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Energon Axes
- kentona
- 07/10/2013 04:02 PM
- 1583 views
I have nothing of merit to show, but I have been working on the game! I have been developing a list of skills and weapons, and working out how leveling will work.
LEVELS ::..
Like I've mentioned before, this is going to be a low level game, and recently I decided that the level cap will be 12. I haven't worked out the experience curve yet, but I am hoping to balance the game such that level won't be that big of a factor in how far you can progress, and that you'd reach the cap about three-quarters of the way through the game, if you were a completionist.
With classes only having 6 skills, you will start with 1 skills and gain a new skill on the even-numbered levels. So, levels 1, 2, 4, 6, 8 and 10 award a new skill to your class. Levels 11 and 12 will provide better stat boosts. (And if the game turns out more difficult than I anticipated, I might bump the cap to 14, with 13 and 14 also getting good stat boosts)
PARTY ::..
At the start of the game you will choose classes for your 4 starting party members from this list: Facepuncher, Brave, Technoviking, Beekeeper, Guitaromancer, Gastromancer (with a specialty of Gourmand or Gourmet), Pokerface, Mad Hatter, Droid.
However, your active party size will be 5. Throughout the game, if your skills and abilities allow, you will be able to recruit or repair droids to join your party. You will be able to activate one of those droids to be your 5th party member, or even swap out one of your existing members for more droids. These droids will be very niche and focused in their skillset, and will not be as versatile as your other party members or even the Droid class you can choose.
GAMEPLAY ::..
For the gameplay, I am opting to go the "Hellion" route and have onscreen enemies. Like in Hellion, there will be Outside of Battle Skills (OOBS) that you can use on the map.
Awareness (trap and hidden enemy detection)
Computer/Tech (hacking/use of computers)
Demolitions (deactivating mines/traps/using ordinance)
Repair (repairing damaged robotics or consoles)
Security (lockpicking)
Stealth (hiding, avoiding detection)
Persuade (influence in conversations)
Medicine (healing/med pack effectiveness)
some other ideas, depending on what I do in the game:
Salvage (recovery of materials/bonus items from defeated enemies or refuse piles)
Science (understanding of investigated items, crafting?)
So that should be fun, right?
Also, like in Hellion, enemies will drop random items. There is only one town in Aether Pulse, so it's not like the game can follow the standard formula of "Town > Dungeon > Town > Dungeon", where increasingly better equipment can be purchased.
WEAPONS ::..
This is what I've brainstormed so far:
This list does not include any unique or rare items, and the numbers are subject to change. I will be using Yanfly's Weapon Skill Replace to achieve these damage types.
What I am thinking of for equipability for the classes. Xs are decided, Os are I am not quite sure yet.
Final note: I am hoping to finish this game this summer!
LEVELS ::..
Like I've mentioned before, this is going to be a low level game, and recently I decided that the level cap will be 12. I haven't worked out the experience curve yet, but I am hoping to balance the game such that level won't be that big of a factor in how far you can progress, and that you'd reach the cap about three-quarters of the way through the game, if you were a completionist.
With classes only having 6 skills, you will start with 1 skills and gain a new skill on the even-numbered levels. So, levels 1, 2, 4, 6, 8 and 10 award a new skill to your class. Levels 11 and 12 will provide better stat boosts. (And if the game turns out more difficult than I anticipated, I might bump the cap to 14, with 13 and 14 also getting good stat boosts)
PARTY ::..
At the start of the game you will choose classes for your 4 starting party members from this list: Facepuncher, Brave, Technoviking, Beekeeper, Guitaromancer, Gastromancer (with a specialty of Gourmand or Gourmet), Pokerface, Mad Hatter, Droid.
However, your active party size will be 5. Throughout the game, if your skills and abilities allow, you will be able to recruit or repair droids to join your party. You will be able to activate one of those droids to be your 5th party member, or even swap out one of your existing members for more droids. These droids will be very niche and focused in their skillset, and will not be as versatile as your other party members or even the Droid class you can choose.
GAMEPLAY ::..
For the gameplay, I am opting to go the "Hellion" route and have onscreen enemies. Like in Hellion, there will be Outside of Battle Skills (OOBS) that you can use on the map.
Awareness (trap and hidden enemy detection)
Computer/Tech (hacking/use of computers)
Demolitions (deactivating mines/traps/using ordinance)
Repair (repairing damaged robotics or consoles)
Security (lockpicking)
Stealth (hiding, avoiding detection)
Persuade (influence in conversations)
Medicine (healing/med pack effectiveness)
some other ideas, depending on what I do in the game:
Salvage (recovery of materials/bonus items from defeated enemies or refuse piles)
Science (understanding of investigated items, crafting?)
So that should be fun, right?
Also, like in Hellion, enemies will drop random items. There is only one town in Aether Pulse, so it's not like the game can follow the standard formula of "Town > Dungeon > Town > Dungeon", where increasingly better equipment can be purchased.
WEAPONS ::..
This is what I've brainstormed so far:
Weapons | MIN | MAX | Hands | Notes | Average | Type |
Hunting Knife | 1 | 4 | 1 | speed boost | 2.5 | Sword |
Vibrocutter | 3 | 9 | 1 | speed boost | 6 | Sword |
Gladius | 2 | 7 | 1 | 4.5 | Sword | |
Katana | 5 | 15 | 1 | 10 | Sword | |
Vibroblade | 7 | 14 | 1 | 10.5 | Sword | |
Vibrosword | 8 | 20 | 1 | 14 | Sword | |
Energon Blade | 9 | 28 | 1 | Energy | 18.5 | Sword |
Energon Sword | 20 | 28 | 1 | Energy | 24 | Sword |
Bladestaff | 5 | 12 | 2 | Attacks x2 | 8.5 | Sword |
Energon Bladestaff | 7 | 24 | 2 | Attacks x2, Energy | 15.5 | Sword |
Tomahawk | 3 | 6 | 1 | 4.5 | Axe | |
Cleaver | 4 | 11 | 1 | 7.5 | Axe | |
Broad Axe | 10 | 18 | 2 | 14 | Axe | |
Battle Axe | 9 | 30 | 2 | 19.5 | Axe | |
Energon Axe | 22 | 45 | 1 | Energy | 33.5 | Axe |
Spear | 3 | 15 | 2 | 9 | Spear | |
Trident | 9 | 15 | 2 | 12 | Spear | |
Pike | 15 | 23 | 2 | 19 | Spear | |
Force Pike | 14 | 63 | 2 | Energy | 38.5 | Spear |
Wooden Spoon | 2 | 3 | 1 | 2.5 | Dipstick | |
Dipstick | 1 | 4 | 1 | 2.5 | Dipstick | |
Honeystick | 1 | 8 | 1 | 4.5 | Dipstick | |
Honey Dipper | 1 | 12 | 1 | 6.5 | Dipstick | |
Lyre | 1 | 4 | 2 | 2.5 | Guitar | |
Guitar | 2 | 6 | 2 | 4 | Guitar | |
Double Guitar | 2 | 12 | 2 | Attacks x2 | 7 | Guitar |
Cherry Ax | 9 | 15 | 2 | 12 | Guitar | |
Wicked Ax | 8 | 22 | 2 | 15 | Guitar | |
Fists | 1 | 1 | 2 | Level based | 1 | Fists |
Saute Pan | 1 | 6 | 1 | 3.5 | Pan | |
Skillet | 3 | 10 | 1 | 6.5 | Pan | |
Frying Pan | 7 | 16 | 1 | 11.5 | Pan | |
Panhammer | 19 | 29 | 1 | 24 | Pan | |
Playing Cards | 1 | 4 | 1 | Surprise | 2.5 | Cards |
Tarot Cards | 2 | 8 | 1 | Surprise | 5 | Cards |
Aracana Cards | 2 | 14 | 1 | Surprise | 8 | Cards |
Blaster Pistol | 4 | 9 | 1 | Energy | 6.5 | Pistol |
Heavy Blaster | 6 | 11 | 1 | Energy | 8.5 | Pistol |
Disruptor | 8 | 12 | 1 | Energy | 10 | Pistol |
Disintegrator | 12 | 15 | 1 | Energy | 13.5 | Pistol |
Blaster Rifle | 6 | 9 | 2 | Energy | 7.5 | Rifle |
Blaster Carbine | 9 | 16 | 2 | Energy | 12.5 | Rifle |
Blaster Cannon | 14 | 26 | 2 | Energy | 20 | Rifle |
Sniper Rifle | 1 | 36 | 2 | Energy | 18.5 | Rifle |
Assault Rifle | 3 | 9 | 2 | Attacks x3, Energy | 6 | Repeater |
Repeating Blaster | 6 | 12 | 2 | Attacks x3, Energy | 9 | Repeater |
Heavy Repeater | 9 | 15 | 2 | Attacks x3, Energy | 12 | Repeater |
This list does not include any unique or rare items, and the numbers are subject to change. I will be using Yanfly's Weapon Skill Replace to achieve these damage types.
Types | Fp | Br | Tv | Bk | Gu | Ga | Pf | Mh | Dr |
Shield | x | x | x | x | x | o | x | o | |
Sword | o | x | x | x | x | x | |||
Axe | o | x | x | x | |||||
Spear | o | x | x | x | x | x | |||
Dipstick | x | x | |||||||
Guitar | x | ||||||||
Fists | x | ||||||||
Frying Pans | x | ||||||||
Cards | x | x | |||||||
Blaster Pistol | x | x | x | x | x | x | x | x | x |
Blaster Rifle | o | x | o | o | o | o | x | ||
Blaster Repeater | x | x |
What I am thinking of for equipability for the classes. Xs are decided, Os are I am not quite sure yet.
Final note: I am hoping to finish this game this summer!
Posts
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Seems you have some good ideas so far. I particularly like starting party choice/recruitable droid and OOBS ideas, which ought to give this game lots of replay value, when it comes out.
author=edchuyI miss having optimism...
Seems you have some good ideas so far. I particularly like starting party choice/recruitable droid and OOBS ideas, which ought to give this game lots of replay value, when it comes out.
Well, you have plenty of people around that do have it. Like I keep saying, if you need any help, let me know.
Looks cool so far. I think going the Hellion route will be best in the long run.
Looks cool so far. I think going the Hellion route will be best in the long run.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Is the double guitar like a darth maul style guitar with the neck in the middle and a guitar body on each end of it?
It seems like the caster weapons (dippers, pans) should probably increase magical stats rather than dealing more damage with the attack command as you upgrade them. I would probably do something different than just attack damage with guitars too... maybe. Maybe they are just super awesome Kung Fu Hustle style music weapons.
Remind me what the classes that equip these three weapon types do? Their roles and the stats used by their skills should probably help inform what the weapons do.
It seems like the caster weapons (dippers, pans) should probably increase magical stats rather than dealing more damage with the attack command as you upgrade them. I would probably do something different than just attack damage with guitars too... maybe. Maybe they are just super awesome Kung Fu Hustle style music weapons.
Remind me what the classes that equip these three weapon types do? Their roles and the stats used by their skills should probably help inform what the weapons do.
The dippers will increase magical stats - I didn't put that in the description for whatever reason, though... For Cards, I was thinking of making them have higher critical or something. The double-guitar was going to be double-necked HEAVY METAL style.
The last table shows who can equip what.
Fp = Facepuncher, Br = Brave, Tv = Technoviking, etc...
The last table shows who can equip what.
Fp = Facepuncher, Br = Brave, Tv = Technoviking, etc...
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1