Seeking suggestions for class names.
Hey there people. I've just started my computer science degree and so have decided to begin writing my first game, that will hopefully progress alongside me as I complete my course. I'm in the early designing stage at the moment, and I'm having trouble deciding on decent subclass names. Any help would be appreciated! The game will feature 4 classes, each with 2 subclasses. For now I'm just calling the base classes 'Warrior', 'Rogue', 'Mage', 'Medic'. I need to come up with class names for these 8 class types: - Melee high damage, - Melee Tank, - Ranged moderate damage with abilities that impair mobility, - Ranged high damage with 'stealth' ability, - Ranged healer with strong healing/buffing capabilities, - Melee healer that can do moderate DPS in addition to healing, - Ranged high magical damage, - Ranged debuffer/curser. All classes in the game will be some form of ninja lol, so I was thinking names like Assassin, Shadowblade etc. Sorry for the long post guys, any help is highly appreciated. ~geKingu.
Have you considered having one main class that your next four inherit from. all four classes will need to handle status effects, damage, and whatever else even if it's in their own ways.
Also approach your advisor and ask who owns the work that you hand in or even work on on school computers(especially copyright and similar IP). There have been more issues dealing with exactly that than there ever should have been. This isn't to say you need to 'hide' and 'covet' your work because no one wants to even borrow from it, it's just that you shouldn't be stupid with it.
Also approach your advisor and ask who owns the work that you hand in or even work on on school computers(especially copyright and similar IP). There have been more issues dealing with exactly that than there ever should have been. This isn't to say you need to 'hide' and 'covet' your work because no one wants to even borrow from it, it's just that you shouldn't be stupid with it.
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anemian,
thanks for repling!
Firstly I would like to point out that I am working on the development of this game on my own computer, using bought/free tools and in addition to my course work. There shouldn't be any issue with ownership.
Sorry I should have mentioned this in the first post, didn't notice I left it out. The four 'main' classes (Warrior, Rogue, Mage & Medic) will be derived from a base 'Ninja' class.
Here's some info to help with potential class names. It's not entirely relevent to the topic title, so just ignore it if you're uninterested lol.
Basically we're designing a very small (for now) MMO wherein all players take on the role of a ninja. They unlock one class (of their choosing) every 10 levels so that by level 40 they can switch between the four when they are at a certain place in the game world (this will also have some form of cooldown). Every 10 levels after that they can unlock one advanced class (only one per base class), to a maximum of four advance classes to switch between at level 80. We're still discussing the possibility of 'rebirth' and a further 8 "super-advanced" classes.
We're also unsure wether or not each base class (and their subsequent advance class) should have it's own 'class level' that determines how many skill points the player can assign. This approach would mean the player would have to play each class for a while before unlocking all their skills.
thanks for repling!
Firstly I would like to point out that I am working on the development of this game on my own computer, using bought/free tools and in addition to my course work. There shouldn't be any issue with ownership.
Quote:
Original post by anemian
Have you considered having one main class that your next four inherit from. all four classes will need to handle status effects, damage, and whatever else even if it's in their own ways.
Sorry I should have mentioned this in the first post, didn't notice I left it out. The four 'main' classes (Warrior, Rogue, Mage & Medic) will be derived from a base 'Ninja' class.
Here's some info to help with potential class names. It's not entirely relevent to the topic title, so just ignore it if you're uninterested lol.
Basically we're designing a very small (for now) MMO wherein all players take on the role of a ninja. They unlock one class (of their choosing) every 10 levels so that by level 40 they can switch between the four when they are at a certain place in the game world (this will also have some form of cooldown). Every 10 levels after that they can unlock one advanced class (only one per base class), to a maximum of four advance classes to switch between at level 80. We're still discussing the possibility of 'rebirth' and a further 8 "super-advanced" classes.
We're also unsure wether or not each base class (and their subsequent advance class) should have it's own 'class level' that determines how many skill points the player can assign. This approach would mean the player would have to play each class for a while before unlocking all their skills.
Well if you're going for a more magical/fantasy type of style you could make each of your ninja classes specialize in a particular element, essence, or "jutsu" (something like in Naruto). You could use the eastern 5 elements rather than the western four (Japanese Five Elements). You could add in additional things like the shadow element or light element in there if you want.
Or if you're going for a more martial/realistic tone you could name them after the specialized weapon or fighting style that they employ. A Shuriken Ninja could be your ranged attacker that uses both throwing and melee shuriken (melee shuriken like what Yuffie used in Final Fantasy 7). Powder Ninja could be a class that uses smoke bombs, guns, & cannons. A Shinobigatana could be your close-ranged fast-attacker using short-swords. A Shobo could be a class that uses hand-to-hand combat, or a shobo weapon. Just look on wiki and you can find a bunch of potential ideas: Ninja. Then bend them a little to meet your needs.
Or you could name them after colors, which may represent different types of ninjutsu schools. White Ninja, Black Ninja, Red Ninja, etc.
Whatever you do, I'd say keep it simple, as this is an attempt at a first game. I think it would be a lot easier to crank out something simple and workable that you can expand upon afterwards, than to try and create something pretty complex in one try, in my opinion.
Or if you're going for a more martial/realistic tone you could name them after the specialized weapon or fighting style that they employ. A Shuriken Ninja could be your ranged attacker that uses both throwing and melee shuriken (melee shuriken like what Yuffie used in Final Fantasy 7). Powder Ninja could be a class that uses smoke bombs, guns, & cannons. A Shinobigatana could be your close-ranged fast-attacker using short-swords. A Shobo could be a class that uses hand-to-hand combat, or a shobo weapon. Just look on wiki and you can find a bunch of potential ideas: Ninja. Then bend them a little to meet your needs.
Or you could name them after colors, which may represent different types of ninjutsu schools. White Ninja, Black Ninja, Red Ninja, etc.
Whatever you do, I'd say keep it simple, as this is an attempt at a first game. I think it would be a lot easier to crank out something simple and workable that you can expand upon afterwards, than to try and create something pretty complex in one try, in my opinion.
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Quote:
Original post by Tangireon
Well if you're going for a more magical/fantasy type of style you could make each of your ninja classes specialize in a particular element, essence, or "jutsu" (something like in Naruto). You could use the eastern 5 elements rather than the western four (Japanese Five Elements). You could add in additional things like the shadow element or light element in there if you want.
Or if you're going for a more martial/realistic tone you could name them after the specialized weapon or fighting style that they employ. A Shuriken Ninja could be your ranged attacker that uses both throwing and melee shuriken (melee shuriken like what Yuffie used in Final Fantasy 7). Powder Ninja could be a class that uses smoke bombs, guns, & cannons. A Shinobigatana could be your close-ranged fast-attacker using short-swords. A Shobo could be a class that uses hand-to-hand combat, or a shobo weapon. Just look on wiki and you can find a bunch of potential ideas: Ninja.
Or you could name them after colors, which may represent different types of ninjutsu schools. White Ninja, Black Ninja, Red Ninja, etc.
Whatever you do, I'd say keep it simple, as this is an attempt at a first game. I think it would be a lot easier to crank out something simple and workable that you can expand upon afterwards, than to try and create something pretty complex in one try, in my opinion.
Thanks for the reply, Tangireon.
This is a personal project that I am completing alongside my course work, so I intend to spend a fair amount of time on it. An advanced class structure is quite important to me :)
I've decided so far that every player regardless of class will be able to you the very base abilities of all other classes. So to an extent, everyone can do melee, ranged and elemental damage as well as heal. The classes will each elaborate on one of these four skills. Also, the Warrior class would be able to use a wide variety of melee weapons, the Rogue class a variety of projectile weapons and so on - so I think it would be inappropriate to name the classes after weapons.
I like your idea of giving each class a colour though! Giving each base class a colour and having it appear as a physical trait in-game would allow other players to identify potential party members more easily. However I don't think it would be practical to assign a colour to each advanced class, as I feel people will find it difficult to remember which of the 12 colours total, relates to which class.
What about fictional clan names, which could also showcase the lore you've written for your game's backstory/universe. For instance a ninja coming from the White Lotus clan could capitalize on particular strengths and fighting styles of healing and self-defense, while those of the Red Dragon focusing on offense, then those of the Gold Tiger on the guard and "tank" role. Some clans might have bad blood between them, so some of the fighting styles could counter, neutralize, or trump specific others in a rock-paper-scissors kind of way (or some other model you prefer). Sort of a mix and match between the previous ideas on color and fighting style. If you have way too many classes than there are distinguishable colors, you could give each of your classes a memorable logo, emblem, animal, mythological creature, adjective, etc, instead.
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Quote:
Original post by Tangireon
What about fictional clan names, which could also showcase the lore you've written for your game's backstory/universe. For instance a ninja coming from the White Lotus clan could capitalize on particular strengths and fighting styles of healing and self-defense, while those of the Red Dragon focusing on offense, then those of the Gold Tiger on the guard and "tank" role. Some clans might have bad blood between them, so some of the fighting styles could counter, neutralize, or trump specific others in a rock-paper-scissors kind of way (or some other model you prefer). Sort of a mix and match between the previous ideas on color and fighting style. If you have way too many classes than there are distinguishable colors, you could give each of your classes a memorable logo, emblem, animal, mythological creature, adjective, etc, instead.
Thanks again for replying :)
One major aspect of the game is that we want all players to be able to switch freely between multiple roles. We want to eliminate the need for secondary characters or 'alts', and let players experience everything the game has to offer from the view of just one playable character. I like the idea of colours or elements as factions within the game, because it would promote the pvp aspects of the game if there are any. There will certainly be a rock-paper-scissors type class-structure, in which one class will be strong against another class yet weak against a third class.
Our main problem is deciding how to keep individuality between players. If everyone can switch freely between four roles (albeit with limitations), how do we make them feel unique? I think that we will probably end up aiming towards players being in control of four classes (melee, range, mage, healer), but with the ability to define each of the four using skill trees. This way, although players are able to fulfull all four roles, each player is likely fill each roles in a different way. I need to come up with about 10 class names that are individual yet easy to remember and associate with a given ability/trait.
What about having clans and styles instead of classes?
Players choose a clan for their ninja to be a member of each clan corresponding with your 4 basic classes once they master their clans basic technique they can start learning their clans styles each style focuses on certain types of technique. Players can either learn new styles of every 10 levels or learn a higher form of current style. After all you don't want characters to be overly generic.
For instance you might have the clan Shadow Fist which is the rouge clans stealth and ranged attacks primarily. And it has 4 basic styles that player can start learning at level 10:
Open Palm - Healing and defence skills
Poisoned Glove - stealth and impairment skills
Quiet Scream - High damage ranged skills
Veiled Threat - Deadly First Strike Melee skills
Every 10 levels they can either learn a new style or advance in existing one:
style levels could be:
Initiate
Novice
Expert
Master
That way players can either generalize or specialize the choice is theirs.
Players choose a clan for their ninja to be a member of each clan corresponding with your 4 basic classes once they master their clans basic technique they can start learning their clans styles each style focuses on certain types of technique. Players can either learn new styles of every 10 levels or learn a higher form of current style. After all you don't want characters to be overly generic.
For instance you might have the clan Shadow Fist which is the rouge clans stealth and ranged attacks primarily. And it has 4 basic styles that player can start learning at level 10:
Open Palm - Healing and defence skills
Poisoned Glove - stealth and impairment skills
Quiet Scream - High damage ranged skills
Veiled Threat - Deadly First Strike Melee skills
Every 10 levels they can either learn a new style or advance in existing one:
style levels could be:
Initiate
Novice
Expert
Master
That way players can either generalize or specialize the choice is theirs.
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Quote:
Original post by TechnoGoth
What about having clans and styles instead of classes?
Players choose a clan for their ninja to be a member of each clan corresponding with your 4 basic classes once they master their clans basic technique they can start learning their clans styles each style focuses on certain types of technique. Players can either learn new styles of every 10 levels or learn a higher form of current style. After all you don't want characters to be overly generic.
For instance you might have the clan Shadow Fist which is the rouge clans stealth and ranged attacks primarily. And it has 4 basic styles that player can start learning at level 10:
Open Palm - Healing and defence skills
Poisoned Glove - stealth and impairment skills
Quiet Scream - High damage ranged skills
Veiled Threat - Deadly First Strike Melee skills
Every 10 levels they can either learn a new style or advance in existing one:
style levels could be:
Initiate
Novice
Expert
Master
That way players can either generalize or specialize the choice is theirs.
Thanks for the reply, TechnoGoth!
Yes! This is more like what I am lookin for. The ability to have the option to perform a number of different roles, whilst retaining uniqueness and originality from other players.
Can you verify wether you meant that their should be like four 'clans' and each should have it's own four styles (so there would end up being like 16 classes). Or were you suggesting that the player's base skills/atributes are derived from their clan but all players choose from the same four classes?
The only issue I can see with this idea is that I'm pretty sure most players would want to become master of one style, assuming that it is more powerful. Doing so would potentially ignore the ability to choose more than one role, which is the basis of the game's design.
Thanks for all the input thus far people, really appreciated!
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