developous
11669 posts
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Prologue:
I have never really been that good with plotlines, but I try to make up with a fiendish level of imagination in developing the plotline.
Hopefully this will debunk all the game design arguments and situations that I find serious fault in. For example, how foolish it is to be lazy and such.
May the plot be of such a calibre that you will be in wholy awe over just how good it is in the first place.
Plotline:
One day, a mysterious portal emerged out of nowhere in your reality, beckoning adventurers into a special dungeon making reality. At first, most people just ignored it as if it didnt really matter, but as weird but harmful events began happening in your reality, suspicions rose about the portal and teams of adventurers started beginning to explore the dungeon keepers reality. You are one of those many adventurers, seeking fame, glory, or perhaps just justice involving the dungeon keepers reality.
In truth, the portals themselves are not the cause of the disasters. The beings within the dungeon keepers reality discovered the portals and began congregating them into a centeralized location, then began abusing the power of those portals to corrupt, defile, and taint the realities. Fortunately, some champions from the dungeon keepers place managed to take away some of their power, denying them the chance to use the portals, yet still affect the realities. Thus, there is little chance they will escape.
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developous
11669 posts
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Player Setup:
Name: Make it good!
Species: Some are not allowed, based on the stats in this.
Elements: One generic one is free, then see advanced config. It costs 300 pts to change the generic to advanced, 500 points each other advanced, and 200 each extra generic element you choose to accomodate. The generic elements are fire, water, wind, earth, light, dark, elec, ice, war, and mystic. Some elements also take 700 points dependant how powerful they are as well.
Reality: Where did you come from? This will play a role in deciding your fate.
Appearance:
Bio: I hate those who skimp on this, and the idea is harsh mechanics. There are 5 levels of bio, so you know. Further, this plays an important role in your fate.
Advanced Config:
instead of making your own, you can pick a prefab, just saying the name. Or say a new prefab.
You gain these many pts for the stage your bio presently is: (1) 1000 pts (2) 1500 pts (3) 2000 pts (4) 2500 pts (5) 3500 pts.
Weapons – Max Phaze 5. Each phaze costs 50 points.
Armors – Max Phaze 5. Each phaze costs 50 points.
Items – Max Phaze 5. Each phaze costs 25 points.
Masks – Max Phaze 7. Each phaze costs 25 points.
Tools – Max Phaze 5. Each phaze costs 50 points.
Skills – Max Phaze 15. Each phaze costs 25 points.
Magics – Max Phaze 15. Each phaze costs 25 points.
Effects – Max Phaze 15. Each phaze costs 25 points.
Modes – Max Phaze is 15. Each phaze costs 50 points.
Hyper Arts – Max Phaze 5. Each phaze costs 200 points.
Everything above begins on phaze 1
Vitality – Each point grants 5 vitcp. Begins full. Starts with 100.
Stamina – Each point grants 25 stmcp. Begins full. Starts with 500.
Lungs – Each point grants 5 o2l. Begins full. Starts with 15.
Manna – Each point grants 2 mcp. Begins full. Starts with 20.
Health – Each point grants 5 hthcp. Begins full. Starts with 100.
Powerpts – Every 200 points grants 1 pwpcp. Begins full. Starts with 3.
Attack – Each point gives 1 attack point. Starts with 15.
Defense – Each point gives 1 defense point. Starts with 15.
Dexterity – Each point gives 1 of this. Affects hitting and thieving. Starts with 15.
Reflexes – Each point gives 1 of this. Affects dodging and maneuvering. Starts with 15.
Wisdom – Each point gives 1 wisdom point. Counters int and improves status situations. Starts with 15.
Intell – Each point gives 1 intelligence point. Counters wisdom and improves magics. Starts with 15.
Phys Lv: Reduce the xp needs to level this by 10%, costing 100 each. Xp amount is 100 times level. Each physical level gives 5*labor points usable only for the main physicals.
Skill Lv: Reduce the xp needs to level this by 10%, costing 100 each. Xp amount is 100 times level.
Magic Lv: Reduce the xp needs to level this by 10%, costing 100 each. Xp amount is 100 times level.
Mode Lv: Reduce the xp needs to level this by 10%, costing 100 each. Xp amount is 200 times level.
Effect Lv: Reduce the xp needs to level this by 10%, costing 100 each. Xp amount is 300 times level.
Hyper Lv: Reduce the xp needs to level this by 10%, costing 100 each. Xp amount is 700 times level.
Movement – Begins at 3 steps. Each extra point costs 200 pts.
Actions – Limit 1 action per turn. Each extra one costs 250 points.
Strength – 200 points lets you push 1 major weight at a time, 500 points lets you lift 1 major weight at a time, and 800 lets you crush obstacles easily.
Swimming – 100 for basic swimming, 300 for advanced swimming, 500 for scubadiving, and 700 for the ability to fully breathe underwater.
Regeneration – You regain 5% of your stam and oxygen initually per turn. Each extra percent costs 75 points.
Nourishment – Every 500 points spent on each main physicals costs 1 more health per turn. Cost is 1 for 1 more point in such.
Labor – Each turn allows for 5 labor points when being used. This costs 75 points for each extra one.
Research – Each turn allows for 5 research points when being used. This costs 100 points for each extra one.
Resistances – 1 point for 1%. Elements can achieve 200 percent, while status conditions of any kind can achieve 100 percent. Thats all for resistances.
Weight – Begins at 100 points. 1 point for 5 more weight. Affects how heavy your inventories can be. Max is 1500.
Load – Begins with 15 space, only certain equipments can upgrade this.
Crescents – Each unused point grants 5 crescents.
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developous
11669 posts
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Battle Mechanics
battles follow a fairly simply randomization process.
The applicable values randomize from 50-150%.
Physical and skill damage uses Attack and Defense, which should be quite explanitory.
Those things have a chance to miss, based on Dexterity and Reflex values, which also should be explanitory.
But magics plus the chances of status conditions ONLY use wisdom and intelligence.
Then there is the order for boosting. First comes any equipments, then effects, then buffs, the %’s being cumulative with eachother.
Thats all to it.
Moving and actions
The actual dungeons in this game deal with a grid system, but the communities are all just purchasing and roleplaying.
Moving and actions follow a matematical pattern. Whatever percentage of moves you use, thats how much percent of your actions you have performed, rounding actions DOWN.
Talking is not considered an action, however, but is limited to 5 spaces without the right assetts.
Utilizing Things
The ‘phaze’ things in the configs determines just how advanced the things can be. There are no legendry things, however. I will say when such assetts are too advanced based on your present phaze potentials, and consider well as its very hard to improve those phazes in the game.
The adventuring system
Each area is linked by a portal system. Just enter the portal, picking the level of difficulty for that place.
As you advance, some areas will change their complexity and size values, along with them changing and altering themselves.
I will give a set of choice for each location involving the difficulty and size. Just pick your options out of the list and your free to go!
Developing Abilities
Each level in skills, magics, effects, modes, and hyper arts grants 1 TP for each science point for that kind of aspect, for each element you have.
It costs 5 TP to learn a new move, picking either Physical, Mental, Social, or Spiritual.
It costs 1 TP to give a small upgrade to one of the present abilities in that category, however.
Levels dont mean much beyond giving the tps, and its up to you how you develop such.
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developous
11669 posts
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Pefab Configs:
for those people who are unable to make their own setup
You must STILL do the basic setup fully for the player, with the exception of the element.
Lv1 Prefabs:
warrior
Element would be war
Weapons – Phaze 5
Armors – Phaze 5
Skills – Phaze 3
Modes – Phaze 3
Weight – 1500
Resistances –
50% versus war, stat lossses, and fatigue.
Crescents – 100
archer
Element would be wind
Weapons – Phaze 3
Armors – Phaze 3
Skills – Phaze 4
Modes – Phaze 3
Effects – Phaze 2
Moves – 3
Actions – 2
Weight – 1000
Resistances –
50% versus wind, movement lossses, and poisons.
Crescents – 250
thief
Element would be dark
Weapons – Phaze 4
Armors – Phaze 2
Skills – Phaze 3
Modes – Phaze 2
Effects – Phaze 3
Weight – 700
Moves – 3
Actions – 2
Resistances –
70% versus dark, paralysis, and binding.
Crescents – 500
scout
Element would be water
Armors – Phaze 2
Skills – Phaze 3
Effects – Phaze 3
Items – Phaze 5
Masks – Phaze 7
Weight – 350
Swimming – Scubadiving
Crescents – 250
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developous
11669 posts
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Lv2 Prefabs:
mage
Element would be mystic
Skills – Phaze 3
Magics – Phaze 5
Effects – Phaze 3
Items – Phaze 5
Weight – 350
Labor – 5
Research – 10
Moves – 3
Actions – 2
Magic Lvs: 20% reduction in xp costs.
Resistances –
50% versus mystic, silencing, and befuddle.
-50% versus war and chaos.
Crescents – 250
Hunter
Element would be earth
Weapons – Phaze 3
Armors – Phaze 3
Skills – Phaze 3
Magics – Phaze 3
Effects – Phaze 3
Items – Phaze 5
Weight – 600
Moves – 5
Actions – 3
Resistances –
50% versus earth, poison, and befuddle.
-50% versus techno and fury.
Crescents – 500
centurian
Element would be war
Weapons – Phaze 5
Armors – Phaze 5
Skills – Phaze 5
Items – Phaze 3
Effects – Phaze 3
Weight – 850
Strength – Able to lift heavy obstacles.
Resistances –
100% versus fire, war, and stat losses.
-50% versus curse and fatigue.
Crescents – 750
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developous
11669 posts
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Lv3 Prefabs:
Naval Officer
Element would be delta
Weapons – Phaze 3
Armors – Phaze 5
Skills – Phaze 3
Magics – Phaze 5
Effects – Phaze 3
Items – Phaze 5
Masks – Phaze 7
Weight – 500
Swimming: Scubadiving
Resistances –
100% versus water, war, mind control, and befuddle.
-100% versus fusion, chaos, and astral.
Crescents – 350
Dragoon
Element would be dragon
Weapons – Phaze 5
Armors – Phaze 3
Skills – Phaze 5
Magics – Phaze 3
Effects – Phaze 3
Items – Phaze 5
Modes – Phaze 5
Masks – Phaze 5
Weight – 1250
Moves – 3
Attacks – 2
Resistances –
100% versus dark, light, eldritch, and chaos.
-100% versus war, mystic, and astral.
Crescents – 350
Engineer
Element would be techno
Weapons – Phaze 2
Armors – Phaze 3
Skills – Phaze 5
Items – Phaze 5
Modes – Phaze 3
Masks – Phaze 7
Tools – Phaze 5
Weight – 750
Swimming – Scubadiving
Moves – 3
Attacks – 2
Resistances –
100% versus mystic and techno.
-100% versus chaos, astral, and eldritch.
Crescents – 750
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10trent33
164 posts
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Kidudeman
5401 posts
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Originally posted by 10trent33:
What this?? (:
He is reserving spots to write in the game text.
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developous
11669 posts
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Kidudeman
5401 posts
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Extremely complex. Why not remove points completely and allow one stat from each type or something of that kind? One weapon and one piece of armor, for example. No leveling. Remove Elements. Pretty much remove everything and find a better system, otherwise you are condemning your own game.
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Minnakht
32715 posts
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You’ll get an amount of players based on the amount of people who find this interesting and not just tedious.
I dare say that won’t be a large amount.
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developous
11669 posts
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Its MEANT to be very complex.
Know this, its all about the numbers. Little in terms of ROLEPLAYING, more about the values.
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Minnakht
32715 posts
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Once again – remember you’ll get less players than there are people. here that are willing to try and understand this thing.
The easier to understand you make this thing, the more people will be willing to try and do so, and you’ll have more players.
Unless you wish to have no players, that is. But that’s not something you should aim for.
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coolo2011
5529 posts
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This would work far better as a fully fledged console game, where all those numbers can be stored in handy little menus with fancy writing. Instead, this just looks messy, confusing and ultimately unecessary. It’s like D&D in that I have no clue whatsoever about what is going on or whether that’s supposed to happen.
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developous
11669 posts
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Of course you will need a better explanation – very well.
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Minnakht
32715 posts
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I’ll give you this hint: Volume intimidates.
The more explanations you write, the more there is to read, and the less people want to read it.
Instead, try to keep things concise. Hidden. You can keep lots and lots of numbers in the engine, but not on the outside.
Like in a car. Show people the pretty hood, the seats, the paint job and all, keep the engine under the bonnet, out of sight – engines are large, loud, greasy things, not something people want to look at.
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developous
11669 posts
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Originally posted by Minnakht:
I’ll give you this hint: Volume intimidates.
The more explanations you write, the more there is to read, and the less people want to read it.
Instead, try to keep things concise. Hidden. You can keep lots and lots of numbers in the engine, but not on the outside.
Like in a car. Show people the pretty hood, the seats, the paint job and all, keep the engine under the bonnet, out of sight – engines are large, loud, greasy things, not something people want to look at.
Thanks, the explanations are finished, though. Should be quite explanitory now.
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Kidudeman
5401 posts
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Explanations don’t solve it. It’s a stupid system, that’s what it is, Dev. You tried to put a computer game into a forum game. And all you end up with is a screw-up game which eventually will crash and burn and you will blame us for condemning and we will call you a maniac and you call us belligerent and we argue and mods delete it and you get silenced and you make an alt and you make another game that is stupid.
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developous
11669 posts
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Originally posted by Kidudeman:
Explanations don’t solve it. It’s a stupid system, that’s what it is, Dev. You tried to put a computer game into a forum game. And all you end up with is a screw-up game which eventually will crash and burn and you will blame us for condemning and we will call you a maniac and you call us belligerent and we argue and mods delete it and you get silenced and you make an alt and you make another game that is stupid.
The problem is that higher levels of complexity often translate into such. If this game IS to be as complicated as intended, it will need a rather massive set of stats and a development system of some kind… so, arguably, making it like a computer game is sorta inevitable.
SOO.. I ask THIS: How do I keep the mechanics JUST as complicated, but still catering to your desires?
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Kidudeman
5401 posts
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The problem is that higher levels of complexity often translate into such. If this game IS to be as complicated as intended, it will need a rather massive set of stats and a development system of some kind… so, arguably, making it like a computer game is sorta inevitable.
And all you end up with is a screw-up game which eventually will crash and burn and you will blame us for condemning and we will call you a maniac and you call us belligerent and we argue and mods delete it and you get silenced and you make an alt and you make another game that is stupid.
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developous
11669 posts
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Originally posted by Kidudeman:
The problem is that higher levels of complexity often translate into such. If this game IS to be as complicated as intended, it will need a rather massive set of stats and a development system of some kind… so, arguably, making it like a computer game is sorta inevitable.
And all you end up with is a screw-up game which eventually will crash and burn and you will blame us for condemning and we will call you a maniac and you call us belligerent and we argue and mods delete it and you get silenced and you make an alt and you make another game that is stupid.
Live with it. Its MEANT to be complicated and enjoyable.
SOO.. I ask THIS: How do I keep the mechanics JUST as complicated, but still catering to your desires?
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Kidudeman
5401 posts
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Conflicting desires there, developous. You want it complicated, we want to punch you in the face make it not complicated at all.
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developous
11669 posts
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Originally posted by Kidudeman:
Conflicting desires there, developous. You want it complicated, we want to punch you in the face make it not complicated at all.
Then none of you clearly understand enjoyment on the level I understand such.
How many times must I say Enjoyment needs no reasons. But here you go WITH a reason in the first place.
There is a horrific lack of strategy on these games, that speaks for itself.
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coolo2011
5529 posts
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There is not a lack of strategy, there is a lack of complexity, which is what makes them popular- they’re easy to get right into and play. No-one wants to have to play it for a week to find out what’s going in a forum game, which are designed to be less complex and easier to play than their Flash, console or PC counterparts, and the entire reason many people play these kinds of games.
You’re adding unecessary compelxity, to the point where the Flash, PC and console counterparts are far less complex, and no-one wants to have to play that at all.
This is also entirely unrelated to enjoyment needing reasons. It does need reasons, hence why rape and pedophilia are both illegal and immoral.
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Kidudeman
5401 posts
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See? what I said earlier is true. You make stupid game, it’s a screw-up, we argue, everybody calls you a maniac, you call us belligerent, then mods delete it and you alt in a new game. Why don’t you stop the loop now?
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