...So the concept is that, instead of individual situations that spring up, such as a party member getting slowed, burned, poisoned, whatever, the entire environment (more or less) gets altered?
...interesting idea, I'd like to see where it goes with that.
Yep! For now at least. Subject to change, it'll likely be solidified when I actually start making enemies and whatnot. Normal status effects will (probably) still exist, but the curtain does more or less alter the entire enviroment, yes. If I do use the curtain concept, it'll require a bit of scripting, so we'll see where that goes, it may not fit exactly as I'm planning it, but "elemental weaknesses" doesn't really sound like a stretch for a script, and that's all I'd need, everything else required is packed in RPG maker.
At the moment the curtain would only effect the player, but it would still have effects on the enemy as well, through the damage boost the player recieves. There's certainly room for more tweaking with it. Another thing worth mentioning is that the curtains enemies use is not nessacerily dictated by the enemy element, so, for instance, an ice elemental might use fire curtain to trick you into using a fire attack, whereupon it turns into a water elemental (if it survives the initial fire attack), gains a lot of attack power, and a resistance to physical and fire attacks, and suddenly you're in a terrible situation. Likewise the same enemy might have a branch at the beginning of a fight that determines what curtain it uses, so, that same ice elemental might just use ice curtain and force you into a defensive position due to it's ice attacks. That sorta thing. I'm also considering more "robust" curtains, where enemies lose options, but gain statistical benefits. An enemy might only have one curtain, so they're more predictable, but that curtain is amped up so it gives a defense or speed bonus or whatever to the enemy. That's a pretty new concept in my head though (just now, in fact!), so we'll see where it goes.
Turn based combat isn't something exclusive to JRPGS, you know. I know that's splitting hairs, but still.
Anyway, I've only read an LP of OFF and I'm currently playing through Middens. I'd say a big part of their "terrible combat" comes from lack of options concerning your party, their skills, their stats, and equipment. I mean, in OFF for example. A lot of equipment are just straight upgrades of each other. The skills you learn are just straight upgrades of each other. You might get some elemental variety going on, but ultimately your Batter is going to pretty much function exactly like everyone's Batter, the only difference is how much time you put into him. Being able to influence a character's growth and skills or your party at large is what really makes or breaks a turn based RPG(for me at least).
The "curtain" idea sounds pretty interesting. It reminds me a bit of the "weather" conditions in pokemon. What conditions do you have for there activation? Are they an active skill used by the enemy, or a passive skill used by the enemy?
PTW BTW
Yeah, I just used JRPG because brain fart. TBS combat is certainly not limited to JRPGs!
You are 100% correct about the options, character "customization" is certainly a big part of it. Another large part is just that the combat in most cases could boil down to spamming attack, which gingiva is very guilty of, and OFF to a lesser extent, at least elemental attacks pack a punch in OFF if you want to go through the hassle of finding what element is effective against the enemy you're fighting. Middens actually isn't too bad about it, but it's a little flat. Status effects are very effective, elemental weaknesses are a nice bonus, and some enemies are genuinely threatening. The real issue in middens I think, is that every fight boils down to "summon chakras, run down an element/status effect checklist, spam effective attacks".
Curtains are indeed like weather effects in pokemon! I'm not sure of the exact numbers for them in pokemon, but they'll be a bit of a stronger influence, I think. I never really noticed them in pokemon, but I never played it competitively, either. If I can get a "passive" effect to work, it'll basically operate like that, but mechanically it'll be an actively casted skill. It just might give a free turn, or whatever, if the enemy gets the first attack.
I'd also like to take a minute to say to anyone that hasn't played middens, despite my trashing of the combat system, pretty much every game done by John Clowder (Middens and Gingiva) is great, combat just isn't really their strength. CHECK THEM OUT THEY'RE FREE THEY'RE PART OF THE REASON I DID THIS IN THE FIRST PLACE
YOU'LL NEVER FEEL MORE EMOTIONALLY ATTACHED TO A SENTIENT GUN THAT WANTS YOU TO GO ON A KILLING SPREE