Witchgrove Games: @dtgreene: Thank you, I like the town graphics in those old ES games, so that's definitely a compliment, and good to see you are still following the project! :) How early stage your game is? Still designing or is it already in-development? I wish you best of luck with the project - it may be long and windy road, but it feels worth it once the game starts to shape up and you can really see all the progress you've made. But there are also days when I think that I didn't really realize the size of this task. :D
My game is in an early stage of development. In fact, I've really just started on working on what I'm calling the "exploration mode", the mode where you're walking around outside of combat. Once that is done, I'll need to code menus and eventually combat, and once I have some of that written, that's when it will start to feel like a game.
I have made some decisions that should reduce the amount of work that I will need to do. For example, the graphics, if it can be called that, are based on the CP-437 character set. (Someone I showed an early screenshot, or rather a mockup I made using the program "tiled", said it reminded them of nethack, to give you an idea of the graphical style I'm currently aiming for.)
As for game mechanics, I'm aiming for something similar to early SaGa games, with multiple race choices, each with different growth mechanics, but no levels or experience points. (I find that the mechanic of levels and XP is overused in the RPG genre, so I'm aiming for something different.)
Witchgrove Games: Anyway, for these Vaeltaja games I've been planning few parts and each are their own story and can be experienced as separate games, but all of them are connected and form a bigger picture of the story on the background and history of the game world. They take place in different eras of the world I've created and for example one of them is science fiction which is actually inspired by Sega's Phantasy Star series, especially the second one, but the game mechanics will be like in this one. Then there's one part which is something between fantasy and scifi, but not in the way like Shadowrun series or most jrpgs are. And one that tells about events before Twin Falls Kingdom was founded, which will be hinted in this first game. And after those there should be at least one game, maybe two if I ever figure out how to turn that certain story into a game.
For that second game, there are some ways you could spice up the mechanics, keeping the same core but doing some things that wouldn't work in the first game's setting. In particular, two mechanics that might fit are:
* Modern weapons. Make it so that it's possible to get weapons like guns and flamethrowers. For that matter, futuristic weapons, like beam rifles could fit as well. Perhaps such weapons don't depend on having good stats, or they can hit multiple enemies at once, but there may be a cost to using them (much like there's a cost to using magic in most fantasy RPGs).
* Robot party members. Remember Demi and Wren from Phantasy Star 4? Or it could be something like in SaGa, or in Lennus (Paladin's Quest).