1a. regarding enemy encounters: are there "trainers" that would have multiple enemies stored in a gauntlet for you to battle at once? (it sounds like the Youthful Rebel is simply another enemy to beat up directly, so maybe just consider that idea)
1b. similarly, could you run into packs of enemies and have to battle all of them at once? maybe even one at a time?
1a. The Youthful Rebel is just a guy you beat up, yeah. Essentially in Mother you don't "kill" a ton of things, you tame them. So like when he is defeated the message will probably say "The Youthful Rebel apologized and ran away!"
However the organization guys er whatever whomever has gauntlets will summon their own summons, and they'll generally be generic ones you've already owned like "Archer" or something, I might make a few ones that'll drop ones you've never owned before like iunno, "Ronin" sounds cool. Higher ups have special ones like Rondo's but they'll drop all of them when you defeat them.
1b. Yeah but I'm not trying to overshot myself since I haven't touched Game Maker or anything yet. So if it has to be one enemy a fight then so be it but that's kinda lame.
2. super general question: do you plan on having a common set of enemies at all? you decided not to use f3d's slime idea, but was that because a slime is too basic, or because you'd rather every enemy be unique?
2. All enemies will be unique as far as I know, but their positioning is of course not random. I don't really understand what set of enemies means though. You mean like recolors? Id and Super Ego are kinda, and I already said that I might have to do recolors. But if I get efficient they might all be animated, and the recolors will animate differently.
3. regarding classes: kind of following up on #2: are we then to assume that there are classes you can assign to your blockbattlers, but the enemies you encounter do not have strengths or weaknesses to certain classes?
3a. if there are said strengths and weaknesses, how would the player be able to tell?
3b. if there aren't said strengths and weaknesses, what's the point of classes?
3. (and 3b.) The blockbattlers all have preset classes, they're more of an organization thing because I'm hoping that they'll play out differently. Like there would be, iunno, 3 guys with the affinity water, one might be able to heal, one might be able to boost stats, and one might just have a stronger water attack, so it's more of like, which one takes more priority for your team. Enemies don't have classes either. It's just a thing to organize them and define them, like statwise. Like uhh, Gladiator would go under, say, fighter. I haven't gotten them down but I've been thinking more than the original 4 I said, it's going to rather classify them by their highest stat. Having the highest stat isn't the most important though if their moves aren't able to help out with it it's gonna be a pretty even field I hope, probably not, but anyway it'll just be the stats, so it's Strength, Defense, Skill (effectiveness of a boosting move like haste), Agility, Magic, and whatever else floats a boat.
3a. I think I stated before that during a fight, after every summon turn and enemy turn there is your turn. You can choose to order your summons to fight (fight), use an item chip (item), run of course (escape), and observe (scan). I'm thinking that it's an experiment thing at first. Like oh gee is this guy weak to electricity? ...No, he absorbs it. It'll check out electricity as absorb when you scan again so you know that he absorbs electricity. And of course if you were to check your blockbattlers they'd be marked with their affinity and weakness.
4. and now for something completely different: any opinion on the idea of the elements? it'd offer a solution to not having to add classes to your enemies, but keep classes on your blockbattlers, and still have that system of differing attributes. however it's a real pain to actually put into a game since it's one other complexity you have to calculate for every single match. the player may or may not enjoy it depending on how you throw that in.
4. Elements are affinities of course. So far we got the general ones, EARTH WIND AND FIRE, Water,
Heart, Electricity, Ice, Steel, Poison... uhh YOU KNOW THE WORKS! But there's going to be Fire Emblem/Shin Megami Tensei things too. If I could do it. Piercing, Slash, and Hit, and I really like how there is a seperate Magic system for Fire Emblem, I kinda wanted a generic magic thing such as Dark Arts < Natural Arts < Light Arts and so forth. I already explained the class thing, only for organization.
I don't know if you already mentioned this before, but are they in a different world or is this entirely in real life (in terms of the game universe)?
Iunno man you ever see a glass demon thing, 2 people representative of your mind, heck even a gauntlet that summons monster things! Different world! Kooky!
So yeah getting more of an incentive to make a better OP. The blockbattler stuff will be below the normal OP alrighty?