309 posts
Location
Sliding between sunbeams
Posted 10 March 2013 - 03:16 AM
Well im still in if you guys are.. I am willing to "lead" this project, not as the mastermind behind this project but more as a person who keeps the project going if things tend to go wrong.. This means the game is as much yours as it is mine, and that you should improve on the concept however you desire (remember that other project members should approve on these changes and that you keep it realistic (we should be able to actually put it into the game))
I will now write a SMALL concept in main lines what should be in this game and what shouldnt, where you guys can improve upon.
I would also like every member who is still in to confirm this in a seperate post.
Concept:
Spoiler
Main idea:
The player creates an account, which can hold one character (for simplicity reasons), the first thing the new player does is pick a class he wants to play.
The choice is Berserker, Magician, Archer, Priest, Paladin.
Berserker: Melee, fast, high damage output, low defence.
Magician: Ranged, high damage output, low defence.
Archer: Ranged, fast medium damage output, medium defence.
Priest: Ranged, low damage output, medium defence, healing abilities.
Paladin: Melee, low damage output, high defence.
Ammunition will not be a thing in this game, neither will auto attacks consume mana for any race, abilities however will cost mana.
I imagine the player being 2 to 5 pixels big, therefore picking race and gender will not be of additional value, thus not in the game.
The game will be partly singleplayer, in which the player logs in to continue his adventure from the point he last saved, roams around the world, does quests etc.
The world in singleplayer will be devided in areas, at the edge of an area there will be a passage to the next area. The sizes of this area is unknown as of yet.
The player will be centered in the screen to give the player more of a free-roaming experience.
There will be quite a lot of NPC's in the world, handing out quests. The way this will look will have to be deceided later.
There will be wild monsters in the world, which might or might not be aggressive. (I imagine green pixels for NPC's, yellow pixels for neutral creatures, and red pixels for hostile creatures.
I am not sure if battles should be held in seperate screens, if so, should it be pokemon style turn-based fighting, final fantasy style tactical battle, or wow style realtime combat.
For the item system I imagine there being a couple of weapon types: Daggers (they come in a pair), staves, bows, scepters, greatswords for the classes respectively. Loot will appear in a seperate window if the player presses E (or another button of your choice) while standing on the corpse of a lootable entity.
The player can keep up to 20 items, excluded the items that the player has equipped. There will be X number of item tiers, each with semirandom stats on them.
Should armor be a thing in this game??
There will be a handful of big cities in this game, which will be the main quest hubs (not saying there will be no quest givers outside of cities). (note 1)
For the quest I imagine there being a few main quest lines, with great chain quests, alonside small quests that require the player to collect 20 bear bums or boring quests as such… why? because every rpg needs boring bear bum collecting quests.. WoW is full of them actually (note 2)
Right so those are my ideas for the single player aspect of the game
Multiplayer part of the game
Now obviously there wont be a great many people playing this at the same time, so there are two options we have here to increase multiplayer potential.
1. Make multiplayer via HTTP, which connects players over the internet and presents them with a lobby system from which they can choose with who they want to play.
2. Make the multiplayer part of the game local, which means multiplayer can only be done on servers or over lan, where multiplayer will mainly be two or three friends playing together.
However this will work, the players will enter a "dungeon hub", a small piece of land where they can walk about and enter various dungeons from. These dungeons will be appropriate for players of a specific level, say a dungeon for level 1-5, a dungeon for level 5-8 etc.
Players will be able to enter all dungeons, but a warning will appear if they try to enter a dungeon with a higher level value then their actual level.
These dungeons are predesigned, much like the singleplayer map, but with very restricted free roaming. The player will have to follow a main path to get trough various monsters and, eventually, bosses. (note 3)
Bosses should not drop loot unique to the game, all multiplayer loot should be available in singleplayer as well.
___________________________________
Note 1. Cities should contain a mailing system where players can mail items and gold to other players (given that multiplayer will work via HTTP)
Note 2. Some quests will bring the player to special locations with special mobs, wich drop a class-specific weapon or armor set. The player will not be able to return to this place after they turned in the quest.
Note 3. Multiplayer monsters will obviously be harder to kill then singleplayer monsters. The difficulty of these monsters could be either scaled on the ammount of people playing in multiplayer, or on the average level of the players.
Again, if you are interested, leave a confirmation here. If enough people are still in for this, I will make a new thread for this along with some better way for us to communicate.
If you would like to reply, feel free to. If this project continues, you will get a chance to be part of it.