Community > Community works

A fan project I've been coming up for a while......

<< < (3/7) > >>

Urby:
Had some ideas which you can take or leave. If I'm imposing on what you've already thought up then feel free to tell me to get out P:

Stats and classes are tied to the three attributes of all idols: Visual, Dance, and Vocal.
Dance reflects an idol's physical power: speed, strength, and defense. Classes that are 'Da' are often close-range melee specialists.
Visual reflects an idol's 'internal stats': HP, MP, and recovery rate. 'Vi' classes are the most varied but more often than not will have some kind of long or mid-range speciality.
Vocal is an idol's magical prowess: magical strength, defense, and casting speed(?). 'Vo' classes are obviously ones that focus on magic.

High Tension helps your idol out in combat (resistance to status? limit break?)
Idols that gain tension easily level up faster but tend to have lower starting stats, while idols that have difficult-to-manage tension are stronger and don't level as often.

RoninatorMarx:

--- Quote from: TweenDoriru on February 06, 2011, 06:33:48 pm ---I'm a bit late to this, but hey, you know my opinion of it :D Good luck, Marx, and I can't wait to see this project unfold~

(and of course, if there's anything I can lend to it, feel free to ask ;))

--- End quote ---

Yeah, I know. And thanks, I'll keep that in mind. :)

But of course if you want to start contributing now, you could jump in the current discussion. XD

Hmm, before I continue, I'd like to say that the battle system I (originally) planned on using is similar to Ar Tonelico's battle system, altough without a Reyvatiel-like function.


--- Quote from: Cael K. on February 06, 2011, 09:01:03 pm ---One idea as far as gameplay goes (can't believe I'm doing this): You can structure things so that it's possible to eventually branch out, given some effort. For example, one could start as a Warrior, with the stats and the abilites. She could still take Healer abilities, though initially without all the good stuff that makes it easy... until maybe she grabs enough abilities to hit Lv.2 in Healer. She'll still have to work on stats, but that can be done with time too.

That way, you can have your opinion for a natural direction for someone, but still with the ability to change it with some effort if the player doesn't agree with you. The other perk is that this allows you to mix and match a bit - which I find is something I really like in games (create your own style).

--- End quote ---

So it'll be like a character can learn certain sets of skills, not just restricted to her original class'. Skills have certain levels, and to learn skills from a certain level, you must have acquired enough abilities from the past one?


--- Quote from: Cael K. on February 06, 2011, 09:01:03 pm ---Biggest piece of advice from me to you: Passion is great, it's what keeps you going, but you also need reasoning. You can't do things without both, so try not to ignore either. You might already know this though, sorry if you do.

--- End quote ---

Thanks. I'll keep that in mind. Right now I'm busy for tests, so planning this may only go as far as concepts until next week. I'll still talk about this until then.


--- Quote from: Urby on February 06, 2011, 11:36:27 pm ---Stats and classes are tied to the three attributes of all idols: Visual, Dance, and Vocal.
Dance reflects an idol's physical power: speed, strength, and defense. Classes that are 'Da' are often close-range melee specialists.
Visual reflects an idol's 'internal stats': HP, MP, and recovery rate. 'Vi' classes are the most varied but more often than not will have some kind of long or mid-range speciality.
Vocal is an idol's magical prowess: magical strength, defense, and casting speed(?). 'Vo' classes are obviously ones that focus on magic.

High Tension helps your idol out in combat (resistance to status? limit break?)
Idols that gain tension easily level up faster but tend to have lower starting stats, while idols that have difficult-to-manage tension are stronger and don't level as often.

--- End quote ---

Well, that's a great idea, actually. But the idea's held back by limits of the RPG Maker itself. D: It only has six traits that a character can increase as he levels up, namely HP, MP, Attack, Defense, Spirit (or Intelligence) and Agility. I could still apply the D-V-V to those stats (for example, Dance is Attack and Agility, Visual is HP and Defense, and Vocal is MP and Spirit). There's no recovery rate built in the system by default. I can make one, though I'm not sure whether I can get that to change per level. As for casting speed, skills are usually casted right away. XD

For classes, I've thought much about that (but not fully, since I have no access to the D-V-V stats of the idols in the game) and I could have it applied as well.

As for tension, I'm not sure if someone has made something like that for VX. I'll have to check on that. Also, the ability to use limit breaks were already have made possible in VX.

Cael K.:

--- Quote from: RoninatorMarx on February 07, 2011, 04:24:08 pm ---So it'll be like a character can learn certain sets of skills, not just restricted to her original class'. Skills have certain levels, and to learn skills from a certain level, you must have acquired enough abilities from the past one?

--- End quote ---

Was what I was saying, yeah. I just happened to think of that then, probably because of an idea I had back when I played tRPGs. If it'll help get some creative juices flowing...

The original idea was layered on top a point-based system, and people were complaining (in that particular system) about it being too freeform and thus liable to be easily broken, or seeing a bunch of options and not being able to put them together. So I thought of something like tiered advancement. Each class had multiple tiers, and certain abilities could only be learned at certain tiers. Just for example...

Warrior, Tier 4
Automatic Abilities gained after attaining this Tier: (abilities)
Tier 4 Abilities: (purchasable abilities, stat bumps, skill ups)
Abilities Required for Tier 5: (choose the essentials from above abilities)
Minimum additional points spent in Warrior required for Tier 5: 10 (for example, can fluctuate depending, can still purchase lower Tier abilities and have it count towards this, doesn't include all learnable abilities)

... Was the idea. You couldn't rank up unless you learned the essentials for your Tier, then spent a number of additional points. I thought maybe you could give players direction and some flexibility, while cutting the amount of cheese. If you feel a certain character should be a Warrior, give them a head start in the Tiers.

We stopped playing the system before I could really get anything going, though. Just an idea, if it helps.

And I feel I must apologize if it feels like I'm being stern, I've just seen ambition fall flat on its face. I even warned those guys, but hey... who am I? (^^); Whatever the case, I don't wish that on anyone.

Kirro:
Oh wow. I've been contemplating a IM@S RPG. But my contemplation rarely get anywhere.

Are you gonna be doing that whole list yourself?

If not, I can help with pixel art (as long as it's not tile sets as I'm pathetic at them), and CG.

RoninatorMarx:

--- Quote from: Cael K. on February 08, 2011, 02:29:42 am ---Was what I was saying, yeah. I just happened to think of that then, probably because of an idea I had back when I played tRPGs. If it'll help get some creative juices flowing...

<Tier system here>

We stopped playing the system before I could really get anything going, though. Just an idea, if it helps.
--- End quote ---

It helps. What I hoped to use was similar to this. Do you know of a game that uses this skill-acquisition system? I can try and look around to see if anyone has made this.


--- Quote from: Cael K. on February 08, 2011, 02:29:42 am ---And I feel I must apologize if it feels like I'm being stern, I've just seen ambition fall flat on its face. I even warned those guys, but hey... who am I? (^^); Whatever the case, I don't wish that on anyone.
--- End quote ---

Nah, you weren't. Or maybe you were, but I've became too much of a masochist to realize that. XD j/k But relax, I've experience it a few times in the past, so I know to not let my cockiness go over my head.


--- Quote from: Kirro on February 08, 2011, 02:58:37 am ---Are you gonna be doing that whole list yourself?

If not, I can help with pixel art (as long as it's not tile sets as I'm pathetic at them), and CG.

--- End quote ---

Yes, I'll be doing all of the list's content (which expectedly makes development long), so I'm also doing the art stuff too. Thanks for the offer, though.

EDIT:

So before I call it a day, for I'm-not-sure hours, I finally made a sample sprite for the game. It's not permanent, because I can choose to change the spriting style later, but yeah.



Comments?

Hmm...maybe I should've focused to make a bigger resolution....Guess I'll do it tomorrow.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version