NationStates Jolt Archive


Designing an rpg

Avika
05-04-2006, 21:11
Here's the gist of it. You create your character and control him or her in a virtual world. While there is no "end" or definite story, there will be a story, one that only ends when you stop playing for the last time. It is a 2d side-scrolling rpg, complete with magic and stat build-up through the doing of certain stuff. While there will be many races in the end, I only created 2 so far: the Vluwolku and the humans. This will probably be a balanced mmorpg where you will have as big a chance of victory with a knife as someone with a rocket launcher.
move-left and right arrows
open door-up arrow
duck-down arrow
jump-a
attack-s
item-z
action-x
pause-space bar
summon-q
map-w
type message-press shift, the type your message. press enter to post message and return to normal controls. press \ to cancel.

It will be completely real-time, with none of those cliched turn-based rpg elements.

thoughts? suggestions? constructive criticism? Only constructive criticism, please.
Oppressiah
05-04-2006, 21:31
What on Earth are the Vluwolku? For some reason large anthropromorphisized walruses come to mind.
Oppressiah
05-04-2006, 21:34
Is this Sci-Fi based, or Fantasy based? Both? Which "Turn-Based Cliches" are you avoiding, and what will the system that you replace them with be like?
Oppressiah
05-04-2006, 21:41
How on Earth do you intend on making a 2D side scrolling MMORPG? how can you balance play between two players with a knife and rocketlauncher?

So far, you have a simplified MMORPG control scheme, and some confused ideas.
Asbena
05-04-2006, 21:45
Its not a MMORPG.

Follow the SNES Final fantasy 3 game. Really put Mode 7 right.
Avika
05-04-2006, 22:10
My battle system will be completely real-time, sorta like Zelda, Metroid, Runescape, Mario, (insert game that meets requirements here), etc.

In most rpg's that I have experienced, the battle system was all about strategy and very little about any other skill. Very often, most of the combat was just random encounters with enemies that suddenly appeared out of thin air. Then, you selected your action(s) and waited until both sides did their actions.

In my battle system, you see the enemy. You engaged the enemy like you would in Castlevania or Metroid. You fight them like you would in said game. After you kill them, you get experience points like you would in Zelda 2. It's just an rpg in a sidescrolling world(ala Metroid and Mario) with a system that requires much more skill and strategy than conventional "select action and hope you didn't do anything stupid as you see what happens" rpgs. You are much more involved.

As for the balancing issues, I'm working them out. Here's the what I figured I'd do:
Bullets and rockets only travel straight. If you are hiding behind a wall from a gunman, you are practically invincible.

Arrows can curve under gravity or fly perfectly straight, depending on input. This means that they can go over walls like thrown rocks would.

Another balancing act is the fact that friendly fire is possible. Weapons do as much damage to enemies as they do to allies. In this game, allies would all, but be required to take out some of the stronger enemies.

Also, since rockets and grenades explode, they are best used for mid-range enemies. Too close and you take massive damage. Too far and you'll practically miss.

Bullets and rockets will be expensive, require alot of raw material to make, and be hard to find.

Most bullets and all rockets can't be upgraded. Silver bullets can only be upgraded with powerful spells, which consume massive amounts of magic.

Arrows don't require nearly as much magic to upgrade. They are also more common and cheaper.

Blades can be combined with other blades, magic, and shields for customiseable weapons. They can also shoot beams, like in Zelda.

bullets-best used for bosses and guardians. expensive, innefficient, and rare.
powerful. highest rate of fire.
rockets-mid-range bosses. Same as bullets, but can also damage user.
most powerful.
grenades-mid range enemy groups. Can damage user.
powerful.
arrows-ranged enemies and enemies behind walls. Slow rate of fire.
can curve under gravitational pull.
blades-close ranged enemies. limited range.
unlimited ammo. and can be used for non-combat uses.

I'm still working on it. The \ thing was used because it isn't too hard to find and isn't too close to the other command buttons. I plan on improving the controls. I believe that this is very workable.

edit: As for whether it is sci-fi or fantasy, I believe that a compromise will be better than either seperate.
Avika
06-04-2006, 00:06
Any other comments?
Oppressiah
06-04-2006, 14:46
What on Earth are the Vluwolku? For some reason large anthropromorphisized walruses come to mind.

The walruses won't leave me alone!
Seathorn
06-04-2006, 15:06
My battle system will be completely real-time, sorta like Zelda, Metroid, Runescape, Mario, (insert game that meets requirements here), etc.

Zelda was real time yes.

Metroid, I don't know.

Runescape - Nope, not real time: you select a target and otherwise just wait, that's not real time combat, it's subtle turn-based combat.

Mario was real time as well.
Gargantua City State
06-04-2006, 15:59
2D side-scroll RPG? Reminds me of NES days.
I think there may be a reason they changed to 3D... ;) or at least tilting the plane so it's not side-scrolling.