[project1dev] Re: items/eq

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 8 Apr 2009 13:03:34 -0700

Have you played Paper Mario: Thousand Year Door? It's got a system that
seems very congruent with what your talking. Low numbers all around (start
the game with 5 life and do 1 damage), you can hold a total of 10 or so
combat items which do anything from heal players to damage enemies to status
effects. Then you get wearable items that you can only hold so many of much
like materia slots in FF7 but in Paper Mario you get more from gaining
levels not from items. If you havn't seen that game in action I would
recommend checking it out. Not to mention I love how Mario RPGs (Paper Mario
included) have the interactive battle system where you need to time your
attacks for bonus damage or damage reduction.



On Wed, Apr 8, 2009 at 11:11 AM, eric drewes <figarus@xxxxxxxxx> wrote:

> like everything else, items and equipment will be a little different than
> most rpg's... basically there will be two types of items in the game, items
> for overworld exploration and equipment for combat/stat stuff.
>
> let's break it down:
>
> overworld items would be things like lanterns, torches (can we currently do
> dynamic lighting with moving light sources?  does anyone else see this as
> being potentially AWESOME for atmosphere... i can see it invoking tension
> and fear going into a dark cave with a lantern, not knowing what you'll bump
> into...) also we will have some sort of implementation that will allow for
> traveling accross gaps, etc. (think indy's whip, link's hookshot) i'm not
> sure what though, i really like grappling hooks and whips maybe we can have
> both and theyd both have strengths/weaknesses that would let the player
> choose what they kept with them based on their characters stats/personal
> playing style/magic ability.  Magic will also have a rope/whip like function
> w/ telekenesis (or maybe levitation)... i am sure there are more we could
> have, and we will probably bump into new ideas while we're building levels
> (like... oh, itd be cool if we needed a ____ to get through this part)
>
> and now...
>
> EQUIPMENT:
>
> ok a major pet peeve of mine is that in games, how strong you are is
> basically defined by the fancy equipment you are equipped with.  FALSE. this
> is ridiculous.  If you gave Conan a run of the mill steel sword, he'll still
> cut you in half with it.  I LIKE SPECIAL WEAPONS but again, this is a less
> is more thing... 1 magic sword is unique, many becomes ho-hum.  strength of
> attack will be heavily influenced by skill and physical attributes of the
> attacker, so a great warrior will still be great with a mediocre weapon, a
> poor warrior will still be poor with a magical blade.  its not what you
> have, its what you do w/ what you have (although yeah for sure, a great
> warrior gets an ancient magic blade and it's on like donkey kong... but lets
> make it a challenge for this to happen.) Another major issue i have is that
> in RPG's, everyone wears big heavy armor and it doesnt affect how they move
> or attack.  In this game, the characters are on adventures.  It is pretty
> hard to run, jump, climb, etc. while wearing full plate armor.  Combat will
> be balanced so that light armor, small weapons, etc.  are all viable forms
> of combat that don't really handicap the user.  Heavy armor can be used but
> there will be a cost - a character cannot wear chainmail and expect to
> hide/abush in combat, it'll be hard to swing across ropes, etc.  everything
> that makes logical sense.  equipment, stats and skills will be interwoven
> and influence one another... this is how we will balance things out and let
> people make their own classes without letting characters get overpowered.
> Ideally, I think the game should be able to be played using an number of
> character styles/classes.  Want to be a big barbarian swordsman w/ light
> leather armor and no magic? fine.  Want to be a standard adventuring rogue?
> thats fine too.  Mage? great, hop on board.  Mage-knight?  COol but you'll
> have to earn that extra power and sacrifice something to make it work.  Want
> to beat the game as a happy go lucky mime? well maybe this isnt the game for
> you, take a hike.
>
> Furthermore, i hate the idea of our characters running around with 1000
> herbs or whatever.  i want there to be a lot of neat items and stuff but i
> would say we should have more "wearable" things and less just random junk on
> us at all times... my gf needs something from her purse and it takes 10
> minutes to dig through all that shit.  less is more!  we're adventuring, not
> having a tea-party.  I don't want the standard HP going up up up and healing
> items being so important to long trips into dungeons, i would say less HP,
> less getting hit, more penalty for getting hit.  I envision it like
> america's army (the fps game) where if you get hit, you're injured and
> theres first aid but that stops the bleeding and helps but doesnt
> automatically bring you back up.  I'm not a personal fan of healing
> items/magic being so intrinsic through rpg's ... theres a better way and we'
> should find it :)  we could actually borrow from the L4D model where its
> about survival and we could have temporary boost items, and maybe a healing
> node in various spots (maybe the healing node and jailbreak node for dead
> comrades is one and the same, we could work on mythology involving that)
>
> next up... party members and recruiting - stay tuned!

Other related posts: