Advertisement

Feedback on Game Concept (2)

Started by March 11, 2009 04:20 AM
-1 comments, last by Morbid Addiction 15 years, 11 months ago
Second Part of my Game Concept; First part is located: http://www.gamedev.net/community/forums/topic.asp?topic_id=518132 ------------------------------------------------------------------------------- EDIT/WARNING: This forum doesn't count the extra spacing I placed to keep everything inline. Sorry. ------------------------------------------------------------------------------- Ok Game is an FPS/RPG; 1.0 - Stats 1.5 - Classes 2.0 - Game Mechanics ============================================== 1.0 =============================<-- Stats --> ============================================== Base level number is 6, each level you gain 2-6 points to place into which ever you like. ----------------------------------------------- Strength - Factors Health and physical damage. Intelligence - Factors Manapool and the ability to learn spells/skills. Agility - Factors Speed, Jump and speed of Melee Attacks. Will - Factors the modifier when casting/using spells and skills. ----------------------------------------------- An example of this is for a Foot Soldier; base stats are: ----------------------------------------------- (Stat) (Level) (Advantage) (Percent) Strength | - |10| - | +4 | = 120% Intelligence| - |04| - | -2 | = 90% Agility | - |06| - | -0 | = 100% Will | - |04| - | -2 | = 90% ----------------------------------------------- Foot Solider is pretty well-rounded with the points, nothing is too low yet has a nice amount of Strength. Each level point counts 5 to your attributes; ----------------------------------------------- (Attributes) (Points) Health | - | 50 | Nanopool | - | 20 | Speed | - | 30 | Modifier | - | 20 | ----------------------------------------------- ================================================ 1.5 =============================<-- Classes --> ================================================ Foot Soldier: ----------------------------------------------- Strength - |10| +4 = 120% Intelligence - |04| -2 = 90% Agility - |06| -0 = 100% Will - |04| -2 = 90% ----------------------------------------------- Description: Focuses on mainly physical weapons with some added abilities; Has skills on modifying weapons to give advantages such as increasing damage and accuracy, reload time and even some amour skills. Foot Soldiers are tanks and can withstand and pelt out quite a bit of physical damage. Cleric: ----------------------------------------------- Strength - |08| +2 = 110% Intelligence - |04| -2 = 90% Agility - |02| -4 = 80% Will - |10| +4 = 120% ----------------------------------------------- Description: Clerics are slow moving but radiate auras that help them and their team. They know their way around a weapon and are the second strongest class in the game. Their knowledge of Auras and Spells such as healing make them a high priority for a team, for that reason they are also a high priority target for enemies. Magi: ----------------------------------------------- Strength - |02| -4 = 80% Intelligence - |10| +4 = 120% Agility - |04| -2 = 90% Will - |08| +2 = 110% ----------------------------------------------- Description: Magi spend most of their lives studying the art involved in Nanotechnology. They have a high knowledge of Spells from Summoning Creatures and Objects to Damage Spells and Alteration Spells. Although They have a large level of knowledge are lacking in strength; causing this class to be the most fragile of all. Stalker: ----------------------------------------------- Strength - |04| -2 = 90% Intelligence - |06| -0 = 100% Agility - |10| +4 = 120% Will - |04| -2 = 90% ----------------------------------------------- Description: Stalkers are agile, silent killers. They stalk their prey, waiting for the perfect moment to strike. Their arsenal ranges from the use of Sniper Rifles to Melee Twin Blades. Their Skills range from invisibility to causing high level of damage on a single attack. Stalking involves waiting for the perfect chance to strike, targeting enemies backs that are unprotected by their allies. ================================================ 2.0 ======================<-- Game Mechanics --> ================================================ Levelling: ----------------------------------------------- Gaining XP can be done through: Killing, Completing set Objectives and through other players. When You kill another player, you gain XP. But the amount of XP is factored by: The Level of Your Opponent + The Number of People on Your Team; A small amount of Xp is shared through Your team as well as the lump sum going to yourself. This makes sure teams are balanced; a team with a smaller number of players will gain XP at a higher rate than a team with a lot of players. It will also help the newer players; if they joined a game late or are just new to the game. The same process is set for Completing set Objectives, but rather the team in question gets an overall XP bonus that's shared amongst them evenly. ----------------------------------------------- Classes: ----------------------------------------------- Classes have to work together to oppress the other team. None stand a chance alone. <- Clerics: are slow, easy targets but are a massive support to players -> <- Magi: are very weak, but extremely powerful if able to be kept alive -> <- Stalkers: although they are soloists, if hunted down are easily killed -> <- Foot Soldiers: Are the Glue, but holds no true advantage over the others -> ----------------------------------------------- Game-Play: ----------------------------------------------- Maps can generally last between 10 - 120 minuets depending on sever-side settings. Any of the settings through the entire game could be changed from the sever config file. There are multiple game maps with different types of play on each. You have your Normal 'Oppression' type map: Non-Linear Game-play involving set objectives that can change through out a game; from take and hold to destruction of an object. There is also your classic 'Death Match': Teams just go at it, only there to kill each other. There is a survival game mode: One team vs waves of enemies. Each wave becoming stronger and the interval between waves becomes smaller and smaller giving less time to spend your points and get ready for next round. Only one life in this mode, no respawn. Uber Magi: One to Three players are magi that have super uber stats; the idea is these players can constantly spawn monsters (and maybe use other spells... but this might be too uneven) and the other team with say... 1 - 12 players have to try and kill the uber magi, these other players have no uber skills, and start the game in your basic way. - Could be that the three magi start as semi uber each class able to use certain skills... as each is killed, the others get stronger. Or maybe just one uber magi. - Also, This would be balanced in someway so the magi couldn't just rush and kill the Team. ----------------------------------------------- ================================================ 3.0 =========================<-- Final Words --> ================================================ ----------------------------------------------- I am still figuring out all the tech tree skills for each class, am Also setting up a website; just forum to start with that has all the information in each. Before anyone mentions anything on playability I want to mention that this game would undergo a lot of beta and play testing. But I have been thinking about this a lot and most of my concept is quite balanced. The story is also being developed slowly; Along the lines maybe of Human race creating a synthetic life. Nano-bots involve bacteria/cells and machinery. (Bio-machinery as well) maybe. haha. Please I would love feedback of all types; Thank You! Morbid Addiction.

This topic is closed to new replies.

Advertisement