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Notes for an action RPG
Re: Notes for an action RPG
#7
Quote:
something to do with romance and dimensional travel and wierd aliens that adapted to the main character's mind a la Serendipity
The troub;e is I can't FIND that set of notes, or I'd have adapted some more of that list - the only thing I really remember from it now was that the little wierdie aliens moved in a manner that wold make people think I was ripping off Dusks if I released it now, and that I intended to have an affection system that actually canges something besides one or two scenes in the middle like FFX's utterly pointless version. Enough that if you piss them off enough, party members other than the main three will leave the party, and tha if you find the right approach some non-aligned but non playable characters will join. I'm thinking party size is probably limited to four, Tee being an exception as she flits around in low-poly mode as a vague human shape in a ball of light unless the camera zooms in for a closeup.
RE the ball weapon, Jackpot sounds good, but I think I'd use that name for what I listed as Bonus and Bonus be a damage multiplier for multi-bank shots, like the "Nice Shot, Sir!" bonus in Carmageddon or the "Multikill!" announcement in Unreal Tournament? Quake 3? One of those... Oh, I know! Call the weapon Breaker and then after you throw it you project a glowing disk in front of your hand, and hitting the attack button at the right time as it comes back will bounce it out again immediately - successive shots do slightly more damage as the enrgy storm builds around the ball, getting a long string gives XP bonuses or special drops or racks up a multiplier depending on how long... and, of course, at at least one point there's this wall that's gotta go, and it's the tool for the job. You are breaking out captives after all! You have to be in 1st person view and move the disk manually with the stick or mouse for that one, though, no nancy-boy attack-tapping for you! You don't have a limit to the number of times you can miss it, "drop the ball" and toss again, but you're on a time and you have to be doing a certain amount of damage in each hit or the bricks won't break.
A vehicle building system can also be expected, with how much I enjoy the gummi minigame in KH & KH2, but the whole cube-based grid has got to go. Shapes will be interpenetratable, but in order to make a design flyable you have to merge them with exceptions only for moving parts - boolean add, subtract, and overlap, if I can find informastion on how it works - processor intensive, but it's not something that happens in play, so you can just show the mechanic saying, "Okay, I'll get to work - sit down and have a soda." and then pause while it's calculated. Otherwise, some stock complex shapes and a simple vertex editor will have to do - simple enough to use with a Playstation style controller (Analog stick or mouse mves the cursor in the viewing plane, so does the Dpad/arrows but they hop to grid points. Shoulder buttons are zoom in/out on one side and undo/redo on the other, X is select/deselect, square deletes a point, circle adds a point, triangle switches betwen "auto triangulate" that puts a face on each three points facing the same way as the contiguous face if any and auto-line that only adds a line, and if you have three points selected and hit it it puts in a single triangle. Select and Start bring up menu modes, right stick controls the camera with an orthagonal working plane switching around depending on camera angle to be as close as possible to flat-on when you push the stick (R3 button.) Texturing is triangle-based for materials, but texture mapping is initially unlikely beyond a projection from top, side, or front, and the included map image creation tool will most likely resemble MSPaint - obviously your hardcore airships fan will want to be importing graphics from a real paint program, TIFF or PNG based and (as if!) readable from a USB flash drive or something on console systems. Being able to transfer saved games to and from a flashdrive also seems like an obvious idea, but I've never heard of a console game that would do it...
- CD
ETA: There will be several sorts of ninja, because you have to have ninja, but among them will be a vampire pirate ninja monkey whose travel upgrade is a saddled velociraptor, as a dig at the combination of cliches that make the stinkbomb known as Pirates of the Carribean. Why not a zombie pirate ninja monkey? Because rotting corpses are only fun as opponents, and this is a playable character. His name will probably be Chuckie, because Charles E. Monquet is one of my old RPG names. A sorceress named Illemina Kybard and her brother Alumin will probably also appear (romanceable), and a mid-boss Caleb Bones, playable in the unlockable minion-start plot.
Do you think I could get away with having an air-jellyfish sort of charcter as a possible party replacement for Tee (the tiny flier slot) without getting the Metroids people on my case?
ETA2: Also, 'manga style' cutscene sequences ala FLCL.
Hack (the d8 base melee weaopns set) forms a sword, halberd (sword... on a stick!) or double-ender halberd (and considering it's glowing, expect Darth Maul riffs) for the upgrade levels, and has some kind of helicopter whirlwind special attack thing. And yes, dammit, he has a multi-hit attack as soon as anyone else. I'm damn sick of Sora being the only one who can't attack like a spinning wheel of doom in KH2.SERVO: Loook *deeeeply* into my eyes... Tell me, what do you see?
CROW: (hypnotized) A twisted man who wants to inflict his pain upon others.
A kung-fu nun in a leather thong was no less extreme than anything else he had seen that day. - Rev. Dark's IST: Holy Sea World
--
"Anko, what you do in your free time is your own choice. Use it wisely. And if you do not use it wisely, make sure you thoroughly enjoy whatever unwise thing you are doing." - HymnOfRagnorok as Orochimaru at SpaceBattles
woot Med. Eng., verb, 1st & 3rd pers. prsnt. sg. know, knows
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Messages In This Thread
Notes for an action RPG - by ClassicDrogn - 04-19-2006, 04:19 AM
interesting - by Rod.H - 04-19-2006, 05:16 AM
Re: interesting - by ClassicDrogn - 04-19-2006, 05:32 AM
Re: interesting - by jpub - 04-19-2006, 06:36 AM
Re: interesting - by ClassicDrogn - 04-19-2006, 08:50 AM
Re: Notes for an action RPG - by Valles - 04-19-2006, 09:29 AM
Re: Notes for an action RPG - by ClassicDrogn - 04-20-2006, 08:02 AM
Re: Notes for an action RPG - by Valles - 04-21-2006, 01:48 AM
Re: Notes for an action RPG - by ClassicDrogn - 04-21-2006, 07:14 AM
Monster Idea - by happerry - 04-21-2006, 08:07 AM
Re: Notes for an action RPG - by ClassicDrogn - 04-28-2006, 03:13 AM
My Ideas - by Valles - 11-19-2007, 01:15 AM
Re: My Ideas - by Necratoid - 11-19-2007, 03:15 PM

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