Basically, this is a crossover game of all the Mother series. All I have at the moment is my mind, my art, and my hopes. So to make this work I ask you to join too! =D
The type of game is a fighter with major RPG elements. I’ll go into further detail shortly.
The way the game plays basically goes like this. Your character walks about the map like you’d expect in an EarthBound game. A foe spots you and runs towards you like you’d expect in an EarthBound game. The screen goes black as the encounter diddy plays then… bam, you are suddenly in a fighting game, but the rules of EarthBound still apply. No, this isn’t just a Street Fighter with EarthBound characters.
First off, the stage you fight in is like in EarthBound. Just a kalidoscope of colors in the background. Your health and PP is displayed on the bottom left corner of the screen(And is the classic health and PP meter in EarthBound). To the right of it is the command list, usually the options here are Bash, PSI, Goods, Run. How does this work? Okay, your controling your character with the directional buttons so it’s preoccupied. Theres a “select” button that automatically changes the selected option to the one below it(You have Bash selected, hit the “select” button then you have PSI selected).
Bash- Keeping Bash selected means that everytime you hit the(oh we’ll just call it the A button) A button, you’ll perform a physical attack… like in a regular fighting game. You will perform combos and the such.
PSI- Selecting PSI and pressin A will quickly open a small menu. Here you’ll choose which PSI ability to perform. Hit the select button till the PSI move you wish to perform is selected, then hit A to perform it. B is used to exit out of the PSI menu.
Goods- Like the PSI command, Goods opens a menu up of the goods you brought into battle(I’ll explain that later) Select an item and hit A to use it.
Run- In over your head? Or is this battle just not worth your time? Then run away. Select the Run option to bring up a small meter. The more you hit A the faster the meter fills. When full, you succesfully cancel the battle and return to the map screen. You wont be able to move while filling the meter and will be open to attack. If hit with a powerful enough attack, the meter will dissapear and you will be forced to return to battle or try again.
Prebattle arrangment- When you encounter an enemy a menu will come up that will allow to set up certain things for the battle. You have a large inventory to put things you find on your journey in, but only 4 items are allowed in your Goods command in a battle. 4 per character I should say. Choose wisely. If you have more than 4 characters in your party, you’ll also have to choose which 4 characters join the fight.
Tag Team- EarthBound isn’t EarthBound without friends joining the battle. This game will run on a 4-man tag team system. Switch out your characters to which you’ll think is more suited for the foe you face. Everyone gets a peice of the experiance points when you fell an enemy, but the more action a character sees the more experiance they get.
Announcment box- To keep an EarthBound feeling to it, though I think it has been keeping it well so far in my mind, the top of the screen has a text box saying whats going on. When someone lands an attack it says how much damage has been dealt, ect.
Offensive PSI attacks- Using PK thunder doesn’t let you control a bolt of psyco-kenetic lightning I’m afraid. Of coarse theres allways the elemental damage to think about, and different type attacks do different amounts of damage depending on who your facing, but how they differ the most is how to dodge them, this is a fighting game after all.
*PK Fire- Character shoot forward a ball of fire. Opposing character can jump over it or duck under it to dodge it.
*PK Thunder- A bolt of lightning comes down from above where the target is standing. They’ll have to quickly step right or left to avoid being hit.
*PK Freeze- Sharp ice juts out from the ground under the enemy. Jumping or moving to the right or left alone wont help since thy’ll just land right back onto it if they just jump, and would still get hit by it if they move to the right or left since it is somewhat wide. They’ll have to jump over to another spot quickly if they don’t like the cold.
Status PSI- Since this is a fighting game too, I figure it wouldn’t be right if you could effect your enemys’ status, like lowering their defense or offense. So the status PSI is only for self use, increasing your offense for only a little while, etc.
Equiping- Like in most RPGs, you can equip weapons and gear to characters to raise there offense, defense, and other things.
That’s the jist of it. For obvious reasons I didn’t touch up on anything story wise. If you’d like to work on this project just message me.![](/include/images/smilies/colondee.png)