NEW GAME IDEA. WOULD LIKE TO BRAINSTORM FOR IT!
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Alright, so this is an idea for a new game that I've been thinking of doing for a good while now, although it won't happen (if it does) until after Touhou Fantasy is 100% done (gotta get the main game out of the way first, right?). So I thought I'd dump what ideas I had here and see if people could potentially help out with more ideas to tweak with this.
So, for those who HAVE played or seen my game, which I'm sure a few of you have, all of the main characters for this next title are the 7 OCs from Touhou Fantasy (Hope, Chaos, Fate, Death, Gloom, Order, and Pestilence), with a few other OCs that may join them (Shyam being one, whom nobody here would know, as well as few others I haven't decided on). I'm trying to NOT go crazy on the cast of characters, but it's hard heh. I have most of their personalities down so there's nothing to really brainstorm TOO much there.
The story though, I've no idea on what to do with this. I'd like to make it a bit serious, but more lighthearted and fun since a lot of games nowadays are just too serious and whatnot. Many of you have probably heard me mention the Neptunia series, which is the inspiration for this idea. If you haven't heard about it or know about it, I'd recommend at least checking out some videos from this LP:
https://www.youtube.com/playlist?list=PLJEBmVgeWduCr9lo_9oQbE6B4enIFfAF1
(Warning: The series, while more humorous and whatnot, is a bit lewd too so if you don't like lewd things, don't watch too many of the vids or the ones that have it in the thumbnail. For a better look at the gameplay, Episode 72 is the best one to look at probably).
With that said, said series is what I'd like to follow in terms of gameplay (but I know that's impossible in 2k3, and I don't know if it would be possible in any other RPG Makers either??). Mostly being able to move around (albeit not all OVER the place at once, but only a bit) and perform combos (which unlike in the Nep series, you'd HAVE to time attacks to connect and the like), with the ability to potentially combo together with other characters depending on button used to switch to them and ability used and whatnot (or can make it similar to Chrono Trigger's Dual and Triple Techs, I guess if you want to cut the middle man??).
Now, the big part is the combat itself. I've been thinking that everyone will be able to use whatever weapon is available. HOWEVER, not everyone is going to be apt at using them all. For instance, Death who is the most proficient in using scythes will clearly be better than anyone else, while Pestilence who uses spears would be best at using spears. Meanwhile, Fate who never uses weapons normally would be absolutely terrible attacking physically with any weapon ever. This comes more into play with leveling up that character's proficiency with weapons, kinda like in Final Fantasy II or whatever other games does that (use the weapon long enough, you're bound to get better with it, right?). However, even if you get everyone to S Rank or max level with one particular weapon, they will still NOT be as good with it as the one that primarily uses it (for instance, maxed rank weapons for Fate is just usable, while max ranked Spear for Pestilence vs. Max Ranked Spear for Death is still going to have a bit of a gap between them). This in turn would affect how each will combo and use abilities utilized with said weapons, as well as other things such as stats and the like.
With THAT said, not everyone will be able to use every weapon right off the bat. Yes, if you're familiar with Fire Emblem and it's Rank system, that is something I think would apply pretty well here. For instance, Fate would have an E Rank in every weapon, while someone like Death would start at C Rank with Scythes, but potentially D Rank with Hammers or Swords. This ties into the ability to level up weapon levels, since this IS the weapon level. Right now, this is what I have in mind for weapons per character:
Hope: Rods
Fate: Rods, staves, books
Chaos: Knuckles, swords
Gloom:
Pestilence: Spears
Death: Scythes
Order: Staves
Now, another big part of this was the skilset per character. For now, I only have a rough draft of skills, as I do not know what all elements and types of attacks will show up. The hardest part here is that of the 7 OCs from Touhou Fantasy, 3 are physically oriented (Chaos, Death, Pestilence), 3 are magically oriented (Hope, Fate, and Order), and...then there is Gloom whom is the odd one out. This is what I have in mind for each of them (abilities marked with * are the ultimate abilities for each character, akin to the EXE Drive of the Neptunia series:
Hope:
Sunrise: Inflicts Light/Holy/Mystic-elemental damage to one target. Deals more damage to those with higher darkness values. Deals massive damage to undeads.
Soothing Light: Restores HP to one ally.
Life Aura: Restores HP to all allies in range.
Lifeline: Restores HP to all allies in range. Stronger than Life Aura.
Detoxify: Removes Poison/Venom effects from one ally.
Clarity: Removes Confusion/Charm/Berserk/etc. effects from one ally.
Exorcism: Removes Curse/Vampire/etc. effects from one ally.
Panacea: Cures status debuffs on one ally.
Revitalize: Revives one ally from KO/Death.
Mind Reinforce: Increases resistance/nullifies mind-altering effects (Confusion/Charm/Berserk/etc.).
Blackened Soul: Increases darkness within one target.
Divine Soul: Increases light within one target.
*Lost Paradise
*Grand Dream
Fate:
Mercurial Sphere: Inflicts Fire-elemental damage to one target.
Nova Storm: Inflicts Fire-elemental damage to all targets.
Plutian Spikes: Inflicts Ice-elemental damage to one target.
Arctic Wail: Inflicts Ice-elemental damage to all targets.
Groundburst: Inflicts Earth-elemental damage to one target.
Sonic Slicer: Inflicts Wind-elemental damage to one target.
Bubble Curtain: Inflicts Water-elemental damage to all targets.
Blue Sea: Inflicts Water-elemental damage to all targets.
Gravity Wheel: Inflicts Gravity-elemental damage to all targets.
????: See target's parameters, items, etc.
Clairvoyance: 100% Evasion on next attack for Fate, % Evasion increase for other party members.
*Genesis Light: Inflicts Light/Mystic/Holy-elemental damage to one target.
(On backburner/possibile list)
Searing Veil: Increase resistance/nullifies Fire-elemental damage.
Cryoveil: Increase resistance/nullifies Ice-elemental damage.
Magnetveil: Increase resistance/nullifies Lightning-elemental damage.
Gaiaveil: Increase resistance/nullifies Earth-elemental damage.
Stormveil: Increase resistance/nullifies Wind-elemental damage.
Hydroveil: Increases resistance/nullifies Water-elemental damage.
Venom Veil: Increase resistance/nullifies Poison-elemental damage.
Starlight Veil: Increases resistance/nullifies Holy/Mystic-elemental damage.
Reaper Veil: Increase resistance/nullifies Dark/Void-elemental damage.
Molecular Veil: Increase resistance/nullifies Gravity-elemental damage.
Chaos:
Cosmic Emblem: Uses a flurry of punches to assault one enemy, dealing knockback to target. Can possibly seal abilities.
Stargazer
Antimatter
Black Hole
Delta Twilight
Dragonfall
Gloom:
Ectoplasm:
Poltergeist:
Apathy: Can force target to not take any actions.
Grudge: Chosen target takes damage equal to damage user is inflicted with.
Cowardice: Inflicts Terror to one target.
*Soul Sphere: Allows for continuous usage of abilities for the rest of the party at no costs.
*Soul Thread: Allows for usage of a "clone" of target, stats of clone varying on power of Soul Thread.
Pestilence:
Blackbird:
Feather Maelstrom:
Raven's Caw:
Seven Sins:
Banescissor: Inflicts non-elemental physical damage and a status effect (Poison, Venom, Toxify, etc.)
Heartbreak: Inflicts non-elemental physical damage and a status effect (Apathy, Confusion, etc.)
Nightmare: Inflicts a status effect (Terror, stat debuffs, etc.).
Irradiate: Inflicts a status effect (Burn, etc.).
Pox Alleviate: Heals target based on types and numbers of buffs/debuffs on them. May or may not remove them.
Pox Detonate: Inflicts damage on target based on types and number of debuffs on them. May or may not remove them.
Death:
Burial: Attacks with a powerful overhead slash to slam target into the ground.
Cerberus: Attacks with three slices from the scythe.
Purgatory: Attacks by surrounding target in darkness, then attacks with a powerful slice from the scythe.
Genocide:
Bloodbath:
Braindead:
Catastrophe:
Cocytus:
Unholy War: Attacks multiple times with scythe, ending with an upward slash.
Astral Stream: Inflicts Dark/Void-elemental damage to all targets in front of user with a stream of darkness.
Abyss Gate: Inflicts Dark/Void-elemental damage to one enemy.
Lifeslicer: Halves a target's HP.
Manaslicer: Damages/halves a target's MP.
Manabreak: Inflicts damage to target based on target's MP.
All or Nothing: Attempts to inflict Instant Death to one target.
Timeflow: Slows down time to all enemies.
Life Pulse: Revives one KO'd target.
Soulbind: Revives one KO'd target. Stronger than Life Pulse.
Soul Fortification: Increases resistance/nullifies Instant Death effects.
Looming Guardian: Increases Defense parameters to one ally.
Bloodthirst: Adds Drain HP/Absorb HP effect to ally's attacks.
Last Resort: Grants buffs to user, but also inflicts Doom/Slow Death/etc.
*Apocalypse: Inflicts heavy damage to all enemies.
*Necropolis
Order:
Penance:
Damnation:
Starlight Sanctuary:
Lost Gospel:
Halo:
Heavenly Axis:
Retribution: Inflicts heavy Light/Holy-elemental damage to one target.
Voidgate: Inflicts heavy Dark/Void-elemental damage to one target.
Destroyer: Increases all parameters of one ally.
Lifeshield: While defending, slowly regain HP.
Manashield: While defending, slowly regain MP.
Elementshield: While defending, reduces damage from all elemental attacks.
Voidshield: While defending, nullifies all damage.
Divine Shield:
*Salvation: Inflicts heavy Light/Mystic/Holy-elemental damage and nullifies all buffs to all enemies while removing all debuffs from party.
As you can see, I've been trying to keep them as diverse from one another as possible (though not everything has a description and whatnot), but it's definitely not easy. Even moreso when others like Shyam will come into a play (Shyam is a dragonkin/Manakete (originally a FE OC) who is an alchemist. Specializes in using items of course, which she uses as ranged attacks in addition to dragon breaths, but she has to be right next to the enemy for her physical attacks (which in turn disables her ranged attacks. Because why would you throw flasks of dangerous stuff right next to your target?).
So yeah! That's all I got thus far. Any ideas, feedback, suggestions, whatever?? Anything that I missed to mention (since I'm sure there's a lot I haven't mentioned or haven't thought on)? Do let me know! ^^
So, for those who HAVE played or seen my game, which I'm sure a few of you have, all of the main characters for this next title are the 7 OCs from Touhou Fantasy (Hope, Chaos, Fate, Death, Gloom, Order, and Pestilence), with a few other OCs that may join them (Shyam being one, whom nobody here would know, as well as few others I haven't decided on). I'm trying to NOT go crazy on the cast of characters, but it's hard heh. I have most of their personalities down so there's nothing to really brainstorm TOO much there.
The story though, I've no idea on what to do with this. I'd like to make it a bit serious, but more lighthearted and fun since a lot of games nowadays are just too serious and whatnot. Many of you have probably heard me mention the Neptunia series, which is the inspiration for this idea. If you haven't heard about it or know about it, I'd recommend at least checking out some videos from this LP:
https://www.youtube.com/playlist?list=PLJEBmVgeWduCr9lo_9oQbE6B4enIFfAF1
(Warning: The series, while more humorous and whatnot, is a bit lewd too so if you don't like lewd things, don't watch too many of the vids or the ones that have it in the thumbnail. For a better look at the gameplay, Episode 72 is the best one to look at probably).
With that said, said series is what I'd like to follow in terms of gameplay (but I know that's impossible in 2k3, and I don't know if it would be possible in any other RPG Makers either??). Mostly being able to move around (albeit not all OVER the place at once, but only a bit) and perform combos (which unlike in the Nep series, you'd HAVE to time attacks to connect and the like), with the ability to potentially combo together with other characters depending on button used to switch to them and ability used and whatnot (or can make it similar to Chrono Trigger's Dual and Triple Techs, I guess if you want to cut the middle man??).
Now, the big part is the combat itself. I've been thinking that everyone will be able to use whatever weapon is available. HOWEVER, not everyone is going to be apt at using them all. For instance, Death who is the most proficient in using scythes will clearly be better than anyone else, while Pestilence who uses spears would be best at using spears. Meanwhile, Fate who never uses weapons normally would be absolutely terrible attacking physically with any weapon ever. This comes more into play with leveling up that character's proficiency with weapons, kinda like in Final Fantasy II or whatever other games does that (use the weapon long enough, you're bound to get better with it, right?). However, even if you get everyone to S Rank or max level with one particular weapon, they will still NOT be as good with it as the one that primarily uses it (for instance, maxed rank weapons for Fate is just usable, while max ranked Spear for Pestilence vs. Max Ranked Spear for Death is still going to have a bit of a gap between them). This in turn would affect how each will combo and use abilities utilized with said weapons, as well as other things such as stats and the like.
With THAT said, not everyone will be able to use every weapon right off the bat. Yes, if you're familiar with Fire Emblem and it's Rank system, that is something I think would apply pretty well here. For instance, Fate would have an E Rank in every weapon, while someone like Death would start at C Rank with Scythes, but potentially D Rank with Hammers or Swords. This ties into the ability to level up weapon levels, since this IS the weapon level. Right now, this is what I have in mind for weapons per character:
Hope: Rods
Fate: Rods, staves, books
Chaos: Knuckles, swords
Gloom:
Pestilence: Spears
Death: Scythes
Order: Staves
Now, another big part of this was the skilset per character. For now, I only have a rough draft of skills, as I do not know what all elements and types of attacks will show up. The hardest part here is that of the 7 OCs from Touhou Fantasy, 3 are physically oriented (Chaos, Death, Pestilence), 3 are magically oriented (Hope, Fate, and Order), and...then there is Gloom whom is the odd one out. This is what I have in mind for each of them (abilities marked with * are the ultimate abilities for each character, akin to the EXE Drive of the Neptunia series:
Hope:
Sunrise: Inflicts Light/Holy/Mystic-elemental damage to one target. Deals more damage to those with higher darkness values. Deals massive damage to undeads.
Soothing Light: Restores HP to one ally.
Life Aura: Restores HP to all allies in range.
Lifeline: Restores HP to all allies in range. Stronger than Life Aura.
Detoxify: Removes Poison/Venom effects from one ally.
Clarity: Removes Confusion/Charm/Berserk/etc. effects from one ally.
Exorcism: Removes Curse/Vampire/etc. effects from one ally.
Panacea: Cures status debuffs on one ally.
Revitalize: Revives one ally from KO/Death.
Mind Reinforce: Increases resistance/nullifies mind-altering effects (Confusion/Charm/Berserk/etc.).
Blackened Soul: Increases darkness within one target.
Divine Soul: Increases light within one target.
*Lost Paradise
*Grand Dream
Fate:
Mercurial Sphere: Inflicts Fire-elemental damage to one target.
Nova Storm: Inflicts Fire-elemental damage to all targets.
Plutian Spikes: Inflicts Ice-elemental damage to one target.
Arctic Wail: Inflicts Ice-elemental damage to all targets.
Groundburst: Inflicts Earth-elemental damage to one target.
Sonic Slicer: Inflicts Wind-elemental damage to one target.
Bubble Curtain: Inflicts Water-elemental damage to all targets.
Blue Sea: Inflicts Water-elemental damage to all targets.
Gravity Wheel: Inflicts Gravity-elemental damage to all targets.
????: See target's parameters, items, etc.
Clairvoyance: 100% Evasion on next attack for Fate, % Evasion increase for other party members.
*Genesis Light: Inflicts Light/Mystic/Holy-elemental damage to one target.
(On backburner/possibile list)
Searing Veil: Increase resistance/nullifies Fire-elemental damage.
Cryoveil: Increase resistance/nullifies Ice-elemental damage.
Magnetveil: Increase resistance/nullifies Lightning-elemental damage.
Gaiaveil: Increase resistance/nullifies Earth-elemental damage.
Stormveil: Increase resistance/nullifies Wind-elemental damage.
Hydroveil: Increases resistance/nullifies Water-elemental damage.
Venom Veil: Increase resistance/nullifies Poison-elemental damage.
Starlight Veil: Increases resistance/nullifies Holy/Mystic-elemental damage.
Reaper Veil: Increase resistance/nullifies Dark/Void-elemental damage.
Molecular Veil: Increase resistance/nullifies Gravity-elemental damage.
Chaos:
Cosmic Emblem: Uses a flurry of punches to assault one enemy, dealing knockback to target. Can possibly seal abilities.
Stargazer
Antimatter
Black Hole
Delta Twilight
Dragonfall
Gloom:
Ectoplasm:
Poltergeist:
Apathy: Can force target to not take any actions.
Grudge: Chosen target takes damage equal to damage user is inflicted with.
Cowardice: Inflicts Terror to one target.
*Soul Sphere: Allows for continuous usage of abilities for the rest of the party at no costs.
*Soul Thread: Allows for usage of a "clone" of target, stats of clone varying on power of Soul Thread.
Pestilence:
Blackbird:
Feather Maelstrom:
Raven's Caw:
Seven Sins:
Banescissor: Inflicts non-elemental physical damage and a status effect (Poison, Venom, Toxify, etc.)
Heartbreak: Inflicts non-elemental physical damage and a status effect (Apathy, Confusion, etc.)
Nightmare: Inflicts a status effect (Terror, stat debuffs, etc.).
Irradiate: Inflicts a status effect (Burn, etc.).
Pox Alleviate: Heals target based on types and numbers of buffs/debuffs on them. May or may not remove them.
Pox Detonate: Inflicts damage on target based on types and number of debuffs on them. May or may not remove them.
Death:
Burial: Attacks with a powerful overhead slash to slam target into the ground.
Cerberus: Attacks with three slices from the scythe.
Purgatory: Attacks by surrounding target in darkness, then attacks with a powerful slice from the scythe.
Genocide:
Bloodbath:
Braindead:
Catastrophe:
Cocytus:
Unholy War: Attacks multiple times with scythe, ending with an upward slash.
Astral Stream: Inflicts Dark/Void-elemental damage to all targets in front of user with a stream of darkness.
Abyss Gate: Inflicts Dark/Void-elemental damage to one enemy.
Lifeslicer: Halves a target's HP.
Manaslicer: Damages/halves a target's MP.
Manabreak: Inflicts damage to target based on target's MP.
All or Nothing: Attempts to inflict Instant Death to one target.
Timeflow: Slows down time to all enemies.
Life Pulse: Revives one KO'd target.
Soulbind: Revives one KO'd target. Stronger than Life Pulse.
Soul Fortification: Increases resistance/nullifies Instant Death effects.
Looming Guardian: Increases Defense parameters to one ally.
Bloodthirst: Adds Drain HP/Absorb HP effect to ally's attacks.
Last Resort: Grants buffs to user, but also inflicts Doom/Slow Death/etc.
*Apocalypse: Inflicts heavy damage to all enemies.
*Necropolis
Order:
Penance:
Damnation:
Starlight Sanctuary:
Lost Gospel:
Halo:
Heavenly Axis:
Retribution: Inflicts heavy Light/Holy-elemental damage to one target.
Voidgate: Inflicts heavy Dark/Void-elemental damage to one target.
Destroyer: Increases all parameters of one ally.
Lifeshield: While defending, slowly regain HP.
Manashield: While defending, slowly regain MP.
Elementshield: While defending, reduces damage from all elemental attacks.
Voidshield: While defending, nullifies all damage.
Divine Shield:
*Salvation: Inflicts heavy Light/Mystic/Holy-elemental damage and nullifies all buffs to all enemies while removing all debuffs from party.
As you can see, I've been trying to keep them as diverse from one another as possible (though not everything has a description and whatnot), but it's definitely not easy. Even moreso when others like Shyam will come into a play (Shyam is a dragonkin/Manakete (originally a FE OC) who is an alchemist. Specializes in using items of course, which she uses as ranged attacks in addition to dragon breaths, but she has to be right next to the enemy for her physical attacks (which in turn disables her ranged attacks. Because why would you throw flasks of dangerous stuff right next to your target?).
So yeah! That's all I got thus far. Any ideas, feedback, suggestions, whatever?? Anything that I missed to mention (since I'm sure there's a lot I haven't mentioned or haven't thought on)? Do let me know! ^^
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