Overall Concept
Being born as a "souling" of the oldest tree in the forest, you have been called upon because the forest is not acting as it used to. The Elder Tree's vision grows more clouded and it is losing connections to its creatures that roam through the woods of Starlight Forest. As an extension of the tree, you have the vision of it, which means that anything which is excited or important in some way energetically will stand out in vibrant color while the rest is dulled. This allows the Elder Tree to guide its soulings so that they can act as its eyes and ears in places it can't see.
Trying not to give away spoilers (which may or may not be overly exciting), you, as the souling named "Lignu", are tasked with investigating the forest and trying to find out what is happening to cause the uneasiness. What you find extends beyond the reach of Starlight Forest, but the Elder Tree is wary that it will begin to impact them more greatly and wearily sends you beyond the reaches of the forest to find the cause of these events and try to stop them.
Gameplay - General
Some of the gameplay is going to be investigational, where you're trying to follow paths and clues to get where you need to be. There will be quite a bit of emphasis on the story in terms of who you are. Starting out, you are more or less a blank soul born from the Elder Tree. You don't have much to say at first and it isn't until you venture outside of Starlight Forest that you begin to break away from the influence of the Elder Tree. You also don't look like a normal human, which will lead to some interesting reactions when you try to enter towns and talk to people.
If I have the time and dedication, I would like to shape the story around how you react to each situation, which will lead to different choices as you venture further into the game depending on what you've done so far. Will you become corrupted and jaded, despising humans for their lack of acceptance, or will you try to aid them because you know of a danger that they don't? The further you go in a certain direction will influence how you can interact with everyone and influence how the game plays. (I'm thinking of setting up a system of variables for different attributes that increase or decrease based on options you choose to make it somewhat simple.)
I also wish to have most of the tilesets in black and white and, if something can be interacted with, that will be in color. In the screenshot above, the colored graphics are the player, the Eldest Tree, who you will be talking to throughout the game, and a flower in the lower left, which you can talk to. When the flower has nothing more to say, it turns to black and white. When I play a game, if a world is open, I feel like I should talk to everyone to see if they say anything important (which usually wastes a lot of time), so I want to alleviate some of that with this system. As you progress and different things become important or unimportant, things will go in and out of color.
Gameplay - Battles
I don't want a lot of battles. They should be more like special events than a normal part of moving around the world. I intend to go outside of the default battle system and attempt to event my own, which will let the player select various commands to interact with whatever they're around while they fight. For example, if you're behind a rock, you'll have the option to duck down to cover yourself. If you're out in the open, you can try to run for cover, which may or may not succeed depending on what the enemy does. I want it to feel like you're actually fighting for your life instead of just spamming attack or certain skills over and over again. I haven't decided how to handle adding further party members yet - that's something I'm going to have to figure out when I get there.
For leveling up, I may implement something similar to an ability grid that's influenced by how you act inside and outside of battle. If you're more offensive, you'll have easier access to offensive improvements. If you tend to be strategic and careful, that will open up a different path. And outside of battle, if you're more helpful to people, you'll gain skills to help yourself and others (healing, shielding, that sort of thing). While if you're generally nasty, you'll gain access to more harsh capabilities. It'll take me a while to balance everything, but I think it will be worth it if I pull it off correctly!
