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RPG backbone ideas
I had a few ideas for an RPG system(real-time), and thought I'd throw it out there for anyone to make use of since I definitely won't be attempting to make a server with it. The idea was thought of taking each other idea into consideration, so taking bits and pieces out might not work so well. Also, some might note it's a lot like Dark Cloud 2's, and it is in a way. The whole weapon upgrading and all, though I believe my idea is a lot different in many ways, enough to call my own. So anyways, here's the idea, comment on it, suggest changes, use it to make a server. I will most likely post more in-depth stuff later, like formula's and such, because this was thought out with specific formula's in mind, and just making up some would probably mess things up.
Player Statistics The player's statistics are determined by four values. LEVEL: Obvious, the player's level. Their level is calculated into the players health-points and magic-points, but not a large factor. STRENGTH: Determines the players physical attack power. CONSTITUTION: Plays a part in the players health-points, as well as determines how well they can withstand attacks. DEXTERITY: Applies to anything speed related. This includes the players walking speed, attack speed, and possibility to dodge attacks. INTELLIGENCE: Alters all aspects of magic. Plays a part in the players magic-points, and the strength of their magical skills. - In the beginning, the player will choose a class and will be assigned 5 CP's(class points), and 5 PP's(player points). The points will then be applied to the player's statistics to raise them. CP's will only be able to be applied to certain statistics(a warrior will only be able to apply CP's to Str and Con, for example), while PP's may be applied to which ever statistic the player wishes. Weapon Statistics Each weapon also effects the player in various ways. COMBOS: How many consecutive attacks the player can make before the player experiences a 'recoil'(pause in attacks, combo starts over). Different weapons will have different max combo's, and there will be gems that can add on more combo steps. ATTACK SPEED: Calculates how fast the player can attack with the weapon during a combo, as well as the recoil. ATTACK: The attack power of the weapon. ELEMENTAL: The elemental strength of a weapon. The element of the weapon varies from weapon to weapon. The stronger the elemental strength of the weapon, the more damage it will do against opposing elements. It will also adversively effect the attacks as well, doing less damage against an element it is weak against. - The weapon's statistics will be limited depending on the forging level of the weapon(explained below in Weapon Tempering). Weak swords will not be able to gain incredible strength, no matter how much you level them up, while swords tempered many times will be able to achieve much higher statistics, depending on the nature of the sword. Fast swords will not be able to gain high Atk stats, while elemental swords will limit the stat's of AtkS and Atk alike. Leveling Up The player gains experience by slaying monsters and completing quests. There are two types of experience, Pexp, and Wexp. Pexp is the player's experience, which contributes to the player's level. Wexp is the weapon's experience, which contributes to the player's weapon experience. The player may gain experience for either type by the monster/quest. Some monsters may drop only Pexp, while others may drop both. A weapon oriented quest would probably give the player all Wexp, while a 'moral' quest will most likely give the player Pexp. Player level up: Leveling up the player does not effect the player's four statistics. It's effect is mainly seen in the player's HP and MP. Weapon level up: The more in-depth system of leveling. When you level up your weapon, the weapon is assigned WP's(weapon points). WP's can be assigned to any of the three statistics for the weapon(AtkS,Atk,Ele). Five WP's may also be fused with a gem(items that can be collected) to form a TWP(technical weapon point). A technical weapon point can be assigned to the weapon, and may change the weapon depending on the type of gem the player fused the WP's with. Fusing 5 WP's with a certain gem could change the weapon's element, while another could give the weapon a skill such as stealing, drain, petrification. Gems may also be used to further alter the weapons statistics. Gem's could raise the weapon's Atk by 10, but drop the AtkS by 5. Weapon Tempering Besides the weapon's being able to level up, they may also be tempered into new weapons. What the weapon can be tempered into, if even possible, depends on a number of variables. A certain sword may be tempered into a stronger sword, depending on its level, and statistics, as well as which blacksmith shop the player goes to have it tempered. A high level sword with a high elemental stat could be tempered in a blacksmith that resides in a dark, evil town, and create a dark elemental, and visual sword. A high attack sword may be tempered into an insanely large sword, while a sword with high AtkS will most likely be tempered into a katana-like sword. Tempering is not always possible, and the weapon will have to meet specific requirements first, depending on the weapon. Tempering a weapon into a stronger weapon will reset the weapon's level(though the cumunalative level will be kept[Sword+3(+47)]), though any attributes given to the weapon during leveling up(such as skills) will be kept. The element will be subject to change, depending on the circumstances. Each type of weapon will(or should) have an extensive, elaborate chain of 'evolution'. It is possible to gain the same sword by taking different 'paths' of tempering. Magic There is not really magic spell casting as in typical RPG's. Spells may be cast by the weapon. Spells are attributed to a weapon during the tempering, by tempering it with rare gems. This causes the spell to be forged into the weapon itself, and may be cast. Swords and such are not suitable for spell casting, contrary to staffs/wands and such, weapons crafted for the sole purpose of magic casting... though a sword CAN cast magic. This makes weapons versitile, even if not logical. Swords can cast magic, staffs can be used to attack. Magic's strength will be determined by the weapon's elemental statistics, the element of the weapon itself(if the magic's element corrisponds with the weapon's element, the damage is ideal), and the player's intelligence. |
Litheria already had combos :D
...but then I deleted it. Still, it's quite possible and works well. |
Well these aren't like Mortal Kombat combo's. They're more along the lines of stringing attacks together quickly by mashing the attack button. Combo's in the system I described are used for quick attacks, but stops the player from being able to continuously spam the attack button until the monster does, as there will be a pause in attacks when the player finishes their combo string.
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agreed
w/e it is no time to read but its good! |
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Also have more ideas for graphics. Custom sprite graphics, you would have stuff like the head image, hair image, hat image and so on. In every image for that, you could include a 128x128 image of the head/hair/hat drawn for like chat boxes and such. Would be able to take those images and put them together in a gani for various purposes, that way each person would be able to have their own character image, that would still look like their character sprite.
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Quite complex ideas. I'd be willing to bet that it would make some interesting game play.
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