The RPG That Wouldn't Die

Posted by Taizen Chisou on Oct. 8, 2012, 2 p.m.

Progress returns. Please skip to the horizontal break below.

It's not much to look at though, see for yourself:

Ah, GM is blocked by the university computers. *shrug*

Well, I do have a smattering of notes, including stuff like

All the base stats and available equipment

Some of the framework behind the enemies

One piece of concept art

How the game's going to work

There's no gameplay yet (You can't even walk), but there's a lot of numbers and formulas in.

Charlie says he can sprite things starting in November, and Ben is working at OGG-ing all of the original soundtrack, so yay.


I have a question for you though:

I posted a blog a while ago asking for opinions on how game overs would be best suited for everyone, and was met with about a total of 28 replies from multiple sources.

The people who wanted the classic game over vs. the 'Everyone Dies' game over composed about half of the replies.

So I came up with a compromise:

How does this sound?


Also, balance is something that I try so hard to attain.

Equipment is a very important factor in your end stats in this game. Given the 'everyman' character, and one of the 'berserky physcial dude' characters, I'd like to think this is balanced:

Both characters are level 42 and are wearing very similar equipment.

Character 1:

Health 463 Mana 164 / HP and SP

Strength 276 Endurance 310 / Physical attack and defense

Light 65 Darkness 30 Resistance 205 / Healing power, magical power, defense

Vitality 250 Dexterity 327 Agility 85 / Resistance to status and added effects, accuracy and critical modifier, speed and evasion

Character 2:

Health 366 Mana 86

Strength 395 Endurance 234

Light 34 Darkness 99 Resistance 136

Vitality 223 Dexterity 257 Agility 195

I ran HP and SP for a mage character before stopping, and they returned 299 and 485 respectively.

If forced to choose, which of the two would you go for?


YEAAHHH the stat system works

Basically, the game can now take this:

[quote=Norman's Base Stats]Norman

HP 62 SP 33

ST 60 EN 71 LG 32 DK 15 RS 55 VI 65 DX 75 AG 33[/quote]

this,

[code]

fEquipsInit(23, 3,"Duct-Taped Bow" , 12, 10, 10,"A bunch of twigs taped together-#a typical recess toy.");

fArmorInit( 1, 1,"Plain Shirt" , 10, 10, 10,"Fresh out of the local department#store.");

fAccessoryInit( 2,"Regular Bracelet" , 10, 10, 0, 0,"Nothing particularly special.");

[/code]

And given this,

[code]global.PL_level[1] = 99[/code]

produce this:

[IMG]http://i.imgur.com/hvi01.png[/IMG]

Oh, but watch what happens when I tack this on:

[code]fEquipsInit(32, 3,"Omega Bow" ,120, 65, 65,"The ultimate bow.");[/code]

The character's Strength, Light, and Darkness is then augmented to:

Whahahaha. Equipment works.

Comments

Charlie Carlo 12 years, 2 months ago

It seems like this is one of those games with a really convoluted interface. You know, like the menu is a game in itself, like a crossword puzzle.

Blarg… I'd go with the second because damage.

Taizen Chisou 12 years, 2 months ago

Only slightly. It's really simple once you isolate everything.

And what? :(

But he dies so fast it's not funny hahaha

Charlie Carlo 12 years, 2 months ago

That's my style. I play glass cannons in MMOs, usually.

I have a thief in Guildwars 2, I die so fast, if something can even hit me, what with the dodging and the killing things in five seconds.

Taizen Chisou 12 years, 2 months ago

YEAAHHH the stat system works

Basically, the game can now take this:

[quote=Norman's Base Stats]Norman

HP 62 SP 33

ST 60 EN 71 LG 32 DK 15 RS 55 VI 65 DX 75 AG 33[/quote]

this,

[code]

fEquipsInit(23, 3,"Duct-Taped Bow" , 12, 10, 10,"A bunch of twigs taped together-#a typical recess toy.");

fArmorInit( 1, 1,"Plain Shirt" , 10, 10, 10,"Fresh out of the local department#store.");

fAccessoryInit( 2,"Regular Bracelet" , 10, 10, 0, 0,"Nothing particularly special.");

[/code]

And given this,

[code]global.PL_level[1] = 99[/code]

produce this:

[IMG]http://i.imgur.com/hvi01.png[/IMG]

Oh, but watch what happens when I tack this on:

[code]fEquipsInit(32, 3,"Omega Bow" ,120, 65, 65,"The ultimate bow.");[/code]

The character's Strength, Light, and Darkness is then augmented to:

Whahahaha. Equipment works.