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Game Design

Equipment and Stats!

Hi! I just wanted to get some feedback on my equipment and stat system.

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Equipment
In my game, shards of crystal called Chrysal are the core of the story and gameplay. Equipping different colors of shards (of varying quality and type) will produce stat growths and Color Synergy. You start out only able to equip 2 pieces at a time, but eventually can equip 5 pieces at a time.

Color Synergy
Here is a brief list of some of the synergy in the game:

Absorption
Requires Sun and Moon chrysal (Armor and Resist)
Reduces all damage taken by x.

Brawler
Requires Green and Clear chrysal (Ardor and Power)
When you crit, you gain some Life and Stamina.

Enchanted
Requires Blue and Sun chrysal (Mind and Armor)
Heals you for x when you are attacked.

Healthy
Requires Red and Green chrysal (Body and Ardor)
Increases Power when above 90% Life.

Vampirism
Requires Purple and Orange chrysal (Attack and Life)
Drains x Life per attack.

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CORE Stats
Body. Increases Life, Attack, and Armor.
Mind. Increases Attack, Ardor, and Armor + Resist.
Soul. Increases Ardor, Life, and Resist.

SUB Stats
Life. Just like HP. Reach 0 and you're unconscious.
Power. Determines how much damage/healing a character does. (Determined by your primary stat.)
Attack. Decreases the enemy's Armor/Resist.
Crit chance. The chance to cause bonus damage equal to your Ardor.
Ardor. How much bonus damage a crit causes.
Armor. Reduces physical damage.
Resist. Reduces energy damage.

Resource Mechanics
These cannot be increased but are core to the combat system.
Stamina. Maximum of 4. All abilities cost 1 to 3 stamina and you may use any ability you have enough stamina for until you're out of stamina.
Adrenaline. Maximum of 3. As you fight, you generate Adrenaline. Spending 1 Adrenaline will boost a standard ability to cause an additional effect. Spending 3 ability will unleash a powerful Rush Attack.

Primary Stat
Each character is focused on a primary stat. They have the highest growth for that stat and they gain bonuses.
- Their Power stat is increased by their primary Stat.
- For Body, they gain 10% additional Body and Life.
- For Mind, they gain 10% additional Mind and Attack.
- For Soul, they gain 10% additional Soul, Ardor and crit chance.

Stat Growth
Characters only gain Body, Mind, or Soul from fighting. These core stats increase their sub stats. There are no levels, only stat growth.

Game Design

Healing!

I wanted to share the way I'm handling healing in my game and get some feedback. Right now, characters will heal after each fight, but not to full health. This way, the player cares how low his/her party's health gets in combat instead of letting each character get low or possibly fall unconscious and then gaining full health when the fight ends. This is subject to change, however, but this is the current idea.

So several characters in the game are able to heal, but there are various restrictions on their healing capability. This way they can't just restore all their health in an instant in combat, and the fights feel more visceral.

Trent's Healing Abilities (Adventurer)
Morale: Trent's resource. Generated by certain abilities and the entire amount is consumed by others. Maximum of 100%.

Active Ability: Encouragement. Restores health over 10 seconds. If on a target already affected by Encouragement, it removes the effect and instantly restores the remaining health. Generates some morale. This ability is spammable, but it costly (in terms of time) to do so since it would normally heal this health eventually and you are wasting a turn to make it happen now.

Active Ability: Warning Cry. Not a healing spell per se, but it reduces the damage of the next incoming attack against all party members. This ability isn't spammable because it consumes all morale when used, scaling off the amount of morale consumed. Without at least 10% morale, this ability cannot be used.

Passive Ability: Cheer Up. Each time an ally is attacked, Trent has a chance to heal them instantly.

Asher's Healing Abilities (Berserker)
Asher is only able to heal himself with an ability called Balancing Strike that causes damage to an enemy and restores some health to himself, more effective when he is lower in health.

Koh's Healing Abilities (Monk)
Ki Energy: Koh's resource. Generated by certain abilities and over the course of a fight and required by other abilities. Maximum of 6 energy at a time.

Active Ability: Healing Touch. Restores health. Very straightforward, but it requires 3 (out of 6) Ki energy so it is not very spammable. This is the most standard style healing in the game.

Active Ability: Healing Prayer. Restores health to the party. Requires 5 (out of 6) Ki energy so this ability can only be used sparingly.

Sheen's Healing Abilities (Mage)
Sheen, like Asher, has no healing spells, being a mage. Her attunement to magic, however, causes 3% of all damage she deals to heal herself. This can be increased to 5% from a passive trait and another trait gives each of her spell attacks a chance to cause the healing to everyone. So she can never really be a main healer, but she can help off-heal. She also has a spell that hastens allies or slows enemies and a passive trait that causes this spell to heal allies a small amount or cause a small amount of damage to enemies.

Canaan's Healing Abilities (Doctor)
Mutation Form: Canaan's mechanic. After suffering an amount of damage in battle, Canaan transforms into his mutated form, increasing all damage and healing he causes and reducing all damage he takes for a while. Also, Canaan is constantly healing himself due to the mutation (which is doubled while in mutation form.)

Active Ability: Absorb Pain. Canaan removes some wounds from an ally, transferring them to himself. This causes healing to the ally and 30% of the healing as damage to Canaan. This damage can be reduced by defense, shields, etc. Each time he absorbs pain, however, he becomes Pained. This increases the damage Absorb Pain causes by 40% and stacks up to 3 times. (So with no stacks he suffers 30%, then 42%, 54%, and 66%.) This Pain fades after 10 seconds of not using it. This allows the ability to be spammable, but with a drawback. Mutated Form not only increases the healing but reduces the damage he takes from it.

Active Ability: Blood Transfer. Drains health from an enemy. Can be traited to also heal an ally.

Passive Ability: Radiant Healing. Each time Canaan's passive healing ability heals himself it has a chance to heal the entire party.

Echo's Healing Abilities (Psychic)
Mental Fatigue: Echo's resource. As she uses abilities, she generates fatigue that fades over time. It fades faster the longer she waits between abilities.

Active Ability: Energy Shield. Not a healing ability, but it absorbs incoming damage. It causes a lot of fatigue, so it cannot be spammed easily (without traits.) There is a trait that causes 20% of all damage absorbed by the shield to heal the shielded target.

Game Design

Character Customization!

Character customization is something that is extremely important to me. So I wanted to share some ideas I came up with for this project to give each character some flair and to allow the player to build the party they want to play.

Each character has a passive "aura" type effect that affects the entire party. In addition, each character has one passive ability that provides an offensive or defensive bonus in combat. This is usually to define what makes the character who they are. The last type of differential passive is their resource mechanic which I already posted about.

In addition to these set bonuses, each character has 7 skills from which you choose 4 at any time out of combat. They each have 3 "limit break" style abilities that you pick just one. Lastly, they have 16 passive abilities that alter their active abilities or provide a valuable combat bonus. You pick any 8 passives that you want.

There is one final, huge customization option. Each character has three general roles they can fill in combat from: tank (damage sponge), physical dps, magic dps, AoE dps, healer, buffer/debuffer, and controller (stuns etc.) The way this is done is through the Specialization section of the menu. Each character can pick one specialization class at a time which gives them huge bonuses and provides powerful augments to some of their skills. Even when you pick a specialization, you're free to choose whichever skills you want so you can create hybrid specs! Some examples are:

Trent Gray, the charismatic leader
Passive Aura: All character generate additional momentum in combat (this is what powers the limit break attacks.)
Combat Bonus: For each enemy on the battlefield, Trent causes additional damage and healing.
Specializations:
Fearless Soldier. Increases his Attack score and the power of his physical attacks. Gives him bonus stamina on a crit.
Triumphant Warlord. Increases his Focus score and the effectiveness of his healing ability and his buffs. Each crit grants him additional morale (which powers his buffs and debuff.)
Courageous Leader. Reduces all damage he takes and increases all threat he causes. Increases the damage of one of his attacks and it now forces the enemy it hits to target him. Each time he crits, he heals some health.

Sheen Crestmore, the neophyte mage
Passive Aura: Increases the party's crit chance.
Combat Bonus: A percent of all damage Sheen causes heals her.
Specializations:
Temporal Magician. Restores her mana faster, increases the power of her slow ability, and each time she crits she stuns an enemy.
Arcane Sorceress. Increases her Attack score, reduces the mana cost of her powerful AoE attacks, and each time she crits an enemy she regains some mana.
Chromatic Wizard. Increases her Focus score, reduces the mana cost of her single-target attacks, and each time she crits an enemy, her main attack will only cost half its normal stamina and mana.

As you can see, from the six available heroes, there is quite of bit of choice involved and all of these changes can happen simply from the main menu, so you're free to try out any combination of heroes, abilities, passives, and specializations. Questions, comments, concerns? Let me know :D Thanks for reading!

Miscellaneous

Real Time, Real Fun



There is a video of the game in motion.


Hi, this is just a little blurb about my project I'm working on. I had stopped development to focus on school, but the semester is not as much work as I'd anticipated and I'm resuming work on it.

This project involves a real-time, party-based RPG. It was created from the idea of Valkyrie Profile if it took place entirely in real-time and each character had several abilities to use on demand, rather than just teir basic attack.

The system is very easy to understand, once the controls are learned and a few practice battles are completed.

If you watch the video, it explains the basic functions of the battle system, but here is a quick rundown:

- Characters all generate "Stamina" which is used for all abilities and commands (even item usage).
- Characters generate Stamina constantly, and at the same rate (unless Hastened or Slowed).
- Once a character has enough Stamina to perform an action, you may issue a command.
- Adrenaline works like the EX Super meter in Super Street Fighter IV. As you accumulate Adrenaline, it can be spend in individual blocks or all at once. If used in single blocks, it can be used to super-power (or Rush!) a command, invigorating it which causes additional effects or damage or healing, etc. An adrenal command consumes the whole bar but causes an incredibly powerful effect.

The gist of the control scheme is that once you learn where you place your abilities, fighting will be second nature. Allies are selected with the arrow keys and abilities and enemies are selected with the number keys.

Lets say you have the character Echo on the <- (left) arrow keybind. Next, you have her Energy Shield keybound to the 1 key. Finally, you want to shield your ally, Koh, who is on the -> (right) arrow keybind. Once the system is memorized (which doesn't take long after a few battles) instead of having to think that thought process each time you want to place an Energy Shield on Koh, you just think:

<- , 1 , -> (Left Arrow, 1 Key, Right Arrow)

This will select Echo, activate Energy Shield, and use it on Koh. It's really simple and fun!

One side note is that due to a conversation with my roommate, I added in a "Wait Mode" that allows you to take your time choosing commands once you have a character selected if the real-time combat is difficult to control for you. You may switch modes any time out of combat.

Anyway, I hope you enjoyed the preview video. Let me know what you think! Thanks!
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