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  1. Pastebin done by qanon643735, edited by ECH
  2.  
  3. game dev discussion: rizon #qa
  4.  
  5. volunteer distribution (<Vacant> means no one has taken it)
  6. programming: ECHibiki
  7. organizing: ECHibiki
  8. music: Possibly ECHibiki otherwise <Vacant>
  9. sprite work: <Vacant>
  10. level designers: J_
  11. enemy designers: <Vacant>
  12. character/class designers: neo
  13. idea guys: /qa/
  14.  
  15. ========== ECH ==========
  16.  
  17. __Core_mecanics__
  18. Some things need to be worked out before I can write up a test program
  19.  
  20. Programmer Art:
  21. https://opengameart.org/
  22. http://www.derekyu.com/tigs/assemblee/
  23. http://pousse.rapiere.free.fr/tome/
  24. http://www.dumbmanex.com/bynd_freestuff.html
  25. https://www.deviantart.com/7soul1/art/420-Pixel-Art-Icons-for-RPG-129892453
  26. https://game-icons.net/
  27. https://itch.io/game-assets/free/tag-pixel-art
  28.  
  29. Characters(Neo has more details if current system is boring):
  30. - Characters are based on main classes that get promotions into new classes.
  31. - Characters get promotion points on leveling up.
  32. - Promotions effect the skills, stats and have the possibility to redefine a class.
  33. - Promotions are done on a tree.
  34. - Respecs are possible
  35. - Inventory is not weighted(no overburdened)
  36. - Just infinite capacity(A diablo2 row system is out of scope for this project)
  37. - At the moment a 5 stat system[str, con, dex, int, wis]
  38. - Str decides armour which gives a defence stat.
  39. - Con decides Hp
  40. - Wis is mana
  41. - Stats influence weapon choices
  42.  
  43. Combat:
  44. - Realtime attack on a timer
  45. - Fighters have skills they bring into combat
  46. - Victory gives you experience
  47. ?Victory gives you items?
  48. ?How do stats work in combat?
  49. ?How do enemies work in combat?
  50.  
  51. Overworld:
  52. - Players traverse dungeons with a team
  53. - Players are drawn into combat sequences with allies if they are nearby to the character fighting
  54. ?What's inside of the maps?
  55. ?What are some of the effects that map tiles have?
  56.  
  57. =========== qanon643735(Restructuring and editing by ECH) ==========
  58.  
  59. Mechanics:
  60. real time final fantasy combat
  61. Players drawn into combat based on proximity to a character in the map
  62.  
  63. choosable maps
  64. online play RPG game
  65. 1-6 players per game
  66. players perform a lobby based objective(as apposed to open world)
  67. characters have skill trees they dump points into it
  68. PvP is a consideration
  69.  
  70. lobbies set up as hubs that can house more people than a dungeon
  71. hubs allow you to craft, equip, upgrade, discussion and pre-dungeon role planning
  72. no branching
  73.  
  74.  
  75. base classes:
  76. questioner,brawler,page,mage,warbler,massage therapist,chucker/pelter/stone thrower
  77.  
  78. list of classes:
  79. thief, knight, rogue, bard, seer, mage, page, witch, spy, scout, pirate, ninja, samurai, barbarian, sorcerer, druid, monk, cleric, wizard, assassin, magician, templar, gypsy, shaman, seer, healer, artificer, clown, necromancer, swordmaster, sniper, archer, swordmaster, runemaster, psionic, shade
  80. /qa/ derived classes: spammer, banana knight, questioner, ghost, filterer, bump-bot, blogger, meta, roleplayer
  81.  
  82. (aspect allows further customization to a class, can give passive/active class/aspect abilities)
  83. aspect: explosion, life, fire, fear, blood, shadow, faith, hope, earth, rage, air, water, time, light, illusion, sun, thunder
  84.  
  85. class upgrade tree in addition to skills tree
  86. buy generic skills
  87. new class abilities/skills (whatever you want to call them)
  88. appropriate stat boosts
  89. other class appropriate stuff
  90.  
  91. a set of skills that get replaced every class change along with stats
  92. base class has a set of skills
  93. you upgrade to add onto those skills
  94. when you upgrade again you get a new set of stronger skills
  95.  
  96. Characters:
  97. Characters are based on main classes that get promotions into new classes.
  98. Characters get promotion points on leveling up.
  99. Promotions effect the skills, stats and have the possibility to redefine a class.
  100. Promotions are done on a tree.
  101. Respecs are possible
  102.  
  103. Combat:
  104. Realtime attack on a timer
  105. Fighters have skills they bring into combat
  106. Victory gives you experience
  107.  
  108. Overworld:
  109. Players traverse dungeons with a team
  110. Players are drawn into combat sequences with allies if they are nearby to the character fighting
  111.  
  112. Strength, constitution(maybe simplify this to HP), dexterity, intelligence and wisdom should be enough[str, con, dex, int, wis] to determine whether item can be equipped
  113. a smaller set of stats that are changeable on level up and then ones like movement, defense, perception et. al. can be shown but they're calculated from the smaller set of stats.
  114. charisma can be incorporated in to fighting, using it for intimidation moves or trying to convince enemies to fight with the party and so forth could add some cool angles to encounters.
  115.  
  116. skill suggestions:
  117. Rape soul - visit the timeline where you and the targeted creature fall in love and have children, kidnap one child and brainwash it into fighting its parent (just a dark summon with debuffs I guess?)
  118. Go back there - haunt the targeted creature with vivid memories of its childhood, paralyzing it with homesickness for a few turns
  119. Postprecognition - reduce damage dealt to you in the previous turn and strengthen against that type of attack (heal+buff)
  120. Prepostcognition - the next attack against you will deal 1.5x nonfatal damage and buff the next spell you cast
  121. Charge rent - call upon one of your other personalities to perform a massive attack, they'll be angry with you after (big attack and self-debuff to int/wis)
  122. Bump thread(or something, idk) - make targeted creature unreasonably angry, attacking randomly for reduced damage
  123.  
  124.  
  125. Possible ideas:
  126. tiered items like healing items
  127. discoverable weaknesses on enemies
  128. moves with limited uses
  129. team management a part of combat, buffing a friend vs attacking
  130. some randomness in moves, stat-dependent crits, weapon-dependent extra damage
  131.  
  132. levels=threads, with rolling stickies, greentext walls, (you) bombing, (you) farming
  133. cyberpunk, generic fantasy or /qa/ themes
  134. one player character as the party leader and map avatar
  135.  
  136. difficulty scaled by party size and a little bit by subgroup size
  137. subgroups composed of nearby party members
  138. 3 seconds to join on encounter
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