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Castle Paradox
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DukeofDellot

Joined: 07 Feb 2003 Posts: 32
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Posted: Wed Nov 03, 2004 12:59 pm Post subject: Work in progress idea for a single hero game |
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I have an idea, but it's nothing more than an idea and the tip of the iceberg. (currently)
I saw the 'on every keypress; script thingy and got to thinking about adding extra commands to a game... then I thought of how boring that would be...
Then I noticed the 'on each step' script spot, and got to thinking of things that would use something like that. I've already disscused the "with enough steps one of the secondary heros will start talking to you" idea, and now I realize that I'm too lazy to go through all of the writing and the scripting that it would take to make 50 different storylines. (Besides I'd rather read a well written book than one put together in a few days.)
But then while I was playing Final Fantasy 3 (please no one discuss wether or not they like the FF series) I had a Geomancer on my team and thought about the world map reading where I stepped. His geomancy was effected by where he was and on every step an OHR game could read what tile you stood on and replace the spells in your geomancy menu to match it.
Then I thought "who'd want to play as a Geomancer through the whole game?" I remembered an old 'unuseable' class idea of Rune Warrior. They would use spells that needed a weapon with a certian rune to cast. In lamest terms, YOUR WEAPON WOULD CHANGE YOUR SPELL MENU. When you didn't have the correct wepon equiped your next step would replace the spells with same named spells that just took an extreme amount of MP.
On top of that the idea could also be used on your equiped outfit. If you changed the outfit in your menu your sprite sets would be changed to match it. Most wouldn't go through with all that trouble, but if you had only a one hero team through the whole game, it would be no hastle.
The other half of my idea is that the set money would be replaced with SP that would go to buying "level ups" to certian stats and skills, and that your real money would be an inventory item, but I don't seem to have enough time right now to discuss this.
See you Monday!!! |
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DukeofDellot

Joined: 07 Feb 2003 Posts: 32
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Posted: Mon Nov 08, 2004 3:06 pm Post subject: ugh... |
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Well... It's Monday, and I have yet to recieve a question or comment or a "that's neat", so I hope finishing my idea will change that.
If anyone has played Fable or any other game with a customizable level-up system, may have considered trying to make one for themselves. I remember Scars of Glory (I think that's what it was called) but that included a custom battle engine and a bunch of annoying scripting that would keep me from starting the making of the actual game.
Anyway, I thought up an Idea a while back that one's skill in their spell menus would be purchased at a shop availible in their inventory. Thinking that way the money you received in battle could be called something other than actual money, instead let's refer to it as SP for now. The SP would work as a second experiance counter that would work to buying stat-ups and spells in my... I'm out of time to type... damn. |
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Mon Nov 08, 2004 4:04 pm Post subject: Not sure |
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I'm not sure if I understand your idea. Are you saying that if I have a certain item equipped, I can perform certain spells?
If so, it would be nice if you could change your equipment in battle, for a price of course. Otherwise, I think it would be fun. _________________ Calehay |
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Iblis Ghost Cat

Joined: 26 May 2003 Posts: 1233 Location: Your brain
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Posted: Mon Nov 08, 2004 6:07 pm Post subject: |
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Quote: | If so, it would be nice if you could change your equipment in battle, for a price of course. |
Personally I'd think that would make it really easy and destroy any strategic value the system has. Unless the price was so high that you'd usually rather not change equipment, that is.
Anyway, It would be pretty cool to have your abilities changed based on both your equipment and your surroundings (I think this is what you're saying, at least). However, it might be better (and faster) to have the abilities based on what map you're on rather than the specific tile. That way you could change your equipment to better match your geomancy abilities and keep your equipment the same until the next map. If it was tile based, you might not know what sort of equipment you should have on cause you don't know exactly where you're getting into your next battle, so you'd just have to hope your equipment was the right arrangement.
Also, since equipment would presumably affect both your abilities and your stats, it might be interesting to have the environment affect your stats too.
EDIT: But wait! There's more!
I was also thinking that equipment abilities would absolutely have to be only usable in battle. If they weren't someone could just equip something, use its ability, and unequip it.
And these geomancy abilities could really have some interesting uses. For example, imagine you're in a volcano or something. Well, this is a really destructive kind of environment, so maybe it doesn't give you any healing spells. So you'd have to equip something that gives you healing abilities. But maybe equipment that gives you healing spells also decreases your HP a little, to keep you from being too invincible. You could do a lot of really cool balancing stuff with this system. I like it. _________________ Locked
OHR Piano |
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DukeofDellot

Joined: 07 Feb 2003 Posts: 32
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Posted: Tue Nov 09, 2004 6:56 am Post subject: ... yeah... |
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Yeah... Geomancy... Right....
I guess I didn't express this well enough, but I don't intend on using Geomancy in the game, it was just the original idea. More or less, just an example of a tried and true 'on each step' script.
What I intend on using is Runic spells that run off whatever rune may be on your weapon... though geomancy is cool and all, the game takes place on a space station, and that would highly limit geomancy skills... besides, I'm having trouble with combat, magic, and runic menus as is, I just wouldn't be able to keep up with a fourth one.
Though I am trying to create a good amount of strategy in the game, I'm not the best at developing it. Ex: An early monster, the slime, are unbeatable until you use an elemental spell on them, then they absorb the element to determine how powerful they are, such that using "Fireball" or "Surge" will cause them to learn that spell.
Note that the strategy in the game will rely on primarily one-on-one battles that use spawning enemies as the computer opponent's tactics and, of course, allow me to have in battle dialog. So while I am dispusting some strategy, I'm still trying to make it easy enough that I can keep up with the making of it... I have ADHD, just, just to say.
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Now to finish what I was saying earlier...
Shops would appear in a Legend of Zelda style where you approach the item to be purchased as the NPC rather than the shopkeeper, allowing me to easily check how much of the item money you have. Plus it would look cooler, and allow me to "easily" let the player see how the charictor looks in an outfit ahead of time.
Since your "stat level-up" puchased with your SP would determine your stats, your outfit would do little more than determine how your charictor looked. If you found armor or a cloaking unit, it may help you alot more, but for some players (such as me and my little brother) looking good is where it's at. |
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chris98

Joined: 23 Feb 2005 Posts: 114 Location: On Jupiter, My rubber Boobie, s45 h79
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Posted: Tue Mar 08, 2005 11:16 am Post subject: |
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WOWWW!!! cool idea, hope it takes off.  |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Tue Mar 08, 2005 11:23 am Post subject: |
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The post is from November, kid. _________________
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Raekuul Delicious!

Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
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Posted: Tue Mar 08, 2005 11:32 am Post subject: |
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[I know I'm breaking an unwritten rule by posting here. Please don't yell at me here.]
Getting back to the Runic Weapons Idea...
Make the attacks based off your RunWep stat (I assume that's what you're calling it), and have the weapons up both your MP and your RunWep stats. Of course, you've probably thought of this already...
Wait a sec... a Space Station??? _________________ A broken clock is still right twice a day. |
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Gizmog1 Don't Lurk In The Bushes!

Joined: 05 Mar 2003 Posts: 2257 Location: Lurking In The Bushes!
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Posted: Tue Mar 08, 2005 10:13 pm Post subject: |
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Wouldn't it be far easier to have all of these items be in an inventory? From a practical viewpoint, you could have each item have a script which modifies your stat, and hero walkabout, and force equips said item. I could probably make a quick tech demo for no real reason than to show off. The only problem is, that you'll need walkabouts and hero graphics for every possible combination of hero, armor, and weapon. This could be lessened by having 4 base groups of weapons, and only a handful of armors, or anything. If anyone'd want to work with a system like that, where your equipment would change your appearance, reply here, and I'll work up a brief demo just to show how it'd work. |
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Raekuul Delicious!

Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
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Posted: Wed Mar 09, 2005 11:15 am Post subject: |
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DukeofDellot wrote: | Then I thought "who'd want to play as a Geomancer through the whole game?" I remembered an old 'unuseable' class idea of Rune Warrior. They would use spells that needed a weapon with a certian rune to cast. In lamest terms, YOUR WEAPON WOULD CHANGE YOUR SPELL MENU. When you didn't have the correct wepon equiped your next step would replace the spells with same named spells that just took an extreme amount of MP.
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What I was getting at, Gizmog, was the MP thing, as well as a regular stat. _________________ A broken clock is still right twice a day. |
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