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Concept for a new game
And I could certainly use some feedback. I got a copy of VX Ace relatively cheap a while back(Thank you, steam!), and I've only just decided to actually get some use out of it. So I brought over my VX samurai pack and started messing around with Yanfly's Input Combo Skills script and eventually this whole idea came to mind. So, here it is:
Story
Set place in ancient China, the game will primarily focus on a Tibetan monk in Qokang Monastery. While incorporating Tibetan lore and themes, it would focus on the Chinese mythology of Pan Gu while incorporating other themes of Chinese mythology, such as the Eight Immortals.
Proposed Mechanics
The game's combat system would use the Input Combo Skill mechanic to it's fullest. Basic attacks would consist of stringing together punches/kicks/etc, with certain combinations unleashing a powerful technique. In addition, the player would be able to utilize combos in the style of Lion's Roar, Lama Pai, White Crane and Hop Gar(traditional Tibetan/Chinese martial arts). This would also feature the combo system, albeit being more powerful and costing TP to use. Finally, the player would eventually have access to Ninpō. Using Ninpō, they would enter a series of hand seals to use various offensive and support techniques, which would cost MP. While the idea of hand seals is Naruto inspired, it's important to note that none of the Ninpō skills will be things like Shadow Clones or the like. Finally, you have the Guard command, which will allow you to take a variety of actions. You can defend, prepare to dodge, prepare to counter, or attempt to reflect magic attacks. Countering costs TP. Reflecting costs MP.
In general, the basic flow of combat would go something like this:
1) Use basic combos to generate TP and MP
2) Use TP/MP to utilize martial arts and Ninpō or to defend
Simple, really. Beyond combat, the game itself would function similar to Wild Arms in terms of presentation, albeit with some differences. You would play through the story from the perspective of several different characters, but you would only be controlling one at any given time.
Does such an idea sound appealing? And is there anything you would suggest, and/or abololish completely?
Story
Set place in ancient China, the game will primarily focus on a Tibetan monk in Qokang Monastery. While incorporating Tibetan lore and themes, it would focus on the Chinese mythology of Pan Gu while incorporating other themes of Chinese mythology, such as the Eight Immortals.
Proposed Mechanics
The game's combat system would use the Input Combo Skill mechanic to it's fullest. Basic attacks would consist of stringing together punches/kicks/etc, with certain combinations unleashing a powerful technique. In addition, the player would be able to utilize combos in the style of Lion's Roar, Lama Pai, White Crane and Hop Gar(traditional Tibetan/Chinese martial arts). This would also feature the combo system, albeit being more powerful and costing TP to use. Finally, the player would eventually have access to Ninpō. Using Ninpō, they would enter a series of hand seals to use various offensive and support techniques, which would cost MP. While the idea of hand seals is Naruto inspired, it's important to note that none of the Ninpō skills will be things like Shadow Clones or the like. Finally, you have the Guard command, which will allow you to take a variety of actions. You can defend, prepare to dodge, prepare to counter, or attempt to reflect magic attacks. Countering costs TP. Reflecting costs MP.
In general, the basic flow of combat would go something like this:
1) Use basic combos to generate TP and MP
2) Use TP/MP to utilize martial arts and Ninpō or to defend
Simple, really. Beyond combat, the game itself would function similar to Wild Arms in terms of presentation, albeit with some differences. You would play through the story from the perspective of several different characters, but you would only be controlling one at any given time.
Does such an idea sound appealing? And is there anything you would suggest, and/or abololish completely?
R.I.P. RPG Revolution
Well, it was fun while it lasted but it appears iEntry has finally stopped giving a damn and let the site die - No announcement or anything. Just a sudden "down for maintenance" error and it's now an advertising domain. As a longtime member and former moderator there, it makes me sad to see the site gone. It may not have been that active in its last year of life, but it will be missed.
Phantasy Star Online: Blue Burst
So I've been on a bit of a PSO binge lately. I don't feel like playing on foreign PSO2 servers, and it doesn't seem like they plan on actually offering a North American release anymore(unless you consider a year or so of saying nothing but "We will provide further information when it is available" to be promising).
Anyways, I've been playing on a server called Revillution PSO(RevPSO for short). It's a nice little server with slightly higher exp and rare monster appearance rates(currently bugged and a bit higher than intended), but otherwise pretty close to the original and has most of the content from JP and NA versions of Blue Burst.
Just wondering if there are any other PSO fans around here - It's an old game, but it's aged well in my opinion(as far as games centered around grinding and loot, at least).
Anyways, I've been playing on a server called Revillution PSO(RevPSO for short). It's a nice little server with slightly higher exp and rare monster appearance rates(currently bugged and a bit higher than intended), but otherwise pretty close to the original and has most of the content from JP and NA versions of Blue Burst.
Just wondering if there are any other PSO fans around here - It's an old game, but it's aged well in my opinion(as far as games centered around grinding and loot, at least).
Not sure what to buy...
I've got a Wii U Deluxe, and have $10 credit leftover from some early purchases(Deluxe edition gives you back 10% of each digital/code purchase as store credit). So of course, I figured I'd put this to use and buy an old classic from the E-shop - They just put out a nice selection of GBA games. The problem is, I'm not sure which one I want. I've narrowed it down to:
1) Golden Sun
2) Metroid Fusion
3) Advance Wars
4) Wario Land 4
I've already played all three of those in the past, though my original cartridges are long gone. Loved all of them for various reasons, and now I can't decide which one to pick up. Buying all three isn't an option, as I'm only buying one because of that nice $10 credit.
Anyone feel like tossing in their opinions? Of course, I'm open to other options.
1) Golden Sun
2) Metroid Fusion
3) Advance Wars
4) Wario Land 4
I've already played all three of those in the past, though my original cartridges are long gone. Loved all of them for various reasons, and now I can't decide which one to pick up. Buying all three isn't an option, as I'm only buying one because of that nice $10 credit.
Anyone feel like tossing in their opinions? Of course, I'm open to other options.
Equipping "Souls"
My game, as some know, is lightly based off of the Final Fantasy Legend series. One playable race in that series(Monsters) had a unique system where after the battle they might have a chance to eat a certain type of meat from one of the enemies. This could radically change how powerful they were and what type of skills they had.
A lot of people I've asked and/or had test my current project said they enjoyed the meat system from FFL, but I want to do something slightly different, so here it is: What if instead of eating meat, you had a chance to harvest said enemy's soul instead? It would serve a similar purpose, but be more forgiving. Here's a basic idea of how it'd work:
1) After a battle you have the chance to absorb one of the enemy's souls. Accepting this automatically equips the soul(and destroys any soul you currently have equipped).
2) The initial equipping of the soul gives you new monster abilities(which are permanent), and stat boosts(which last until a new soul is obtained, or the soul is removed). You can't manually unequip souls, and they give both good and bad stats.
3)You can unequip the soul by visiting a certain NPC who, for a cost, will "rend" the soul from said monster. It might have other minor penalties(haven't ventured much into that). The preferred method would be to find another soul to absorb, thus granting you different stat bonuses. Another possibility would be increasing the power of already learned skills(if the soul you absorbed would grant you a skill you already know).
Any thoughts on a system like this?
A lot of people I've asked and/or had test my current project said they enjoyed the meat system from FFL, but I want to do something slightly different, so here it is: What if instead of eating meat, you had a chance to harvest said enemy's soul instead? It would serve a similar purpose, but be more forgiving. Here's a basic idea of how it'd work:
1) After a battle you have the chance to absorb one of the enemy's souls. Accepting this automatically equips the soul(and destroys any soul you currently have equipped).
2) The initial equipping of the soul gives you new monster abilities(which are permanent), and stat boosts(which last until a new soul is obtained, or the soul is removed). You can't manually unequip souls, and they give both good and bad stats.
3)You can unequip the soul by visiting a certain NPC who, for a cost, will "rend" the soul from said monster. It might have other minor penalties(haven't ventured much into that). The preferred method would be to find another soul to absorb, thus granting you different stat bonuses. Another possibility would be increasing the power of already learned skills(if the soul you absorbed would grant you a skill you already know).
Any thoughts on a system like this?
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