STATUS
Because I'll never finish this in a lifetime with my inborn indecisiveness, you ALL are free to suggest recruitable monsters! Details to follow in the status's answer.
Noel_Kreiss- 10/11/2013 06:54 PM
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What I need is a monster with described weaknesses and resistances as well as description of how a monster goes with HP, MP, Str, Def, Mag, and Res. Four regular abilities are required, plus a Limit Break-of sorts ability. As the game will mainly handle monster recruiting by battling 'monsters' trapped in books, you are free to also post monsters relating to some kind of book (but please let the book be something popular).
for an open call for people to design your game for you the context seems pretty sparse
e: the HORSETOP resists WILES but is susceptible to THREATS OF VIOLENCE. he has TEN THOUSAND HP but all his other stats are NEGATIVE. he carries around a BOOK but it is filled with PORNOGRAPHY.
e: the HORSETOP resists WILES but is susceptible to THREATS OF VIOLENCE. he has TEN THOUSAND HP but all his other stats are NEGATIVE. he carries around a BOOK but it is filled with PORNOGRAPHY.
author=mawkI just need monsters as I'm focusing my thoughts on them too much and in result I get no storyline done.
for an open call for people to design your game for you the context seems pretty sparse
e: the HORSETOP resists WILES but is susceptible to THREATS OF VIOLENCE. he has TEN THOUSAND HP but all his other stats are NEGATIVE. he carries around a BOOK but it is filled with PORNOGRAPHY.
you can't force monsters. instead, try putting yourself in a state of mind where the monsters come to you. it's not a matter of creating them -- it's about finding them and bringing them out.
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
On the one hand, yes, this is pretty sparse
On the other hand, I could do nothing but design other people's games for them for the rest of my life and die a happy man so let's give this a shot!
Hmm, "recruitable" actually narrows it down way more than you'd think. Presumably it will be fought before it joins you, so its skills need to be fun to deal with from both directions.
Let's build a monster around shooting missiles at the enemy, because why not. Everyone loves robots. The main attack ability would be a missile that actually spawns as a separate monster for a brief time and then strikes a target, but can be targeted and killed before it strikes. It probably also needs a much weaker but more reliable attack, possibly an AOE, like a machine gun spray or a flamethrower. And then to augment the missile and create some more interesting gameplay, a taunt would be a good choice, so that it can draw enemy attacks away from the missile and help ensure it hits. And then since it already has a taunt, might as well go ahead and make it a tanking monster, and give it some sort of defensive self-buff, like doubling its own defense for three rounds or something. And then give it a reasonable amount of attack power, high HP/def, and probably really low speed because these missiles move so goddamn slow that it takes them an entire round to hit and it makes sense for that feeling to extend to the rest of the monster as well. As far as weaknesses and resistances, you would know better than me what robots are usually weak and resistant to in your game.
edit: if spawning the missile as a separate mob isn't possible then it should be a buff on the robot, that damages the chosen enemy when it wears off after one round or so. And also in that case it should be changed from a missile to a land mine, and any enemy that attacks the robot before the buff wears off should also get damaged. The goal being to make the tanking mechanics useful for more than just turtling.
On the other hand, I could do nothing but design other people's games for them for the rest of my life and die a happy man so let's give this a shot!
Hmm, "recruitable" actually narrows it down way more than you'd think. Presumably it will be fought before it joins you, so its skills need to be fun to deal with from both directions.
Let's build a monster around shooting missiles at the enemy, because why not. Everyone loves robots. The main attack ability would be a missile that actually spawns as a separate monster for a brief time and then strikes a target, but can be targeted and killed before it strikes. It probably also needs a much weaker but more reliable attack, possibly an AOE, like a machine gun spray or a flamethrower. And then to augment the missile and create some more interesting gameplay, a taunt would be a good choice, so that it can draw enemy attacks away from the missile and help ensure it hits. And then since it already has a taunt, might as well go ahead and make it a tanking monster, and give it some sort of defensive self-buff, like doubling its own defense for three rounds or something. And then give it a reasonable amount of attack power, high HP/def, and probably really low speed because these missiles move so goddamn slow that it takes them an entire round to hit and it makes sense for that feeling to extend to the rest of the monster as well. As far as weaknesses and resistances, you would know better than me what robots are usually weak and resistant to in your game.
edit: if spawning the missile as a separate mob isn't possible then it should be a buff on the robot, that damages the chosen enemy when it wears off after one round or so. And also in that case it should be changed from a missile to a land mine, and any enemy that attacks the robot before the buff wears off should also get damaged. The goal being to make the tanking mechanics useful for more than just turtling.
a mancarrot dude
he is pretty good at carrots
that's about it
he is pretty good at carrots
that's about it
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