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THE Captain's Log #31 - Future changes

  • orochii
  • 11/06/2014 04:25 AM
  • 308 views
Hello mighty readers! This is me, your capt'n, talking to you like always (except for all those months where I write no word).

Well, here I am, talking to my log again. Hi log. Today's entry is about changes. Or may I call them, additions.

PASSIVE ABILITIES

First of all, I've been like hundreds of days been planning and writing exciting and wonderful passive skills. Because yes! Passive skills are coming!

Thing is, I dislike stuff like "add X strenght". I like more the kind of stuff from Pokémon. Things like "this guy can't be damaged by indirect damage" (Magic Guard, I love Sygilyph). Or "can't be damaged except by super-effective attacks" (Wonder Guard). Or "Attacks made by or received by this guy never miss" (No Guard - Sorry, Guards are cool! "orz).

You know, I like things that need proper thinking! So I stole a lot of ideas from Pokémon took inspiration from various sources. All characters have 5 passive abilities to learn, which are part of the skill tree. And one of these 5 is exclusive.

Another way to get passives is thanks to Fylgja (akin to summons). Each Fylgja has a special passive ability, which when the fylgja is equipped, the passive counts. These passives are also possessed by the fylgja when you fight them (before recruiting them, you know the only way to know each other is FIGHT! -okay nope-).

Other ways of getting passives are equipment pieces. There is one passive for example, for which I took inspiration from Touhou Mother (a RPG Touhou fangame), it makes all skills cost zero MP, but your max MP is 1. Thing is, in my game you can die from 0MP, so you're PRETTY fragile against MP damage.

I will give a lot of examples, because I know beforehand I'm not the most creative and innovative in the world for this idea ("I'm running to the registry to claim copyright right now!"). After all, Pokémon *aliens*.
Actually I'm going to try and put the inspiration inside parenthesis.

(This could be considered spoilers...).
Counterattack - Small chance of counterattacking physical moves. (almost any RPG).
Air Juggling - Improves chances of hitting aerial enemies. (life maybe?)
Cost Reduce - Reduced MP costs by a 1/6. (RPGs, ie. FinalFantasy).
Element Affinity - Partial element resistances become full resistances. (PkMn somehow).
Alchemist - Item effects are doubled. (FinalFantasy).
Mana Flow - Skills cost 1.5xMP, power is raised by 25%. (MMORPGs in general I think).
Concentration - Ups evasion by 5%. (Lineage II specifically).
Weakness Policy - Raises attack and intelligence after being hit by super effective attacks. (PkMn).
Sturdy - Survives from one-hit-KO if HP is completely full. (PkMn).
Elemental Bonus - Raises power to any element the user is resistant to. (idk).
Infinity - All techniques cost 0. Max MP is 1. (Touhou Mother <3).
Sheer Force - Physical moves have improved damage, but lowers their accuracy. (PkMn, and I know the orig doesn't does that but I would hate to cut secondary effects from skills </3).
Provoke - Raises the chance of being targetted by enemies. (Lineage II).
Focused Force - Physical moves have less damage, but makes them rarely miss. (contrary to SheerForce).
Wolf's Reflexes - Ups the chance of evading physical attacks. (I'm guessing MMOs).
Owl's Wisdom - Ups the chance of evading magical attacks. (variation for Wolf's Reflexes).
Barter - Gets discounts from shops. Raises selling prices. (FinalFantasy, some ring in Lufia).
Gale Wing - Raises speed and evasion when under Hurricane weather. (PkMn).

Elemental Sensitivity - Effects of element affinity are doubled. (variation for Element Affinity).
Weak Guard - Defense is reduced after each physical damage. (PkMn's Weak Armor).
Glass Cannon - Intelligence is doubled, defense drops to one. (trope).
Denial* - Character can't be healed. (grief five stages).
Anger* - Permanent berserk status. Life drains each turn. Character can't be healed. (Idem).
Bargaining* - Loses MP in exchange of gaining life. Character can't be healed. (Idem).
Negation* - Negates all passive skill effects. Character can't be healed. (Idem).
Acceptation* - Complete vulnerability to state changes. Character can't be healed. (Idem).
Neutrality - Ignores any elemental affinity and weakness. (idk).
Squat - Graphic is shrinked! Can't hit flying enemies. Half ATK, ups evasion. (FinalFantasy tiny).
Giant - Graphic is doubled in size! Doubles ATK, can't evade, AGI is lower. (Squat variation).
Sign - Can't do physical techniques. (because of a ROM corruption in Mario 64).
Baboon - Can't do magical techniques. (variation for sign).
BOOOOOOM - IMA FIRIN MA LAZORRRRRR! (can't do anything else except LAZOR). (meme).


Umm, so yeah, that's the thing!

STILL IMAGE SEQUENCE
I've ALWAYS wanted to make an animated sequence! ;_; And I'm going to do something pretty similar to what I wanted, but with still images. I want to animate them by camera movement, and transitions and stuff. I know this can be done with RPG Maker's image commands, but I want to try and make a video, for several personal reasons (and because RGSS3).
I'm pretty sure I'll be doing more sequences like these later on for several important parts on the game. Actually, for consistency, I must.

DEMO?
Now let's talk about a demo. Let's be frank, I've been working as much as I can, but I can't promise nothing this year. This semester is HARD AS RUBBER DUCK! But I care to work little by little on everything each spare time I have. It's slow as duck, but it's going somewhere...

So that's it for now, thanks for reading this HUUUUUUUUUUGE wall of text. If you did read, you deserve 3 cookies :T.

Salut,
Orochii Zouveleki