Well, never had one of these before, so I figured might as well give it a shot. Gonna use this for my GIP (Game In Progress) while I still don't have enough info/a demo for the Game Dev forum. So, let's go.
Five characters, each with their own unique characteristics. Relatively simple though.
Three POVs, each selected POV character has their own special abilities that change gameplay in minor ways.
Weapons all named, descriptions, prices and shops needed.
Armor started, just a few names at the moment, no descriptions or prices yet.
Skills about 70% done. Saving damage formulae till the end due to their importance in balancing, currently aiming to finish up descriptions, skill costs and level learnt. All character skills are named, enemy skills haven't been started yet.
Item list nearly complete, enemy loot table needed, shops sold needed.
NPC list large, but nowhere near complete. Will most likely save till last as an immersion factor. Important NPCs first.
Location list mostly done, just need descriptions. Rough map sketched.
All info is currently in an Excel file, haven't used the editor at all.
Garia: The world the game takes place in. Mainly aethist, with a side order of Shinto; that is, the belief that everything has a soul/spirit within it, from rocks to the sun.
Mor: The monsters of the world. Mor are so named because they're essentially just mutated versions of existing creatures that're often bigger and numerous, thus 'Mor' of them. Examples of Mor are giant bees (mutated bees), slimes (amorphic bacteria/virus clumps that gained a form of sentience), trolls (mutated humans) and the like.
Alchemy: Magic doesn't exist in the world, however, there are several new elements that can simulate the effects of what is known as magic to us fourth-wall denizens. The act of combining these elements to simulate magic is known as alchemy, and is widely practiced.
Elements: New elements include: Shor, Reem, Poh, Gru and Des. These correspond to the fourth-wall elements of the following:
These elements are found as actual objects in the world.
Shor is a brownish red rock that can be commonly found in and around burnt coal, lava and volcanoes, and is usually used in alchemy ground into a fine powder. Liberal amounts of carbon are usually mixed in due to how volatile the powder is; it spontaneously combusts on contact with oxygen. Shor rocks also hold a lot of Gru, which feeds the fire and allows for it to burn even in less than ideal conditions.
Reem is a jet black substance of greasy feel and a slightly charred smell, and is most commonly found where natural lightning has hit (A common phenomenon in Garia). It has a sort of magnetic field around it that attracts more lightning, and while relatively inert on its own, when two separate Reem sources make contact, a pulse of electricity is unleashed.
Poh is formed by condensation of steam, which doesn't form water in Garia unlike over the fourth-wall. It is a liquid, and is nearly transculent with a slight reflective sheen. Upon heating, Poh turns right back into water; a curious phenomenon where heating water forms Poh, and heating Poh forms water. Poh molecules are held more tightly together than water, and a litre of water makes ten mililitres of Poh. Store chilled to avoid having water shatter your glass from the inside.
Gru is an element that makes up air, similar to oxygen, hydrogen, nitrogen and the like. As an odorless, colorless gas, it is hard to isolate. However, it has been discovered that the element Shor, in rock form, has a high absorption rate of Gru. Burning Shor (Easily done by exposing it to oxygen) releases the pent up Gru, allowing for collection. It is usually compressed into tubes and flasks until the pressure is just under shattering point, and upon opening or breaking the tube or flask, it explodes out with great force if control is not kept. As can be seen, Gru is a gas that supports fire, like oxygen, although it does not support lifeforms. Oxygen is prefered over Gru though, so burning Shor in the presence of oxygen will release the Gru into the air rather than being consumed for combustion.
Des is commonly found in most flower petals. It is collected by harvesting petals and grinding them into a powder, then adding some water and filtering it. This results in a creamy white liquid that is then dried to form pellets of Des. When these pellets are broken up, the elemental Des within the oxygenated layer explodes out, typically in the form of earthen spikes, although skilled alchemists can vary the shapes by changing the consistency of the liquid prior to drying.
MP renamed to SP (Stamina Points).
Magic removed entirely.
SP limited to 100 per character.
SP regenerates at a rate of 3 per round.
SP can be regenerated by 10 by Guarding.
SP fully regenerated at the end of battle.
TP regenerated by 5 by Guarding.
Max level of 50.
1 G â‰ˆ Â¥1
Mor drop loot which can be sold to shops.
Mor don't drop Gold.
Burn Gradually takes damage over time.
Poison Gradually takes damage over time.
Slip Causes target to lose a turn due to slippery footing.
Stagger Causes target to lose a turn due to unstable footing.
Daze Causes target to lose a turn due to being shocked.
Blind Lowers target's accuracy due to having dust blown in eyes.
Shock Causes target to lose a few turns due to being electrocuted.
Bleed Gradually takes damage over time.
Confuse Causes target to attack uncontrollably due to mental trauma.
Any comments so far? Should I upload the Excel file here for people to take a look at? I do need some feedback on the skills as well as some ideas for damage formulae, since I'm not much of a math person.
Edit: The link to the Excel file is here. It will automatically give you the latest version I have, so don't worry about version changes; just redownload whenever you want to see if there's been any changes. SPOILER WARNING for story, since I have a rought story layout in there as well. Enjoy!