Action rpg idea feedback please.
After playing BG: Dark Alliance, I pulled up my word processor once again to flesh out an idea for a 4-player cooperative action roleplaying game set in a unique sci-fi/fantasy world. The concept is named 'Chaos Gears' and it takes place in a western/steampunk/fantasy setting where the players control custom heroes. From the very beginning, players choose their character's class. Classes aren't like the traditional ones found in other action rpgs. They include the following; - Martial Hero: Focuses on quick attacks and deadly combos. The martial hero wields blades of all kinds. - Mechanical Hero: Focuses on mechanical summonings and slow, damaging attacks. The mechanical hero wields wrenches of all kinds. - Magical Hero: Focuses on group-oriented ranged attacks and buffing/healing. The magical hero wields scepters of all kinds. Afterwards, players will be able to customize stats and eventually appearance. Characters will be designed to look simple and humorous with tons of physical quirks and looks to choose from. Now, onto gameplay. It will be similar to Dark Alliance or FF:Crystal Chronicles, but everyone has a special role in the party. - Martial's are intended to charge right into combat, releasing tons of damage at once. - Mechanical's are intended to set up supporting turrets and provide melee back-up to Martial's. - Magical's are intended to buff and heal the group, and meanwhile unleash ranged DPS upon the enemies. These are the very basics of the game idea. I have added more to it, but I wish to know what people think of the main idea at first; cooperative action roleplaying with one to four players. Thank you and feedback is appreciated.
The world needs more coop games. So far so good.
What way do you intend to take the combat system - do you intend specific characters to "tank", or for every character to be able to defend themselves and evade damage by skills?
Will you go for mechanical "threat", or can opponent AI choose to go after any character at any time?
Are some of them intelligent enough to go for the weakest spot of your party (= resulting in more tactical play and that sort of pressure) or are they more about charging at you en masse?
Since it's 1-4 players, can all classes solo the game? I think you might be able to do more weird and fun classes if they don't all need to be "robust" enough for solo.
Are there any class limitations - is it acceptable if playing four Mechanicals and setting up a wall of maxed-out turrets to camp behind is a viable strategy? Balancing would potentially be easier if you e.g. mandated that everyone (except player #4 of course) is a different class, and this can lead into tighter gameplay. OTOH it could be a *ton* of fun to play with weird combinations. Maybe first playthrough would unlock free party composition...?
What way do you intend to take the combat system - do you intend specific characters to "tank", or for every character to be able to defend themselves and evade damage by skills?
Will you go for mechanical "threat", or can opponent AI choose to go after any character at any time?
Are some of them intelligent enough to go for the weakest spot of your party (= resulting in more tactical play and that sort of pressure) or are they more about charging at you en masse?
Since it's 1-4 players, can all classes solo the game? I think you might be able to do more weird and fun classes if they don't all need to be "robust" enough for solo.
Are there any class limitations - is it acceptable if playing four Mechanicals and setting up a wall of maxed-out turrets to camp behind is a viable strategy? Balancing would potentially be easier if you e.g. mandated that everyone (except player #4 of course) is a different class, and this can lead into tighter gameplay. OTOH it could be a *ton* of fun to play with weird combinations. Maybe first playthrough would unlock free party composition...?
Coop games are always good. We love coop.
Steampunk is great. More steampunk!
Your classes seem varied.
You've got your standard melee. I imagine his gameplay will consist of running up to the mobs and mashing buttons until they all die. Quaffing potions or holding the block button when necessary.
Magical hero seems like the typical ranged hero. Run away from monsters, and throw firebolts/arrows/whatever at them. Quaff potions as necessary.
The third one is where you can really differentiate from typical button mashers. What is the mechanics gameplay? Will he run around and create turrets that do the work for him? What about the AI vs the mechanic? Will monsters focus solely on the mechanic, or will they attack his turrets? When will they decide to attack turrets instead of the mechanic?
Right now your idea is very vague and it is based on a proven success. So of course it is "good" at the moment. You should chase it and see where it goes.
Steampunk is great. More steampunk!
Your classes seem varied.
You've got your standard melee. I imagine his gameplay will consist of running up to the mobs and mashing buttons until they all die. Quaffing potions or holding the block button when necessary.
Magical hero seems like the typical ranged hero. Run away from monsters, and throw firebolts/arrows/whatever at them. Quaff potions as necessary.
The third one is where you can really differentiate from typical button mashers. What is the mechanics gameplay? Will he run around and create turrets that do the work for him? What about the AI vs the mechanic? Will monsters focus solely on the mechanic, or will they attack his turrets? When will they decide to attack turrets instead of the mechanic?
Right now your idea is very vague and it is based on a proven success. So of course it is "good" at the moment. You should chase it and see where it goes.
In response to Katamari (in order):
- I believe characters should be able to fend for themselves, but in unique ways. While any character can simply increase their Endurance stat to give them more durability, they will also have their own forms of defense provided through skills and spells.
- The 'mechanical' threat sounds better. As static as it is, the intention is to allow even less experienced players to enjoy the game, but eventually develop towards more intelligent opponents.
- The last question sort of explains this one. Enemies will begin 'stupid', unorganized, and free to beat down, but in certain moments early in the game and eventually later on, being strategic will make encounters less challenging.
- All classes should be able to solo in the game. The game would be designed to pit more enemies against the party when there are more PCs playing. This goes the same for boss difficulty.
- No class limitations. However, 'cheap' tricks like a wall of turrets will be considered. The turrets will likely count as pets, which Mechanical heroes would only be allowed a limit. However, Mechanical heroes will be given moments of glory in certain parts of the game where they must defend an objective or an NPC. Not to mention, Mechanical heroes will not only have access to turrets but also a mobile (but weaker) robotic tank and even floating 'scout' bots that provide weak firepower back-up (bad with few, effective with many).
Now onto kru's questions:
- The Mechanical heroes are intended to be the supporting battlers and the summoners. They help Magical heroes with ranged attacks and they can help Martial heroes as well with their giant Wrenches, that are slow but powerful.
- While creating turrets to 'do the work for him' is good for parts in the game that require defensive intervention, they are only back-up and wouldn't do nearly as much as a well-spec'd Magical hero. However, the Mechanical has other tools at their disposal, the aforementioned tank for example.
- Let's kill three birds with one stone and answer three questions with one response. Beginning enemies will simply charge at whoever's closest, and if the heroes steer them correctly, the Mechanical's turrets could simply eliminate the enemies. More advanced enemies will find the largest threat and attack it however. I.E., if there are four turrets pummeling their forces, the enemies will target the turrets and completely ignore the Mechanical heroes.
More onto developed details now.
Every hero has six slots. These six slots will be split between being Spell slots or Combo slots. Martial heroes have the least Spell slots, but more Combo slots. Magical heroes are their antithesis, with the most Spell slots, and less Combo slots. Mechanical heroes are equal in slots.
What Spells and Combos the heroes can put into their slots will depend on certain factors. I.E., heroes will have access to Combos based on their combat style (in which there are three combat styles; single, dual-wield, and shield) but they will have access to Spells according to classes.
Both Spells and Combos use MP, but they differ in effects. Spells are more defense-based and usually include ranged attacks. Combos are more offense-based and usually include melee attacks.
- I believe characters should be able to fend for themselves, but in unique ways. While any character can simply increase their Endurance stat to give them more durability, they will also have their own forms of defense provided through skills and spells.
- The 'mechanical' threat sounds better. As static as it is, the intention is to allow even less experienced players to enjoy the game, but eventually develop towards more intelligent opponents.
- The last question sort of explains this one. Enemies will begin 'stupid', unorganized, and free to beat down, but in certain moments early in the game and eventually later on, being strategic will make encounters less challenging.
- All classes should be able to solo in the game. The game would be designed to pit more enemies against the party when there are more PCs playing. This goes the same for boss difficulty.
- No class limitations. However, 'cheap' tricks like a wall of turrets will be considered. The turrets will likely count as pets, which Mechanical heroes would only be allowed a limit. However, Mechanical heroes will be given moments of glory in certain parts of the game where they must defend an objective or an NPC. Not to mention, Mechanical heroes will not only have access to turrets but also a mobile (but weaker) robotic tank and even floating 'scout' bots that provide weak firepower back-up (bad with few, effective with many).
Now onto kru's questions:
- The Mechanical heroes are intended to be the supporting battlers and the summoners. They help Magical heroes with ranged attacks and they can help Martial heroes as well with their giant Wrenches, that are slow but powerful.
- While creating turrets to 'do the work for him' is good for parts in the game that require defensive intervention, they are only back-up and wouldn't do nearly as much as a well-spec'd Magical hero. However, the Mechanical has other tools at their disposal, the aforementioned tank for example.
- Let's kill three birds with one stone and answer three questions with one response. Beginning enemies will simply charge at whoever's closest, and if the heroes steer them correctly, the Mechanical's turrets could simply eliminate the enemies. More advanced enemies will find the largest threat and attack it however. I.E., if there are four turrets pummeling their forces, the enemies will target the turrets and completely ignore the Mechanical heroes.
More onto developed details now.
Every hero has six slots. These six slots will be split between being Spell slots or Combo slots. Martial heroes have the least Spell slots, but more Combo slots. Magical heroes are their antithesis, with the most Spell slots, and less Combo slots. Mechanical heroes are equal in slots.
What Spells and Combos the heroes can put into their slots will depend on certain factors. I.E., heroes will have access to Combos based on their combat style (in which there are three combat styles; single, dual-wield, and shield) but they will have access to Spells according to classes.
Both Spells and Combos use MP, but they differ in effects. Spells are more defense-based and usually include ranged attacks. Combos are more offense-based and usually include melee attacks.
This sounds like a great basis idea for a game. What platform were you thinking, engine (if any) and language, time-frame etc? I would love to give you a hand with this if you do go ahead with it. I'll send you a PM as well with contact details and such, but I'll wait for your reply before presuming :)
I was thinking the game would be available to the Xbox 360. The first engine that comes to mind is Torque (which uses C++), however, assuming you have more experience in game design than I do, I'm not entirely sure on what engine it would be developed on. Still unsure on a time-frame, sadly, BUT that is at the moment negotiable.
I'll accept your contact information, all you need to do is PM me and I will do the same with my own information. Thank you for taking interest in my idea, it's very much appreciated.
I'll accept your contact information, all you need to do is PM me and I will do the same with my own information. Thank you for taking interest in my idea, it's very much appreciated.
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