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An English Graphic Designer and Illustrator with a passion for gaming!

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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.

Mission-Based RPG

I'm just trying to nip arguments in the bottom early and get on with things, lol ;)

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).

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.

Mission-Based RPG

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.

Normally I'd jump at the opportunity to mess about with this kind of thing, however the nature of the game design - which is total player choice over characters and their parties - somewhat makes for a less driven narrative than such a concept would require. Especially with so many people potentially participating.

What we need is a concept along the lines of a world covered in a deadly mist for millenia, where suddenly the winds have returned and now new areas are being revealled. The team of the player is charged with exploring these new regions, who venture out each time with no idea of what they will discover.

Mission-Based RPG

Steampunk is the name for a fusion of fantasy story with technological elements. These elements are oftern powered by steam and coal to achieve results science fiction would normally have powered by computers (eg: mechs in the Final Fantasy series or Grandia's use of trains).

http://en.wikipedia.org/wiki/Steampunk for more ;)

Sonic: the RPG

http://www.gametrailers.com/player/32794.html

for those who want to see the latest info on the game

Mission-Based RPG

Ok, my little comment on potential mission-based community goodness seems to have gotten a few interested parties.

In a nutshell we're looking at creating a solid home-area containing all of the basics of play and a large amount of space for subsequent material to be added. Within this area the player will begin, and be able to take both his/her self and a custom team of some (potential) 65 class types into battle across a series of dungeons that are accessable from this central hub.

With each new release the home area would remain the same, and being the only true save-point in the game, the players would be able to export their parties and items/stats/money/etc directly into the updated version each month, containing new missions and a chance to further the story.

With character classes released as the game progresses and purchasable through the use of victory points, you could potentially be running around with a whole army of characters - selected each time for the mission at hand - not to mention customised with a huge variety of weapons, gear and special abilities to teach them in addition to their class-ability.

FORMAT: RPG Maker 2000
GENRE: Dungeon Crawler
PREMISE: Monthly slices of dungeon-crawling action with dungeons submitted by the community.

I'm thinking a Steampunk setting will be best as it allows for fans of heavy fantasy and sci-fi to vent their own dungeon ideas without having to ret-con the world setting.

Ok guys - step 1: Let's have a list of character classes, 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).

And . . . go!

The "Here's an idea" thread

I'll open up a thread for the proposed idea - though it WILL be something in RPG Maker 2000, I warn you all ;) my love lies with it.

What's your opinion on "cliched" games?

lol in the UK it's pronounced as 'cle-sh-ay'

Cliché