[project1dev] Re: first things first

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 7 Apr 2009 21:58:05 -0700

<3<3<3<3x infinity (:

On Tue, Apr 7, 2009 at 9:48 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> 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.
>> 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

Other related posts: