I actually am planning to make a game at the moment. Maybe I'll start it while quarantine is on and I'm dropped out of school.
I want to create my own Fire Emblem clone game. My design philosophy follows that of FE Thracia 776 and Vestaria Saga, to create expansive maps with layers of scripted events to create more of a puzzle feel. I'm creating a narrative that leaves off the apocalyptic climax of FE games to focus more on the political thriller themes. My big design innovations are going to be an upgradeable home base system, a between missions training system, transparency in regards to how units will develop (providing an in-game means to asset growth rates and caps and future skills and what-not, given most players will just wiki that shit anyhow), and an overhaul of the item economy, which will make weapons unbreakable (a la FE Fates), but very few in number, and inventory space restricted. I'm trying to balance it right so that players have to make firm decisions on the type of weapons units will use, instead of carrying a full arsenal. For instance, a common strategy in FE games is to load up each unit with at least 1 weapon of each weapon type they can use, plus a weapon they can use at range, plus a healing item, and then a weapon super-effective against certain unit types if there's enough space left. I want players to only be able to pick out 2 or 3 of those options, and for there to be few enough of each weapon that the player has to make a deliberate decision of who gets what. Out of 5 lance using units, which 2 get to have a lance with ranged ability? On your sword user, do you give him the weaker sword that guarantees multiple hits, or the stronger sword that some enemies may outspeed? The usual answer in that case is "give them both", but I want to take that out of consideration. I think this'll help distinguish units from each other: this is my pegasus knight that has a ranged weapon for hit and run attacks, while this pegasus knight has a spear that's heavy and slow but boosts their defense, to let them fill an emergency gap in a defensive line. Things like that. And to emphasize that, I'm trying to plan out a sort of universal skill system. Every unit will have the same number of skills, 4-5 by the end game, at regular level intervals. Some will be specific to the unit, others will come from the class, all of them can be upgraded down the line, and most of them will be chosen out of 3 options. So for instance, mounted class units will probably have a class skill tier for movement. They can select +1 movement, or to take out penalty for moving through terrain, or to reduce movement in favor of a defense bonus. Something like that.
Basically, I want to create a Fire Emblem game that takes all the half-baked design ideas the series has ever had that were worth a damn but were idiosyncratically implemented, and approach them from good design principles and a lot of player freedom to tweak units, and pair that with a grounded, believable story with excellent map design.
So I want to catch the moon with my bare hands, basically. It's highly unlikely my one man show will accomplish creating this into a commercial product, but Grimiore managed to be made eventually so why the hell not give it a try and see what happens? I have an outline for a business plan to get funding for art and music assets if I ever manage to complete and implement my game and narrative designs, but I'm not sweating that part too much cuz that'll be years down the line. I just hope to find enough free assets on the Unity store to be able to prototype enough to get the design work down after I get the framework coded.