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ORPG Game Ideas need improvment

Started by June 28, 2007 07:40 PM
3 comments, last by frus 17 years, 7 months ago
These are Just different Ideas I have had for my game, will update it often but would like to hear any suggestions on improvment to it. Stat System: Working on Design a different way to lvl up in my game, I hate classes so I decided I am not gonna use them. The way you char develops is how you play him. The more mana you use, more MP you gain per lvl More you get hit, more HP you gain per lvl The more you use a type of weapon, figure how often you miss/how hard you hit with that type of weapon. When you use spells, you gain Magic Lvl which can effect how hard it hits etc. The only thng I can not figure out how to get around is like types of spell you may not want peopel to learn, like if you "build" you char as a warrior, why would u let them be able to learn a casting skill etc, still working out all the loose ends. A Addon Idea was Still have the stats like STR CON DEX INT WIS which every level the player can add points into each one, but they effect What armor you use, how fast you gain skill, what Magic you can use. ETC. That would kinda balance out the every person can use magic kinda thing, that way you if you just straight fighting, you would not wanna put points into INT or WIS. Day n Night + Lunar cycles Had this idea after watching a Werewolf movies, a nice little day n night with a lunar system, for certain players who either A get bitten by a werewolf or B do this quest, has the power to shapeshift when the Moon is full. IDK sounded like a good idea.
Tides of War Inc said:
I think that would be cool, but why stop there? (although I'd go with Garou/Werewolves any day over Cainites/Vampires). Find a lunar chart, first of all, and impliment the cycles at a slightly faster rate than our real time calendar. 25% illumination (moon brightness in lamens) = 25% increase in a werewolf's attributes but only during it's peak hours (1-4 hours only game time) and go up from there. For Vampires, you could do the same but with night/day cycles.
Are you ready for a new kind of RPG?
For further ideas on the stat system, look into the Dungeon Siege series and how they handled this. As for the spells dilemma, although anyone can cast the most basic spells in the game, what Dungeon Siege does is limits better spells to those who have a certain amount of skill (in spellcasting). So, even though a die-hard fighter could pick up some crappy spell and cast it--with a few moments of study--he's not capable of performing a Meteor Shower spell or the likes.

For armor, Dungeon Siege (and a number of other games) do exactly as you've put forth. Armor is limited by your level in strength, and magical garments are limited by intelligence or wisdom. I think if you check out Dungeon Siege, you'll find many good ideas to help improve your own.


Pertaining to the Day and Night cycle, I think this could make for an interesting game, if it hasn't been done already. Create your own world of warring werewolves and vampire, and let the player pick a side to fight on. Has MMO potential, but an MMO is a bit advanced here.

Seems to me you should combine the werewolf/vampire gig with the stat system and make something out of that. :)
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I like the day and night cycle thing, and though I'm sure it's been used on some game on some console as far as I know it wouldn't be a very well known game. I'd agree with the above poster that it's an idea that be nicely incorporated into a story.

As for stats the MP/ HP gain system I always felt can be abused pretty easily. SaGa II and the remake of FFII are perfect examples of that. Even though this seems real-time it still would work on basically the same principle.

Your other stats work well, nothing innovative, but it allows forces you to give up other stats to strengthen others, while your MP/ HP system doesn't. It's just not as balanced and so I'd suggest finding a method of doing that.
The day/night thing sounds neat conceptually, but what would happen is that you'd give players all this power and only let them use it at very limited times, which is boring and probably wouldn't work very well.
I think the Fable RPG series also implemented a similar character development stats system. An interesting part of it was the Age factor from which the character grows older as he develops his stats. In a way, it brings realism because of the time factor, though I'm not sure if it would help to balance the rest of the characters if this was an MMORPG game.

I like the day/night idea too, it opens up new strategic options.

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