I understand your vision for the game a lot more. It sounds like it will be a pretty sweet On Tue, Apr 7, 2009 at 9:26 PM, <figarus@xxxxxxxxx> wrote: > Game objective: to provide an amazing experience to gamers by fusing action > adventure elements and traditional rpg gameplay - with the extra twist that > only WE can provide. > > Theme: the overall theme of the game is a new mythology. I picture more > like greek myths, old folklore, etc rather than modern fantasy like lord of > the rings. It is really important we establish our own creatures, stories, > myths, monsters etc. Obviously we can be inspired by things we think are > great (zelda, oldschool ff's, modern rpg's) but we want it to be in the > universe we define and design. In my head, the characters, npc's, etc. are > mostly real down to earth ppl with real problems, but they live in subtly > surreal world with all sorts of wonders and dangers that don't exist irl. I > think a major key here is to remember-less is more. If you have one > magician, he's unique and interesting, if you have 100 (like harry potter) > magic becomes common place and loses its *ahem* magic. If we want stuff to > have an impact, it is smart to keep it's mystery and rareness. Supply and > demand, etc. You all took economics. > > Setting: this game is set in a yet unnamed world. In the beginning, there > are the pocket "worlds" - each representing its own self contained little > world of various size, including town/towns, landscape settings, etc. A > world might be an island or a dessert world. These worlds are connected by > doors that progress forward towards an unknown 'final world' in a linear > fashion. there are two doors hidden in each world - one forward to the next > world and one back towards the beginning. When NPC's go through the doors > they turn into crazed demonic creatures called karzi. For an unknown > reason, the main character can freely transverse through the doors - the > first half of the game will mostly involve the quest forward to the final > world. The second half of the game is after the main character reaches the > final world, something happens that causes the borders between the worlds to > crumble creating one large interconnected worlds made up of the lands that > the character went through and some he didn't. While to the character it > was only mere moments between the event in the final world and his arrival > in the new one, it is 10 years later in the now combined world. New empires > have formed, aliances made, and new adventures to be had. > > Character skill/stats: > The stat system is going to be deep and interconnected with other systems > and stats in the game. Things like speed will affect both overworld > movement and combat speed. Besides the standard stats like strength, > quickness, speed, constition, etc. there will also be auxillary stats > involving the character's will power. These stats are aggression and > discipline - these stats affect things like going berserk, getting scared, > etc. which will have influences on combat. > > Stats: > Strength: influences damage, lifting ability, critical hits. > Quickness: influences dodging, rt, speed running > Constitution: affects HP, stamina, lifting ability > Will: influences discipline/agression system, magic abilty > Charisma: influences ppl's reaction towards you, ability to recruit, some > magic, also influences faction stuff. (Maybe there's order charisma and > chaos charisma and some ppl are attracted to either or neutrality) > Perception: influences dodging, also makes things like traps, secret doors, > hidden treasure, etc glow. > > Skill intro: > There are basic skills, master skills, and perks. Basic skills are the > skills everyone has.. Things like parrying, swinging a weapon, dodging, > swimming, jumping, etc (all affected by stats) and then there are master > skills which basically is how classes are defined. Master skills are skills > that "level up" and give bonus perks and abilities in combat. An example of > this would be like final fantasy skills like swordtech for cyan or blitz for > saban. Another example of a master skill is magic. Perks are things that > can affect overworld or combat, like a quickdraw perk that gives you first > strike more often, lockpicking, an ability to sense if certain > creatures/characters have magic ability... There can be a ton. > > Ahhh magic: > Yes there will be magic. It will not be like magic in normal games. Magic. > in this game is all about imposing your will on the world around you. > Instead of using the elements, etc. Magic will be used to do telekenisis, > mind control, mentally destroying the enemies, and bend physical reality > etc. Now that's not to say we can't have crazy bad ass spells, as mages can > warp reality and the world around them using the power of their will... > Causing rock spikes to burst from a boulder, etc. Also telekenisis can be > used in the overworld, its range and strength varying on will power and > magic skill. Perhaps further power in magic would allow time manipulation, > etc. Very very few ppl in the world can use magic, and it is secretive and > looked at as evil. > > Movement in the world: > The main character can run, jump, climb, etc. Exploring is going to be an > adventure, with things like ropes to swing across, places to jump, things to > dodge, etc. I am picturing indiana jones type of things with giant > boulders, darts shooting from the wlals, spike rooms, places to swim, etc. > Just a lot of cool actiony things to challenge the gamer. > > Combat: > Combat is initiated by bumping into or being ambushed by an enemy. It will > change screens to a combat screen like a traditional rpg but it will not be > standard turn based action once in. What it will be is something I have > termed the "slip strike" system. Basically combat will be like a bizarre > chimera of mike tyson's punchout, gemstone and final fantasy. Basically you > control your character by selecting a command and then deciding when to > execute it - while waiting you will actively control a block/parry/dodge > defense and when you see an opening you'd execute. I can see this system > being awesome, but perhaps overwelming. Maybe the beginning will be standard > atb combat and only at the end is this... We'll have to play with it and > find what is fun. Status effects like being maimed, etc will affect dodging > and can either be made via critical hits or damage inflicted by overworld > obstacles/etc. > > Important notes, re: combat - > To grind or not to grind, that is the question... Basically, there are > going to be two kinds of areas in this game, explore areas and grind areas, > now grind areas can have adventuring and explore areas can have combat and > enemies, but we want to keep in mind the theme of the area. Basically it is > my belief that every battle should be dangerous and challenging and pose an > actual threat to the player. Rather than make the game a war of attrition as > the main character plows through an endless horde of weak enemies, all the > fights in an adventure area should be meaningful. Less enemies, more epic > fights basically. There will, of course, be grind areas too where you can > do battle for the hell of it. > > Party member: > Two quick things here... This is subject to change depending on how the > combat system plays out but basically you'd either control your group > actively like ff or dq or issue them general commands. This will need > tweaking once we get in. The other aspect of party members that is > important is this... I want death to be meaningful - losing a party member > is easy to ignore if you can just ressurect them in battle or right > afterwards, there is no concequence. My solution is this: if a party member > dies, they go to a node and you have to go to the node to jail break them > out and have them rejoin your party. We could have these nodes in various > places and it could add an element to gameplay. Obviously, this will need > to be balanced out, etc. > > Character creation, the first level: > Basically you pick your face and general looks and the screen fades and > your character appears in a black void. An NPC (character in hat/cloak) > explains that its time to test you and you are put through (I like 3 > randomly ordered with a secret 4th one that pops up occasionally and maybe > imbues special powers or only 4th test ppl can learn magic). How the player > plays out the tests gives them a general starting point for their stats, > skills and perks. > > THE TRIALS: > > Test 1 - cave - you are shoved through a door, tumble down 1000 steps and > arrive at the foot of a cave. The cave has treasure and a warning not to > touch it. There will be various ways through the cave (like going through a > trapped tunnel, dodging the traps gives appropriate bonuses, also just being > a crazy mofo and walking through does too. There is no way to lose - its a > test of character). I also like barriers you could smash down or try to > pick. Also I think there could be an avarice/generousity system which would > balance by ppl liking you or finding more loot. At the end of the cave > there is a door leading to the next quest. There is a lot of neat stuff we > could do here. > > Test 2 - you come out the door and are on a ship. The ship is a warship. > You make choices depending on information you find by talking to crew > members, items you find, and talking to the prisoners. The outcomes could > be things like... You free the prisoners, there's a mutiny, you escape via > lifeboat, you join the crew of the warship. We can flesh this out but what > I have in mind is that there's conflicting stories which makes the outcome > seem morally ambiguous and maybe the best solution is only revealed if > you're super perceptive and find the right clue. > > Test 3 - the tower - the tower is basically a spiral tower upwards with > traps, monsters and treasure but no real storyline. This will just help > flesh out the character stats. > > Remember, these tests are random so no specific order... > > Test 4 - you go through a door and end up in the cloaked man's room. He > asks how you got there, you answer some questions and he decides whether to > teach you magic and maybe what kind (physical magic that helps enhance > physical skills ... Maybe an example would be double jump or jedi like > stuff, mental magic which was discussed above, or a hybrid) magic probably > comes at a prohibitive cost so that it balances w/ non magic players (I.e. > The path of magic is harder but had awesome rewards ... It isn't for > everyone). Maybe the cloaked man asks you what you sacrifice from a list we > can develop. Afterwards, he pushes you out the door and end up in either one > of the untaken tests or the exit . > > The first world: we'll need a town and storyline for this, and include the > cave we are making now... The rest of the storya nd environments need to be > developed but I figure by the time we get to the first town, we'll be > rolling along pretty good. > > This is basically just an overview... Obviously many things need to be > fleshed out, decided, tested, perfected...but I figure this would give a > nice starting platform to work off of. > Things like the mechanics of skills, stats and the perk system will need to > be laid out in more detail but I think this is a nice start. > > Thanks, > > Eric > > Sent via BlackBerry from T-Mobile