CradleBound discussion thread (A fangame. All ideas and designs will be considered!)

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Autofire's picture
Autofire

Hola! Because the old thread died...meh...oh well...

Just as a little background, CradleBound is a fan RPG game which is yet to have been developed. Although something was made for OHRRPGCE (YES, I still remember it!), OHRRPGCE is yet to have reached the end of it's development, so we'd be rather limited...something which I don't really want. Currently I'm considering to Blender 3D, which has the Bullet game and physics engine built into it. I haven't learned it quite yet, I can't really do much yet...

I've launched this thread so we can discuss what will be happening in this game and the many mechanics which will be seen in it! I should say...please keep in on topic. When things become derailed, I start having nightmares about trains... >.>

This is where I'll be putting up plans that I've accumulated for a few months. The thing is...a lot of these ideas have never been typed/written before, so it'll take me some time to put them all in place.

Oh, and feel free to suggest anything you think of! Even if it already has been described/written/discussed/etc., go right ahead!

-=TOC=- (Anything which isn't a link hasn't been made yet. Keep in mind that the order of the topics in this list will not necessarily match the order that I make them.)

  1. Cradle Story (New thread)
  2. Hero descriptions
    1. Hero Specifics
      • Fire
      • Storm
      • Life
      • Ice
      • Dark
  3. Over-world overview
    1. Disconnection and Recall
    2. Puzzle overview
  4. Battle overview
  5. Psychic overview
    1. Force class
    2. Nurse class
    3. Tactic class
    4. Omni class
Autofire's picture
Autofire
Classes and thier classes

I'm going to be pointing this out before mentioning any of the planned stats. Why? Because it's not really necessary. All that's needed to be known is if something is a tank without knowing exactly why it's a tank. (A tank could have high HP or defense, or maybe both.) I will still be saying how that tank will assist the party, and that's what is important-ish.

I intend on having 5 heroes (ok, ones not so much of a hero...), each with their own roles in the party. Each hero will have his/her own two subclasses that can be chosen along the way. While the abilities of a hero who's chosen a subclass will always stay, they will get some new ones and/or an old one will get tweaked.

I'm also going to avoid mentioning genders and races. (No, not the horse races!) This way, the particular characters can be viewed without any conforming to what's been mentioned before. Because of this, I'll be using "it" a lot.

  • Leader (Planned aura: fire/blaze)
    An all around sword fighter. It's somewhat a novice, yet has a head for tactics. While direct battle skill is low, it isn't going to sit in the sidelines and give orders.
    Technical Description: Stats are somewhat average. The leader would be the only one with the "Auto Fight" command. (On that page, do a search for Auto Fight.) While this isn't a very big plus, this character would probably be the first one you obtain.
    • Blazing Striker
      The Blazing Striker isn't an average striker. Not only is it faster than most warriors, but it also has the ability to trap foes in a trail of fire. What can't be circled'n'burned, is attacked with head-on slashes. While this is a dangerous tactic, "They'll probably just die first."
      Technical Description: Due to the ability to dodge reliably (attacking would exponentially lower the dodge chance), getting hit hard will be a death sentence. It would have a skill which would cause its dodge rate to rise and deal fire to a chosen target. This would lead to a rather speedy fighting style, allowing weaker enemies to be killed quickly, while larger enemies would take more time. (You'd have to boost its own dodge rate often or else it will get killed.)
    • Great Waller (Reference) (Fire Waller would also be a pun...I'm not really sure which to go with.)
      What's a Waller? A guy with a double ended spear! For people who like to be more defensive, this class would fit them better. It has once simultaneously slain 10 Ghostmane Stalkers without a scratch. The Waller will take time to plan out attacks, forming the safest and most efficient plan of attack possible.
      Technical Description: Although damage would be lower that the Striker, it's guard ability (more on that later) gets swapped out for a counter ability. Counter will make the Waller return the damage dealt, as well as giving a low chance of negating a hit all together. It would also be able to use bombs along with the double-pointed spear. Overall, this would be a more paced class, giving time for a thought-out strategy to be used.
  • Technician (Planned aura: shock/storm)
    Generally put, the Techy could use certain items no one else could, such as Mecha Knight kits. (If you have to know, Scuttle Bots will be buildable by everyone. Mecha Knights will be much nastier.) Its rather frail, so protecting it should be a priority...oh, wait, that Lumber it just made will protect him.
    Technical Description:Stats would be overall low. Due to the constructive nature, it would probably use a Wrench Wand or some other tool. Would be able to use bombs.
    • Storm Conductor
      Would use a giant, modified multimeter strapped to its back. The prongs would be sharp and the electricity cursing through them could jump through the air...and those poor constructs. When the giant battery on its back doesn't suffice, it can drain its own life to give a last burst of energy. Rumor says that it has once orchestrated a thunder storm, leaving all who listened to the music filled with such an overpowering feeling that they can not applaud.
      Technical Description: The Conductor, while it would still be an item user, would have a higher damage output, removing the absolute need for items to be effective. At the same time, it would still be somewhat frail.
    • Reconstructed Psyborg
      After losing a arm (in an accident, maybe?), the Technician would be forced to build itself a new one. This class gets great psychic skills, a huge energy capacity, and would be able to build complex things easily. Come on, who doesn't want to make a Trotodrone? The only problem is that the arm is a bit crude in it's construction, so it reacts violently to some statuses (Like Freeze or Shock) and is quite cumbersome.
      Technical Description: As said before, the Psyborg would be slow. It will be able to equip various robotic hands on its robotic arm. (Hands are a weapon class here.) These hands would have a high variety of effects, from boosting stats to stealing life from constructs to allowing use of any bomb, even the special ones.
  • Recon (Planned aura: light/life)
    As a Recon, life has its ups and downs, which is especially true when using a gun. While bullets can't be dodged, aim must be accurate! (So Crying will cause it to hit about 15% of the time.) Rather than a guard skill, the Recon could cloak, boosting dodge rate for as long it's cloaking. Due to being untrained, it can't Death Mark.
    Technical Description: As mentioned above, would equip guns. Some guns would effect accuracy. (Antigua line would raise accuracy while Callahan would lower it) Some statuses becoming deadlier while others become less effective. Due to the life aura, it would be able to heal allies with psychic abilities. For the most part, would serve as a somewhat supportive character mixed with a soloist fighting style.
    • Celestial Sniper
      What's nothing one second is something the next. What can once seem like a safe room can instantly be filled with bullets without warning. The Celestial Sniper, although having the aura of life, has become able to kill something without warning. When in a team fight, it is able to mercilessly rip off defense and agility with the Death Mark. Once marked, its bullets may never miss until the target becomes unmarked.
      Technical Description: Would become more accurate than before. Cloaking would become more effective and would have a chance to Death Mark a target. However, psychic abilities would be mediocre at best when compared to other heroes.
    • Divine Veiler
      Putting its gun down, it now lifts a scepter up, channels its energy, and blinds its foes with a brilliant light or heals its friends. Gone are the days of shooting brains out, here are the days of the Veiler. To top off awesome psychic abilities, energy is produced with every enemy its scepter touches, ensuring that there will never be a long drought.
      Technical Description: Would have extremely low physical attack and defense stats, but insanely high psychic stats. Would obtain some of the most powerful psychic skills in the game, including the occasional instant kill PSI Flash Omega and the team-healing PSI Lifeup Omega. Is a full time caster. When attacking physically, it gains energy. (The amount gained varies from scepter to scepter.) Would still have a Death Mark-less cloak.
  • Guardian (Planned aura: ice/frost) (Heavy sword user) (TBA)
    • Blue Smasher (Who wants two Triglavs?) (TBA)
    • Frosty Nuker (Bomber) (TBA)

Dark hero is TBA. I'm out of time...again...

Anyway, suggest anything you think of, please! Even if it already has been described, go right ahead!

March 28 Update: Added Recon descriptions and also broke each description up into two parts: the first part gives a general description and the second one lists roles and a few other specifics. Fixed multiple typos. Changed the Blazing Striker so it would be faster paced at the cost of being riskier. Also added Technician's class names. (Thanks Ghret!)

Xenonguard's picture
Xenonguard
Derp

I think you weirded up the link by putting http://forums.spiralknights.com/en/node/ in front of it.

Ghret's picture
Ghret

Technician Split 1: Conductor. As in "Electrical Conductor" and, if you want, the "Conductor" in an orchestra or the "Conductor" on a train, punching tickets as he goes.

Technician Split 2: Psyborg/ Psy-Borg. Psy = Psy(chic). Borg = (Cy)borg.

Autofire's picture
Autofire
@Unstable-Ordinance

Wait...what? Checks the links. Oh...that one. Clicks edit... It looks fine to me....let's try the same code here:

Blender 3D

This is weird...it is just [a href="www.blender.org"]Blender 3D[/a] (The <...> has been replaced with [...])

Drupal......

/epic Drupal

@Ghret

Ah, nice ideas! I never thought of it that way before. xD

Ghret's picture
Ghret

Found your problem, you need to put http:// in front of the www. if you want it to work. Not Drupal's fault exactly, though it is intriguing as to why it does route http-less links back into the forums.

Autofire's picture
Autofire
@Ghret

Fixed it! Thanks for finding the problem. It's weird...I've never had this problem before.

Autofire's picture
Autofire
Psychic overview

Psychic (or PSI from now on) abilities are this game's version of spells. It's a nice way to have something like "tech spells" because they use energy, not some force power or something. Multiple places in the game, it would be mentioned as "Converting pure energy into another form of energy using the mind." This ability would not be limited to knights, as several enemies would get them, too.

If you have never played Earthbound or Super Smash Bros, skip this paragraph.
Now, for those of you know have played the Super Smash games, you will (ok, you MIGHT) notice that Ness and Lucas say "PK Fire!" rather than "PSI Fire!" There is a reason for this. In SSB, (the first one) Earthbound had not come out in the US yet. When Earthbound was translated, "PK" became "PSI". To be correct with the games, SSB should be using "PSI", but for consistency they kept it at PK. In Mother 3/Earthbound 2, "PK" is used. This is because the only English translation for that game was a fan translation. Therefor, you could say it's not an official source. (I have to admit, they did a great job translating it.) Because this game is like Earthbound, and not SSB, "PSI" will be used. Hopefully this will settle the controversy.

I'll get into this more later, but almost all PSI skills will be usable both in and out of battle. In all the Earthbound games, you could use, say, Lifeup Beta in or out of battle to heal yourself. In Earthbound, PSI Lightning would hit a random enemy, but would be limited to battle only. In CB, I plan on having PSI Lightning being cast-able out of battle, causing a nearby object to be hit, let it be a puzzle element or an enemy. I've already said this, but I'll detail this more later.

Lastly, there is one stat I want to mention now. It's IQ. IQ, or the Intelligence stat, manages two things: how powerful a PSI skill is and how much Energy it uses. This is a new mechanic to CB, so I'll probably be careful with what I do here. I'll use two examples:

PSI Lifeup Alpha heals by about 50, but it can go from 45 to 60 at times. Having a higher IQ stat would increase the chance of getting a higher number. If IQ gets high enough, it will cap. This cap number will be shown in the in-game description of the PSI move. Once the IQ is equal or greater than the cap number, you will always heal by 60 when using this skill.

Using PSI Freeze Beta as an example this time, it needs 9 EP (Energy Points. Was PP or Power/Psychic Points in Earthbound) to be used. When the user hits the IQ cap, the EP cost will drop slightly. In this case, it might be down to 7 or 8 EP. Some things, such as PSI Lifeup Alpha, only use 5 EP, so it will probably not see any change. However, the more EP a PSI skill requires, the greater the drop will probably be.

The PSI skills will be sorted into 4 different groups: Force class (attacks), Nurse class (recovery), Tactic class (assist), and Omni class (other). Skills in the Force class deal damage, and may or may not deal a status. These generally consume the most EP, as well as usually can be used in the overworld. The Nurse class's skills boost either HP or EP. Some drain foes, others directly heal. The non-drain ones are also for overworld usage. Skills in the Tactic class are assisting ones, which will either buff allies/nerf foes, protect allies with a shield, or deal a status to foes. These are almost never used outside of battle. Lastly, skills in the Omni class are purely utility, and can only be used in the overworld. They usually use a very small amount of energy.

March 30 update: Added details on each skill class.

Autofire's picture
Autofire
Over-world Overview

The view will be 3rd person of the knight. I can see something similar to the Zelda games, with a "Center/Lock Camera" button for looking around corners. There would also be 1st person when toggled. This would pretty much be a "Look Around" sorta thing, where you can't move while in 1st person.

When searching things, you'd have two options: Check or Talk. The reason for doing this is because I like the way the Earthbound games did it, (not counting EB2/M3) where checking something could give you a drastically different response from talking to it. For example, in Earthbound Zero, (AKA Mother 1) there is a dog with a key. If you talk to him, he tells you to check him. When you check him, you'll get the key. While this isn't a huge addition, it would allow for even more space to put in funny text and references. (See the bottom of this post for some more examples.)

I should note that Check and Talk will be able to be bound to the same key, and when Checking/Talking to something, it would chose the default one. (When searching something like a tree, it would use Check by default.) By default, Check and Talk will stay bound separately.

Lastly, the battles are what I call Semi-Random Encounters. Rather than just appearing without warning, enemies will actually spawn and then roam in the overworld. If you touch them, the fight begins. Any nearby enemies may also join the fight, so starting a fight in the middle of 5 zombies might not be a good idea. Depending on how you make contact, that changes how the fight starts. If both you and your enemy touch head-to-head, then the battle will be normal. If you sneak up behind them (AKA touch their back), you will ambush them, giving you a turn before they start fighting you. However, if they sneak up on you, they will get to have a free turn.

Most enemies use their own tactics to approach you, (or run from you, if you are much higher level than they are.) Some enemies, such as jellies, will just try to make a beeline for you. Wolvers will try to jump behind you before approaching, making them fearsome foes. Chromalisks will hide and try to avoid you until they are behind you, and then try to rush. Gremlins may try to distract you or swarm you, depending on how many gremlins are in the area.

Note that bosses and story encounters will usually be head-on battles.

A few ideas on the text on the Check command and the Talk one on the same thing:

Target: When the object can't be Checked and/or Talked to, or there is not object
Check: No problem here.
Talk: Who are you talking to?

Target: Tree
Check: The tree's leaves are spinning around the top...how do they do that? (Default)
Talk: Why are you trying to talk to me? You know I can't reply, right?

Target: Gremlin Demo on guard duty
Talk: Shut it, intruder! It's only fair to warn you that I was once a great thwacker!...until I took an Sentenza bullet to the knee... (Default)
Check: What are you looking at!? Stop staring, creep!

Autofire's picture
Autofire
Disconnect and Recall

A majority of puzzles and level elements will be reliant on this feature. Once obtaining a party of at least 2 members, the player can use this feature. Normally, the leader is the one who the player controls, and the rest of his party follows behind in single file. (Akin to Earthbound.) However, you can switch other party members. When switched to another member, you can control him or her independently of the rest of the party. When you switch back to the leader, you can Recall them behind you. (Assuming there is no major obstruction between you and your squad.) This will have major effects on battles, but I will get into this at the end of this post.

We'll assume that the player will have a party of 4, consisting of a leader, a technician, a recon, and a guardian.

Each party member have their own special abilities which make them special. The technician can hack into security systems, reprogram robots, and control certain electronic elements. The recon can cloak, making he/she able to walk through the line of sight of enemies and other things while staying unseen. (However, certain things, such as Scuttle-Bots, can still see you.) The guardian can take a beating and still stand, so he/she can block lasers and missiles, but will probably do so at the cost of a slight amount of HP.

The leader, being either Striker or Waller, would be agile and fast, allowing for certain acrobatic feats. In addition to this, if the leader dies, the party can't Disconnect until the leader is revived. If the leader dies while the rest of the party is disconnected, all party members will regroup where the leader was. (In certain cases, you will lose instead!) In the case of the leader's death, the technician will take the lead. If he/she dies, the recon will lead. If he/she dies as well, the guardian will be on his/her own. (lol duh.)

A note on Recall
Switching to another member would simply disconnect him/her. When switching back the leader, you can Recall anyone who's DCd. Normally you'd Recall everyone, but you can chose to Recall a specific person.

Disconnect and battle
If you are Disconnected, the moment someone enters a battle, you switch to him/her. You'd be notified when enemies are approaching that party member. (Assuming that he/she knows that the enemy is coming; if ambushed, he/she won't be warned.) When a fight which doesn't start in an ambush begins, the player has an opportunity (of about 2-3 seconds) to call the other party members to you so they can participate in the fight.

In the fight, you will have to option to call for help. Calling would consume a turn, and only one member can join the fight for each call. Only party members who aren't obstructed by a major obstacle can be called. Calling has a chance to fail which is equal to that chance of the enemies' calls. (Yes, enemies can call for help. Gremlins, Menders especially, and Pit Bosses are some who would do this.)

This, I feel, will probably be one of the big features of CB, so please give some feedback!

Autofire's picture
Autofire
A note on quality and content...and what I want to do in my life

Although I mostly have my own story I want to paint, I'm not going to lie. I want to make a fun game which anyone can pick up, play for 15 minutes and get hooked. Something which anyone can enjoy. Something which, although is quite complex in its internals, is simple to comprehend for a new player. Something which will make you laugh, cry, and when it's over, you'll wish it wouldn't stop. Something which will be loved at nearly every corner.

This is what I wish to do for a living. Paint beautiful stories and pictures which will be more captivating and enjoyable than what is norm. No cheap gimmicks which cause you to grind first before you can enjoy it. I want to do this for a living. Not to make games for a merely for money, but to tell stories. Stories which are guided by the player and are new each and every time they are played.

As a matter of fact, this is why I like SK. The main point that was promoted at one point was the clockworks, which were almost completely random. Of course, it's not like that anymore, but I still play for that part of it. (Which has been cleverly hidden I feel.)

I want to make this game the start of that career. The trial of mine to test what this is like, with roots of a game which has, is, and will be brilliant. I want help to do this. Not professional help. Not help from an economist. Not help from a big company. But help from the players. From the community. From you, as a player. All I ask is for help. I can promise you I will listen.

Autofire's picture
Autofire
Psychic class: Force!

The dark side of the force consumes us all...even you... *pulls out a light saber*

Ok, fine, I won't be a Jedi/Sith.

The Force class, or Attack group of PSI moves all will be focused on dealing direct damage. They have battle effects and overworld effects. When used in the overworld, their EP (Energy Point...this game's mana) requirements will be halved. PSI in the overworld can't deal damage to enemies. These skills will also be able to interact with certain overworld elements, such as burn plants or fry electronics.

  • PSI Freeze (Element: Ice)
    Causes a cold wind in an area. Lower level versions are simply bone chilling, but higher ones can go as far as to freeze foes in their tracks.
    • Battle Effects:
      • Targets: One foe
      • Damage: High
      • Status: Lower levels can stun for a turn. while higher levels can freeze.
      • An enemy who may use this: Malos
    • Overworld Effects:
      • Area of Effect: Travels a distance from the user. (Distance increases with higher level PSI Freezes.) Higher levels create a ice crystal.
      • Effect on Enemies: Slows movement speed. Contact with ice crystal from higher versions will also slow.
      • Visual Effect: The user either uses a special tool or palms to launch a blast of icy air. When coming from hands...think Street Fighter, maybe?
  • PSI Thunder (Element: Storm)
    Creates artificial lighting to rain down on the surrounding area. No matter what you do, don't try it around any electronic device you want to keep!
    • Battle Effects:
      • Targets: A random foe. Can miss, but will rarely miss if the battle has enough targets in it.
      • Damage: Above Moderate
      • Status: Pierces defense. Instantly breaks guards. (Shields, Forcefields, etc.) Chance to shock.
      • An enemy who may use this: Battle Pods (And Pikachu...lol not really)
    • Overworld Effects:
      • Area of Effect: Small AoE at a random spot around the user. Will hit certain objects without fail as long as they are close enough. Can bypass certain walls assuming one of these "targeted" objects is behind it.
      • Effect on Enemies: Varies from enemy to enemy. Primitive foes will run. (Wolvers) Dumb ones will sit still for a moment in a daze. (Jelly Cubes) Others will be encouraged to attack sooner. (Gremlins) Some oddballs will go all out berserk. (Quicksilvers)
      • Visual Effect: Creates a glowing cyan sphere above the user, which lightning comes from. Higher level ones glow brighter and shake rapidly, as if it is unstable.
  • PSI Fire (Element: Fire)
    This skill will result in a line of fire coming from the fingers. Complete focus is completely necessary or your hands will become a pair of living torches.
    • Battle Effects:
      • Targets: One row
      • Damage: Average
      • Status: Fire, but only on the higher levels.
      • An enemy(s) who may use this: Gremlin Scorchers and Red Rovers
    • Overworld Effects:
      • Area of Effect: Makes a line of fire that is perpendicular to the user. Higher levels make a longer and wider line.
      • Effect on Enemies: Speeds up most enemies and causes them to run. Oilers will ignore you, but will be nastier if you fight them.
      • Visual Effect: With arms extended forward and both fingers touching, a fireball starts forming at the finger tips. Then the fireball explodes, flinging the user's arms back (and the user?) and causing the line of fire to be formed.
  • PSI Darkness (Element: Dark)
    After a moment of concentration, this launches a shadowy wave. This skill has an arcing effect, allowing it to not only hit one enemy multiple times, but also hit other enemies, too. During this chain, if it misses once then the effect ends.
    • Battle Effects:
      • Targets: One target
      • Damage: Below Average
      • Status: Statusless (?) but can hit several times. (AKA arcing) Alpha hits 2 times, Beta hits 4, Gamma hits 6, and Omega hits 9. For each successive hit, the chance of the next attack missing goes up. The chance of missing goes down when it arcs.
      • An enemy(s) who may use this: Phantoms, the zombie family (excluding the really low level zombies), any swarm enemy
    • Overworld Effects:
      • Area of Effect: Makes an expanding, horizontal wave. Higher versions expand faster.
      • Effect on Enemies: Temporarily blinds enemies. They can't see you while blind.
      • Visual Effect: Varies.
  • PSI Flash (Element: Life) TBA
  • PSI Ground (Element: None) TBA
  • PSI Favorite thing goes here (Element: None)
  • PSI Starstorm (Element: Varying) TBA

Things which aren't here will be added over time. I prefer not to do everything at once mostly because I have worries of crashing stuff.

(4/9/13) UPDATE: Added PSI Fire
(4/13/13) UPDATE: Added PSI Darkness

Autofire's picture
Autofire
BUMP!

BANG BOOM BOMB!

Ba ba BUMP!

Lol I'll get back to work.

EDIT: If any of you is reading my rambling, can you tell me?

Egpnd's picture
Egpnd
Just a small Suggestion on the PSI (favorite thing goes here)

Since in SK we used Energy Revive blasts (up to lvl 4 aka 1000 energy) I think the "Favorite Thing" should be like that but more directed and a bit more powerful. After upon review, It will not be a Energy Blast but more centered on the Knight's PSI (EP) itself. The Knight's PSI attacks the Target's body itself causing knock-back and internal damage. Higher levels well increase its power, and the ability to attack other targets as well.

Alpha: will be lvl 1 attack to 1 target with 100% EPD + 100% IQ (EPD: EP to dmg) with a 50% of stun. (20 EP)

Beta: will be lvl 2 attack to 1 target for 125% EPD + 100% IQ with 100% stun. (40 EP)

Gamma: will be a lvl 3 attack to All targets with 150% EPD + 125% IQ with a 25% chance to stun all targets. with 10% to Purge user's debuffs(120/80 EP)

And finally, Omega: will be a lvl 4 attack to all targets with 200% EPD + 150% IQ and a 50% chance to stun all targets. 20% to Purge (250/160 EP)

For Ex.

A knight using the force PSI with a IQ of 40 can do 60/90/160-220/340-520 dmg

However if the knight has the IQ of 100 then the dmg will be 120/150/145-205/370-550.

Atm this is the current dmg that I think should do.

I thought about more dmg, But it may be OP just as it is.

For OP ex.

a Knight with 100 IQ using a more OP "overpowered" PSI (favorite thing) does...

120 for Alpha (same)

185 for beta (150% EPD + 125% IQ)

210-290 for Gamma (200% EPD + 150% IQ)

and 680-920 for Omega (300% EPD + 200% IQ)

However, I can't think about the visuals of it and the over-world part. Still true atm.

PS: Guessed on the cost for the EP. (updated 2 times)

PPS: Also, in Earthbound, you can't revive on your own (other than items) So, the Blast is modified to serve as a more powerful attack than a emergency revival system.

EDIT3: changed up a bit for PSI (favorite thing) Note: the debuff purge will not protect the user from mortal damage or unconsciousness after the user's attack.

Autofire's picture
Autofire
@Egpnd

I like that idea. I wasn't quite sure how it would work, but yeah. I think Beta will strike enemies adjacent to the target as well.

Maybe this is OP, but what if it has a purge ability, which would cure the user of a few (limited) statuses.

If the favorite PSI (What I'll call it) is not the energy blast, an item will trigger it instead.

Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Burp...

I mean bump...

Autofire's picture
Autofire
Check the Table of Contents!

There's a new thread!

Also, this thread is a ghost town. Puts on kat hat and ties a ghost bell around neck. Mew...?

Ghret's picture
Ghret

We require data! Visual Data!

You may have a hundred thousand ideas flying through your head at the speed of neurons firing. But what good is that when we can't see them? Provide some visual data and then you'll see the jaws drop. Or at least the graphē of jaws dropping.

Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

@Ghret

Challenge accepted.

Should I start with a easy things, like Snipes, or should I jump straight to a knight? :P

Oh, and UI. I'll make a mockup soon.

I'll let you know that, while I have some images in mind for these ideas, I've never found the time to draw/create said images.

Egpnd's picture
Egpnd
Update bump.

I changed a few things in my suggestion of the PSI (Favorite thing) and added dmg numbers. (hopefully the max damage of 370-550 with stun and a 20% chance to purge most debuffs is not OP)

Porvata's picture
Porvata
Boop.

Have you thought about using Unity3D for a game engine? It has built in physics, AI pathfinding, terrain creator, and a lot of other features. It's also entirely free. I recommend checking it out.

Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

@Porvata

Ah, thank you for suggesting Unity.

However, my problem lies in the fact that Linux isn't well supported yet...at all. When I was trying it, it lacked Linux support unless you payed for it. The other problem was how huge it was. I guess this isn't so much of an issue, it had a ton of stuff built into it which made it take up 3 gigabytes right off the bat.

Currently, that's my problem. I'll be checking it from time to time, and may use it if it comes to Linux soon...why the heck is the site not working? @.@

Also, I know that Blender has a variety of exporters, so if Unity gets Linux support in the near future (meaning less than a year or so), I can probably export the models from Blender to Unity. Therefor, I shouldn't be anchored too badly to Blender. To tell the truth, of the small time I messed around with Unity, it did seem a bit more user friendly, which is a good thing. It also seemed more game oriented than Blender.

On that note, I've been planning on making a few models of materials. I don't possess a lot of skills, but a Mod Calibrator shouldn't be too hard. :P

@Egpnd

I like how that looks. I never thought of linking something directly to IQ. Also, those numbers aren't half bad. :P

Ok, it's way to early to say that. I have no clue what the numbers are right now. >.< That'll come when a working engine is up and we get to tweak with things...unless we steal some numbers from EB...which is likely.

@Anyone

This is interesting...

Autofire's picture
Autofire
Mod Calibrator and Calibrator Mod

These are two things which I'll touch on lightly right now because the idea isn't too fleshed out.

Instead of UVs, players will be able to mod weapons. To do this, they will use the Calibrator, a special device engineered by Punch. In order to enhance the Calibrator's abilities, the player must either craft or find Calibrator Mods.

When modding a weapon, Mod Calibrators will be used and consumed. Better items and mods will use more Mod Calibrators.

There may also be more than one kind of Mod Calibrator.

Egpnd's picture
Egpnd
I think I got the main combat system Equation figured out.

coming from my text file: (modified)

Abv.

ACHP = Actual current hit points
RMCHP = Rolling meter current hit points
PHP = hit points at the time (ACHP)
RPHP = Rolling hit points at the time (RMCHP)
RMTF = Rolling meter time left (in sec)
Ev% = Evade Chance Percentage

Damage Taken = (if you got hit....)

Dmg = enemy's Attack - Player's Defense[if dmg is <1 then 1 dmg]

after checking for dmg....

ACHP or <1 then 0= PHP-dmg

100 = 150-50

Now for the Rolling meter...

I came up with +/- 5 HP/sec

the Dmg is shown above is 50.

it would take 10 secs before it stops rolling...

RMCHP = RPHP - 5

145 = 150 - 5

RMTF = (dmg-5)/5

RMTF = (50-5)/5

9 = RMTF

Now Evading

Evading a attack is measured by the IQ and attack

Ev% = IQ/Attack

Ev% = 20/50

Ev% = 40%

A random check rolls the chance... (higher IQ = more chances to not take damage.) Note: some attacks can not be avoided.

Statuses are not in the text so...

PS: the numbers are much lower than my suggestion of the (PSI Favorite Thing)