Well, I'm not exactly a person of too much interest. I enjoy video games, Manga, and Anime. There you go. I like to think I'm a half-decent writer, as well as an amateur poet.
Chastitas: The Broken La...
Traditional FF-Like Turn-Based RPG


Battlebacks and Voice Acting

Strange. It seems that one gets more hits on the forum, as compared to the blogs that show up at the top.

I'm in desperate need of a battleback in the style of RTP; more importantly, one that is sort of like a palm forest. Really bad description, I know, but think of something along the lines of fitting the Palm Tree tile in RTP. I searched for a good hour without results.

As for the Voice Acting: I'm teetering on the edge of whether or not to have voice acting in my game. What's holding me back, I suppose, is the fact that I don't really have anyone reliable to hope to voice sections of it. So, hidden away in the spoilers are four samples. Around 6 lines each, one for Kenshi, Muzai, Yohei, and Shinoken. What I'd like to receive from this are samples of dialogue performed by anyone who thinks they have the chops for the lines hidden away. Each spoiler gives a very minute description of what I'm looking for towards the character's voice, and each line has some brief instructions about the tone.

Should I like what I hear, I'll most DEFINITELY get back to you. Of course, that's given I actually get people trying out the roles ;D

Young Male. Sarcastic and Spirited.Slight Arabian accent.
(Accusatory Tone)"Trying to celebrate my late sister's birthday; share some of my precious rice to honor her name, and end up getting kidnapped as a result."
"She would've turned 13 just yesterday, when your father's group kidnapped me..."
(Wistfully happy, with a grave tone.)"Yohei was right. You really could feel that smile in death. Guess I already fulfilled that wish old man."
(Spirited, angry. Stalwart in his conviction.)"I promised myself that I wouldn't let a smile that made the sun seem as if it barely shined at all fade away!"
(Same as above. Empahsis on will and never.)"I will ensure that Shometsu never comes to Fruition!"
(Just used all of his energy in yelling.Resigned but angry.)"Tch. I'm going to the manor, Muzai. I'll meet you outside."

Young Female. Blunt, Spirited. Think any anime heroine that has no tits; with a slightly deeper voice, (Come on, women do not sound 10 years old.)
(Blunt, apathetic.)"We're probably going to have to deal with each other for a while, so it makes sense."
(Apathetic, but slightly mocking at "Rice Guardian")"I'm assuming your apparent obsession with rice explains your nickname, Rice Guardian?"
(Blunt. Wistful when at family part. Very slow, methodical and shady at "Only Child.")"The name's Muzai. Muzai Utsukushisa. 19. Single. My last family member just died in there. Only...Child..."
(Lovey-Dovey Question!)"Hey, promise me something, would you?"
(Serious. Blunt.)"Promise me you'll never leave me."
(Childishly, like a child thinking out loud that he hopes he won't get caught.)"I hope he didn't see me sleeping in his bed though..."

This is just one long piece of text with a voiceover.
Older Male. Confident, Regal. Think Older Japanese Samurai with a remarkable sense of honor. No japanese accent though.
"To Muzai and Kenshi,

I had a dream last night. I dreamt of
Chastitas. I dreamt that this land, ravaged by
war, disease, and famine, was free. I saw a
young girl named Ureshii; She told me
about you Kenshi. About everything. She told
me that you would be able to change the fate
of this world. I would wish never to see the
images she showed me that night again.
I don't want to see this world in chaos. I don't
want to see it destroyed. Muzai doesn't deserve
to see this world in such a state.
Ureshii showed me something
though. Something that could melt even the iciest
of hearts. She showed me Muzai smiling. I
haven't seen her smile since her mother died,
and I might never see it again. Kenshi, take
care of Muzai for me. I'll be able to feel
her smile on the other side. Ureshii told me
that everything was going to be okay.

Go on you two. Kenshi, Muzai, take
on this big, bad world. Do me a favor, and save it.

I know I've done bad things in the
past. What can I say? I'm the leader of a
bandit clan. The gods weigh heavily on my
fate strings. I trust that you can clear the
strings of those unable to.

Good Luck, and Fight On,
Yohei, The Black Dragon"

Old Fellow. Not a particularly deep voice, think the Japanese actor for Abel Nightroad in Trinity Blood. Real lofty and carefree, with the ability to turn serious on a dime.
(Think your average stoner.)"I'll give ya some of the fish man! It's a really rare fish that sells well. Plus, I heard you can smoke the scales and they give this super-high!"
(Blunt Rage. Emphasis pauses at periods.)"The Gleam Eyes is ruthless and emotionless. He. Will. Kill. You. Both of you."
(Blunt and serious.)"I am not assisting you in a suicide mission. That is final."
(Spirited, almost like a rousing speech to troops.)"No matter what you witness...No matter the decisions you make and no matter their consequences...No matter what happens! No matter the outcome! No matter the conflict!Gods Damn it all, you promise me that what is done by you to prevent Shometsu is only done for the sake of the people you care about!"

Input on a Weapons and Armor "System"

This is pretty much just ripped from my blog, by considering no-one took a look at it, I want to see what the community has to say about how I will be fleshing out this "system" in my game Chastitas: The Broken Land

Spoilers because this thing is massive.

I always like how Runescape pulled off the armor and weapons, of course this was way back, I have no idea how it operates now.

Armor helped the niche it was made for:
-Leather armor was easy to move around in, and thus was perfect for Archers, but it was bad for Warriors for obvious reasons. Mages also weren't good with it because magic doesn't like Leather and stuff for some reason.
-Heavy armors like Plate and Chain were obviously great for warriors. Melee was no problem, and arrows bounce off. However, it conducts magic, making mages a deadly adversary, therefore it makes it poor for mages. The difficulty of moving made it hard to use for Archers as well.
-Mage Armors such as cloth were perfect for mages because it was relatively inert or gave bonuses to magic. In this sense, it was also good for archers, but reduced protection, and was porr for Warriors for obvious reasons.

In just the armor sense, and essentially governing the effectiveness of weapons:
Melee beats Ranged/Ranged beats Magic/Magic beats Melee

This of course had exceptions:
If a Ranger could keep good distance he could kill a Warrior.
If a Warrior closed in on Mage, he could hack through him like butter.
If a Mage had enough skill, he could blast the Ranger with sheer Magical DPS

The emphasis here lies on IF and COULD

In this sense, I wanted to model my weapons and armor to give the players a more strategic choice for the Characters; Limited by the proficiencies of the Characters themselves. Obviously, little Vittoria the Healer won't be wearing Plate Armor, likewise you probably won't see Deven wearing Cloth Armor---However, I decided that if the character can wear it without problems, he can if you so desire.

Weapons are a different story though; These are quite strictly limited byt the proficiencies of the Character. Deven doesn't know how to use a bow; Kukyona isn't very good with a sword because of his age; Kenshi isn't the kind of guy to use gloves to kill things.

In any case, this is how I decided to set up armor:
Six Armor Types Three Armor Locations
-Cloth -Head
-Leather -Body
-Chain -Shield: Small, Large, Tower

Locational Protection
-Head- Slight Protection. Affects Luck and Max HP
-Body- Most Protection. Affects Agility and Hit Rate
-Shield- Slight Protection. Adverse affect to Agility based on size and Counterattack Rate/ Affects Evasion Rate

Armor Functionality
-Cloth: Minimal Defense, Agility/Hit Rate Bonus. Headwear increases Luck/Max HP significantly.Slight Evasion/Counter Bonus.
-Leather: Low-Mid Defense, No Agility Bonus; High Hit rate Bonus. Headwear raises luck slightly; Slightly more HP bonus than Cloth.
Slight Counter Bonus.
-Chain: Mid Defense, No Agility Bonus; Adverse Hit Rate Effect. Headwear does nothing to Luck; Counterattack Up. HP Bonus Minimal.
-Scaled: High-Mid Defense, Agility Penalty.No Hit Rate Penalty. Headwear is inert with slight HP Bonus.
-Plate: Highest Defense, Agility/Hit Rate Penalty. Headwear penalizes Luck; Moderate HP Bonus with HIGH defense. Evasion Penalty.
*** Mid, Low, Minimal, Inert, Penalty- Magic Defense Respectively.
*** Cloth/Leather has minimal bonuses to Attack and Magic.
*** Chain minimal Attack Bonus, No Magic Bonus
*** Scaled has slight magic penalty.
*** Plate Moderate Attack Bonus, Penalizes Magic

-Enchanted: Minimal Defense with Exceptions. No Hit Rate Bonuses, Agility Bonuses minimal. Headwear has Minimal Luck bonus, HP Bonus Minimal
MP Bonus is MASSIVE. Attack Penalty with High Magic Bonus. Moderate Counter Bonus. Evasion Penalty.

Shield Functionality
Small- Slight Defense/Magic Defense Bonus. Bonus to Agility at expense of Luck. Slight/Moderate Evasion/Counter Bonus. Slight Attack Bonus.
Large- Moderate Defense Bonus/ Slight Magic Defense Bonus. Slight HP Boost. Moderate/Slight Evasion/Counter Bonus.
Tower- Large Defense Bonus/ Magic Defense Penalty. Magic/Attack/Luck/Agility/Max MP Penalties. Large HP Bonus. Massive Evasion/Counter Bonus/Penalty

Weapons go like this:
12 Weapon Types:
-Clubs -Bows -Staves
-Axes -Swords -Katanas
-Knives -Polearms -Gloves
-Throwing Weapons -Guns -"The 13"

Weapon Functionality:
***Most weapons enjoy a chance to inflict "Bleeding" a state much like poison, just harsher.***

-Clubs aren't meant for killing, thus low damage BUT High chance to Stun. As a defensive weapon, these excel. Weighty, this equates to an agility

-Bows are versatile weapons meant for killing a foe at long range. Thus, bows will have Agility Bonuses. They can be unwieldy, thus there is a defense penalty. Slight hit rate bonus.

-Staves = Magic. 'Nuff Said. Staffs in general are surprisingly adept as defensive weapons IRL.

-Axes are meant to maim and intimidate. This translates to a large damage rate with a good chance at inflicting bleeding. Their weight also means there's an agility penalty.

-Swords are your basic weapon. Enjoying moderate damage, their versatility gives a slight bonus to defense and agility.

-Katanas. These are MEANT to cut, bleeding rates are higher than most weapons, and they enjoy slightly higher damage rates than a sword. They are, however, difficult to defend with against large foes and weapons. This means a penalty to defense. Moderate agility bonus though, as Katanas are wonderful for misdirecting the opponent- Not all Katana fights are like in movies with men just staring at each other awkwardly.

-Knives are agile weapons for agile people. It takes skill to actually cut someone with it in battle. This translates to an agility bonus
and a luck/hit rate penalty. Obviously, they're not even as strong as a sword, but higher tier weapons do surpass blunt weapons.

-Polearms are wonderful defensive weapons, and skilled warriors can inflict some havoc with them. Unfortunately, their length and, often, weight
make them difficult to maneuver with. These guys will reduce your Evasion Rate, Agility, and Counter Rate.

-Gloves are weird, some have high bleeding chances, others have low. That's because some are metal or have spikes, whereas others are just good 'ol
cloth or Leather. In that sense, you wear two, and they're lightweight. That means you get two hits and an agility bonus. Martial Artists also have
some kickass defensive techniques, but are still pretty defenseless. Counter Rate Way Up, Defense Way Down. It's also really hard to miss a punch.

-Throwing Weapons have pretty average hitting power, but it varies by weapon. It's hard to defend with them effectively, mainly because you THROW THEM AT THE ENEMY. This means defense penalties. You also need a lot of skill to hit someone with them, this means luck/hit rate penalty. However, their disposability makes it easy to maneuver around the battlefield, so evasion and agility go up. Larger throwing weapons and explosives take a sizable hit to counter rates as well.

-Guns include both Firearms and Crossbows. Defense is pretty nil on these guys, but attack is MASSIVE. Most are heavy and/or slow to reload, and with guns you'll almost always be the last to get to hit the enemy, so that damage is worthless if you don't survive. Skill isn't really needed to hit things, so Hit Rate is wonderful along with the Luck Bonus. Smaller guns have Agility bonuses and vice versa. Counter is nil except on Semi-Auto/Auto weaponry. They're also great at breaking bones, inflicting bleeding, and intimidating the enemy.

-"The 13" are special weapons that tie in with the story on several occasions. These are pretty much just OP God Weapons. Each one is vastly
different, and some actually reduce your Attack skill drastically. In any case, only those selected by the Gods and Grim Angels/Descendants
of Grim Angels can use them.

Tell me what you guys think about that massive wall of text eh?
I'll also factor in luck into physical attacks to give it a bit more unpredictability.

'Sup. Name's Grimm.

Hey, how you all doin'.
I'm a poor, but aspiring guitarist in my Junior year in High School
who desperately desires to make Games with what I personally think
is a good ambition, a healthy caution, and some rather tasteful
writing skills.
Cheer me on, as I continue working on this game I've been working on
for about a week.
Pages: 1