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Back with the Caliross post-mortem! This time around, I guess I should spend a few words on combat. While I like several JRPGs a lot (FF 7, 8, 10, Chrono Trigger, Breath of Fire IV, Legend of Legaia and so on) I mostly dislike frequent random encounters. While some combat is enjoyable, especially when you find new enemies and/or new team compositions or skills, often times the regular battles are repetitive and unexciting in the long run. If I were to design a system with random encounters, I might make it so each fight makes it less likely to face the exact same encounter, or something similar, and I'd definitely crank down the encounter rate or tie it to some other general mechanic (say, an alert system that turns on if you are seen or take too much to handle an encounter, and which has ways for the players to turn off the alarm).

All of this to say, there is a reason why I didn't have random encounters in Caliross. Not only I don't think they were a good fit for the game thematically (can you imagine a decently civilized country where you get randomly harassed by monsters or bandits every few kilometers, or completely sealed off temples crawling with monsters around every corner?), but I also have a personal distaste for when they are excessive.

I have considered multiple times to have side-challenges with dangerous areas where random encounters would be a thing, but it's the sort of stuff that needs good planning, good rewards and probably a more in-depth combat system than what I had.

Speaking of which, the combat system is probably too simple for its own good. While I did want to avoid too many redundant skills and spells, it ended up being limited. That's also because I didn't include companions in the game (other than your summons) which further limits what you can do in terms of role assignment, combinations and so on. I think not having companions was a bad idea, in hindsight, as it not only limited the combat, but also gave us less opportunities for character development and interesting dialogues. Even if being a Shapeshifter is a secret, you can find some people you trust and/or have some friends/relationships that come from before the events of the game to onboard some interesting characters.

Anyway, despite its flaws, I think the combat still followed a few principles which I think are good:

1) Combat doesn't take too long, nor it is a "3 touches and you are dead" experience for the players in most encounters: I am sure everyone has played one or two RPG Maker games which have combat designed by complete lunatics: a random battle with early monsters that takes 10-20 turns, enemies that can kill you in 3 hits with no good healing options (possibly in a long maze, with save everywhere disabled). The combat overall is probably on the easy side, but I think it achieves having a reasonable time to completion per fight. Having no random battles also makes it easier to strategize and prepare if you fail.

2) No STUPID status effects. Unless the player has a reasonable way to know beforehand that a certain area will feature game-warping status effects, or players have access to free/innate immunity/cleansing effects, you shouldn't give enemies access to spells/skills like "sleep" "petrify" "confuse" "insta-death" and so on, ESPECIALLY party-wide ones, and especially if they can stun-lock players. Having to sit around hoping for the AI to be stupid and not abuse such abilities is nonsense, and to begin with it's either irrelevant because you have the equipment to deny the effect, or players are deprived of interactivity. For it to be what it SHOULD be (a reward for taking your time to prepare) there must be a reasonable way to learn what challenges you are going to face and to manage your finances so that it makes sense to buy such items in a timely manner (that isn't "run into a random encounter, get stunlocked and reload a previous save so you can grind for the money you need").

3) Have some unique designs or gimmicks. Regular combat quickly devolves into damage trading, so having at least a few non-regular fights should be mandatory. The game has a few, and I think they work well for what they do. If anything, maybe I should have done more and also have some battles interact with puzzles/events before said encounter.

4) Have some interactions among spells/elements. I actually think it might have been better to go the Chrono Trigger/Breath of Fire IV route and have certain special dual skills unlock if you combo the right abilities, but that was a bit complicated and with just 2 characters at any given time it didn't feel right to use, in the end. At least we do get status effects given by spells of certain elements that interact with other elements to create some combos that way. It's very bare-bones, though, I must admit.

I think those are most of the basic ideas I had behind the current system. I never found the time to improve it, and I think the idea I originally had to not use levels and XP in the game was incorrect (at least, not without something to substitute it with), as it left less ways to dole out combat rewards and new skills, and it robbed people of that feeling of progress so common in such games. Maybe it's better than having a bad progression system, but that's one aspect I am really unhappy about. I think an XP system tied to quest/goals completion could have been cool, as an alternative (rewarding combat with XP feels too much like a bad loop which discourages alternative solutions).

Anyway, that's all I have for today. If you have more questions on the topic, feel free to leave a comment. I might have a poll for 5$ and higher tier patrons on what to talk about next, as I have a few possible side-tangents, but we'll see. Until next time! ^_^

Comments

PickerPatron

That's very interesting 😮. I haven't delved deeply enough into the combat system or the advanced bosses yet, so I can't ask or comment further on the topic. That's still on my to-do list though 😁. Was Caliross originally intended to be a standard RPG? Or did you plan for it to contain adult content from the outset? What about the fetishes? Did you already have a personal list, or did subscribers suggest things? Have a good one 🫡!

mdqp

Since the combat system is not ideal, I also tried to limit combat encounters (to an extent). Still, you'll inevitably get into some fights as you progress, so you should have the chance to see a few gimmicks as well. Caliross was always intended as an adult game. I think I mentioned it in one of the previous posts, but it was designed to specifically explore long-term mind control, instead of relegating it to bad ends only. Mind you, if I thought I could get enough support making "regular" games, I would like to try making some as well, but I had enough of an audience already for my previous games, and the adult "hobbyist" market is less demanding, so it's hard to drop all of that and be: "Here is my non-adult game", when the likely outcome would be not having enough money to keep the project going. As for the fetishes, I didn't have a full list in mind from the start. I knew mind control was going to be the main one (I like it myself and I understand it), I also planned to have some vanilla content (it just makes sense to have it there), and I also wanted to try a bimbo angle early on. Unfortunately for the bimbo trait, changing all conversations was too much. It would be different if the game was written and designed more as a classic CRPG, where we don't get the musings of the protagonist very often, so it's just changing the text in the responses they can give, but that's not the game I was making, so I had to limit its effects in practice. I think the rest of the themes joined over time, as I expanded the game and found more ideas which fit certain fetishes or I thought of something I'd like to have in the game.

generic.hybridity

I think you did succeed at not having some of the sluggish/endless combat i've found in other RPGM games. What I mostly think about with Caliross is the adventure game like puzzle aspect to Dungeons and Quests. The combat mostly being perfunctory especially if you solve all the puzzles in a given area. Or read clues (if memory serves). So in that way I think its good as it does keep the focus on the exploration. After following the game over many years I wasn't as invested by the adult content which I felt I had explored a lot of. BUT I was excited for the culmination of the story. In the end I felt the same way with TOTDC . You do a good job of building those dramatic stakes, with a spice of erotic content. Thanks for sharing an insight on your design principles and looking forward to how you continue to develop as a Game Developer!

mdqp

Zelda was a big inspiration in the concept for the temples (and generally for most of the environmental puzzle), so I am glad that aspect stayed with you the most. Hearing that the story worked is a really big compliment in my book, especially as I felt the pressure of the open-world structure and the long development cycle with Caliross. Hopefully I keep my positive streak going!

PickerPatron

I asked about the adult content simply because, while reading the post, I imagined two "mdqp" fighting each other to see which content would make it into the final game 😁. It seems to me that you wanted to create a different, deeper combat system, but that if you had tried to do so, the game wouldn't have been able to feature uncensored adult content. On the other hand, what you've achieved is impressive considering the amount of content the game has. The only downside is how long it took to create 😅. I find Caliross very enjoyable and less complex than TOTDC 1. Perhaps this is because of all the options in TOTDC 1's menu (at first, you don't know where to click with so many choices) 🤭.

mdqp

The way I see it, there is an inherent conflict among adult content, story and gameplay. In a broad sense, this is just because you can't do everything all at once, so there are compromises to be made, but on the other hand, I think adult content takes extra work to reconcile with story and gameplay. If you want the adult content to fit the story, you need setup and pay off. The simplest example is having a love interest in the game, the adult content has to take a backseat to developing the relationship at some point or else there is no real story to the romance. For the combat the issue is that it takes time to develop, and the game already had other mechanics, so it was harder to justify putting more time into it, especially since I didn't want the combat to be a huge focus. I think TOTDC1 biggest issues is the interface: a lot of problems stem from it, making it feel more daunting than it actually is.

Greggo

Your game also DOES have a progression system in the manner that Zelda does: story progress plus collecting optional HP/MP upgrades and gear, instead of accumulating XP.

mdqp

That's true. Also, generally speaking, it's more important to have a progression/reward for combat the more fights there are, so there isn't as much pressure for that in Caliross, but it's still a missed opportunity, in my opinion. At the end of the day, you have to make compromises, obviously, but as the dev I can't help but think about the things I could have done better.