Posted June 14, 2025 by SERPA GAMES
#ACSG #Game Design #RPG #GameDev #System Design
I noticed the need to write this short article to clarify some doubts and, primarily, to showcase the depth and robustness that ACSG already offers in its structure, even with an interface that aims for simplicity for the developer.
It's understandable that, at first glance, the presence of only three basic attributes (Strength, Dexterity, and Resistance) might raise questions about the complexity and variety of RPG mechanics that can be created. However, ACSG was designed with an intelligent internal architecture that allows for a wealth of possibilities far beyond these initial numbers. It uses integrated systems of Effects, Skill Types, and internal logics to create strategic gameplay concisely and efficiently.
This article aims to demystify this perception, detailing how the systems of Skills, Items, and Effects work in conjunction with the primary attributes, allowing you to build rich and varied game experiences. You will see that the apparent simplicity hides a consistency capable of generating versatile mechanics, analogous to how some games use a limited number of primary attributes as a foundation for complex ramifications. Let's explore how each piece fits together to offer a solid and flexible environment for your creations.
At the heart of the ACSG system are the three basic attributes: Strength, Dexterity, and Resistance. These are the fundamentals that define a character's essence and interact directly with combat mechanics.
These attributes are configured for each class and enemy, and their interaction with Skills and the combat flow itself is what generates depth.
The flexibility of ACSG is remarkably evident in its Skill system. Skills are divided into distinct types, each with its own logic, and this is a system that I am always looking to improve and expand, open to new possibilities.
((Player's Strength) + (Equipment Additional Points)) - (Enemy Resistance)
. It's also possible to add random additional damage in RANDOM ADD
.DMG 1X
is the only damage type that allows for critical hits. There should always be at least one DMG 1X
in your skills; otherwise, Critical Hits will not exist in your game.((Player's Strength * 2) + (Equipment Additional Points)) - (Enemy Resistance)
. It's also possible to add random additional damage in RANDOM ADD
.((Player's Strength * 3) + (Equipment Additional Points)) - (Enemy Resistance)
. It's also possible to add random additional damage in RANDOM ADD
.% HEALING
.1 to (Player's Strength / 2)
for X turns
defined in DAMAGE ROUND
.X turns
defined in PARALYZE ROUND
.DAMAGE ROUND
effects registered in the EFFECTS section. This way, the skill will act as a nullifier of this effect if the player is currently suffering from it.
Furthermore, enemies can also use these same skill types and apply "Effects" in their attacks, adding more layers of challenge.
Combat in ACSG occurs in turns, and its depth arises from the balanced interaction of the three main attributes. It's not just Strength that defines success, but how it combines with Dexterity's agility and Resistance's resilience, for both the player and the enemy.
This system of checks and calculations, where each attribute plays a vital role at different phases of combat, creates a dynamic and strategic flow. Success does not depend on a single factor, but on the synergy between Strength, Dexterity, and Resistance, allowing for diverse tactical approaches.
To further clarify, the essential damage formulas that govern these combats are:
(Player Strength (PSTR) + Equipment Additional Points (APE)) - (Enemy Resistance (ERES))
(Player Strength (PSTR) + Equipment Additional Points (APE))
Enemy Strength (ESTR) - Player Resistance (PRES)
Enemy Strength (ESTR)
It's important to note that player Skills can introduce additional variations and complexities to these basic formulas.
Effects in ACSG are states that can alter the flow of combat and exploration. They represent conditions like poison, ice, fire, curse, or paralysis, and are a fundamental pillar for strategy. Enemies can apply these effects as part of their special skills and attacks ([HEAL]
, [DAMAGE ROUND]
, [PARALYZE ROUND]
).
Items in ACSG are vital tools that complement Skills and interact with Effects, adding depth to the player's decision-making.
Benefit
), a reliable source of damage.PARALYZE ROUND
, DAMAGE ROUND
, VENOM ROUND
, CURSE ROUND
, ICE ROUND
, FIRE ROUND
, and others.
The integration of items with the effect system demonstrates how ACSG allows for elegant complex strategies.
ACSG's consistency also manifests in how the game interacts with the player through map pages. The environment can offer bonuses or penalties dynamically, directly influencing the character's resources (HP, MP, or Gold).
ADD
or ADD+
): The player can gain resources. ADD
happens only the first time the player stops on this page, ideal for unique rewards (e.g., "Treasure Chest"). ADD+
will happen every time the player arrives on this page, perfect for refuge locations (e.g., "Inn").SUB
): The penalty will happen every time the player stops on this page (e.g., "Poisonous Swamp").ADD
/ADD+
), it's possible to define a clear "REASON" for the gain, such as "Healing Potion," "Treasure Chest," or "Drank water, etc.," which enriches the narrative.
These mechanisms allow the developer to create interactive scenarios where the environment itself affects the player's journey, whether through gains or losses of resources. Furthermore, gold acquisition from enemies is managed internally through a draw within a defined range, and item drops from enemies are configurable in the map editor, ensuring control over rewards.
By understanding the interconnectedness of its basic attributes with the detailed systems of Skills, Effects, and Items, it becomes clear that ACSG is a tool that I designed to assist in creating rich and strategic RPG experiences. Its structure offers a solid foundation for you to focus on creativity and the development of your game vision.
I deeply value the contributions and affection that the ACSG user community has shown. It is by aiming to absorb this constructive feedback that I am considering the future implementation of a modular system for additional attributes, which could extend the game's possibilities beyond battles, further expanding its layers of depth. What is presented straightforwardly today is the foundation for a universe of possibilities in your hands, and I am always open to evolving.
Best regards,
Leandro.