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I want to create a video game
Comments
There are forty skills, with ten skills per attribute.
Ranks in a skill denote training, if
not specialization. Certain skills (like Strength or Acrobatics) may
be used by anyone.
Each rank in a skill grants a +2 bonus
to relevant rolls. Miscellaneous effects may increase or decrease
the bonus to beyond +20, or below 0.
At character creation, the character
has 3 skill points.
SKILLS (Max rank 10 in each)
AGILITY
Acrobatics (Jumping, tumbling,
balancing)
Crafting (Creating items)
Cunning (Attacks and techniques
focused on quick and dirty fighting)
Dexterity (Fighting style focused
on finesse and elegant attacks)
Firearms (Specialization in
blackpowder weaponry)
Marksman (Specialization in bows,
crossbows, etc.)
Reflex (Initiative, “sixth
sense” allow the user to evade danger)
Security (Lockpicking, thievery,
trapmaking and setting)
Stealth (Sneakiness and covert
actions)
Thrown (Daggers, darts, etc.)
INTELLECT
Alchemy (Creation of magical
potions and runes)
Alteration (Spells specializing
in changing, protecting and enhancing)
Analysis (How well you can puzzle
out problems)
Conjuration (Spells specializing
in summoning, binding, infusing)
Evocation (Spells specializing in
element control, destruction)
Illusion (Spells specializing in
glamors, deception, shadows)
Lore (Knowledge of miscellaneous
topics)
Necromancy (Spells specializing
in manipulation of positive and negative energy)
Spellcraft (Knowledge of arcana,
sorcery)
Tactics (Knowledge of tactical
maneuvers, military history)
MIGHT
Athletics (Running, sprinting,
speed, endurance)
Combat (Two handed weapons,
ability to rage in combat, specializing in massive damage)
Defense (Weapon and shield,
specializing in defense and threat control)
Fortitude (Overall healthiness,
how well you can survive poison and damage)
Grapple (Wrestling)
Intimidate (Threatening,
self-confidence)
Ride (Riding exotic or mundane
animals, handling them)
Strength (Sheer physical power)
Survival (Ability to survive in
harsh conditions)
Unarmed (Specialization in fist
weapons, claws, fists)
SPIRIT
Diplomacy (Bluffing, coaxing,
convincing others to think highly of you)
Enchantment (Long-lasting spells)
Faith (Devotion to deities, power
of divine miracles, divine boons)
Healing (Use of poultices,
splints, healing prayers)
Leadership (Ability to command,
draw devoted followers)
Mysticism (Knowledge of mystical
subjects, religion, daemonology)
Protection (Prayers specializing
in avoiding damage, guarding others)
Perception (Ability to sense
others, hazards)
Willpower (Mental defenses)
Wrath (Prayers of hatred, curses,
blights)
Weapons:
BLADE (deals Slashing damage)
Knife - +1, Throwable
Dagger - +1, Defensive (can be used to add to Defense Power instead of Attack Power)
Short Sword - +2
Saber - +3
Broad Sword - +4
Greatsword - +8
BLUNT (deals Bludgeoning damage)
Hammer - +3
Mace/Club - +3
Flail - +4
Warhammer - +8
AXE (Deals Slashing damage)
Hatchet - +2, Throwable
Battle Axe - +4
Lochaber Axe - +5
Greataxe - +8
POLEARM (deals variable damage)
Javelin - +2, Throwable
Spear - +5, Throwable
Halberd - +6, can be used for Trip Attack
Glaive - +8
(All ranged weapons deal Piercing damage)
BOW
Longbow - +4
Shortbow - +2
CROSSBOW
Light Crossbow - +4
Heavy Crossbow - +6
FIREARM
Pistol - +3
Carbine - +5
Rifle - +6
For regular combat (two dudes swinging swords at each other):
The damage dealt to the defender's Defense Power is the difference between his Defense Power and his attacker's Attack Power + 1d10. So, if Attacker has an AP of 10 and the Defender has a DP of 10, and the Attacker rolls a 5, 5 damage is dealt to the Defender.
EDIT: Those weapon types are generally it. They're the kinds of weapons that are common to the setting. If I could draw tables, I'd note where those weapons may count as other things - for instance, a Scythe may count as a Halberd in some cases - but sadly that isn't the case.
THE PARTY
Jonas Vail, human Warden.
Lazar Tal, dwarf Ranger.
Marta Hilgesdottr, human Assassin.
Irae, elf Warlock.
Roland Braun, human Inquisitor.
Caius Navarre, human Templar.
Casimir One-Eye, ogre Priest.
Rivan, orc Warrior
Alessia Thorn, human Mage.
Esben, grimalkin Rogue.
For dialog, I was thinking of using the old school Bioware approach, with a list of pre-determined responses.
I can work on an item list. Monster list, I'm already working on. Area list, I've got a map but no details yet.
There are four types of monster:
BEASTS (natural monsters and native fey)
CONSTRUCTS (elementals, golems)
DAEMONS (outsiders, fey, some humanoids)
UNDEAD (self explanatory)
Each type has a subtype:
Beasts have Abominations (tainted monsters), Nature Daemons and Shapeshifters.
Constructs have Elementals, Golems and Automatons (steampunk robots).
Daemons have Fiends, Fey and Angels.
Undead have Revenants (intelligent corporeal undead), Specters (incorporeal undead) and Ghouls (unintelligent undead)
DWARFS
These large-eyed, short humanoids are the descendants of the
Priest-Kings of Shadrassa, a mighty empire that once thrived in the
far east. Their lust for power and knowledge drove them to open a
gate to the far realms, beginning the devastating Chaos War. Although
persecuted and marginalized wherever they go, the dwarfs hope to one
day reclaim their homeland and rebuild it to its former glory.
+2 Might, -2 Agility
ELVES
Practically immortal, these creatures are tall, impossibly
graceful and alien, venturing from their hidden spires only to go to
war or to search for meat. They can be distinguished from humans by
their slit pupils, sharp canine teeth and long, bladelike ears. Elves
are renowned for their hedonism, cruelty and ruthlessness.
+ 2 Agility, -2 Might
GRIMALKIN
An inventive and enterprising young race, the grimalkin are a
species of catlike humanoids, and have an insatiable curiosity to
match their feline appearances. Residing for the most part in the
floating island of Haven, grimalkin have become a common sight in
Amarra, and, despite their occasionally annoying enthusiasm, are for
the most part tolerated for their ability with machinery.
+2 Intellect, -2 Might
HUMANS
Young, vigorous and ruthlessly expansive, humans in Amarra can
excel at any career they choose. They make up for their lack of
innate arcane abilities with blind fanaticism and clannishness that
even the dwarfs envy. Although they have relatively short lives and
have no supernatural abilities, they are considered to be among the
most numerous and powerful of the Elder Races.
+1 Spirit
KOBOLDS
Greedy, conniving and cowardly, kobolds are quite possibly the
most numerous of all sapient species on Amarra, infesting the sewers
and ghettos of its cities much like rats. These scaled creatures make
up for their small stature and lack of physical strength with their
brutal ingenuity, which is a match for even the most brilliant of
inventors. When not in large groups of other kobolds, these fey can
be found in the service of larger, more physically powerful
creatures.
+2 Intellect, -2 Might
OGRES
Tall, powerful and bronze-skinned, ogres are physically imposing
beings, standing a full head over most humans. Although widely
considered to be nothing more than dumb brutes, ogres possess
unrivaled cunning in matters of warfare.
+2 Might, -2 Spirit
ORCS
The descendants of outcasts from the elven race, orcs are
distinguishable from their fey cousins by their iron-colored skin,
white hair and ritual tattoos that cover their bodies. Orcs reside
underground and in the valleys of inaccessible mountains, where they
are attempting to rebuild the dark elven empire that the elves
destroyed thousands of years ago. Despite their reclusive nature, orc
raiding parties and orc adventurers have been known to venture from
the hidden places of the world, seeking items of value to bring back
to the Hidden Empire.
+2 Agility, -2 Spirit
TROLLS
As big and strong as they are stupid, trolls are distantly related
to kobolds, but lack their smaller cousins' cunning. With powerful,
lanky builds and scaled skin that is resistant to injury, trolls make
excellent warriors, but because of their limited intelligence they
make poor servants. Despite this, trolls are adept at inciting rage
in their enemies with taunts, intentional logical fallacies and other
stupid antics.
+2 Might, -2 Intellect
Ability -> Skill -> Power.
POWER NAME
Time-based ability (Activated, Instant or Passive)
Cool-Down
Targets (Single Target, Multiple Targets, Area Effect, Self)
Effect: (Damage, buff, etc. + duration)
Description (blank)
Prerequisites:
Here's an example:
FURY
Activated
10 turn cool down
Target: Self
Effect: Increase to AP, Might, Spirit, speed; decrease in DP for 5 turns
Description: With a scream of rage you leap toward your enemies, your anger giving you supernatural strength.
Prerequisites: 4 Might
Cool.
I'm thinking that spells should be inventory based and influenced by the Skill system. Characters will find scrolls, which they will use to either directly cast spells (thus expending the scroll) or memorizing it so they can cast it later. That way exploration and study will be more important for mage characters, which ties into the lore quite well.
The memorized spell is based on the user's own abilities. For instance, if it's an Alteration spell, its effectiveness will be based on the caster's Alteration skill. Directly cast spells will be effective regardless of the caster's level or skills. So memorizing spells will be more useful at higher levels.
Thread hop!
> I know what I want to make.
I know what kind of inventory
system to use. I know what underlying combat mechanics I want. I know
what kind of visual style I want. I've sketched out a plot, characters, a
dialog system and controls. I've even done some character design and
learned a bit about voice work. I've sketched out a campaign map with
forty thousand years of history and believable yet awesome and fantastic
cultures.
I lack any technical abilities whatsoever in actually
programming a game. Furthermore, I've discovered that I'm one of those
people who never can get the hang of programming. And even if I did
either know how to program or had friends who could, I wouldn't know the
first thing about making the game.
If you truly wish to make a game, and cannot program, fear not! You can make it in a game maker.
Be prepared to pare your concept down to something that can actually be made in said game maker. Be prepared for it to take a long time before you have a workable demo. Also, unless you are planning on paying other people to do graphics, music, etc, be prepared to do everything by yourself, since there's no guarantee they won't simply flake out.
These are the things you must do to create something. That is, if you truly do want to create something; putting down notes as to how the hypothetical super awesome in-your-head version would be like is also an option. But that wouldn't be very fulfilling, would it?
Oh, and don't forget to not talk all the time about how super awesome your upcoming game will be and what it would be like. That inevitably results in it not actually getting made.
> This bugs me.
It does suck to have an idea and not be able to create it exactly like it was in your head, doesn't it?
Then I wouldn't be creating the kind of game I want to make.
Besides, there are other tools available.