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#ActualSinisterPride

Posted 05 February 2013 - 12:33 PM

I've thought up some more things (pretty basic straight forward ideas in my mind) which all add quite a bit on my plate as the programmer. It should be a good learning expierience. I'm hoping my team makes an appearance some time soon to put in their two cents on the thoughts as well as introduce themselves/become a part of the community.

§• ɸ§

 

 

Skill Tree/Stat Development

 
Character Development: Skill and Spell Tree(s)/Stat Development
  • Melee Skills (Shoryuken and the like)
  • Spells (hadouken and such)
  • Weapon/Weapon type Skills (Sword skills, fist skills ect)
  • Stats (str and int for now)

§• ɸ§

Stats

 
Strength: increases physical damage, fatigue as well as health.

Intelligence: increases magical damage as well as mana pool.

 
*Fatigue is used for skills and mana for spells. Both for hybrid spells.
 
§• ɸ§
 
Skill Tree
 
All moves which cause physical damage will be considered skills.

Weapon and armor types require passive skills to wear.

Skills should be translatable between weapons (more work for Devrgr).

 
§• ɸ§
 

Spell Tree


All moves which cause magical damage will be considered spells.

Spells should range from buffs to ranged attacks

 

Energy (Chi/Chakra), elements (earth, fire, air, water) and light/dark arts.
 
§• ɸ§
 
Hybrid Skills?
Both trees (physical and magical for each class) should have in between sections that links spells/skills together. Example flaming shoryuken = hadouken+shoryuken. 

 

§• ɸ§

Weapon and Armor types

 

Each type of weapon (swords, daggers, spears, axes, staves/wands ect.) require a weapon skill to use. The same goes for the armor types (cloth, leather, heavy/plate). I figured further leveling said skills allows for better quality weapons to become available. Weapons and armor will have a stat requirement as well as a skill requirement but no level requirement (maybe a class requirement built directly into the skill system).

 

§• ɸ§

 

Advancement system?

 

Was thinking something along the lines of things seen in some of the final fantasy games (FFX Tactics to name one). Also well displayed in the system applied by Ragnarok Online.

 

§• ɸ§

 
I WILL be posting what each class is capable of eventually so hold your questions on what the next section "means" in reference to game play.
 
§• ɸ§
 

Each job requires prior job experience?

_____

 

Novice 5 = warrior or mage.

 

Warrior and Mage 10 = Ninja? (pseudo warrior/caster with all weapon skills available and most elemental spells/magic types?)
 

Novice 20 becomes ??? (ultra class)
 

§• ɸ§



Warrior 10 = barbarian or soldier. Barbarian becomes swordsman becomes Samurai . Soldier becomes Knight becomes paladin.

 
Warrior 15 becomes martial artist becomes monk (weapons master and chi specialist)
 
§• ɸ§

Mage 10 = priest or wizard

Wizard becomes Sage becomes Druid (masters of earth and water)
 
Priest becomes Exorcist becomes Keeper (of balance).
 

Mage 15 becomes elementalist becomes an Avatar (of the elements)

 

§• ɸ§

 

All of these thoughts do imply alot of scripting/programing so I don't expect to have anything unique/entirely functional for atleast a month or two. Especially due to my schedule

being restrictive on how much time I can spend working on my own stuff/fun. I'll have a workable demo posted of basic mechanics ASAP.


#4SinisterPride

Posted 05 February 2013 - 12:32 PM

I've thought up some more things (pretty basic straight forward ideas in my mind) which all add quite a bit on my plate as the programmer. It should be a good learning expierience. I'm hoping my team makes an appearance some time soon to put in their two cents on the thoughts as well as introduce themselves/become a part of the community.

§• ɸ§

 

 

Skill Tree/Stat Development

 
Character Development: Skill and Spell Tree(s)/Stat Development
  • Melee Skills (Shoryuken and the like)
  • Spells (hadouken and such)
  • Weapon/Weapon type Skills (Sword skills, fist skills ect)
  • Stats (str and int for now)

§• ɸ§

Stats

 
Strength: increases physical damage, fatigue as well as health.

Intelligence: increases magical damage as well as mana pool.
 
*Fatigue is used for skills and mana for spells. Both for hybrid spells.
 
§• ɸ§
 
Skill Tree
 
All moves which cause physical damage will be considered skills.

Weapon and armor types require passive skills to wear.

Skills should be translatable between weapons (more work for Devrgr).
 
§• ɸ§
 

Spell Tree


All moves which cause magical damage will be considered spells.

Spells should range from buffs to ranged attacks

 

Energy (Chi/Chakra), elements (earth, fire, air, water) and light/dark arts.
 
§• ɸ§
 
Hybrid Skills?
Both trees (physical and magical for each class) should have in between sections that links spells/skills together. Example flaming shoryuken = hadouken+shoryuken. 

 

§• ɸ§

Weapon and Armor types

 

Each type of weapon (swords, daggers, spears, axes, staves/wands ect.) require a weapon skill to use. The same goes for the armor types (cloth, leather, heavy/plate). I figured further leveling said skills allows for better quality weapons to become available. Weapons and armor will have a stat requirement as well as a skill requirement but no level requirement (maybe a class requirement built directly into the skill system).

 

§• ɸ§

 

Advancement system?

 

Was thinking something along the lines of things seen in some of the final fantasy games (FFX Tactics to name one). Also well displayed in the system applied by Ragnarok Online.

 

§• ɸ§

 
I WILL be posting what each class is capable of eventually so hold your questions on what the next section "means" in reference to game play.
 
§• ɸ§
 

Each job requires prior job experience?

_____

 

Novice 5 = warrior or mage.

 

Warrior and Mage 10 = Ninja? (pseudo warrior/caster with all weapon skills available and most elemental spells/magic types?)
 

Novice 20 becomes ??? (ultra class)
 

§• ɸ§



Warrior 10 = barbarian or soldier. Barbarian becomes swordsman becomes Samurai . Soldier becomes Knight becomes paladin.

 
Warrior 15 becomes martial artist becomes monk (weapons master and chi specialist)
 
§• ɸ§

Mage 10 = priest or wizard

Wizard becomes Sage becomes Druid (masters of earth and water)
 
Priest becomes Exorcist becomes Keeper (of balance).
 

Mage 15 becomes elementalist becomes an Avatar (of the elements)

 

§• ɸ§

 

All of these thoughts do imply alot of scripting/programing so I don't expect to have anything unique/entirely functional for atleast a month or two. Especially due to my schedule

being restrictive on how much time I can spend working on my own stuff/fun. I'll have a workable demo posted of basic mechanics ASAP.


#3SinisterPride

Posted 05 February 2013 - 12:22 PM

I've thought up some more things (pretty basic straight forward ideas in my mind) which all add quite a bit on my plate as the programmer. It should be a good learning expierience. I'm hoping my team makes an appearance some time soon to put in their two cents on the thoughts as well as introduce themselves/become a part of the community.

§• ɸ§

 

 

Skill Tree/Stat Development

 
Character Development: Skill and Spell Tree(s)/Stat Development
    • Melee Skills (Shoryuken and the like)
    • Spells (hadouken and such)
    • Weapon/Weapon type Skills (Sword skills, fist skills ect)
    • Stats (str and int for now)

§• ɸ§

Stats

 
Strength: increases physical damage, fatigue as well as health.

Intelligence: increases magical damage as well as mana pool.
 
*Fatigue is used for skills and mana for spells. Both for hybrid spells.
 
§• ɸ§
 
Skill Tree
 
All moves which cause physical damage will be considered skills.

Weapon and armor types require passive skills to wear.

Skills should be translatable between weapons (more work for Devrgr).
 
§• ɸ§
 

Spell Tree


All moves which cause magical damage will be considered spells.

Spells should range from buffs to ranged attacks

 

Energy (Chi/Chakra), elements (earth, fire, air, water) and light/dark arts.
 
§• ɸ§
 
Hybrid Skills?
Both trees (physical and magical for each class) should have in between sections that links spells/skills together. Example flaming shoryuken = hadouken+shoryuken. 

 

§• ɸ§

Weapon and Armor types

 

Each type of weapon (swords, daggers, spears, axes, staves/wands ect.) require a weapon skill to use. The same goes for the armor types (cloth, leather, heavy/plate). I figured further leveling said skills allows for better quality weapons to become available. Weapons and armor will have a stat requirement as well as a skill requirement but no level requirement (maybe a class requirement built directly into the skill system).

 

§• ɸ§

 

Advancement system?

 

Was thinking something along the lines of things seen in some of the final fantasy games (FFX Tactics to name one). Also well displayed in the system applied by Ragnarok Online.

 

§• ɸ§

 
I WILL be posting what each class is capable of eventually so hold your questions on what the next section "means" in reference to game play.
 
§• ɸ§
 

Each job requires prior job experience?

_____

 

Novice 5 = warrior or mage.

 

Warrior and Mage 10 = Ninja? (pseudo warrior/caster with all weapon skills available and most elemental spells/magic types?)
 

Novice 20 becomes ??? (ultra class)
 

§• ɸ§



Warrior 10 = barbarian or soldier. Barbarian becomes swordsman becomes Samurai . Soldier becomes Knight becomes paladin.

 
Warrior 15 becomes martial artist becomes monk (weapons master and chi specialist)
 
§• ɸ§

Mage 10 = priest or wizard

Wizard becomes Sage becomes Druid (masters of earth and water)
 
Priest becomes Exorcist becomes Keeper (of balance).
 

Mage 15 becomes elementalist becomes an Avatar (of the elements)

 

§• ɸ§

 

All of these thoughts do imply alot of scripting/programing so I don't expect to have anything unique/entirely functional for atleast a month or two. Especially due to my schedule

being restrictive on how much time I can spend working on my own stuff/fun. I'll have a workable demo posted of basic mechanics ASAP.


#2SinisterPride

Posted 05 February 2013 - 12:21 PM

I've thought up some more things (pretty basic straight forward ideas in my mind) which all add quite a bit on my plate as the programmer. It should be a good learning expierience. I'm hoping my team makes an appearance some time soon to put in their two cents on the thoughts as well as introduce themselves/become a part of the community.

§• ɸ§

 

 

Skill Tree/Stat Development

 
Character Development: Skill and Spell Tree(s)/Stat Development
    • Melee Skills (Shoryuken and the like)
    • Spells (hadouken and such)
    • Weapon/Weapon type Skills (Sword skills, fist skills ect)
    • Stats (str and int for now)

§• ɸ§

Stats

 
Strength: increases physical damage, fatigue as well as health.

Intelligence: increases magical damage as well as mana pool.
 
*Fatigue is used for skills and mana for spells. Both for hybrid spells.
 
§• ɸ§
 
Skill Tree
 
All moves which cause physical damage will be considered skills.

Weapon and armor types require passive skills to wear.

Skills should be translatable between weapons (more work for Devrgr).
 
§• ɸ§
 

Spell Tree


All moves which cause magical damage will be considered spells.

Spells should range from buffs to ranged attacks

 

Energy (Chi/Chakra), elements (earth, fire, air, water) and light/dark arts.
 
§• ɸ§
 
Hybrid Skills?
Both trees (physical and magical for each class) should have in between sections that links spells/skills together. Example flaming shoryuken = hadouken+shoryuken. 

 

§• ɸ§

Weapon and Armor types

 

Each type of weapon (swords, daggers, spears, axes, staves/wands ect.) require a weapon skill to use. The same goes for the armor types (cloth, leather, heavy/plate). I figured further leveling said skills allows for better quality weapons to become available. Weapons and armor will have a stat requirement as well as a skill requirement but no level requirement (maybe a class requirement built directly into the skill system).

 

§• ɸ§

 

Advancement system?

 

Was thinking something along the lines of things seen in some of the final fantasy games (FFX Tactics to name one). Also well displayed in the system applied by Ragnarok Online.

 

§• ɸ§

 
I WILL be posting what each class is capable of eventually so hold your questions on what the next section "means" in reference to game play.
 
§• ɸ§
 

Each job requires prior job experience?

_____

 

Novice 5 = warrior or mage.

 

Warrior and Mage 10 = Ninja? (pseudo warrior/caster with all weapon skills available and most elemental spells/magic types?)
 

Novice 20 becomes ??? (ultra class)
 

§• ɸ§



Warrior 10 = barbarian or soldier. Barbarian becomes swordsman becomes Samurai . Soldier becomes Knight becomes paladin.

 
Warrior 15 becomes martial artist becomes monk (weapons master and chi specialist)
 
§• ɸ§

Mage 10 = priest or wizard

Wizard becomes Sage becomes Druid (masters of earth and water)
 
Priest becomes Exorcist becomes Keeper (of balance).
 

Mage 15 becomes elementalist becomes an Avatar (of the elements)

 

§• ɸ§

 

All of these thoughts do imply alot of scripting/programing so I don't expect to have anything unique/entirely functional for atleast a month or two. Especially due to my schedule

being restrictive on how much time I can spend working on my own stuff/fun. I'll have a workable demo posted of basic mechanics ASAP.


#1SinisterPride

Posted 05 February 2013 - 12:21 PM

I've thought up some more things (pretty basic straight forward ideas in my mind) which all add quite a bit on my plate as the programmer. It should be a good learning expierience. I'm hoping my team makes an appearance some time soon to put in their two cents on the thoughts as well as introduce themselves/become a part of the community.

§• ɸ§

 

 

Skill Tree/Stat Development

 
Character Development: Skill and Spell Tree(s)/Stat Development
    • Melee Skills (Shoryuken and the like)
    • Spells (hadouken and such)
    • Weapon/Weapon type Skills (Sword skills, fist skills ect)
    • Stats (str and int for now)

§• ɸ§

Stats

 
Strength: increases physical damage, fatigue as well as health.

Intelligence: increases magical damage as well as mana pool.
 
*Fatigue is used for skills and mana for spells. Both for hybrid spells.
 
§• ɸ§
 
Skill Tree
 
All moves which cause physical damage will be considered skills.

Weapon and armor types require passive skills to wear.

Skills should be translatable between weapons (more work for Devrgr).
 
§• ɸ§
 

Spell Tree


All moves which cause magical damage will be considered spells.

Spells should range from buffs to ranged attacks

 

Energy (Chi/Chakra), elements (earth, fire, air, water) and light/dark arts.
 
§• ɸ§
 
Hybrid Skills?
Both trees (physical and magical for each class) should have in between sections that links spells/skills together. Example flaming shoryuken = hadouken+shoryuken. 

 

§• ɸ§

Weapon and Armor types

 

Each type of weapon (swords, daggers, spears, axes, staves/wands ect.) require a weapon skill to use. The same goes for the armor types (cloth, leather, heavy/plate). I figured further leveling said skills allows for better quality weapons to become available. Weapons and armor will have a stat requirement as well as a skill requirement but no level requirement (maybe a class requirement built directly into the skill system).

 

§• ɸ§

 

Advancement system?

 

Was thinking something along the lines of things seen in some of the final fantasy games (FFX Tactics to name one). Also well displayed in the system applied by Ragnarok Online.

 

§• ɸ§

 
I WILL be posting what each class is capable of eventually so hold your questions on what the next section "means" in reference to game play.
 
§• ɸ§
 

Each job requires prior job experience?

_____

 

Novice 5 = warrior or mage.

 

Warrior and Mage 10 = Ninja? (pseudo warrior/caster with all weapon skills available and most elemental spells/magic types?)
 

Novice 20 becomes ??? (ultra class)
 

§• ɸ§



Warrior 10 = barbarian or soldier. Barbarian becomes swordsman becomes Samurai . Soldier becomes Knight becomes paladin.

 
Warrior 15 becomes martial artist becomes monk (weapons master and chi specialist)
 
§• ɸ§

Mage 10 = priest or wizard

Wizard becomes Sage becomes Druid (masters of earth and water)
 
Priest becomes Exorcist becomes Keeper (of balance).
 

Mage 15 becomes elementalist becomes an Avatar (of the elements)

 

§• ɸ§

 

All of these thoughts do imply alot of scripting/programing so I don't expect to have anything unique/entirely functional for atleast a month or two. Especially due to my schedule

being restrictive on how much time I can spend working on my own stuff/fun. I'll have a workable demo posted of basic mechanics ASAP.


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