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A battle Stadium for literate roleplayers. 

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The Thunder Tyrant

PostPosted: Tue Nov 30, 2010 9:28 pm


I assumed by

>staff

It meant

>Nikki
>Elias
>Judges
>etc.

Not Tzenidaar (Kraun's character), Maximos (obvious), or Joshua (Jello's character).
PostPosted: Tue Nov 30, 2010 11:42 pm


Though this game will have fantasy and sci fi elements, which are a given due to the Mainstream property, they are by no means the only venues of storytelling. And one rut that rpgs have been trying to get out of is the space/ medieval settings that has plagued the genre for too long.

I agree, the main character should be an original character that the player gets to make themselves. What will happen, class/ job-wise, is that for each character the player recruits into their party, that character's class will added as a new class for the main character to change to. He'll have the option of changing between jobs, btw, but not in combat. However, each character has their own specific abilities, so getting a class won't mean he'll be getting all the character's abilities, too. Because he will have the flexibility of class changes, the trade off will be is that the main character won't be able to advance to upgraded versions of classes like other characters can do. But he will have the chances to find more "legendary" classes in the game. For example, defeating Deitric would give access to a Thunder Master class or something.

Yes, there needs to be an original storyline, one that doesn't tie to some specific character. If it "happens" to, it's only because it was natural for it to. I do want characters to be characterized through their own separated stories, some some of the available characters will have side quests that you can do which eventually will let you recruit them. The side quests will put some detail on other people's arcs, but it won't go too deep into it where it becomes this bigger arc. For example, I would like the dragon attack on Falis to be one of the side quests. The player will be able to participate in this event and get some summaries of the story there, but it won't become its own separate episode. Just enough to suffice.

Vintrict

Omnipresent Poster


Deathgra

Newbie Smoker

PostPosted: Wed Dec 01, 2010 6:04 am


The Darth Vizzle
I assumed by

>staff

It meant

>Nikki
>Elias
>Judges
>etc.

Not Tzenidaar (Kraun's character), Maximos (obvious), or Joshua (Jello's character).


This is what I did mean, and I'm sorry for the confusion. I would have clarified sooner if I had been watching the thread better.
PostPosted: Wed Dec 01, 2010 9:30 am


Owner of Character: Tresondros Ecstuffuan
Name: Siegfried "Sieg" Ecstuffuan
Job/ Class/ Expertise: Monk/Paladin
Brief Info about character: I would want Sieg to be someone who fights with the team late game, sort of like Orlandu or Beowulf. However I would like to see him as an NPC who appears here and there. His goal is to destroy all evil abominations and planar outsiders and for that reason he may not work well with some other members of the team.

OOC:

I'm assuming this game is 2d rather than 3d which is my forte...but if you ever need any sprite or concept art work done, just PM me alright.

Tres Ecstuffuan

Aged Gaian


KytanaTheThief

PostPosted: Thu Dec 02, 2010 10:07 am


I know I'm not an oldbie like all you guys, but any chance I could join up on this?

Owner of Character: KytanaTheThief
Name: Robyn Isedan
Job/ Class/ Expertise: Thief/Illusionist (if possible)
Brief Info about character: Mischievous and a prankster, this foxy girl (pun quite intended) is nonetheless a loyal teammate. Prefers to get in and out quickly, and, while brave, would rather run than start a fight. For conveniences' sake, you know?

I'd change her story slightly to be less complicated, idea I have in mind is if the party goes up against some mad scientist type guy, she's been a captive of his, and either before or after the fight, she's freed and joins up in gratitude. (Cliche, I know, but whatever XD)


Ok, char stuff aside, I would actually like to help out with this. Sadly, I have no artistic or technical skills to my benefit T.T

What I do like to do, and think I'm reasonably good at, is coming up with ideas and/or solutions for plots, quests, or even just trying to figure out how to get the player from point A to point B. So, if you think that will be any help...

One idea I thought might be fun, although having no experience in game making, I'm not sure how hard this would be to pull off, but, depending on the combination of chars the player has in their party, they could have access to different high-powered moves, or special abilities. Like, having chars 1, 5, 6, and 9 lets them use Special Attack 1, and having chars 1, 2, 4, and 7 lets them use #2, and so on, so forth. I would think it would be fun to try to figure out which combinations give which attacks.

Of course, like I said, I just come up with ideas, I never know if they're feasible, or even good XD
PostPosted: Thu Dec 02, 2010 11:21 pm


******** that gay lack o' strat s**t.

Make it like SNES Zelda. Real-time fantasy action.

o ReaverQueen o

Phantom


Vintrict

Omnipresent Poster

PostPosted: Sun Dec 05, 2010 11:08 am


No. That's reserved for King of Gerudos.
PostPosted: Mon Dec 06, 2010 3:35 pm


Vintrict
Though this game will have fantasy and sci fi elements, which are a given due to the Mainstream property, they are by no means the only venues of storytelling. And one rut that rpgs have been trying to get out of is the space/ medieval settings that has plagued the genre for too long.

I agree, the main character should be an original character that the player gets to make themselves. What will happen, class/ job-wise, is that for each character the player recruits into their party, that character's class will added as a new class for the main character to change to. He'll have the option of changing between jobs, btw, but not in combat. However, each character has their own specific abilities, so getting a class won't mean he'll be getting all the character's abilities, too. Because he will have the flexibility of class changes, the trade off will be is that the main character won't be able to advance to upgraded versions of classes like other characters can do. But he will have the chances to find more "legendary" classes in the game. For example, defeating Deitric would give access to a Thunder Master class or something.

Yes, there needs to be an original storyline, one that doesn't tie to some specific character. If it "happens" to, it's only because it was natural for it to. I do want characters to be characterized through their own separated stories, some some of the available characters will have side quests that you can do which eventually will let you recruit them. The side quests will put some detail on other people's arcs, but it won't go too deep into it where it becomes this bigger arc. For example, I would like the dragon attack on Falis to be one of the side quests. The player will be able to participate in this event and get some summaries of the story there, but it won't become its own separate episode. Just enough to suffice.


Thunder Master...hrm...I dunno, I think "Elementalist" sounds better for a class name, with different trees for different elements. You also kindof have to take into account what sort of abilities CAN be taught to just about anyone and what kind of things our characters are born with/can't possibly pass on.

I guess thats why I thought a sort of Dragon Age-ish approach would work nice. If you could make an original character from a number of classes, whatever class they pick would affect the kinds of things they can learn from others. Like, if they were some sort of mage class, they'd only be able to learn certain things from other characters while magic-based characters could give them more benefit.

Our roleplays are all generally very open, so if we were to possibly make a game out of it we'd need to somehow consolidate it all into one overarching system. It'd need to be something that can include just about everyone and be cohesive at the same time.

I kindof disagree about the whole "space/medieval" thing being a rut, Vin. Being two forms of fantasy at the opposite ends of the spectrum, including both of those elements basically stretches out the range of the entire thing. Simply put, the futuristic elements even out the medieval ones and vice versa. The only other "time" left is a "modern" setting, which is really only relative to our own modern times to begin with. And that sort of thing pretty much falls into place on its own.

Since the general G.M. world is basically a mix of all three of those, you just need to work it out like that, and it'll be fine.


Pandumb


Lonely Scamp


Vintrict

Omnipresent Poster

PostPosted: Sat Dec 11, 2010 12:29 am


So I've been researching the tactics battle system for a while.

And uh...it's not an easy thing to do. My plan is to use the GTBS system that someone made for RPG Maker XP, but it's not really flawless.

My question is, do you guys prioritize a tactics system? Or, is there a certain system you prefer?

I can do the turn-based style of the FFX series. I figure this is a more favorable one because not only is it easy to implement, but it has both a turn order chart and a "change party members in battle" system, which a lot of people thought was pretty innovative. Basically, you can have up to three people in the party, but change out party members as long as you have at least one member active. Any capable person can switch out with another character, in exchange of moving a monster's turn closer. I recommend using this system for the moment, considering the limitations of time and staff:

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PostPosted: Sat Dec 11, 2010 11:54 pm


*Votes for easy* sweatdrop


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MagnusXL

Wealthy Lunatic

PostPosted: Sun Dec 12, 2010 10:23 pm


I have instant intrest in this project.

I'll hit you up with ideas when I have more time availible.
PostPosted: Mon Dec 13, 2010 9:39 am


The Conditional Turn Based (CTB) battle system, the one FFX has, has fortunately been already created by a popular melody script for the RPG Maker VX. What's more, it offers three more battle systems: the Shin Megami Tensei system, the ATB system, and the default turn based (choose your actions before the round of attacks starts).

If you like strategy, the CTB is best. If you like fast paced action, you will like the ATB. It even has the added complexity of queuing characters actions, even if it isn't their turn, which sounds a lot like FF13's battle system from testing it in RPG Maker.

Vintrict

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PostPosted: Wed Dec 15, 2010 10:07 pm


i like tactical rpg systems. tactics ogre, final fantasy tactics, shining force, disgaea. even moving a bit to things like bahamut lagoon.

but since you're not getting paid, if using another system is easier and works, then go with that.

i hope you weren't bugging me to comment to say that.
PostPosted: Thu Dec 16, 2010 9:24 am


I'm going to give the tactics system one more go. I still enjoyed the Shining Force series, which is a simplified tactics system, and I know pretty much the mechanics behind them, so let me see what I can do.

Vintrict

Omnipresent Poster


Show me the CarFox

PostPosted: Sun Dec 19, 2010 6:31 pm


My character will only have two moves:

Left Punch
Roundhouse Kick

Both do 9999 damage. He's not affected my magic too.

You come across him randomly, by walking around.

You're forced to fight him.

He always gets the first move/turn.
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