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TIGSource ForumsCommunityDevLogsOne Love Last - an RPG of sorts
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Author Topic: One Love Last - an RPG of sorts  (Read 2011 times)
Lord Ash
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« on: June 25, 2008, 12:46:19 AM »

So a while back I made a challenge to some dude, and it went unmet. Nonetheless, I am working on the project. I could probably of finished by now, but I have other things in life to do.

Anyway, I am posting the design Doc here, please look it over and give feedback. I am building all the stuff from scratch, Art, Sound etc. Slow going.

Anyway, for you perusal:

I have a small gallery of sorts with concept art and such:

http://tinypic.com/useralbum.php?ua=Tfx9YinZwmJdkHxIqIk%2Fxg%3D%3D

Quote
a man, called to war, his spirit, called to love

Characters

Faren - our hero
Faren is a simple man, he wears leather and cloth primarily, he uses a sword

Kaela - his love
Kaela is wearing a skirt and blouse, she has medium long hair,purples

Jorgan - his commander
Jorgan is a large man, wearing heavy armor, he weilds a Pike or Halberd

Mikael - his squadmate
Mikael is a small man, thin build, wears clothes and uses a bow

Anestas - his rival courter, and squadmate
Anestos is slightly bigger than Faren, he wears heavier armor and uses a large sword

Rin - the sage
Rin the green sage (one of my recurring characters), wears green robes and carries a staff
an older man though not elderly, he is perhaps in his late 40s, a seeker of knowledge, he is in the squad as an advisor and guide through the mountains

Omashi - death spirit
Omashi is the spirit of Death, a parallel to the grim reaper, or the pale rider, he is garbed in black and red robes, and has a painted faces of red white and black, he bears some resemblance to a kabuki or tengu, he is only with Faren for a short while, and has more to do with the plot than a party member, included here as he is a main role



Locations and Regions

Corning - his village
this is a simple village, nothing special, just a backwater village, that is having is able bodied men drafted


Atawal - the country
this is Faren's Homeland, he loves his country, and volunteered at the beginning of the draft,
Atawal has lush forests and majestic mountains, often tan or light grey, they are young mountains, very rough
the ruler is King Warren Gandresh the III, known as Gandresh the Mighty


Sobelus - the warring country
Sobelus is dark, swampy and bleak,
due to mis management of resources they are suffering a shortage of food, they are seeking to invade Atawal in order to increase the lands they can farm
the ruler is Lord Barkus Mein, he is a wretched man of low scruples, he is known as Barkus Snakeheart




Corning Fields
grass, some trees, flowers, fields, dirt

Alkine Pit
old quarry are, stone and rubble

Mason's Folly

ElkWood
average forest

Fallen Tree Pass
a mountain pass

Mantros Peak
a big mountain

Eldberg Swamp
a swamp just across the border to Sobelus


Crystal Veil
the land beyond death


Back story

Corning was a small village on the edge of the Empire. It was a quiet village that was rarely bothered. Corning fields was at the bottom of a range of tall mountains, those mountains where the border between the country Corning was in, Atawal, and the country they were at war with, Sobelus. Within the village of Corning lived a young man named Faren, who lived with his bride-to-be, Kaela. As attacks on the border to the north of there increased, a dispatch was sent to the region in an attempt to damage supply lines closer to the capital of Sobelus. Given that Corning was not far from a place known as Fallen Tree Pass, it became a logical choice to recruit soldiers for the mission, Faren, his good friend Mikael, Kaela's brother, and Anesthas are among those drafted and our story follows them.



Scenes

in peace, at corning
the Draft, leaving

travel, to squad

squadmate poisoned
quest to get herbs

at FTP, night before battle
scouting mission ?

battle, and his death
meeting of Omashi

the quest through the crystal veil

the return home

<good easy ending
<bad easy ending

to protect his love, must battle
<good ?? hard ending
<bad ?? hard ending

Assets

NPCs
townfolk
other soldiers

Animals/monsters
wolf,
dinokonda
***lion ?
***wyvern ?
***bizarre is good

all PCs need


walking
defense
death
attack
speech ?


tileset for each zone, use liberaly generated textures @gfx

music in pxtone or similar, 2-3 loops

basic effects, generated

System

D-Pad
basic overhead 4 way walk
Action Button
Cancel Button
Menu Button
Jump Button??


Menu

Status:
displays status of characters
if we are going to equip and unequip this game, we will do it here
Inventory:
shows party items
Save/Load:
save or load game
Extra??:
show extra items unlocked etc



Stats


HP: Maximum of 999 ??

Attributes range from 0 or 1, to 99 ?; 20 ? ( not sure yet)

Str
strength, damage base

Spd
speed, govern basic evasion, turn order,

Acc ( could be done easily as %, ultimately test will be, but base could be different)
accuracy, covers to hit numbers, modifies evasion

Res
resistance, base defense, prevent physical statuses

Mag
magic, spell power and defense

Int
intelligence, modifies magic, base mental status prevention

Lck ( could be very low, like 1-10 ??? )
overall modifier or saving roll


Equipment

weapons - only one equiped at any time, normally unchanged
armor - only one equiped at any time, normally unchanged
accessories - can equip 2 or 3 at a time


Items

Healing Potion-restore HP
Vigor Potion-raise Speed, Str, Res, lower Int, Mag, Acc
Coffee-raise Spd, Int, prevent Sleep, lowers Res

SerpentFang-equip to add +5 damage
WolfPelt-equip to add +2 Res
ElementalsHeart + 5 Mag - 5 Lck

probably some more, good for now.

Statuses

Physical

Rage, attack up
Stun, lose next action, no evade
Poison, att down, lose HP each turn/step
Sprain, lowers speed
Break, lowers speed, strength, res


Mental

Confuse, attack randomly, lowers Int
Muddle, no specials or magic, lowers Int, Mag
Enraptured, acts as an enemy
Transfixed, no action unless attacked by enemy
Sleep, asleep


Combat

Combat will take place on a Simple Combat Screen, in the style of Classic Console RPGs.

Characters will be on the right(?), enemies on the left, a menu will exist at the bottom.

Menu:

Attack
the character will attack
Special
the character will use a Special Move, either a Combat Technique if a Fighter type, or a Spell if a MagicUser type, system wise there will be little difference
Defend
the character defends, raising the evasion chance, and damage reduction
Use Item
the character uses an item from the party's stock of supplies, MAYBE use an equipped item
Retreat
the character retreats from battle, if a character retreats, the battle is exited




Outside of combat, there will be little to no number crunching, the party will just walk around on a map, by pressing the action button, Faren can talk to people, open chests and doors, and generally "act", I may add a Jump button.

In combat there are much numbers, a battle system

I will walk through a "Round"

Party Has: Faren, Mikael, and Rin
vs.
Enemies: Wolf * 2(A,B); Swamp Elemental;

Speed is used to determine turn order, based on this the order would be:

Wolves
Mikael
Faren
Elemental
Rin

Wolf A : attacks Faren

WA has Acc of 15, plus bite of 50, for a 65% chance to hit
Faren has a Spd of 15, + 5 Lck, so 20% chance to dodge
Attacker tests to Hit, then defender tests Evasion
WA hits, Faren does not evade
WA has a Str of 10 + bite of 20, for 30 damage total
Faren has a Res of 12, + 3 cloth armor, for 15 Defense, so Faren takes 15 damage

Wolf B attacks Mikael

WB has Acc of 15 + bite of 50 for 65% to hit
Mikael has a Spd of 18, +3 Lck, so 21% to dodge
WB Hits, Mikael evades, no damage

Mikael Attacks Wolf A

Mikael has an Acc of 18, + Bow of 60, for 78% to hit
Wolf A has a Spd of 20, + Lck of 1, 21 % to dodge
Mikael Hits, Wolf does not evade
Mikael has a Str of 12, + Bow of 12, 24 Damage
WA has a Res of 8, for 16 damage dealt

Faren Attacks Wolf A

Faren has an Acc of 14, + Sword of 50, 64% to hit
Wolf A has a Spd of 20, + Lck of 1, 21 % to dodge
Faren misses

Elemental Attacks Faren

Elem uses "Earth Fist" a combat tech
Elem has an Acc of 5, + Earth Fist of 70, 70% to hit
Faren has a Spd of 15, + 5 Lck, so 20% chance to dodge
Elem Hits, Faren does not evade
Elem has Str of 18, + E.Fist of 20, 38 damage
Faren has a Res of 12, + 3 cloth armor, for 15 Defense, so Faren takes 23 damage
-- E.Fist has a chance to cause "Break", the chance is 50%, Faren has a Res of 12, 50 - 12 == 38% to cause "Break"
it is succesful, however, Faren has a Lck of 5, so there is a 5% chance he will resist anyway, (this may be 1, since 5 is less than 10, just depends on the maximums I use)
Faren gets "Lucky", and does not recieve "Break" (this would add 1 to "Lucky" counter, a hidden stat, if it gets very hgh, it causes a certain failure, and if it gets very low, it causes certain sucess)

Rin uses Healing on Faren

Rin has a Mag of 18, + Heal of 20, he restores 38 HP to Faren


This is still pretty rough, but it is a start. I think for the most part, it is simple, in terms of a Combat System. It uses a basic, to-hit chance, and a Chance to Evade, then it uses Att Str + Attack type, minus Defenders Res + Armor type. It needs refinement, I haven't decided how or if characters Level up, Im am going to stay away from "EXP Pts" and "Power Leveling"




Code

Scripts:

Movement
Initialize characters
Menu(field)
Menu(battle)
Action Test (is something there ? )
Battle Loop
--Combat System Scripts
Scene control
Music control
Special Effects
Global Room transistion Scripts( carry party from room to next)
Conversation
Inventory
Shops
Save/Load game

Main Game Loop

other stuff Im forgetting

Menus should be

while (cursor here)
if(buttonpressed)
do whatever

Battle should be
while(fight == true)
do combat loop
if (fight over)
do combat end script ?, then return to room

Combat is triggered by running into an enemy on the field map, or from game-script

a lot of code needs sorted out, much work to do, but I will take it a step at a time, for now, I am going to build the Village of Corning, and get walking, talking, and the Menus working, that will be the "working demo" or "alpha".

For State Alpha:

Corning Village:
grass, dirt, stone, with transitions
Smith, Cottage, Dry Goods Store rendered
fences, flowers, shrubs, couple trees

Faren: Walking in all 4 directions, Idle anim ?

Code: Init Char, Walk, Action Test, Conversation, Main Loop

Music: use a drum track, maybe find a flute, and a Lyre or Harp, simple MIDI, 20 second loop ?



So, I think this is pretty much it for the Design Doc, just need to make everything now.

thank you for looking this over, it will take me awhile to get it done, but I will have broken a barrier I really need to break once I do.

Any advice is appreciated.
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IndiePendant
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« Reply #1 on: January 26, 2014, 08:01:24 PM »

sounds cool good luck.
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-IndiePendant
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