[project1dev] Re: first things first

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 8 Apr 2009 08:40:26 -0400

yeah man, definitely like the telekenisis idea and it is in line w/ what i
had in mind.  I pictured a glowing hand that's range was defined by your
willpower/skill and could activate switches, grab items, etc.  but i really
like the potential for physics and stuff.  It could be balanced also because
i was planning on having items in the game like a whip (or hookshot, etc).
well i will address this in the items/eq post but yeah :)

On Wed, Apr 8, 2009 at 8:29 AM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> This is an awesome foundation document.  Good job writing this up, Eric.
>  :)
> There's so many things to build off of in here.  I really like the
> telekinesis archetype.. it's a good way to include magic in the game
> in a unique way.  It'll also be great for storytelling purposes!  As
> for the control thing, we should definitely think about analog sticks
> for later on (which can easily be done with the mouse on the pc)
> Legend of Mana on the ps2 had a great system that let you change the
> psychics of things after you grabbed them with a whip by using the
> analog stick.  We could create a skill implementation of that with
> telekinesis, where you can grab objects and manipulate them in the
> world using the mouse.
> Messing with the speed of the movement gave a great sense of gravity
> too, so you felt like you were actually throwing something around.
> Using randomness here helps too.
> 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

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