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Enker
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An English Graphic Designer and Illustrator with a passion for gaming!
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Mission-Based RPG
Mission-Based RPG
Rather than number dictating class as described, having three of the same class type under your character allows your character to access a 'trigger' move that has them all work together to produce the bigger effect, adding more importance to your commander as a leader and giving benefits to having a party consisting of the same unit type (and therefore lacking attackers in the case described). More of a balancing stratergy.
Your party would always consist of your character and any three units chosen from the stable, which will total at a limit of a massive possible 300. So it would appear like this in your menu:
Character 1 - Your Avatar
Character 2 - Chosen Unit
Character 3 - Chosen Unit
Character 4 - Chosen Unit
The class points system described is similar to what I had in mind, but entitled Victory Points, and won from battling / awarded at the end of missions. These can be spent on buying units, gear, weapons, spells, etc for them - as well as possibly being a requisite for entering certain missions (for example, you must have a minimum of 20VP to be able to start Dungeon X)
Essentially character class decides a character's stat boundries, levelling curve and starting ability (which is free of cost for them). You as the player can then purchase additional spells and equipment for them using VP.
The great thing about a system like this is that it requires very little to impliment but will work wonderfully when managing a huge array of characters and allow for a HUGE amount of customisation - which is necessary as you'll be porting your team through each release and growing them to create the best fighting force you can. Potentially we can even slip in little secret combinations of characters to unlock more extras and let players experiment till they find them for themselves. Even hold competitions over who has the best party.
In a system similar to the 'dark assembly' of the game Disgaea, it could be fun to have enforced 1-1 battles with characters in order for them to be able to boost their base stats outside of what their classes allow. An option available to level 40+ characters. Victory over what is essentially a boss fight would reward that unit with +1 in the stat you chose to train.
DISCUSS ANYTHING - We're making great progress so far and I'd love to see what people come up with.
Your party would always consist of your character and any three units chosen from the stable, which will total at a limit of a massive possible 300. So it would appear like this in your menu:
Character 1 - Your Avatar
Character 2 - Chosen Unit
Character 3 - Chosen Unit
Character 4 - Chosen Unit
The class points system described is similar to what I had in mind, but entitled Victory Points, and won from battling / awarded at the end of missions. These can be spent on buying units, gear, weapons, spells, etc for them - as well as possibly being a requisite for entering certain missions (for example, you must have a minimum of 20VP to be able to start Dungeon X)
Essentially character class decides a character's stat boundries, levelling curve and starting ability (which is free of cost for them). You as the player can then purchase additional spells and equipment for them using VP.
The great thing about a system like this is that it requires very little to impliment but will work wonderfully when managing a huge array of characters and allow for a HUGE amount of customisation - which is necessary as you'll be porting your team through each release and growing them to create the best fighting force you can. Potentially we can even slip in little secret combinations of characters to unlock more extras and let players experiment till they find them for themselves. Even hold competitions over who has the best party.
In a system similar to the 'dark assembly' of the game Disgaea, it could be fun to have enforced 1-1 battles with characters in order for them to be able to boost their base stats outside of what their classes allow. An option available to level 40+ characters. Victory over what is essentially a boss fight would reward that unit with +1 in the stat you chose to train.
DISCUSS ANYTHING - We're making great progress so far and I'd love to see what people come up with.
RPG MAKER 2000 - Still Kicking
I'm not talking about updates on new platforms - I'm talking about whole communities who work to recreate the look and feel of the original using as close to the same technology as they can. These people spend years doing just that.
Besides, arguing that the game engine makes the game better is something that has been proved false time and time again. You might as well be arguing that Red Steel on the Wii is better than Goldeneye simply because it is not on the N64 (to use your own metaphor) or that Final Fantasy 6 is a good game because it's on the Gameboy Advance when it is a direct port of the SNES version. It's the game itself that is either good or bad, not what technology it was made upon.
Besides, arguing that the game engine makes the game better is something that has been proved false time and time again. You might as well be arguing that Red Steel on the Wii is better than Goldeneye simply because it is not on the N64 (to use your own metaphor) or that Final Fantasy 6 is a good game because it's on the Gameboy Advance when it is a direct port of the SNES version. It's the game itself that is either good or bad, not what technology it was made upon.
Mission-Based RPG
Thanks a lot :) I'm glad that things really seem to be rolling along.
How does the 'Dreamer' angle sound as a starting point for people? Or would they rather have a more traditional military angle?
How does the 'Dreamer' angle sound as a starting point for people? Or would they rather have a more traditional military angle?
RPG MAKER 2000 - Still Kicking
Even today we see people using engines to make text-based story rpgs and Rogue-clones. I don't see people stopping doing what they enjoy.
Mission-Based RPG
Holy crap! Now that is a lotta suggestions :D You sir are a man of vision and I salute you!
Right, at the moment I am thinking of being able to customise your initial character by sex, light or dark magic base (allowing for added strength in dungeons catagorised either light or dark and penulties placed upon the character when traversing through the opposite type) and name, starting with basic gear and a single spell connected to your affiliation.
When it comes to gathering your party (I'll be refering to all characters playable in your party but not your avatar as 'units' from now on) you are initially given three bog-standard soldier types who never really amount to a great deal past the basic warrior class, but upon winning each battle you are rewarded Victory Points (VP for short) instead of cash, which can be traded in to purchase new equipment, items, skills and units. The game will feature 100 unit classes, of which you can buy up to 3 of each for use in your party. These units will start with their free class ability, and be named by the player when they are created. Potentially this means that you can have up to 300 units to choose from for any mission, with your character at the head of the party.
To really keep things interesting, drafting three of the same type units into your party will allow your character to have access to a special 'Limit' move that when triggered has all three units work together to perform a mega-version of their class skill. These skills are the most powerful in the game but can only be accomplised by limiting your options in combat significantly. In the case of your simple Healers this would work thus:
Healer x1 = 'Cure' ability - restores 20 HP to one character.
Healer X3 = 'Divine Healing' ability - Fully restores all characters.
In addition partnering a Paladin and Dark Knight (or versions there of) in the same team can lead to friction between your party members - causing them to enter battle with the status effect 'Mistrust' in place on those two units, occasionally making them attack eachother.
Essentially with so much on offer by way of team choice, tactically picking your party for added benefits or to avoid class-type clashing among other factors becomes an interesting slant to add to an otherwise all-to-simple formula.
Thoughts?
Right, at the moment I am thinking of being able to customise your initial character by sex, light or dark magic base (allowing for added strength in dungeons catagorised either light or dark and penulties placed upon the character when traversing through the opposite type) and name, starting with basic gear and a single spell connected to your affiliation.
When it comes to gathering your party (I'll be refering to all characters playable in your party but not your avatar as 'units' from now on) you are initially given three bog-standard soldier types who never really amount to a great deal past the basic warrior class, but upon winning each battle you are rewarded Victory Points (VP for short) instead of cash, which can be traded in to purchase new equipment, items, skills and units. The game will feature 100 unit classes, of which you can buy up to 3 of each for use in your party. These units will start with their free class ability, and be named by the player when they are created. Potentially this means that you can have up to 300 units to choose from for any mission, with your character at the head of the party.
To really keep things interesting, drafting three of the same type units into your party will allow your character to have access to a special 'Limit' move that when triggered has all three units work together to perform a mega-version of their class skill. These skills are the most powerful in the game but can only be accomplised by limiting your options in combat significantly. In the case of your simple Healers this would work thus:
Healer x1 = 'Cure' ability - restores 20 HP to one character.
Healer X3 = 'Divine Healing' ability - Fully restores all characters.
In addition partnering a Paladin and Dark Knight (or versions there of) in the same team can lead to friction between your party members - causing them to enter battle with the status effect 'Mistrust' in place on those two units, occasionally making them attack eachother.
Essentially with so much on offer by way of team choice, tactically picking your party for added benefits or to avoid class-type clashing among other factors becomes an interesting slant to add to an otherwise all-to-simple formula.
Thoughts?
Mission-Based RPG
Two class concepts suggested to me today.
Class Concepts:
NAME: Spellbreaker
STRENGTH: High Intelligence
WEAKNESS: Low MP
CLASS SKILL: Attacks the enemys HP directly, preventing them from casting spells or using some abilities in combat.
NAME: Shield Maiden
STRENGTH: High Defence
WEAKNESS: Low Attack
CLASS SKILL: Casts the equivilent of 'shell' onto the party.
Class Concepts:
NAME: Spellbreaker
STRENGTH: High Intelligence
WEAKNESS: Low MP
CLASS SKILL: Attacks the enemys HP directly, preventing them from casting spells or using some abilities in combat.
NAME: Shield Maiden
STRENGTH: High Defence
WEAKNESS: Low Attack
CLASS SKILL: Casts the equivilent of 'shell' onto the party.
Mission-Based RPG
Mission-Based RPG
Please can we keep posting with no set agenda out of the way? If you're not interested simply do not post on the thread, that way we can get straight to the point of what it is about. For those who want to debate 2000 vs later versions there is a thread already open doing just that, but regardless of opinions, the mandate was stated in post 1 of the thread and won't be altered.
And so we finally get back to the matter of hand - namely a list of character classes you'd like to see, what they are good/bad at and what their one special talent will be. (I say one talent, figuring that a no-cost ability comes with each class and then additional abilities are purchased or won in-game and taught to characters, adding to the team building side of the game).
On this subject, I've been giving it some thought, and whilst a psyche drama may be extremely difficult and require a serious amount of pre-planning and experience in the field in order to work - I do like the idea of party members being a fragment of the conciousness of the player.
How about using the same general idea but working it in a dreamworld instead, with you as the player directly creating your Avatar inside of it (the main character) and then using additional power to create Figments, secondary units that can be added to the setting. Enemies could be Nightmares and ultimatly Avatars of other Dreamers?
And so we finally get back to the matter of hand - namely a list of character classes you'd like to see, what they are good/bad at and what their one special talent will be. (I say one talent, figuring that a no-cost ability comes with each class and then additional abilities are purchased or won in-game and taught to characters, adding to the team building side of the game).
Why not have it so the entire story takes place in someone's fractured psyche? Your party members can be fragments of somebody's mind trapped in the subconsciousness, forced to recover memories hidden deep in the subconsciousness so that the place they're trapped in doesn't go completely off the deep-end. They are attacked by nightmares, dark memories, horrible creatures of the psyche that want the subconsciousness for their own. Etc.
On this subject, I've been giving it some thought, and whilst a psyche drama may be extremely difficult and require a serious amount of pre-planning and experience in the field in order to work - I do like the idea of party members being a fragment of the conciousness of the player.
How about using the same general idea but working it in a dreamworld instead, with you as the player directly creating your Avatar inside of it (the main character) and then using additional power to create Figments, secondary units that can be added to the setting. Enemies could be Nightmares and ultimatly Avatars of other Dreamers?
Mission-Based RPG
Firstly - the project will have narrative, but it needs to be episodic in nature for what is primarily a dungeon crawl. This requires a simple stable format from which to embark into expeditions where people get to have their stories told. Essentially each mission is a slice of something new and different, and an overall Psychonaughts theme won't serve that narrative particularly well at this juncture because at the end of the day you need a set character in order to explore the mind of, and the game won't have that.
Secondly - not joining in because it's 2000? That seems a tad sad. At the end of the day there's nothing on VX that I'm interested in working with at this point in time, and I'd much rather see innovative dungeon design and clever use of the technology than a pointless update in tech for the sake of updating.
Most community games fall apart because of too much fuss over what happens in the story or last minute changes over peramiters (the last community project had just this happen I am told). This is a set idea with a set premise. We're trying to avoid classic 'too many cooks' here by being open to self-contained snippets of adventure, not get bogged down in an argument.
Secondly - not joining in because it's 2000? That seems a tad sad. At the end of the day there's nothing on VX that I'm interested in working with at this point in time, and I'd much rather see innovative dungeon design and clever use of the technology than a pointless update in tech for the sake of updating.
Most community games fall apart because of too much fuss over what happens in the story or last minute changes over peramiters (the last community project had just this happen I am told). This is a set idea with a set premise. We're trying to avoid classic 'too many cooks' here by being open to self-contained snippets of adventure, not get bogged down in an argument.