| Viewing Single Post From: Ideas for a future video game... | |
|---|---|
| Admiral_Dealin | Nov 22 2007, 05:51 PM |
![]()
Alterity of the World
![]()
|
For Storyline, i suggest trying something based on a TimeTree. This would look something similar to an action branches off to multiple choices which therefore branch off to more choices, ect ect. So you choose to take the job, and kill some random guy. Well then 3 more people may now want to hire you. you now have 3 choices. choice one could lead you to working for some mafia type group (Which could make you take the downfall for them, or you become the target of many assassination attempts, or you soon lead the mafia). Choice two might lead you into an ambush, therefore dead, captured and tortured, or hired into a slave trade (Which could mean you help put an end to slave trades, or you make it to the afterlife and free the afterlife from demons, or you gain an extream aceptance to pain and you become a beserker). and choice three gets you a load of cash which you can use to buy yourself a new car (Which in turn could lead to you getting robbed, or arrested for speeding too often, or being able to get to clients better). For armour, why don't you try something less intone with +20 AC for leather armour. For example, Chain mail has a high chance of stopping jabbed from spears and other melee weapons, and stops arrows. But bolts and hacks and axes and hammers and such shatter it, leaving you vulnerable. Platemail can have weaknesses under arms, and at necks, but is less vulnerable. It can also be heavier and its easy to pierce. Having leather armour would make you more mobile, and its better then standard clothing, but you would die from arrows, and most other weapons. Also, i recommend having things like Plate Mail, Chain mail and then a mixture of Plate Mail and Chain Mail, good against both, but heavier and not as good at either as one or the other. And have clothing with steel rods placed in the sleeves so you can block cutting weapons with your arms. And shields with spikes on them so you can bash them with that. Hammers that have spikes on the top can bash, and then spear others in a single move. Swords with serrated edges that can not only slice, but can rip, but have a chance to get stuck. Slim swords that move faster and are lighter, but can pierce thick armour well, but are meant for hitting vulnerable spots (Eye slits, neck, face) (Something like a rapier). Double sided axes, hammers and swords that you can swing around and hit people around you with, but you have a high chance to hit yourself if you are not good with it. Polearms with a blade on the end, and a spear on the top so you can slash, and when you miss, spear them. Nets to tangle your enemy in. Projectiles should not auto matically leave, they should have to be taken out, thus making you want to wear armour more. And arrows that cause alot of damage to take out. Poisoned arrows that a fleeing enemy will die from. Weapons could get old, for example But that could have a bonus too. A sword that breaks easily because it is rusted could also poison the person hit with it with rust poisoning, or it could shatter in the person, spreading shards throughout them, or give them splinters (plus the user) or be so sharp that it cuts through armour better. Magic should be of 5 forms, one should be incantations, one should be read from books, one should be from memory, one should be from surroundings, and one from a diety. Incantations would be more powerful, but would require time for the character to draw a inscription on whaterever is handy, and they have a higher chance to fail, since any mess up makes it fail (These would be like, circles of protections that noone can pass, invisability spells, something that expands, hurting the things it touches ect). The ones from books are read in a foriegn language, so they take a bit of time, and they are a bit more powerful, all they have to do is read the spell, and point, and that where it would go (Spells like summoning creatures, controlling cratures, calling a windstorm, calling a lightning storm, ect). Ones from surroundings are spells that can only be used in specific enviornments, such as fire near a fireplace, or lightning in a cloud( these are like fireballs, lightning bolts, whirlwinds, earthquakes, trees moving, ect) these can be from any of the other 4 types, so they can be incantations, read from books, from memory, or just from a diety. Ones from memory are quick spells, such as opening locks, or a burst of air to knock one back, or to pull them closer, or something to push you higher in the sky. Ones from dieties are related to the diety. For example the goddess of rain would grant water powers, and lightning powers, while the god of the mountains to the north may grant assorted powers, but only in his area would they be their true strength. For classes, why dont you try a Rock-Paper-Scissors method (will explain in a minute). I think you should have atleast 5 classes. You need to have healer, and warrior and mage of course and probably rouge and druid. Why dont you have sub classes though. You can have for healer, Paladin and Cleric, for Warrior, Barabarian and Samurai, for Mage, Warlock and Magus, for Rouge, Assasin and Spy, for Druid, Hermit and Natures Tender. You could have a subclass bonus for each faction as well. For example the savage race of (Sorry i have no better names Kit) Ildasia, may have beserker Warriors, while the magical race of Eldasia may have Archmage mages or Shaman healers, and the Earth based Oredasians may have StoneMaster Druids. For the Rock-Paper-Scissors method, it would basically mean that one class is good against another class and weak against another and fair against the rest. But to put a twist on that i think that it could be changed around. Rather then Warrior beating healer, healer beating druid, druid beating rouge, rouge beating mage, and mage beating warrior, it can have a twist. Samurai can beat healer(Through high damage precision strikes), paladin can beat druid( through use of healing to keep himself alive longer and good enough damage), hermit can beat rouge(Being able to see the rouge), spy can beat mage (Being able to sneak in and disrupt long spells, and hiding before short spells come up. And Warlock can beat Warrior (High damage spells kill to fast). But as the twist, Barbarian could beat mage (Closing in too fast), Magus could beat rouge (lots of mobility and sight spells), Assassin could beat druid (Sneak past helpers, and strike deadly with poison before they know hes there), natures Tender can beat healer (Lots of helpers to help kill), and cleric can beat warrior (Through use of healing and protection spells). The ones that are good against eachother (like Magus and Spy or Nature Tender and paladin) are just as good against eachother as they are against everyone they do not speciallise against (Like Rouge and warrior, or Druid and mage) You would start off as one of the 5 classes, then as you go through certain actions (Like extream pain, or live honourable, or study darker magics) then you become the subclass (Beserker, samuari, warlock). Skills would also play apart, if you maser the sword then you become faster on the road to Samurai. Also Each faction could have their own line of skills so Ildaisan's would have alot of rage skills that noone else has, and Oredasia would have alot of earth shields and stomping and shaking the ground abilities that noone else has. Well, thats about all i can think of for now, heh its a bit long. And sorry for the wall of text. |
![]() |
|
| Ideas for a future video game... · Side Projects | |






1:16 PM Nov 25