little gameplay movie
Basic core elements in place. Controls, interface, enough tiles and graphics to create a playable level. There is code in place to bounce around damage dealt, and damage received. Really, really basic enemy AI in place. Basically a whole lot of shells that need filling.
The basic rule I have designing all these systems is: keep it simply fun. It sounds a bit basic, but I'm trying to avoid getting complex unless it adds more fun. What do I find fun about RPGs in general? Customization and character control. Collecting loot and getting progressively stronger and better stuff. Snappy combat with depth based on character direction. Plot driven through conflict, through the game itself instead of NPCs.
What can I learn from others?
I think a lot of action rpgs have a fundamental design flaw when they are thinking mobile. Designers and publishers look at successful games in the genre like Diablo and try to migrate it, more or less directly, to mobile. The problem is successful mobile games seem to be built knowing the device and their place. People play them to burn a few minutes on the bus, waiting for friends, maybe lazing around on the couch.
How can I translate what i find fun in to a phone game?
The challenge is getting this to work in a mobile platform. Take a look at some common action-rpgs found on app-stores...
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Looks nice, but lets talk about functionality. D-pad controller on the left. While I think most developers look at this as a necessary evil, I kind of just find them irritating, unresponsive, and painful. Moving your left thumb in motions like that gets really annoying really quickly. There is a larger margin for error and it is very, very hard to make a precise movement.
The action is also a bit small. Not a huge deal, but for smaller screens it will be tough to spot enemy animations because of the clutter on the screen.
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This one I want to focus on the skill menu on the right. Again, its pretty small, so it might be tough to differentiate icons on smaller screens. More importantly, its harder to choose skills because your thumb naturally covers that portion of the screen. On the plus side, this one has centered action and is easy to follow.
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While I don't agree with all of Blizzard game designs (see: Diablo 3), Hearthstone is an example of an expertly designed and targeted game. The interface has clearly been designed for the mobile market, specifically for iPad / tablet gamers. There are too many design notes to add in a little subtopic here, but examples like the hero emotes and drag-and-drop combat are the most obvious.
More importantly, Blizzard has notably ignored the phone market. Unless there is some sort of design philosophy change, they simply understand this game would not work on a phone screen comfortably. Hearthstone isn't perfect, but I think the design deserves to be commended.
So...
Why mobile? What advantage does developing for mobile give you? What kind of scope is possible?
I think this is vastly unexplored and undeveloped. I love playing games. I have a few favourites. Dota2 takes up an incredible amount of my time. Competitive games have always been for me. That said, I like mobile games. I like the idea of having an escape in my pocket. While I don't think competitive games can flourish there yet, I think competitive elements could potentially create an addicting experience.