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Game Concept Notes

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Dec 5th, 2015
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  1. Prototype Theory Crafting:
  2. Armour Modifiers:
  3. Phys. Damage: Sword, Dagger.
  4. Magi. Damage: Amulet, Helmet.
  5. Defense: Chestplate, Shield.
  6. Health: Legs, Belt.
  7. Speed: Boots, Gloves
  8. Tiers modify your base stat by 20% per level. So if you have a tier 3 sword and a tier 3 dagger you'd get 100%+120% extra from the sword/dagger tiers for 220% of your base Phys. Damage. There's no stats in the game yet, but this is how I presume I'll make armour effects work, maybe changing the modifier percentage, but that's about it.
  9.  
  10. GGEGCSMG Stats:
  11. Stat: Pri. XP Gain: Sec. XP Gain: Misc:
  12. Phys. Damage: Use Melee Take Damage -
  13. Magi. Damage: Use Magic Dodge Damage -
  14. Defence: Block Damage Use Melee -
  15. Health: Take Damage Use Magic -
  16. Speed: Dodge Damage Block Damage -
  17. Base Gain Mod.: 100% 25% -
  18. These I'm thinking will be independent of IOU. How will you actually Use Melee or Block Damage? I'm also not sure yet. But there are RANDBETWEEN fields (and some others) that can be automatically updated very easily on the spreadsheet, so I should be able to work something out. More on this in the 'Gameplay' section below.
  19.  
  20. Gameplay:
  21. The below is all conceptual and will probably get cut down a lot in the end.
  22. Combat:
  23. - You kill stuff. You get XP and level up and get stat points to distribute into the 5 stats.
  24. - Combat result will be determined by some combination the 5 stats, your armour modifiers and a randbetween roll.
  25. - There will be bosses, and defeating them may earn you a separate set of achievements.
  26. - There will be different zones with different monsters, probably with many variations of the same monster. (See 'Maps')
  27. - Combat will be automatic besides changing zone. Your combat encounters will be limited per day by 'tokens'. (See 'Tokens')
  28.  
  29. Maps:
  30. - There will be some way to navigate between zones on some kind of world map.
  31. - The world map will be slowly unlocked and will be a large grid with each square representing a zone that has it's own grid.
  32. - You will need to complete the first zone to go to the second zone, and there will be no benefit in going backwards in zone.
  33. - Players avatars will be displayed in the world map zone they are in, to show the progress through the world of each player.
  34. - The zone maps will be grid-like and will not feature empty spaces, all spaces will be a different monster type/rank/level/etc.
  35. - There may be extra square functions in the world/zone maps.
  36.  
  37. Tokens:
  38. - Tokens will be granted periodically (not sure of period, day/week?) based on your total forum posts.
  39. - Extra tokens will be purchasable with forum points (earned by doing virtually anything on the forum).
  40. - You will probably also be able to earn tokens by killing bosses.
  41.  
  42. Miscellaneous:
  43. - Gameplay will be accelerated by getting to a higher level in IOU, updating your stats on the guild spreadsheet to reflect the changes and posting content on the forum.
  44. - There is space for 2 extra items on the equipment grid, I have had "Artifact" there in an earlier prototype but removed it, there does not seem to be any more useful stats to track from IOU (even of the ones currently used only 5 or 6 of the 10 are really beneficial to the guild). These 2 item slots (and perhaps even more item slots depending on what players want) could be dedicated to items that are earned in the game.
  45. - This has basically become a forum game using a spreadsheet.
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