Help with my game

reddogneo

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reddogneo
Ive mentioned ive been making my game is sevral idea post, but now ive hit a wall. The skill development process me and a firend has been workin on this as a hobby for the last 2 years but paper wise its close to complete minus the story line. The ideas around our game are heaviy based around character customibilty anything from customizing your skills to your armor.

What im asking for is people with extensive gaming knowledge to help me come up with some better ideas for the skill development. We got all the other stuff figured out just all of our ideas seem to hit a brick wall so im deciding to bring in another (hopefully more experienced mind). Now ill be explaining our surrounding systems do give you a better idea of what we are looking for.

We've made skill enhancements out of basiclly ever skill characteristic there is also takin ideas from other games too. Everything from status ailments, elementtal resistances and even including things like fear, intimidation, cure potency, added strike, (reflect, annul, absorb, deflect) damage, charm, and many many more effects. Our elements are based off chinese elements (water, fire, earth, metal, wood) we have a creation(defensive) and destcrution(offensive) cycle. Its pretty self explanitory what enhancements are classified under which although some are iffy and some are under both. The general rule is you cant mix creation and destruction in the same skill to prevent people making godly powerful skills. All skills have anywhere from 1-5 base effects with a maximum of 6 slots. So for those with less play time can chose a more premade skill while others can choose a skill with less base effects and customize it more. Each enhancements will also have some some afflecting onces within there cycle also.

Now my conflict here is coming up with a system we can use to develop the skills in a balanced manner. I would like some people thats familar with games that im not familar with as well as people with all around game knowledge. I know WoW somewhat nothin in CoH and CoV, or EQ, or martix. If someone with knowledge in the skill development in these games please share it ive spened like a month and a half trying to think of a good creative system that will set this game apart from every other mmorpg.

If you need to know more about the game PM me or PM captinwhacky on myspace.com we have a forum Wuxing gaming dedicated for this game if you want in the group
 
Hmm. If anything, what system are you using? 'Cause you will definitely need a system that can keep up with all those status effects on characters.
 
Not sure if this is going to help, but I do know a little about the CoH & CoV system.

When you create your character you pick from two power sets based on that characters overall class (archtype, they're called in CoH). So let's say you want to be a melee fighter, so you make your character a "Scrapper" then you get to pick from two power sets, or "Primary Power" & "Secondary Power".

You pick a single power from those two sets when you create your character, and then every other level (I believe the even levels) you get to pick another power from either of the sets. Once you hit a certain level requirement, you get to choose from a third power set if you want too. These include kind of superhero staples such as Flying, Invisibility, Teleportation, and whatnot. You can, also, choose not to develope these third generation powers and stick to your first two power sets.

This can work well if you level up fast and quick, which you kinda do in games like WoW and CoH. But it can also be very, very repetitive in terms of gameplay. Considering that you may be a level 20 and have all your teleportation spells that are very useful in a group, but not solo. So you only have one nuke and one buff. It does add a lot of diversity to the characters. CoH has this nice tool that you can 'check' a person and see what powers they have unlocked and don't. That way you can adapt your stradegy accordingly.

I believe this is the same way in CoV, though I haven't played that game. Hope that helps!
 
If you want to set the game appart from other games, I would suggest having a minimum level needed to learn a skill, but every skill must be quested, along with magic abilitys if you have them (what good game has no magic, honestly?). Make ok-ish skills easy to pick up, with quests you can solo, and better skills harder to obtain. Make all skills in the form of scrolls, that can not be traded off or sold or anything, and when they're used, they are gone forever but you keep the ability. Scrolls should drop off monsters every now and then, and make them monster-only abilitys, kinds where you can not quest. ...Yeah, im out of ideas now, my friend from Cally is coming in soon, and I am way to excited.
 
With this idea the skills are learned slightly differently. Youll learn the skill from a master of they type of skill but only after completing a task to show that you are worthy. Look at it like questing all the skills but once you get the skill you can adjust how it works with the remainding enhancement slots availible on it.

but how you adjust the skills also adjust the elemental balance in the skill thous adjusting the stat modifiers and how/how much they effect the skill.
The game is made opened ended enough so you can learn any skill at any time although higher ranked skill in other type will still be locked this is so you can be melee/magic player and be good at it.
 
Ok ler me get more in depth the 5 elements are fire water earth wood metal

Creation cycle is
Fire creates earth
Earth creates metal
Metal creates water (condensation)
Water creates wood
Wood creates fire

Destruction
Fire melts metal
metal chops wood
wood splits earth
earth absorbs water
water puts out fire

The idea is the player to follow the cycle of there choosing follow the destruction path will weild offensive enhancements and same for creation with defensive. The elements you are currently in you gain elemental points in that element allowing you to buy enhancements in those elemetns.


If you have any questions in any other systems let me know in here ill tell ya
 
The HP system is tweeked also we dont really use it everything is based off stamina (hp)
there are 2 primary gauges that you read endurance for melee abilities and chi for magical abilities. Its not like MP in the traditiona sence this number rates your total ability. Lets say you have +10 chi/endurance and the skill cost 10 (10/10=1) losing one stamina point. If the skill cost less lets say 5 (5/10=.5) losing .5 stamina points. If the skill cost more then the total lets say it cost 15 all the addition cost is added on the end of the equation,
(10/10=1+5=6) losing 6 stamina points. Considering all the damage you take wears down stamina also watchin stamina consumption will be very important

To get back to stamina the lower your stamina get the more likey you are of being KOed, this means some battles will go really fast while some can be drawn out for long durations. Also the lower your stamina gets the less effective your skills become like a real like fatiuge affect in a game. With the low amounts of stamina youll get at low levels if you just picked a high level skill that cost like 50+ stamina and you only had 5 you have a chance on knocking yourself out by over excertion
 
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Interesting, and I believe the COV system is slightly different than the COH system, but yea, very similar.

Seems interesting so far. Very good concepts systemwise.
 
Question:

What system are you thinking about using as a main?

Another question:

Is it going to be an online based game, or a non-server based game?
 
Now skill wise the mroe enhancements you put in it the more the skill changes. I already have smoe figured out, the more enhancements added to a skill also increase the cost of the skill, in addition to the cast/recast time of the skill. So like CoH someaht if you put nothing but effect in a skill it will make the cost to high to use on too regular basis. So thinkgs like re/cast and cost reductions will be necesary also

this started as a mmorpg ideas although we would like to intergrade single player modes in it as well. We havent quiet worked that out yet but uts doesnt sound to difficult. Ive looked at all the problems that most traditional mmorpgs have and we are considering giving some ppl the right to make small private servers. But liek I said those details arent figured otu and im not about to deal with it right now
 
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Ah. You'll need a smooth system for that. Which means, you are gonna have to get every kink out of it, because with those type of 'skills' in a game, the system has to be smooth for smooth gameplay. If the kinks aren't rolled out, the game will ultimately lag up, and freeze pixel by pixel.

(ZOMG! Like Final Fantasy XI!)
 
I know but im not worried about that right now Im tryin to get this skil develop system figured out first
 
This is to describe the differences between our 5 elements. As you can see the different elements have there strengths and weaknesses. The way this is ranked is 1-5: 1 being very low 5 very high

Fire
Fire element is known to be the most aggressive element with the ability to cause large amounts of damage in short periods of time. Although fire skills suffer from high endurance/chi cost and very low defense and elemental resistances. Fire also has moderate evasion, accuracy. Fire also gets the special abilities that cause additional bursting damage and extra damage over time
Damage - 5
Attack Speed - 4
Defense - 1
Elemental Resistances - 2
Evasion - 3
Endurance/Chi Cost - 5
Accuracy - 2

Wood
Wood is the most calm in the standing of the elements. Although wood has low damage output they have the highest accuracy and high critical hit rate. Other strengths of wood is high elemental resistances although they moderate defense and low evasion. Wood also gets special abilities to ignore defense
Damage - 2
Attack Speed - 3
Defense - 3
Elemental Resistances - 4
Evasion - 2
Endurance/Chi Cost - 3
Accuracy - 5

Earth
Earth one of the most solid defensive elements highest elemental resistances and high stamina and moderate defense can be a worthy adversary. Weaknesses includes low damage slow attack speed and low evasion. Although earth has moderate accuracy this elements has more magic capabilities that all the other elements. Earth gains special abilities to manipulate elemental resistances of yourself and your opponents
Damage - 2
Attack Speed - 2
Defense - 4
Elemental Resistances - 5
Evasion - 2
Endurance/Chi Cost - 1
Accuracy - 3

Metal
Metal the most solid defensive element although it has low elemental resistances. With high damage paired with the defense there the most suitable element for tanks. Metal also suffers from low evasion and fairly high endurance/chi cost. Metal gains special abilities to reflect damage and cause additional armor and weapon damage to there opponent.
Damage - 4
Attack Speed - 2
Defense - 5
Elemental Resistances - 2
Evasion - 1
Endurance/Chi Cost - 4
Accuracy - 3

Water
Water is known for there high evasion and accuracy, although they only have moderate damage and they have high elemental resistances allowing them to take a little more magical damage and also suffers from low defense. Water also has abilities to ignore armor even absorb some physical damage
Damage - 3
Attack Speed - 3
Defense - 1
Elemental Resistances - 3
Evasion - 5
Endurance/Chi Cost - 2
Accuracy - 4
 
Skill Types
These are the more basic classifications if the skill for the 3 different class types. These break down to more specific skill types in which make your character easy Customize.
Fighter Skills

Offensive - These skill are made to do damage

Charging - These skills are made to charge up rage for the finishing blow
Finishing - These skills require rage points and there power varies from point generated
Power -

Defensive - These are the defensive skills used to protect yourself and others

Holding -
Blocking -

Stealth - These skill are used to deceive your opponent in a number of ways

Vanish/Disguise - These skills allow the user to vanish or disguise so they cant be found
Assassin - These skills are powerful skills that are done from hiding or behind/side if target
Maneuvering - These skills are for effecting your/target maneuvering ability in many ways

Range - These skills are use from a range to do damage and also keep them at bay

Target - These skill target specific body parts causing temporary non use and other affects
Preparation -

Sage Skills

Healing - These skill are for restoring/preventing stamina/chi/status ailments

Restore - These skills restore stamina chi or endurance
Curing - These skill cure already afflicted status ailments
Prevention - These skill prevent you from being afflicted with disease, status ailments

Manifesting - These skill allow user to manifest objects, items and living beings

Being - These skill summon live being to assist you
Armor - These skill summon special armor that assist you
Structure - These allow the player to summon walls and small forts to surround you and your party

Combat - These spells are to do damage using the primary/natural elements

Elemental - These spells are based off the 5 primary elements
Natural - These spells are based from the 5 natural elements
Magic - These spells are non elemental spells damage is only magical based

Support - These skills are for support in offensive and defensive ways

Enhancing - These skill can enhance other players in many ways
Enfeebling - These skills enfeeble your target in many ways

Pacifist Skills

Convincing - These skills manipulate your target in many different ways

Stand Down - These skills cause target to stand down from attacking you for short time
Charm - These skills are used to charm animals

Morality - These skill effect moral in both ways

Moralizing - These skill increase moral
Demoralizing - These skills decrease moral

Haggling - These skills allow you to do many thing like bribe, take, and simply hustle your way through battles

Bribe - These skill allow you to get out of a sticky situation by bribing your target
Steal - These skill steal from your target if done correct you will not be detected

Presence - These skills manipulate your presents weather its intimidating/fear in the target or simply drawing attention to/away from you

Distract - These skill can distract you target cause many thing to happen
Threat - These skill can intimidate/fear you enemy
Draw - These skills draw attention to your self
 
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Yes im not exactly going for the best looking game im going for game play so if the graphic isnt going to look the best I really dont care. This is due to change to its already been changed at least 10 times over the last year but this is a idea if the type of skill well have in the game. Sorry it looks so sloppy It didnt compy and paste like I hoped

I also realize that ill probably need alot of memory and have to cut alot of our ideas out to make this work. But the upper hnd is I already have a idea what ill cut when push comes to shove those pacifist skills are one of them but they already have there little nitch in the game already
 
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Of course. Usually only perfessional companies can make games whom graphics are like, amazing. Gameplay is defintely key however. Especially because if the gameplay was horrible, than the graphics could never make up for the boringness of the game. And really, the only money you will be spending on the game are memory softwares, graphic softwares, model softwares, sound softwares, game editing software, and blank CDs for the game, unless you buy an internet server, where you can put the game online. Relatively, that is extremely cheap compared to many games that are created, for those are just the basics.

Also, you probally won't have to remove alot of the contents you want to put in there. With enough memory and defragmentation, the game should move smoothly with all of that, unless you don't want to spend an extra $200-$400.
 
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