hiccups and getting invisible things stuck in my eye. what about you?
and now for some less interesting news. it's time for "dumb shit about my rpg!"yeah it's been a while since i COULD post anything and since i'm working all the time i sadly haven't gotten much time to put INTO my rpg so when i have free time, no matter where i'm at, i write down and revise concepts and ideas for my rpg. here's a few i would like to get an opinion for:= for creation, class system with 6 fighters and 4 mages, the classes being: - samurai (wields a sword, equips heavy armor, has strength advantage)- warrior (wields a hammer, equips heavy armor, has defense advantage)- knight (wields a lance, equips heavy armor, has speed advantage)- ninja (wields knives, equips light armor, has speed advantage)- fighter (uses knuckles, equips light armor, has defense advantage)- barbarian (wields an axe, equips light armor, has strength advantage)mages - all mages use a staff and get an INT advantage.- sorcerer (focus on elemental magic)- holy mage (focus on supportive magic)- necromancer (focus on dark magics)- summoner (focus on summoning magic)note - all mages can use ATLEAST elemental magic up to level 3.= a Hero Mode and a Villan mode.- in the Hero mode, you try to save the world, recruit other heroes, etc.- in Villan mode, you try to summon the strongest monster to destroy the world.there really aren't any major differences from the two modes, only your character's purpose. i thought it'd be a neat idea. i noticed that in just about every game, you always play as the hero, why not the villan? the biggest change would be the ending for the two modes. = changing game style?i got the strange idea of allowing the player to choose from 3 different game styles. they are:- Strategy: uses a turn based battle engine.- Action: uses a fighting-game based battle engine.- Adventure: uses real-time fighting on the field.i know that it sounds like doing something like this would result in a lot of work but actually testing it out, it's not so bad. a simple var is checked when a room is entered. it slightly alters the field and monster behavior. in the game, monsters ALWAYS walk on the field, but in the Strategy and Action modes, they will walk into you and you'll be jumped to another room where you fight them in that style. the exception is Adventure mode, where instead of being jumped to another room, you just fight them right there with simple combat actions.at first i was most excited with "Action mode" becuase i just thought an RPG fighting game was awesome, especially for what i have planned for how the mages work in that :)but now, i'm more excited about "Adventure mode" because i plan changing the field for this mode, instead of basic flat terrains and threatless rooms, this mode will introduce PLATFORMING! so yeah expect swinging axes, falling guillotines and lava pits :)so there, i finally spilled the beans. this project is huge. funny thing is, when i revealed some earlier information on this project, people already said i was crazy for thinking about something that BIG but since than, it's gotten even BIGGER xD
I hate stupid people. And I don't mean people who just act stupid once in a while, I mean people who are stupid like their whole lives.
Translation: Xemic hates 95% of humanity.
The fighting classes seem reasonably thought out.
Just with the mage classes:the necromancer focuses in strange magic, such as:
- life drain: deals damage and heals user.- death: chance of instantly killing enemy (chance based on enemies HP%)- curse: gives a random negative status effect to one enemy.- virus: poisons all enemys and deals damage. …and more to come.thanks on commenting undeadragons! the necromancer still needs some more work but i think it's gonna turn out to be a good one, what do you think?@ sir Xemic: lol i know what you mean, but i'm a tolerant person so i manage to deal with people. i currently work in fast food and you don't wanna know the things i see every day lol xDAh yeah, that makes sense I guess. So part support (as in the status ailment dishing out kind, not the healing kind) and part damage dealer.