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Character & World Info & Game Dynamics
Topic Started: Mar 15 2010, 11:15 AM (311 Views)
Kiorein
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I had this all typed out before, but then I tragically lost it all and then spent the rest of the night crying about it.

I apologize in advance, but it's not well organized, it's read like a story, introducing new concepts as they're shown in the game.

Anyhow;

Kiorein "The Conger" Kevereth

In the beginning, Kio is but a humble surfer, surfing it up on Panic Shores. He's always been gifted with the ability to control water, though his abilities are limited to adjusting the tide to make the surf more enjoyable. He also learned to use water to blast enemies, in order to ward away beach bullies. One day, he found something bizarre in amongst the seaweed and driftwood; a tile with a grinning flame in it. He picked it up, and it immediately became a part of him, infusing into his favorite trunks, a stylin' new look. But he also soon learned that it gave him further abilities beyond his ability to control water, he could use its power to empower him, allowing him to have greater endurance and staying power, as well as generally bolster his abilities.

He didn't think much of it. Magical stuff isn't really that odd to him, and it wasn't the first time he'd seen such a tile; he'd seen a guy with a tile that had some Skates on it before.

One day, though, he learns that there's more to the tile he found. He's attacked by Twotails, the witless minion of GT. Stupidly, Twotails informs Kio of GT's new conquest; and tells him that he's officially a threat to the GT empire because of the tile he came across. After wiping the floor with Twotails in his introductory battle, Twotails goes on to warn Kio that he's the lowest ranking minion of GT.

Realizing the threat of GT and his schemes, Kiorein decides to put down his surfboard and embark on a brand new adventure; to locate all of the other tiles, so that they will be able to team up in a "rad new world saving squad".

He recalls the guy who he'd seen with the Skates power up...

Instant Fox

In Palmy Town (?), there was a house that was so poorly watched after that it was considered a dungeon; Instant's Place. Inhabited by the completely amoral, deranged, kleptomaniac, Instant; it's a place to behold. Decorated with bizarre portraits of Instant himself, and swarming with burglars, vermin, and equipped with a labyrinth of garbage.

Instant himself, though, has a certain charm to him. He's a likable guy. However, from moments of speaking to him, it's obvious that he's insane. He has a very high view of himself, claiming to be the most popular guy in town. Kiorein naturally knows differently, Instant is not the most popular guy in town. He is not popular at all; he is hated. However, nobody can do anything about it, he's too powerful.

Kiorein obviously needs him to start on his adventure, but Instant will have no part of it; he's never been hassled by GT so he's probably a nice guy. Kio warns him that GT would probably target him at one point, but Instant has no interest in going on an adventure.

Kiorein, desperate, offers Instant a substantial cut of any of the money they would come across. Instant eagerly agrees, that money loving fiend.

Instant then explains his powers: he uses coins to aid him in combat. They seem to meld into his hands and each enable him to use specific abilities. He only has one coin at this point, the Sword Coin, and he explains that he understands little about them.

At this point, the duo depart. At this point you have a few options

To the North, the area becomes very hilly and mountainous in the East and West, leaving a still very large pathway heading North, and some area of the hills that can be explored.
To the East is the ocean, as the town is on the south-eastern shore.
The South is obviously, then, ocean.

You can talk to the NPCs of the time;

The NPC system will be more than talking to an NPC and getting some random information. You can still get random information, but when you speak to an NPC, you have a list of greetings and questions:

"Hey, what's up!"
"Say, anything fun to do around here?"
"Hey, could you tell me a bit about this place?"
"Seen any giant tiles with an item in them?"
"Where's the hardware department?"

and depending on what's going on, you could have specific questions:

"Have you seen an evil dude in a blue robe?"

and the NPC will either try and help you out or give you some stupid response, or of course tell you that they haven't got a clue about anything ever.

Also there'll be a different list for female NPCs, along the lines of:

"Hey, babe!"
"Busy tonight? How about we go and do something fun around here?"
"Man, babe, you are so hot, you are on fire!"
"Where's the newest inn, so we can check in together."

Usually, unless you have a high amount of Cool Points accumulated, Kio'll get turned down. Also, if the female is unattractive, they'll have the same options as a male NPC.

The NPCs will give you hints on what to do, some of them will point out that the beach to the west is awesome, and Kio will concur and suggest that he go and visit it one more time.

To the West is more beach, an optional adventure full of weak enemies (quite a bit stronger if you've cleared Instant's place already). You can either go there before heading into Instant's Place, or go there after. It makes an official area called Panic Shores. The area is mostly sand and water, with a bit of grass to the North, and movement restricted by rocky formations. You'll fight standard beach enemies, find treasures washed up on shore, and fight a mob of enemies at the far west, before you can't move any further. You'll be rewarded with the King Crab's Scepter (staff, fairly solid stats for a decent amount of time), and the Bubble Coin, for Instant.

Bubble Coin:
Bubble Guard: Raises defense of ally. Only lasts for a short time.
Bubble Spray: Uses bubbles to blast all targets, doing a small amount of water damage.
Bubble Bomb: Summons a large bubble, filled with an explosive gas that does moderate fire damage on impact.

The excursion should be worthwhile just for the two items obtained.

The real adventure continues to the North, where you eventually reach the desert known as the "Wil' Wil' West", which is put under scrutiny as it is clearly in the East.

More to come soon
Edited by Kiorein, Apr 13 2010, 07:06 AM.
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CTSucks Posted Image
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Is... Is it later, yet?
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Kiorein
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A little update there
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So I take it you're kind of going with the idea of gathering the troops and then taking on GT?
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Kiorein
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Quote:
 
So I take it you're kind of going with the idea of gathering the troops and then taking on GT?


yes

...





The North road heading into the Wil' Wil' West is known as "Veggie Road", a farmer's paradise, full of fertile land and the perfect conditions for the growth of healthy veggies. The road is situated in between two large mountainous structures, although it is still fairly wide.

Unfortunately, the road is also inhabited by super vegetables, made by farmers who just went too far. Generally weak little things, but can be a threat to beginner adventurers. There are some larger vegetables that have been growing for longer periods of time, and they serve as serious threats.

The road is actually quite long, and increasing in difficulty as you get nearer to the Wil' West. There are a few rest-stops on the way there, and there are a few potential excursions into the mountains to the East and West.

About 3/4ths of the way through, the duo encounters a giant pumpkin that commands a small army of vegetables. After a tough fight, they share a small snack to restore their health, and Instant makes a remark about how much he hates vegetables.

However, this remark is overheard by...

The Turtle Guy

Who stomps down and shouts at them. Offended by their dislike of healthy veggies, he is prepared to teach them a lesson. As a turtle guy, he's inclined to love vegetables. They fight, and he shows how to truly harness the power of the vegetables. During combat, he uses deadly turtle techniques, and summons vegetable enemies to aid him, and eats them to replenish his health.

After yet another difficult fight, they managed to defeat TTG. After showing a lack of concern for TTG's impending return, the duo head North and into the Wil' Wil' West.

...
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Stairmaster
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ITT: italic age: origins?
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Kiorein
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Still waiting for the day where Stair actually provides feedback on something
Battle Dynamics

The battles in this game should require a lot of strategy, rather than the standard strategy of Attack until HP is low, then heal, then keep fighting until MP is low, and then restore MP, rinse and repeat, and maybe use some status effects to help you, I'm going for more of a resource management concept


Standard laws:


  • The strongest form of healing will exceed the strongest form of damage
  • Healing is more costly than offense
  • Support abilities are above average in terms of cost
  • Recovery (restoring Power & Energy) will typically result in an overall net gain, meaning that the cost to activate will most likely be covered in the amount restored, even in cases where a Power recovery ability costs Energy, the amount of Power gained will be worth more than the Energy spent.
  • As abilities gain more power, they gain more cost at a higher rate.
  • Status effects should almost never completely disable an enemy, and if it does, it should either wear off when the target is hit, or wear off after a short time
  • After recovering from a status effect, the victim will be immune to it for a short time


With these laws in mind, the setup for the enemies will be as such:


  • Enemies will not last for long periods of time simply due to extremely high HP. While they will have higher HP than the party, they will also have access to healing abilities.
  • Enemies will be constrained by power and energy just as the party is.
  • Tougher enemies will have access to abilities that deplete Power & Energy of the party
  • Many bosses will consist of more than one opponent
  • Enemies will typically have more attack power, but with a much smaller selection of abilities.
  • Enemies will know when and how to replenish their power & energy.
  • Enemies will have and use items, and are sometimes capable of stealing common healing items from the party


will do more laterishly
Edited by Kiorein, Mar 20 2010, 11:18 AM.
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Kiorein
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Status Effects:

Status effects won't have Binary values in the game (meaning either on or off), but will have 5 Levels, starting with Level 1 and increasing in severity.

Example:

Sleep (Level 1), Dozed Off, Target will snap out of it after a couple of turns, and will awaken when taking any damage.
Sleep (Level 2), Nap, Target will snap out of it after a few turns, and will awaken when taking any damage.
Sleep (Level 3), Deep Sleep, Target will snap out of it eventually, and will awaken when taking any damage.
Sleep (Level 4), Super Deep Sleep, Target will snap out of it after a while, and will awaken when taking heavy damage.
Sleep (Level 5), Comatose, Target will not awaken unless cured.

Example of a sleep spell:

Counting Sheep: Inflicts Level 2 Sleep on target.

Attacks will specify the level inflicted. Resistance stats will try to lower the level, and on top of that will also further lower the duration and effectiveness.

Over time, as well, unless otherwise specified, the level of a status effect will degrade each time it takes effect, and any use of << >> means that that level gets the enclosed level's abilities.

Poison (Level 1), Weakening Poison, Target's strength and defense drop. Wears off on its own.
Poison (Level 2), Damaging Poison, <<Level 1>> and does damage after each of the victum's turns.
Poison (Level 3), Destructive Poison, <<Level 2>>, but with more damage.
Poison (Level 4), Lethal Poison, <<Level 3>> but with more damage and will not degrade.
Poison (Level 5), Debilitating Poison, <<Level 4>>, and greatly reduces speed.

So if a character is inflicted with Level 3 poison, as they take more and more turns, the poison will eventually become Level 2, and so on, until the poison goes away. Resistance will speed up the process, and may even lower the original level of the poison.

Resistance's effect on the status is limited, and if one had a resistance to poison, here are the most extreme cases of reduction possible:
Level 5-> Level 2
Level 4-> Level 1
Level 3-> No effect
Level 2-> "
Level 1-> "

This is the maximum effect, meaning no enemy or character can be fully immune to a status effect, even with a very high resistance to that status effect. A special ability that grants immunity can be obtained, but are rare, even in enemies.

Inflicting high level status effects is expensive and rare, and requires focus on such a tactic.

Status effects in general, while being dangerous, are not devastating. Only Level 4 and 5 effects will truly cripple a character, and god resistance all around will lead to the average status level being around 2, a manageable level.

Now, regarding levels, curing, and re-application, the following will apply:

Higher level effects can be reduced by healing effects, and are often more difficult to cure at advanced levels.

Examples:

Cold Medicine: Reduces Illness effects by 3 Levels, but will leave at Level 1 if it is lower.
Immune Boost: Cures Level 2 or lower Illness.
Panacea: Cures Level 4 or lower Illness, and reduces Level 5 Illness to Level 1.

Reapplication:

Applying a lower level status to a target will prolong the duration of the effect.

For instance, if a target is suffering from Level 3 poison, and I use Poison Sting, which inflicts Level 1 Poison, the target will not bump up to Level 4. Rather, they will remain in Level 3 longer. You can't go past the initial amount of time with this tactic.

In the opposite situation, of a target is suffering from Level 1 poison, and I use Poison Slash, which inficts Level 3 Poison, the target will, with resistance applied, be raised towards Level 3. The current acting poison will aid this process, making it easier for the effect to work, and less likely for it to be reduced to Level 2.



I'll list out some ideas for status effects soon enough.

Your thoughts? Is it too complicated? I think it might seem that way, but hopefully it'd feel a lot more natural in the actual game, since you'd quickly get used to it, and it'd have the same general feel.
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Srol Posted Image
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If it works, I like it. Most RPGs are just SLEEP! OH KIO FELL ASLEEP. Gives it more depth.

One of the status effects should be "foppish"
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Khrene
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What's "foppish"? And eah I like it but it does seem complex when it goes into detail about the a status level not being bumped up by casting a poison attack twice, but really I think it's gonna a lot simpler seeing it in the game than trying to explain it.
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The Turtle Guy
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Khrene Cleaver
Apr 13 2010, 08:51 PM
What's "foppish"?
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[srol]OBJECTION! *Slam hands on the table then brings one back up and points it out towards TTG*[/srol] ...that's not what foppish it TTG
Edited by Khrene Cleaver, Apr 14 2010, 05:13 PM.
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Khrene
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That would be interestisng, but what would it do? I guess it would make the character randomly ignore turns, because they're too busy looking in the mirror.
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Since foppish people are probably really flashy and inefficient with their money maybe the way they'll use way more Gems when casting stuff... but you get a flashier, prettier but useless animation on the spell when it's used.
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....I have been violated
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^Relevant to my interests but I'm going to have to resist asking Srol to go into detail atm.

How about they get some totally pimp wear with the foppish status?

It doesn't have to be much... like a pimp hat or a top hat and a monacle... a chain around their neck... uh... a grill... or a combination of stuff, I dunno.
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Kiorein
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No way too much work
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Khrene
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A pimp hat could just float over the person's head. I like the inefficient use of energy and power.
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