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- Iron Rogues Concept
- - Rogue-like in nature
- Not fully randomized, but a set amount of variations with different rates
- All PCS sans the main character have semi randomized stats equal to a different variant of each class
- Some units are more randomized than just stats, such as mages which could end up with Fire, Wind, or Thunder, depending on the randomization
- Unit strength is designated by flags, 1 flag = weakest, 4 flags = strongest
- Every PC could end up at least 2 different flags
- MC instead has a variable starting inventory that supplies them with a different prf
- EX: One is a Swordreaver, another a Short Axe, another a Barrier Axe
- - Multiple different routes
- Instead of one overarching story, the plan was for 4 different stories each with the same sort of randomization
- Each MC would be entirely different
- MC 1 - Axe Armor, MC 2 - Dark Mage, MC 3 - Healer, MC 4 - Sword Infantry
- - Variable cast of units
- Instead of always getting the same units, most units would be the same (with their variation), while others are entirely different
- A TRS-style selection in each route (at least 1, maybe 2 so you could get 2/4 of the set units)
- You would be able to see the amount of flags rolled as well
- Player would have the option to both pick a unit as well as an item (the map would have chest and the player would be given a chest key)
- - More rogue-like elements
- Villages all have set rewards (items, units, ect), but every chest outside of unit selection has multiple options that could appear in one chest
- Ex: 20% Red Gem, 40% Steel Sword, 10% Killer Lance, 10% Blue Gem, 20% Elfire
- Idea is you can plan around village rewards and don't necessarily need to be concerned with every chest as the outcome may be different multiple times over
- - Gameplay intention
- Idea is to encourage multiple playthroughs with these varying elements, as opposed to a one and done
- This is why each story would be only 5-10 chapters long
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