Aemoh87 said:
Also this will be and RPG, most likely some semblance of turn based.
Ah, sweet!
A)
Well, the way I see it, when it comes to gameplay, you've got to find 'that one mechanism'.
Final Fantasy VII's materia.
Legend of Legaia's manual attack-commando input system.
Final Fantasy X's sphere grid.
Shin Megami Tensei: Lucifer's Call's Magatama system.
Find a mechanism that allows players to evolve, let them get hold of new moves and try out different combinations. Games like Final Fantasy X, XII or XIII have the downside that, in the end, every character is pretty much identical because everyone can learn everything - you'd be playing it safe, but I couldn't really recommend it. On the other hand, games like Chrono Trigger and Final Fantasy IX have abilities that are learned either by gaining levels or carrying a certain weapon long enough, but the abilities are always the same for the characters. This lack of customization wasn't too bad back in the day - and could be quite amusing when done right - by I wouldn't really recommend it.
I'd suggest finding something like FF VII or Shadow Hearts: Covenant - a system that finds a balance between abilities unique to a character and the option to customize. Off the top of my head, maybe you could reinvent the classic switchable job-system? For example: have a very limited set of jobs ready, but through the course of the game, let them combine those jobs to create new ones, with personal characteristics having a effect on the outcome.
And, if you should have time/resources left, take in account that pretty much every RPG fan likes creatures that are on your side, be it through summoning, fusion with a character or an alternative to a classic magic spell. The espers/eidolons/aeons/whatever from the Final Fantasy series, the seru from Legaia, the djinns from Golden Sun, the fusions from Shadow Hearts, etc.
But I figure the hardest part will be to come up with something original that still works... Also, on a personal note, I've always like an RPG with a few puzzles in it to boost the variety.
B)
Storywise? Go nuts. Try to stay away from the stereotypes and dare to do something that breaks with the cliche "silent, courageous hero", "naive love-interest", "butch guy with a golden heart" and "big breasted amazon babe with the sharp tongue".
As for the 'quest' itself, same thing. Instead of saving the planet, why not have the world already destroyed and have you team pick up the shambles? Maybe there isn't even a planet, maybe there's just heaven and hell (and possibly purgatory). Hell, for all I know, the planet is an alternate universe inhabited by werewolves using 'El Mariachi'-style electric guitars modified with weaponry to battle a steampunk devil in an auditory bio-bastion. Just saying...
C)
Graphically? As long as it's atmospheric. RPG's - especially turn-based ones - aren't about achieving the highest grade of realism. I'd say, just like the story, go nuts. Just try to keep the end-result coherent.
/end rant