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PSY_WOMBATS'S PROFILE

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a 2.5d explorer/horror game about NEURAL-9, a memory disease that spreads via eye contact

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Steller Escapades

Is this for the SciFi contest, by the way?

My Screenshot is Bigger Than Yours!

Looks interesting, Macubex. Where is that supposed to be? Hang on, that looks sort of familiar... Actually... Did I do freelance coding for a HUD for you at some point or am I totally confused?



Anyway, team's artist just got this done for the SciFi contest...

Let the Skill Questionaire rise from the ashes!

I'll answer base don the last traditional RPG I made... Team Olympus.

1. Do you make use of tiers?
Hm... I really think tier systems all stem from FF, and I've never really enjoyed the series, so no. I find it very annoying when skills become useless as time progresses. It seems to reflect a lack of originality. Certain skills may become obsolete, but they are never directly replaced by a "better" spell.

2. What are your skills called?
Skills in general are referred to as Psi. The psi-casters have different "flavors" so to speak, such as Burst Psi, Water Psi, Force Psi, etc... Other characters do not use Psi and instead use Tech, BioMech, Rush, etc...

3. Do you use elements?
I've always enjoyed making elements, so, yes. I split the Team Olympus elements into three "groups:" Standard (Fire, Forest, Water, Shadow, Spirit) Astral (Astra, Light, Force) and Mystic (Ice, Thunder, Air, Earth). The standard sets have associated Psi casters, the Astral group have associated physical skill sets, and the Mystic group is for items and lost magics.

4. Do you have status effects?
Yeah, pretty standard ones.

5. Do you raise or lower stats?
Only a handful of characters have this capability. One character, for instance, compiles BioMech skills through combining a Mech and a Base. A Base determines what element is used and what stat is affected. The Mech determines to whom the damage is dealt and how much. It's a very customizable system.

6. Who has what skills?
I think I answered this earlier without realizing it...

7. What skills to enemies have?
Enemies never have hero-used skills. There is no enemy "standard attack," so all enemy attacks are through physical abilities such as "Fang," "Claw," "Dissolve," "Gaze," etc... Elemental abilities are usually in a basic form with some upgrades for stronger enemies and spellcasters.

Game Production Companies

Well, WombatRPGs obviously... It's not like I haven't released a game NOT made with the team. Basically it formed from a bunch of amateur game designers who didn't feel like working on what they weren't good at. I think it turned out well.

Sci-Fi Project Overview

I thought it would be futile to make people read walls of text if I didn't promise money. Okay, not really, but this game is so unlikely to win anything at all, I was at least interested in trying to get some feedback to at least have a finished game at the end of this. It would be nice to win, but I personally always aim for a complete, thorough game.

Sci-Fi Project Overview

This is the concept the WombatRPGs team will be looking into for the bimonthly contest on GamingWorld. We're looking for feedback from anyone with the patience to read all of this, on both the plot and the gameplay style. Thanks for your help. (And if this seems like something you're interested in contributing to in the slightest, it would be great to hear from you. Still looking for team members!)

Pardon the names of characters and organizations; they're just what I had on the top of my head. I literally CTRL+F'd and replaced "character," just to make it more readable.

The player takes the role of Omic. Omic wakes up, locked in a futuristic style room. He has no recollection of who he is, or what he is doing there. By solving a series of door locks, he progresses to an outer chamber, where he is challenged by a guardian machine. The machine is easily vanquished.

After this puzzling ordeal, several scientist-types emerge from a portal and congratulate Omic for being the first version to clear beta. They relate that they are part of the resistance group New Earth. New Earth is being hunted down by Qoppa, a loose federation of laboratories and governing bodies spread across the habitable planets. Qoppa shut down all non-Qoppa labs in an attempt to control the direction of scientific research; New Earth resisted and set up an underground headquarters on the planet Corinth.

Omic is the masterpiece of a New Earth scientist known as Bruno. Bruno created Omic from a portion of the Qoppa main server on Venus and stolen mechanical parts. Omic was created to destroy the Qoppa lab on Venus, allowing free communication across the habitable planets, and freeing the imprisoned New Earth scientists. Bruno takes pride in his creation and sees Omic as a ticket to his own personal glory. He thinks of Omic as a machine.

Eliza is another scientist on Corinth. She is in charge of Omic's task assignment, but sees him as more human than Bruno. However, her psychoanalysis reveals that Omic does not have many human emotions critical to actual man. Bruno and Eliza are dramatic foils.

Chief is the other scientist character on Corinth. He is the founder of New Earth, and believes strongly in the ideals of free communication. However, he is mistrustful of Omic, thinking him a maverick and immune to the passion needed to bring New Earth's mission to success. The character of the three scientists is introduced gradually, not through a massive opening dialogue.

The resistance is a small faction, and therefore a guerilla group. The player is assigned small sabotage and recon missions on all the other planets before you attempt to siege the Qoppa labs on Venus. Once a planet is cleared, other minor tasks become available on that planet, and you are free to explore the area completely.

Gameplay consists of a simple ABS-type system made with DestinyPatch. This consists of four attack styles: Standard, Dash, Jump, and Charge. Two weapons are available: projectile and melee. Aside from that, it's a pretty standard ABS. Puzzles augment the CBS in key areas in the secondary missions and exploration areas.

After a few missions, Chief grows to rely on Omic to carry out more advanced operations. Chief still is suspicious of Omic, and acts reservedly towards him, but relies upon him. Bruno begins to grow agitated towards Omic, as Omic starts to believe he is more than a machine. Bruno reveals that there is an organic brain in addition to the Venus server controlling Omic. Bruno has tried to suppress the organic functions, seeing them as imperfect. Eliza seizes upon this as proof of her ideas.

Omic then begins to experience memory leaks. The Venus server, his data center, slowly gains knowledge through accidentally unlocked Qoppa file reports stored away in his unconscious. Apparently the Venus server chunk controlling Omic was stolen from Qoppa's Venus labs by one of the founding members of New Earth, a spy by the name of Pontic. It is Pontic's brain that is in parallel operation with Omic's server brain. It is slowly discovered that Pontic founded New Earth with Chief, and Pontic sacrificed himself to make Omic.

The middle mission data leaks come from Pontic's brain into the server. Pontic's family, history, and personality are soon revealed. Omic learns that Pontic left behind his wife, a captive on the planet Eris. Eris orbits the same star as Qoppa headquarters on Venus. Pontic was a good friend of Chief, whom he idolized. Chief was the strategic planner, while Pontic was a charismatic leader. Omic wonders more and more why Pontic threw away his life to complete him. Slowly, Omic sees the power in the New Earth cause through the thoughts of Pontic.

The memory leak in the mid-late missions concerns the nature of New Earth. Apparently, Qoppa tried to shut down all non-national labs after certain scientists discovered they had the capability to create a superweapon. In an attempt to regulate and destroy this technology, Qoppa executives moved to destroy labs on Corinth, the origin of the technology. New Earth was born of the resistance group that fought off the original Qoppa waves, before it moved undergroud. In a future memory leak, it is revealed that Omic was the superweapon; his beta versions caused the foundation of New Earth.

During the mission on Eris, Omic is tasked with freeing one of the larger Qoppa prison bases. Pontic's wife Kaina is freed. Upon learning the identity of Omic, she condemns him as a monster that devoured her husband to create itself. Omic brushes her off and returns her to Corinth, but later begins to reflect on this message. Why did Pontic destroy himself?

Omic then commences the mission on Venus. When he is almost in the central lab server, he liberates New Earth scientists in a prison facility. Apparently a few of these men helped to create him. Before fleeing, they warn him that the Venus server is still entwined with the server in Omic's brain. If he destroys the server, he will die. Nevertheless, Omic destroys the main Qoppa server. He believes he is sacrificing himself to the New Earth cause, returning the sacrifice of Pontic. Omic's memories end.

However, instead of death, Pontic returns to life in the body of Omic. The organic portions of Omic's brain take over control of the body, and Pontic is revived. The New Earth mission is complete.

Tales of the Elite

The date 20xx reminds me of MegaMan... And yeah, aside from the stolen panoramas, this does not look encouraging. Not that you should give up on it. It's the only way to improve.

Block-Summon Gameplay concept... Feedback?

Wait, what? Sorry, I tend to ramble. If you want to cut to the chase, it's the dashed list and the paragraph above it.

Block-Summon Gameplay concept... Feedback?

...This is the right sort of place for this thing, right?

Anyway, this is an idea I had a while back about an interesting play style I thought make for a decently-fun, medium-length game. I'm looking for suggestions about the abilities, ideas for puzzles, or general information as to what would be good and not so good about this style of game. It's fine to say you'd never play anything this dumb; that's why I'm posting now. This is just a bit of research so I can make something that will be enjoyable. That is distinct from advertising. And if you're interested in maybe eventually helping design or sprite for this, that's always welcome.

So, on to the concept... (Anyone heard of the Cane of Somaria?)

Game begins with the player as a random Wizard's Apprentice-like character, somewhat of an idiot. Anyway, your master is captured by a hoard of nefarious and diverse beasties. You attempt to cast a petrification spell on their boss, but it misfires and turns your fellow apprentice bud into a statue. You set out to free your master, the only man who can un-petrify anybody, armed with the statue, your master's raven, and The Staff.

By swinging the staff, the character can do a multitude of actions with your stoned buddy. As you progress through caves, towns, dungeons, and wilderness, you gradually learn more spells, held by mob monsters. The raven follows, provides hints and instructions, and is a generally obnoxious. Gameplay consists of both fighting enemies and solving puzzles, both with the stone block.

Abilities learned:
Summon - Initial ability. The block is summoned directly in front of where the staff is swung. This crushes most enemies to death. Lovely. Also depresses floor switches, but this limits offense. (Switch released when Summon is recast)
Pull - The block is attracted to the staff. It can run over certain enemies, or squish them between squares of wall between you and the block. Can depress wall switches. Continuous power.
Push - Like Pull, but allows for crushing enemies between block and wall with you on the same side. Continuous power.
Lesser Hover - The block floats a few feet of the ground. Recasting drops the block, allowing to squash enemies beneath the statue. Also used to propel the block across cliffs and gaps.
Lesser Exchange - Swap places with the block. This is used mainly in puzzles, but also useful for escape routes and the like.
Lesser Float - The block becomes buoyant, and can float on streams. Used pretty much only for traveling by river, and occasionally allows the block to float up an updraft from the rare fan. Recasting triggers it off, causing the block to sink, or if it is in an air current, to crush anything beneath it. (Including the fan...?)
Frag - The block explodes. Damaging to you if you're nearby. Nice when combined with Lesser Exchange, to lure enemies in, swap out, and then blow up. Not useful in puzzles, and block must be re-summoned to be recast.
Greater Exchange - Cast this on enemies. They then switch places with the block. Used to drown enemies if the block is in water, etc. Another one with puzzle use.
Greater Hover - The block continuously rises, potentially transporting you up cliffs. Or crushing certain enemies against the ceiling. Continuous power.
Magnetics - The block is locked at the distance and angle to you, as in your relative location remains the same, even as you move around. For puzzles mainly, in remote navigation of the block.
Flare - The block lights on fire. Very useful combined with Push. However, this will damage you if you Pull the block in to you. Extinguish the block on recasting.

Game ends when you accidentally crush your master and then end up learning the un-petrify spell yourself from the last boss monster. Your friend then proceeds to yell at you for floating him down rivers, lighting him on fire, blowing him up, pushing him into walls, plugging holes with him, and smashing his head into the ceiling. The end.

Thanks for your time. Comments?

Skill points?

That's odd... The tutorial seems to direct to a "Custom Experience and Character Stats" page rather than a skill points one... Anyway:

I'd guess the first thing to do would be to determine that you've won a battle. To do that... Maybe a parallel common event, always running checks experience. It would memorize the EXP of a hero in the party, then compare it against a variable called "Last EXP" or something. If the two are mismatched, that means the hero's gained EXP from a battle. So set "Last EXP" the the character's EXP, and add 1 SP or something. If you want to do this for every level up, just exchange EXP with LVL.

(By the way, that skill tree might be harder than you think)