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Fradno

Member Since 21 Dec 2013
Offline Last Active Feb 05 2016 10:14 PM

Topics I've Started

Path skills won't be the only way to gain techniques

01 January 2016 - 08:28 PM

In my ambitious game design, which I'm saving for much, much later. Techniques can be learned any number of ways, it will be a flexible system, I'll go into detail.

 

"Skill trees" that most traditionally know, in this game will only exist as part of "Schools".

 

A character has a Knowledge grid, the higher their knowledge, the bigger this grid is, allowing them to learn more by "equipping" skills. Once equipped into the grid, it cannot be removed except for via items that cause amnesia, such as the humorous "Hammer of forgetfullness", in which the character will hit themselves in the head, and forget the selected skill.

 

Anyway, back to techniques, a player can just gather individual, unrelated techniques and put them in their grid. A good player will plan and make sure their techniques have good synergy with their playstyle, such as a Strong Sword Slash if you have a high stat, a Magic Attack if your magic side is high, or a Magic Imbued Sword Slash if you have both those stats equal. A player could choose to ignore such things and give sword slash to a magic user, which will prove to be inefficient.

 

Anyway, in this way, a player has the freedom to choose what techniques they learn, even to forego learning simple techniques in favor of waiting to get more advanced techniques to put into their grid. {Simpler techniques still have some advantages over more advanced techniques, and don't go obsolete due to the way the system is designed.}

 

Now back to "Skill trees", those who choose this path, will get a large portion of their grid taken, and initially, this would look unfavorable, but the advantages of this type of technique acquirement is that the player will gradually learn new, stronger techniques while keeping the more basic ones, once a "school" of fighting is fully learned, it is more efficient space ways in the grid than gathering a bunch of techniques. The box will gro w a little more if you choose to learn the "Ultimate" techniques of that school.

 

Of course, a drawback is that you are restricted to using all the techniques of that school, which won't be as varied as just learning a ton of different techniques. Plus, for those with Average Knowledge, they box might make it so they can only learn 2-3 techniques that are outside the school due to how much space it takes. But on the other hand, you will have a ton of variations to techniques, bringing out the full potential of your fighting style and stats if used wisely.

 

Another way to make techniques is to create them yourself. There will be a system that allows you to customize your own moves using a template and adjusting parameters. You can do stuff like make a fireball technique, change the colors of the flame, the size of the flame, it's damage output{when you do, it will increase/decrease the cost in relation to it's damage and size.}

 

For this category, there are a number of ways, such as gathering items, or fighting in a particular region while using a particular weapon related to the technique you are learning. There is a system in place that determines it, based on item labels, their values, and the character's stats as well.

 

An interesting way in multiplayer is if a player is a "master" of a fighting art, they can teach it to others. I'm still brainstorming what that entails, such as having those who want to learn fight alongside them or just have them bring a set of items to that player, that will be turned into the catalyst for acquiring the box of that school in your knowledge grid.

 

This game I've been visualizing in my head for more than 10 years, I can vividly imagine in 3D, so I can see it all already and play it. I mention this since somebody told me that not everybody can visualize, which surprised me, since I always thought it was a default thing?

 

 


Elements as damage modifiers or more? + Weapon types.

29 December 2015 - 01:30 PM

In a game design I've been working on, the elements aren't just flavor, they have stats as well, here is an example, the minimum stat per a single unit of that element. {These are some of the elements, there are 3 or 4 missing from this list.}

 

Energy{default element):
Power: 12, Speed: 12, Impact: 12
Energy cost: 12

Ki:
Power: 15, Speed: 5, Impact: 15
Energy cost: 12

Magic:
Power: 15, Speed: 15, Impact: 5
Energy cost: 12

Fire:
Power: 34, Speed: 2, Impact: 1
Energy cost: 12.3

Water:
Power: 6, Speed: 5, Impact: 27
Energy cost: 12.6

------
Sound:
Power: 2, Speed: 20, Impact: 10
Energy cost: 10.6

Plasma:
Power: 20, Speed:10, Impact: 2
Energy cost: 10.6


------

Lightning
Power: 18, Speed: 29, Impact: 10
Energy cost: 19

Ice:
Power: 26, Speed: 5, Impact: 26
Energy cost: 19

Rock:
Power: 16, Speed: 3, Impact: 38
Energy cost: 19

-----

Holy:
Power: 48, Speed: 18, Impact: 33
Energy cost: 33

Hex:
Power: 33, Speed: 18, Impact: 48
Energy cost: 33
------

Lit:
Power: 100, Speed: 100, Impact: 0
Energy cost: 64

Obscura
Power: 100 Speed: 0, impact 100
Energy cost: 64

 

 

 

Thus, if you where using a jack of all trades character, you would be able to use Obscura type attacks less times than a fire type attack. If you where a character with a high energy capacity, you would use Obscura abundantly, but since your characters power stat would be low, that 100 power of obscura multiplied off a low stat will not be much. The player would have to think when building around that element. Do they want to take advantage of its high power, raise their power stat, and be a hit and run type character due to their low energy capacity? Perhaps they have put both Power and Energy high enough to use Obscura several times in a row, but now they've become a glass cannon, with defense stats so low, that your offense is literally your only defensive option.

 

This is the nature of the game I'm building. There is no class, you just think how to build your character based on the fighting style you wish you to have.

 

The character customizer will be very flexible. It might have to use an improved version of the technology used in a few games you might not have heard of, where you could "draw" your character, and it would be rendered in 3D. I remember reading several of these games where based off a program called "Teddy", made several years ago.

 

I might use some limited form of it, restricted to individual parts, so things don't go out of control and somebody makes something obscene.

 

Anyway, you are not just limited to a human/humanoid shaped character. This game, you can make your character have four arms, tentacles, no arms, and so on. You can add wings, tail, which will affect what mobility techniques you can use. To demonstrate how this affects your stats, if you have a speed stat of 400, and four arms, each arm would be 100 in speed, if you had two arms, each are 200, you could attain 400 speed with two arms if you two hand your weapon. A weapon's hilt might limit how many arms you can use with it. A one hand sword's hilt value would only allow for a single hand to use it. Two hand sword, two hands, a spear would allow a four arm user to use all four arms to attain their true attack speed value. But the advantage of four arms is that you have the option to wield up to four different weapons,{although, if your using a soul weapon, despite the soul weapon being 50% of your original stat total, that 50% is further divided between the 4, thus each weapon is individually weaker.} Although there is the advantage of extra attacks and so on.

 

I'm still designing this aspect, and trying to decide how complex it can be, within the limits of whats possible right now in 3D. Sure, it might be good to keep it as simple as possible, but I think there is something to having your own fully customized character, colored the way you want them. This may lead to awful things such as people brightly colored in the worst combinations.

 

Because of the high level of customization, the game would have a myriad of unique builds, and no one person would look the same, unless they tried to copy somebody else or intentionally looked the same for guild purposes.

 

Anyway, as you can see, this game is very complex, I've only explained very small parts of it, and it's already turned the post huge. That is why it is a game I'm leaving for when I have the actual resources to do. 

 

As for the weapon types in the game, there are the ones you are familiar with: Sword, Axe, Club, Bow, and so on. But because of the setting of this game, there are things like gloves, gauntlets, amulets, "guns", "Internal", "glass", and several other weapons that you wouldn't see together at the same time.

 

For example, "Guns" can range from Flintlocks with magic ammo, to futuristic "laser" guns{these would be compatible with elements such as energy, plasma, and lightning}.

 

"Internal" are microscopic weapons that modify some aspect of the user to increase their power like a weapon would. For example, if a sword increases your attack power, an "internal" weapon that hardens your skin would act like a shield and gauntlet at once. Another "internal" type might turn the users limb flexible like a whip, allowing them to use whip type techniques without the actual weapon, as well as using the flexible property in certain defense techniques, or even counter techniques such as catching a projectile and rebounding it back. The drawback of these weapons is that they have to be activated to use, otherwise, the person is practically weaponless while it is in-active. There is more to these weapons, but explaining it all would make this post's overall length even bigger.

 

Glass refers to things like Mirrors, Magnifying glass, and telescopes. In other games, these are just useless items, but here, they are weapons. Wher a sword is a weapon that increases kinetic force/physical attacks, glass weapons increase the power of linear energy attacks, such as energy, magic, and lit.} Mirror would be the Shields equivalent, in that while Shields defend/block/deflect physical attacks, Mirrors do so for non-physical attacks.

 

Some weapons might look humorous, such as within the club types, you have wooden club, mace, flail, hammers, and even giant wrenches.

 

The aesthetics of a weapon can range from medieval, to futuristic designs. Variety is a prevailent theme in this game.
 

I do plan to re-organize the type naming convention of weapons. Maybe something like Bludgeon type for all blunt weapons, Edge type for weapons with an edge, even if its a non-cutting sword, and so on. Ability type for internal and similar weapons.

 

I should probably move this portion of the post below the plus line to a separate thread.


A funny way to handle Unique weapons

28 December 2015 - 09:56 AM

You know how in some games, there are one of a kind weapons, with a unique name and usually very powerful.

 

What I plan to do in a future game which I don't have the resources to make right now, is that if a player gets ahold of such a rare weapon, if they are inactive for 10 days, they will lose the weapon, but in it's place, a note will be left behind, allowing them to get the weapon again in two ways which I will mention in a moment.

 

The weapon itself returns to it's original location. If nobody has gotten the weapon again, then the note will just allow the user to attain the weapon more easily, perhaps by showing its location on the map in a dungeon or level{where previously, the user had to look for it} or showing the monster that is now carrying it {said monster will have the boost from the weapon, making them tough to beat, and some these rare weapons multiply the stats of a user, instead of adding, weapons in the game will do either or, but only the rarer weapons can multiply.}

 

And if the weapon was already found by somebody else, then the note allows you to challenge the user for ownership of the weapon. They have 7 days to accept the duel or the weapon returns to it's original location/level. If the duel is accepted, the current user cannot use the weapon in that fight{since these unique weapons are already too powerful.} {If the challenger doesn't show up for the duel by the 7th day, the timer resets for another week.}

 

If the weapon has multiple previous users, then once a duel has been fought for that weapon, the next person in queue would challenge the person for that weapon, so it would be a challenger per week.

 

Although, depending on how many players play this game, the number of unique weapons that exist will be at a % of the total max population to exist.

 

A randomizer taking names from a dictionary will create names for these unique weapons. Something like "Deity name + Weapon type + suffix of some kind" or a random mix of words based on the stats, element, and attributes of the weapon.

 

Example: "Thor's Hammer of Golden Lightning" or "Azure Shield of Samsara". 

 

If too many players are after the same item, say, more than 10 notes exist for a single item, then a similar item will be born in the game via the system detecting this, to ease the load for that weapon. It would be something like "Thor's Hammer of Argent Lightning", which would throw out bluish white lightning, unlike the original, which shoots yellow lightning. Thus those with the note would have the option to search out this similar weapon that is just aesthetically different.

 

The game itself, is a classless game, where you could say, look like a knight, but have the stats of a mage. The way you look wouldn't determine your class, and your character would have an appearance that is highly customizable. There is more to the system, but today, I just want to talk about unique weapons.

 

There are 7 weapon categories. The most mundane and common being "Normal" weapons, which cover things like Short swords, Bucklers, Flintlocks, and other weapons with no special attributes. They add a fixed number to the stats, and have no special attributes. The higher categories have things like elemental attributes, self-repair, growth, and even stat multiplication {or sometimes, will still add a fixed number, but by many times the amount a "Normal" weapon would.

 

The 7th, "Unique" weapons is what I discuss. I do consider naming them "Deity weapons" due to there uniqueness. Although, the 6th category is named as such right now. Since multiple copies of a deity weapon can exist, but it's rarity is still high in comparison to other weapon categories.

 

 


Bootleg Reinderp {ANDROID/GOOGLE PLAY}

21 December 2015 - 08:09 AM

Google Play:

https://play.google.com/store/apps/details?id=com.fulgryph.bootlegreinderp

 

Amazon:

http://www.amazon.com/Fulgryph-Bootleg-Reinderp/dp/B019M247R8/ref=sr_1_8?s=mobile-apps&ie=UTF8&qid=1450706526&sr=1-8

 

 

Basically, it's a game where you run from a wall of fire, while jumping through obstacles. You must maintain momentum by not letting the obstacles hit you (ice pillars and coal people).

 

Even if you get hit 2 or 3 times, and are close to the flames, the great thing is you can regain momentum, and make a full comeback, so no need to reset if you messed up. I've designed the game to focus on skill and some reflex.

 

Note: After training for 2 years, I've got around to making a well-designed game,where I actually knew what I was doing. I mean, even before that, I made a few small games, but under limited knowledge, and a big game that's still unfinished.

 

 


High speeds in sidescroller games

25 November 2015 - 11:59 AM

I'm making a high speed side scroller called Rayburst. Since some of the characters are exceptionally fast, the screen size accommodates a wider view of the level, allowing for a better look at upcoming enemies or obstacles. The game's development caused the size of the characters in relation to the screen to change twice over the course of development.

 

Thus, resulting in two view modes that are interchangeable during gameplay, one closer up to the character, and the other from farther away. The first view would work well if the game had the speeds of more classic sidescrollers, and it still works for the slowest character in the game. The other view is pretty much a must at high speeds to enjoy the game.

 

I'm thinking of just making it auto-adjust to zoom out mode when an enemy is within 1000 units of the player, or probably make auto/manual toggle in options.

 

Some gameplay showing the fastest character in game. His speed is from moving in linear bursts, and lacks any control during each burst as a drawback.

 

The slowest character in the game for comparison. Some players noted that the speed she plays at "feel right".

 

Her pro are her strong ranged moves and a shield ability, as well as having the highest defense in the game at a whopping 190{the lowest defense among the heroes is 30.)

 

The second fastest character in the game, but with only 1/3 the top speed of the fastest character at 50mph, however, she has immense agility, thus perfect control over that speed, and able to make tight turns in mid-air, dodge attacks by a hair, as well as fly circles around the enemy.

 

And a character with balanced stats, but ranged attacks. His top speed is close to that of the 2nd fastest character, but he lacks acceleration, thus his actual combat speed most of the time will be around 37mph.

 

He's the most used character out among those who've played the game. Players have said that he is cool and mysterious.

 

Anyway, the game is meant to be a high speed sidescroller. My inspiration are my aspirations from the sega genesis days, of wishing the characters would be able to make speedier maneuvers, or be able to have more flight ability than the limitations set on many a sidescroller games I played back in the day.

 

As well as reflect some game design ideas I've had accumulated in notes over the years, before finally taking the route of actual game development.

 

Some more info on the characters in the vids, with info on their stats and moves:

 

Grafto the Knight:

http://www.rayburst.net/grafto.html

 

Princess Pif:

http://www.rayburst.net/pif.html

 

Ritrika:

http://www.rayburst.net/ritrika.html

 

Phreit Nor:


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