade, you need items like in FFXIII and VIII.
-summons: shiva, ifrit, ramuh, leviathan, titan, atomos, Chaos and Cosmos. Last two are optional summons.
-random encounters. Monsters pop out from ground/air and then you enter battle.
Phew! That's all I think.
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