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I want to create a video game

2

Comments

  • Glaives are better.

    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)



  • Clean your room little Billy
    *also joins club*
  • Glaives are better.

    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

  • Clean your room little Billy
    ^ Are those general weapon types, or all the varieties?
  • edited 2011-07-30 14:04:25
    Glaives are better.

    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.

  • ☭Unstoppable Sex Goddess☭
    Bolt Action Sniper Rifles plz?
  • Glaives are better.
    I think that'd count as a Rifle, probably as an Artifact. This setting has some magitek in it - one race lives in a dilapidated battlecruiser, and the demons in this setting used to be aliens.
  • Clean your room little Billy
    ^^^ I guess as something of a weapons nerd, no amount of diversity is enough for me, heh.
  • This is me trying to brainstorm what I need to code in the editor  So each weapon will need a name, model,texture,icon, weapon type,plus column is it an artifact, since this is a tactical rpg I would have some sort of range and attack speed would also be nice.  I presume arcane magic would have some range, damage area, cool down, and element. Mysticism spells would have range, damage area, cost, and element. NPC's would have model, texture, a name field that could be either something like commoner or an actual name,race,class list,stats,inventory. Classes would have a skill list and spell list, other class requirements. Dialog I am still trying to figure out what would be the best way of approaching it. We will need some sort of item list. We will need some sort of monster list. We will need some sort of area list.
  • edited 2011-07-30 14:42:48
    Glaives are better.

    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.

  • Glaives are better.

    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)


  • ☭Unstoppable Sex Goddess☭
    Francisca and Morningstar come to mind.
  • Glaives are better.
    The problem with Morning stars is that they're both spiked and blunt, making it difficult to assign a damage type. I'd put it in the bludgeoning category, but...
  • Glaives are better.
    Working on summaries for playable races, along with racial crunch.
  • edited 2011-08-04 13:22:37
    Glaives are better.

    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

  • Glaives are better.
    Working on in-depth powers and skills. May take me a while.
  • Just give me a template of what a power and skill would look like.
  • Glaives are better.

    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

  • That will work.
  • Glaives are better.

    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.

  • So will the memorized spell be different form the directly cast spell or not.
  • Glaives are better.

    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.

  • edited 2011-08-06 00:12:42
    ...

    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? :|

  • Glaives are better.
    That's a good idea. I'm just worried that Game Maker doesn't have the sort of tools I need. I'm imagining a Baldur's Gate-style RPG with an isometric perspective and real-time combat, and I'm not sure that Game Maker can do that.
  • Then make something that Game Maker can do.
  • Glaives are better.

    Then I wouldn't be creating the kind of game I want to make.

    Besides, there are other tools available.

  • Game Maker? Link?
  • Ooooh. RPG maker.
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