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Concept for (SSB?) X-over Strategy RPG?

~ Valkyrie ~

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So I've been working on this concept for some while now. I think this shouldn't really belong to this forum perhaps, but I just wanted to hear how it'd work for a crossover game like Smash Bros.

Okay now, bear with me with rather odd character choices here.

[collapse= Formation Fighters Concept]
[/collapse]

Okay then, allow me to concise up:

- Characters are put in formations of 4, with first being a controller/leader unit, 2 usually being connected to each other to make new ways of attacking and one supporter unit.

- Characters have classes- certain can interact with each other if being symbiotic and find new ways to attack opponents

- Battles are done somewhat in a mix of Megaman Battle Network’s timer-based combat where you choose your attack, which then transists to SSB/Tales Of’s LMBS-styled real-time battle fight.(Or Mario & Luigi's turn-based style with deep controls in the actions.)

Each character has basic attacks to combat, styles depending on their classes

- When you plan your attacks, you can find ways to mix them together into one string of combo actions.


[collapse=Showcase]
[/collapse]



- By combining different classes, one can find a very good synergy between them (an “unit set" if you will, think Weapon Sets from Gradius-series or Pokemon-teams in competitive Pokémon-settings)

- Each character have up to 3 classes they can reclass to, akin to FE - can thus be flexible to other kinds of sets.

There’s still more to this concept of mine... The Formation Fighters-concept had me showcasing Ringo Andou (Puyo Puyo 7, Strategist) Gold (Pokemon Special/ Adventures, Cue Slinger) Arche Klein (Tales Of Phantasia, Socket Witch) Tempo (HarmoKnight, Beat Knight).


So I wondered if I could put this for an Nintendo-crossover, or perhaps a new form of Project X Zone? I tried to see if I could corporate the whole "improvising strategying" that SSB used into an RPG game, some other RPGs' traits (from Pokemon, Fire Emblem, Mario & Luigi, Megaman Battle Network and Tales Of) along with it. A big mishmash, I guess.



So what you think?


 

Fastblade5035

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I think this is a great idea. If you want, i can help. I have so many unused ideas for a Smash RPG thing that.. Well, I dunno. Maybe we could make this concept even better?
 

~ Valkyrie ~

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Project S Zone

I would approve.

I think this is a great idea. If you want, i can help. I have so many unused ideas for a Smash RPG thing that.. Well, I dunno. Maybe we could make this concept even better?

Surey, do tell me any of your ideas you have, I've been working more on the formula now but suggestions are welcome. Maybe by PM?
 

Frostwraith

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Smash SRPG? Would love it, especially if they had some mechanics similar to Fire Emblem.

There could be several kinds of equipment ranging from generic swords, to guns to iconic weapons such as the Master Sword, Ragnell or Palutena's Bow.

Some character examples:
Link
Class: Hylian Hero
Could use swords, bows, bombs, magic spells and staffs.
Jack-of-all-stats character, being balanced in attack power, speed and defense.
His signature weapon would obviously be the Master Sword.

Ike
Class: Radiant Hero
Could use swords and axes.
Speedy and possessing good physical attack and defense, but poor magic and magic defense.
Exclusive weapons could include his sword Ragnell and Greil's axe Urvan.

Pit
Class: Angel Captain
Could use bows, staffs and other exclusive weapon classes like Orbitars or Palms.
Kind of like Swordmasters in Fire Emblem, having good speed, moderate offensive stats, but mediocre defenses. Some of his weapons would deal magical damage.
His exclusive weapon would be the Palutena's Bow.


An RPG would potentially lead to a larger roster, having major characters like the three examples above, but also some minor, but still important characters like Frederick (Fire Emblem: Awakening), Titania (Fire Emblem: Path of Radiance and Radiant Dawn) or Magnus (Kid Icarus: Uprising).

Adding some Pokémon, Paper Mario party members and/or several Fire Emblem characters to the mix would greatly expand unit variety.

A support system like Fire Emblem with conversations between characters would be a big plus without a doubt.

What's hard with crossover RPGs is having a good storyline, though. A comical story making fun of the represented series' history and mocking common storytelling clichés and such conventions works best for this kind of games, in my opinion.
 

~ Valkyrie ~

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Smash SRPG? Would love it, especially if they had some mechanics similar to Fire Emblem.

There could be several kinds of equipment ranging from generic swords, to guns to iconic weapons such as the Master Sword, Ragnell or Palutena's Bow.

Some character examples:
Link
Class: Hylian Hero
Could use swords, bows, bombs, magic spells and staffs.
Jack-of-all-stats character, being balanced in attack power, speed and defense.
His signature weapon would obviously be the Master Sword.

Ike
Class: Radiant Hero
Could use swords and axes.
Speedy and possessing good physical attack and defense, but poor magic and magic defense.
Exclusive weapons could include his sword Ragnell and Greil's axe Urvan.

Pit
Class: Angel Captain
Could use bows, staffs and other exclusive weapon classes like Orbitars or Palms.
Kind of like Swordmasters in Fire Emblem, having good speed, moderate offensive stats, but mediocre defenses. Some of his weapons would deal magical damage.
His exclusive weapon would be the Palutena's Bow.


An RPG would potentially lead to a larger roster, having major characters like the three examples above, but also some minor, but still important characters like Frederick (Fire Emblem: Awakening), Titania (Fire Emblem: Path of Radiance and Radiant Dawn) or Magnus (Kid Icarus: Uprising).

Adding some Pokémon, Paper Mario party members and/or several Fire Emblem characters to the mix would greatly expand unit variety.

A support system like Fire Emblem with conversations between characters would be a big plus without a doubt.

What's hard with crossover RPGs is having a good storyline, though. A comical story making fun of the represented series' history and mocking common storytelling clichés and such conventions works best for this kind of games, in my opinion.

I agree with that- there could be other elements that would keep the players interest when it comes to the storyline (maybe atmosphere and what else). I thought of a story that has the folk discovering some huge continent together (Legend Of Zelda NES's exploring meets Ducktales? Dunno)

On the whole this is a lot way I've been planning around out, but with some new mechanics that would corporate new ways of strategy (and spin around the whole genre) and make it stand out from other SRPGs (for example the my symbiotically functioning 4-character team formations). I'm trying to aim at how much of a fun yet at times strategically laid out fights are in Mario & Luigi-series (with certain degree on inputs).

I might also think this could work as an RPG as well (with the overworld, dungeons and what other things) if the whole thing gets too big in means of being SRPG.

I'll go concise this out now and see how to explain it further later on.
 

Zzuxon

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Wow, this is so awesome.
Is this just an idea, or do you plan on making this?
 

Fastblade5035

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Surey, do tell me any of your ideas you have, I've been working more on the formula now but suggestions are welcome. Maybe by PM?
Well, one idea I had was swappable support characters that act somewhat like the Chao in Sonic: Dark Brotherhood. For example, Viridi would be one of these, and she could either attack with you or boost one of your stats/give a special, limited ability. This way, lesser, yet still important characters get to play an important role without taking up a main character spot.
Some Support characters I've thought of:
Toad
Viridi
Caeda
Slippy (If he's not a main character)
Tingle
Ninten

Dillon, Mach Rider, Balloon Fighter, Sheriff, etc. Could be good supporters too, if they aren't main characters.
 

Zzuxon

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Toad should be a main character.
 

APC99

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This is a cool idea. I've been working on my own game ideas (currently under the title of Project Nerdvana) where you can use several different aspects from different video game worlds. It would act like Zelda in the main game, but interacting with an enemy goes into full-blown RPG mode. I'd he happy to help :) The assists could work too. I have quite a few ideas I'll post in a Google Doc and put here for everyone to see.
 

~ Valkyrie ~

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This is a cool idea. I've been working on my own game ideas (currently under the title of Project Nerdvana) where you can use several different aspects from different video game worlds. It would act like Zelda in the main game, but interacting with an enemy goes into full-blown RPG mode. I'd he happy to help :) The assists could work too. I have quite a few ideas I'll post in a Google Doc and put here for everyone to see.
Go ahead there.

My concept for the overworld was to see Golden Sun/Pokemon meet Mario & Luigi-games: a very interactable overworld with certain platforming tendencies and each character would carry a special move (similar to overworld Psynergy like Move, Carry, etc/HMs from Pokemon). This would give an opportunity to huge amount of puzzles and make the overworld much more interesting than in most RPGs.


Well, one idea I had was swappable support characters that act somewhat like the Chao in Sonic: Dark Brotherhood. For example, Viridi would be one of these, and she could either attack with you or boost one of your stats/give a special, limited ability. This way, lesser, yet still important characters get to play an important role without taking up a main character spot.
Some Support characters I've thought of:
Toad
Viridi
Caeda
Slippy (If he's not a main character)
Tingle
Ninten

Dillon, Mach Rider, Balloon Fighter, Sheriff, etc. Could be good supporters too, if they aren't main characters.
This is something I also thought around, mostly as certain "support units" that can aid the main fighters in attacking even further.
 

~ Valkyrie ~

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Well this took some time to do, but I think I can finally show you the footwork for my SSB (S)RPG.
I'll use Mario-characters here for most easiest accessibility of this thing now (along with spritework once again).

Now in my concept, engaging an enemy throws your characters into a semi-turnbased combat. However, in an SSB-themed game, I think it would call for a new way of battling that also corporates a bit of strategic thinker's game and giving also new opportunities.

Due this reason, the combat should be put on a 2D-like battlefield, with objects like platforms and other things to interact it where the player characters (units) and the enemies are placed randomly.



[collapse= "Battlefields"]
[/collapse]

When the battle starts, you get an overview of the enemies and the landscape. After then, you move to "plan" out your attacks.

Player characters plan out their attacks in a chart. In this game, each character has a class, which gives them certain ways of attacking, supporting and interacting with the battlefield.




[collapse=Planning]
[/collapse]



Now to examples: Here we have Mario and Luigi in Plumber-class which of course, enables them to use their signature Jump-attack. Plumber also lets them use hammers (another wieldable weapon for Plumber-class, compared to, for example, Toads who are just in the "Jumper"-class.)

Mario and Luigi can travel certain distance by using their Jump-attack and Goomba-stomping on enemies.

When attacking, certain inputs can be done to make attacks stronger (ala Mario & Luigi/Paper Mario). This can also affect the way characters move on the battlefield.

[collapse=Jumper Plumbers]
[/collapse]

After attacking, the characters stay in their current positions and wait until their turn to do another offensive action.
This is the way they'll move in the battlefield: the units need to take down every enemy before being victorious.

As said before, you can have up to four characters in battles. Each character can be assigned certain roles with the way they can attack or interact with the battlefield. Depending on each character's speed, the fastest one moves first, slowest one last.

Peach would be the slowest, naturally ala SMB2. Along with that, Mario and Luigi already attacking the enemies- but it doesn't still mean that you can't assign anything for her to do.


[collapse=What's here?]



"Acguired Fire Flower!"



(I was too lazy to put an icon there now)

Peach would seem left out, but she can still do something: with context sensitive actions when being near certain objects, there's many ways you can interact and explore the battlefield to find something that aids you.
[/collapse]

- After everyone carrying out their actions, it's the turn for the enemy attack!


[collapse=Enemy Attacks]



Grinder the Monkey takes the first action!
You could say he's the fastest when compared to the other Mario-enemies in the battlefield.

(Also I switch sprites for Koopa here so sorry about that)


What's that...??




Poor Mario. He has been damaged!

There's however, ways to dodge. Watch out for Luigi's actions between pictures. However, this forces characters to move again on the battlefield, for better or worse.
[/collapse]

Grinder can climb up tree-like postures and launch down it's bombs from them. However, on ground with no trees around him, he's rather harmless, unless wielding a watermelon.


It is the positions and the battlefield's structure and enviroment what gives this type of battles it's own strategic flavour: the player has to constantly think where to place his characters, along with checking if the enemies can attack you with their own abilities and how. Each enemy functions uniquely and can turn the battlefield pretty much on their aid. Same for player characters as well, if the players do know how.

[collapse= Note]


Even the enemies can mess up sometimes, by the way.

[/collapse]


Back to the unit system, player units and their classes provide different functions, contributing to the “Formation Plan”. These can be stringed together for new ways of attacking, or doing a pretty strategic layout of combat where the players can attack and support each other at the same time, much like in usual RPGs with 4 characters per battle.

Peach functions as the partial "healer" of the group: she belongs to Princess-class. Her personal class type is "Mushroom Princess", which enables her to use healing actions while utilizing jumping on her enemies as her offensive move, much like Mario and Luigi.


[collapse= Healing & Priority Moves]

Since Mario got hurt here, Peach can heal him up if need to.



Peach uses a certain "priority" healing move here, explaining why she can move first this time. Think Pokémon's priority/always-moves-first-moves. (Also sorry for yet another switch of sprites.)






Mario has been recovered up!

As he'll move first before Luigi, he'll go finish the job. Since Luigi has nothing to do anymore, he'll be assigned to do nothing for rest of the battle.


Monkey - out.


GAME!
[/collapse]

This is the way SSB-styled RPG battles could go like. With so much deepness, every battle would never feel the same.

I have more on this concept of mine, but let me hear what you think though!
 

Zzuxon

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That is a great basic concept. It's so distinct from other systems, while also being strategic in a unique way.
 

~ Valkyrie ~

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That is a great basic concept. It's so distinct from other systems, while also being strategic in a unique way.

Thanks there. I'm quite glad that now I can finally rest my mind from being worried that my concept for this game isn't anymore just in my head (as in being too complicated to explain...)
 

APC99

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You should make a discussion and invite those interested in working on it (me, Fastblade, Zuxxon and Frostwraith so far) and we could all work on it or something. I've already basically created moves for Mario, Link, Samus, DK, Pikachu and Fox.
 

Souless_shadow

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This is really cool! I would love to help in any way I can.I think I would be pretty good at coming up with character ideas and movesets.
 

~ Valkyrie ~

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You should make a discussion and invite those interested in working on it (me, Fastblade, Zuxxon and Frostwraith so far) and we could all work on it or something. I've already basically created moves for Mario, Link, Samus, DK, Pikachu and Fox.


Sure thing, I guess.

I also found out something very interesting that I might want to show you.
 
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