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This is What Happens . . .


Draconus297

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. . . when someone with a highly persistent idea for a game can't actually get it running:

I have created, scrapped, and recreated a specific game more times than I am willing to count, it's been renamed five separate times, and at one point I contemplated making it an RP before discarding the idea due to the raw complexity having a high probability of scaring everyone off. I even added in new mechanics as time went on, as I actually got inspired by some of the glitches.

Regarding the gameplay, it was an RPG with a ridiculously large overworld (in its pixelated state, it still took up more space than one of my Deadliest Warrior episodes), a considerable amount of customization, and a party-based turn based system.
From the get-go, there was a recruitment system in place, to add up to 8 enemy characters to your party, name them, and level them up. To prevent "party full of Mewtwo" syndrome, I put something in place that prevented two identical enemy types (same species and job) from joining the party simultaneously (this glitched out to hell in my first half-million attempts).
There is technically a job system in play, but recruited party members cannot change their job, and the player character is technically jobless (but can dual wield to compensate). These basically boost specific stats on a party member, and gives them unique bonuses.
There were originally eight different weapons programmed, but I added more to make it so that having two of the same weapon in the party wasn't necessary. (Again, glitches were pretty common in early versions.)
I implemented an 8-stat system, which has had surprisingly few hiccups across attempts, and nothing game-breaking.
Health (self-explanatory)
Damage (physical attack, which is even in play whilst disarmed)
Endurance (counts for defense from all attacks [I had early problems where this blocked healing, but that was it])
Mana (effectiveness of spells, from the damage output of damaging stuff, to the amount healing spells heal, to how much damage barriers can repel)
Stamina (how often you can use your more powerful skills and spells; also, determines how long you can use the run button in the overworld)
Focus (accuracy stat- also, critical hit ratio)
Reflex (evasion stat)
Agility (speed stat- also, has a tiny effect on your movement speed in the field)
There are 8 bosses, each specializing in (read: that stat is ridiculously high) one of those stats; also, defeating one raises the Level of all the others- you are basically allowed to face them in any order you please.

[spoiler=The Races]
Humans
Nothing really special. Everyman species.
Health: 9-12
Damage: 9-12
Endurance: 9-12
Mana: 9-12
Stamina: 9-12
Focus: 9-12
Reflex: 9-12
Agility: 9-12

Sybils:
While they have the unique (and nigh-overpowered) Ability Chain system, they are held back by their inability to learn Light-Elemental spells, their very presence raises the random encounter rate by 50%, and having one in the party increases the price of all items in shops by 10%.
Health: 6-11
Damage: 7-15
Endurance: 9-12
Mana: 10-14
Stamina: 5-10
Focus: 4-10
Reflex: 10-12
Agility: 6-9

[spoiler=The Jobs]

[spoiler=The Weapons]

[spoiler=The Bosses]

This page is currently incomplete, because my hands are starting to ache. I'll be back to fill in the rest of the information later.

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