I'm making a game that's a mix of some genres, and I'm using Twine and Unity to make it.
Currently it's quite a mess of interactive fiction, visual novel and RPG.
The motivation for this salad is that I love RPGs, but I miss the story-driven aspects of pen-and-paper.
So the result so far has been a story-driven battle system where the stats of you and your allies are based on the choices you made previously.
Particularly in this case, the stats of you and your allies are based on the degree of friendship you have with them. In a gauge, it would be metered between the like of "Arch-Nemesis", passing through "Situational Ally", and maybe even, in extreme cases, er, "Forever Lover".
You'd gather friendship (or hardship) based solely through dialogue through out the story.
In a battle, when you choose your allies, the highest the level of friendship they have, the higher their damage. Be careful to choose allies with low friendship, as they can even turn against you in the battle! Conversely, the higher the hate you gathered from the opposing team, the higher the damage they will inflict.
Our own personal stats would be based on the character background, and our leveling based on the friends and decisions we make throughout the game.
I made a video of an early prototype of the game... (I'd recommend watching it full screen if you, like me, have a hard time reading small letters 8) )
To write the story, I'm using Twine as an editor. I made a a Twee parser inside the code to handles the custom markups like inventory and stats. Here is the map so far for this short demo:
As you'd expect everything is still quite early, with placeholders and subject to change... but I hope the gameplay is enticing for more.
As it evolves, I plan to make it as compatible with Twine as possible, so there should be possible to publish a Twine game if you like, or use more of the added elements if you wish.
So that's that... Hope you like, peace out.