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The next Hero's Realm killer
kentona
- 04/01/2015 10:31 PM
- 1756 views
This game has been a nebulous collection of gameplay ideas floating around in my head, so I finally took the time recently to coalesce some of them in to a more concrete design.
The gist of it is that there will be a special hero class (Tomb Raider, Treasure Hunter, or Arcane Chronicler), lots of classes for your hirelings, plenty of class switching, and loads of skill and weapon proficiency to develop.
Taking a cue from both FF6 and DQIX, I will have your teammates assume a class, with each class having a unique primary skill path, and two secondary non-unique skill paths, proficiency in up to four weapon categories, and an alternate skill (shields or unarmed abilities).
For each class's skill path, they will learn and master them at different rates (much like how Espers in FF6 had differing rates of learning for the same spells). The skill paths and weapon proficiencies themselves are inspired by the DQIX class framework. However, unlike DQIX where spells were unique and non-transferable, in this game ALL spells and abilities are learned along the skill paths. However! There is a difference between learning a skill and mastering a skill. So while, say, a Healer will learn Cure at level 1 proficiency, he would master it at a later level, and it is after he masters it that it becomes transferable.
Neat, right?
So, something like this:
Maybe one day I will actually make this game.
The gist of it is that there will be a special hero class (Tomb Raider, Treasure Hunter, or Arcane Chronicler), lots of classes for your hirelings, plenty of class switching, and loads of skill and weapon proficiency to develop.
Taking a cue from both FF6 and DQIX, I will have your teammates assume a class, with each class having a unique primary skill path, and two secondary non-unique skill paths, proficiency in up to four weapon categories, and an alternate skill (shields or unarmed abilities).
For each class's skill path, they will learn and master them at different rates (much like how Espers in FF6 had differing rates of learning for the same spells). The skill paths and weapon proficiencies themselves are inspired by the DQIX class framework. However, unlike DQIX where spells were unique and non-transferable, in this game ALL spells and abilities are learned along the skill paths. However! There is a difference between learning a skill and mastering a skill. So while, say, a Healer will learn Cure at level 1 proficiency, he would master it at a later level, and it is after he masters it that it becomes transferable.
Neat, right?
So, something like this:
Unique | Shared | Shared | Weapons | Alternate | ||||
Fighter | Fisticuffs | Martial Arts | Acrobatics | Sword | Staff | Claw | Fan | Unarmed |
Brave | Courage | Archery | Skulking | Knife | Polearm | Axe | Bow | Shield |
Ranger | Survivalism | Archery | Leadership | Knife | Axe | Shotgunne | Bow | Unarmed |
Warrior | Combat | Defense | Leadership | Sword | Hammer | Polearm | Axe | Shield |
Rogue | Acquisitivess | Skulking | Poison | Knife | Boomerang | Claw | Whip | Unarmed |
Paladin | Virtue | Defense | Spiritualism | Sword | Hammer | Staff | Polearm | Shield |
Darkling | Void | Defense | Curses | Knife | Staff | Polearm | Claw | Shield |
Healer | Healing | Spiritualism | Sorcery | Hammer | Wand | Staff | Boomerang | Shield |
Mage | Elementalism | Enchantment | Sorcery | Knife | Wand | Staff | Whip | Shield |
Wizard | Wizardry | Sorcery | Spiritualism | Sword | Wand | Staff | Boomerang | Shield |
Mesmer | Mentalism | Enchantment | Sorcery | Boomerang | Shotgunne | Whip | Fan | Unarmed |
Necromancer | Necromancy | Curses | Poison | Knife | Wand | Staff | Claw | Shield |
Scholar | Knowledge | Enchantment | Leadership | Knife | Staff | Polearm | Boomerang | Shield |
Minstrel | Song | Acrobatics | Skulking | Boomerang | Bow | Whip | Fan | Unarmed |
Merchant | Economics | Leadership | Defense | Sword | Hammer | Polearm | Shotgunne | Shield |
Armamentalist | Engineering | Acrobatics | Enchantment | Hammer | Axe | Shotgunne | Bow | Unarmed |
Ninja | Ninjitsu | Martial Arts | Skulking | Sword | Knife | Boomerang | Claw | Unarmed |
Druid | Naturalism | Spiritualism | Poison | Hammer | Staff | Polearm | Bow | Unarmed |
Chemist | Alchemy | Poison | Enchantment | Sword | Knife | Wand | Staff | Shield |
Godhand | Aura | Martial Arts | Spiritualism | Staff | Claw | Whip | Fan | Unarmed |
Death Knight | Aether | Martial Arts | Curses | Sword | Polearm | Axe | Shotgunne | Shield |
Freelancer | Heroism | Leadership | Sorcery | Sword | Knife | Staff | Bow | Shield |
Maybe one day I will actually make this game.
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kentona

I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
20742
One day the kids will leave for college and/or move out for jobs. One day...
kentona

I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
20742
Ah sorry no. What I meant was after they Master Curaga as the Healer when they change class to Warrior they will still know Curaga.
kentona

I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
20742
Well I think it's cool >_>
Pages:
1