#157603 - AerosolSP - Tue May 27, 2008 1:33 am
Simply put, I want to make an RPG for the DS. See, I hate how RPGs like to rip you from the adventure field constantly and randomly to throw you into a battle screen. I hate how you have to sit there going through menus to do things. It's just slow. That's why I like the action RPG genre. So my RPG is action oriented. Here are some of the things that I'd like to have. I'll start off with my battle system.
The game will be from a behind-the-back perspective as opposed to an isometric one (like Quest 64). Movement is controlled with with the D-Pad, while the abxy buttons serve as simple commands like action, menu, etc. Run of the mill RPG fair as far as non-battle movement is concerned.
Battles are initiated with enemies teleporting into your immediate area to hassle you (unless they are important, story-related battles. In which case you'll see your enemy before hand, obviously). You can of course, keep going and ignore the enemy, in which case they'll either pursue you or disapp. ear again. But you can also engage the enemy. If you're in the vicinity of a recently spawned enemy, an icon will appear for you to tap on the bottom screen. This brings about the battle mode.
In battle, you use the D-Pad to move around, and you use the stylus to attack. Like I said in another thread, it's up to you to remember the commands for attacking. For example, with our sword guy (whom we'll call Knight), drawing vertically with the stylus results in a vertical slash, while drawing horizontally results in a horizontal slash. It's up to the player to experiment and see what kind of combos can be strung up. Specific special techniques can also be initiated by drawing a shape on the bottom screen with the L button held down (which doubles as a guard button if you aren't moving). Special Attack Points (Magic Points, whatever you want to call them) serve the same purpose as the do in most RPGs.
Other characters have other methods of attacking. While the Witch character has similar physical attacks to the Knight character, the gunman has something else altogether different. Instead of drawing lines on the bottom screen to attack enemies, you have to tap little targets arranged in two circles of six (like a six shot barrel), and the more accurate you tap the target, the more accurate his shot. The ninja character (for lack of a better word...she isn't really a ninja) who is more a support character, uses simple to learn gestures for moving about quickly so as to avoid damage. Side Note - I forgot to mention that one character cannot guard. The Gunman uses L for targetting (and thus, strafing around targets). I also want to take this time to mention that characters that don't have to manually target an enemy automatically target one. The player can switch targets by tapping them on a minimap, or hitting R.
You can have three (or four, I'm not entirely sure yet) partners in battle at a time, who the player must choose in the menu screen before travelling out to places where they know they'll get jumped! When in battle, their mugshots are arranged in a row on the bottom of the bottom screen (outside of the drawing area), and tapping a mugshot switches your control to that character. This can also be used outside of battles for solving puzzles.
Special attacks in this game aren't too expansive. For the Witch, she will learn offensive Fire, Ice, Electric, and Rock spells, 1 for each, that are simply upgraded the more it is used. The "Ninja" learns supportive Water, Wind, and Nature, and Earth spells (again, one for each) that are upgraded the more they are used. All other characters learn a few special attack techniques, some supportive, some offensive. This system is intended to simplify gameplay, much like Quest 64.
Levelling up is as it is in traditional RPGs. Killing enemies results in gaining EXP. The stats that characters have are as follows:
Strength: Brute strength for physical attacks.
Defense: Defense against purely physical attacks.
Magic Strength: Potency of all non-physical, magical attacks
Magic Defense: Defense against non-physical, magical attacks
Intelligence: Must be raised in order to learn new attacks
These stats can be raised with equipment and items, of course. But nothing complicated like that system from FFX. That was something crazy indeed.
The overworld is still undergoing development, but the basic structure will be like this. The world will be split up into countries, with each country having it's own capital, just like any other RPG. Nothing too crazy here, just keeping it simple. The architectural style of the first country (which I've been calling Blue Moon or Blaurmond for now) is based on medieval germany. Specifically, I've taken inspiration from a town called Rothenburg. Really pretty place.
So..I don't need a guru to tell me that this project will take alot of work. I've had this idea for a couple of years and I want to give it a shot now. I don't have art to show that I'm capable of low poly modelling (apart from an untextured Arwing model and an old, half finished model of Zero from the MMZ series), so I'm not asking for help right now. I cannot stress this enough. I am NOT asking for help, because I know I won't get it. I'm working on a village and the main city and when they are DONE, I'll ask for help specifically. Until then, all I want is information.
So talk to me folks. What kind of technical juice will a project like this need? Or do you need more information before you begin to tell me anything about the feasibility of this? I probably have it thought out somewhere in my head, just forgot to write it down here. So just ask me. Thanks for reading.
_________________
Uh oh, it's an oreo!
Last edited by AerosolSP on Tue May 27, 2008 5:54 pm; edited 1 time in total
The game will be from a behind-the-back perspective as opposed to an isometric one (like Quest 64). Movement is controlled with with the D-Pad, while the abxy buttons serve as simple commands like action, menu, etc. Run of the mill RPG fair as far as non-battle movement is concerned.
Battles are initiated with enemies teleporting into your immediate area to hassle you (unless they are important, story-related battles. In which case you'll see your enemy before hand, obviously). You can of course, keep going and ignore the enemy, in which case they'll either pursue you or disapp. ear again. But you can also engage the enemy. If you're in the vicinity of a recently spawned enemy, an icon will appear for you to tap on the bottom screen. This brings about the battle mode.
In battle, you use the D-Pad to move around, and you use the stylus to attack. Like I said in another thread, it's up to you to remember the commands for attacking. For example, with our sword guy (whom we'll call Knight), drawing vertically with the stylus results in a vertical slash, while drawing horizontally results in a horizontal slash. It's up to the player to experiment and see what kind of combos can be strung up. Specific special techniques can also be initiated by drawing a shape on the bottom screen with the L button held down (which doubles as a guard button if you aren't moving). Special Attack Points (Magic Points, whatever you want to call them) serve the same purpose as the do in most RPGs.
Other characters have other methods of attacking. While the Witch character has similar physical attacks to the Knight character, the gunman has something else altogether different. Instead of drawing lines on the bottom screen to attack enemies, you have to tap little targets arranged in two circles of six (like a six shot barrel), and the more accurate you tap the target, the more accurate his shot. The ninja character (for lack of a better word...she isn't really a ninja) who is more a support character, uses simple to learn gestures for moving about quickly so as to avoid damage. Side Note - I forgot to mention that one character cannot guard. The Gunman uses L for targetting (and thus, strafing around targets). I also want to take this time to mention that characters that don't have to manually target an enemy automatically target one. The player can switch targets by tapping them on a minimap, or hitting R.
You can have three (or four, I'm not entirely sure yet) partners in battle at a time, who the player must choose in the menu screen before travelling out to places where they know they'll get jumped! When in battle, their mugshots are arranged in a row on the bottom of the bottom screen (outside of the drawing area), and tapping a mugshot switches your control to that character. This can also be used outside of battles for solving puzzles.
Special attacks in this game aren't too expansive. For the Witch, she will learn offensive Fire, Ice, Electric, and Rock spells, 1 for each, that are simply upgraded the more it is used. The "Ninja" learns supportive Water, Wind, and Nature, and Earth spells (again, one for each) that are upgraded the more they are used. All other characters learn a few special attack techniques, some supportive, some offensive. This system is intended to simplify gameplay, much like Quest 64.
Levelling up is as it is in traditional RPGs. Killing enemies results in gaining EXP. The stats that characters have are as follows:
Strength: Brute strength for physical attacks.
Defense: Defense against purely physical attacks.
Magic Strength: Potency of all non-physical, magical attacks
Magic Defense: Defense against non-physical, magical attacks
Intelligence: Must be raised in order to learn new attacks
These stats can be raised with equipment and items, of course. But nothing complicated like that system from FFX. That was something crazy indeed.
The overworld is still undergoing development, but the basic structure will be like this. The world will be split up into countries, with each country having it's own capital, just like any other RPG. Nothing too crazy here, just keeping it simple. The architectural style of the first country (which I've been calling Blue Moon or Blaurmond for now) is based on medieval germany. Specifically, I've taken inspiration from a town called Rothenburg. Really pretty place.
So..I don't need a guru to tell me that this project will take alot of work. I've had this idea for a couple of years and I want to give it a shot now. I don't have art to show that I'm capable of low poly modelling (apart from an untextured Arwing model and an old, half finished model of Zero from the MMZ series), so I'm not asking for help right now. I cannot stress this enough. I am NOT asking for help, because I know I won't get it. I'm working on a village and the main city and when they are DONE, I'll ask for help specifically. Until then, all I want is information.
So talk to me folks. What kind of technical juice will a project like this need? Or do you need more information before you begin to tell me anything about the feasibility of this? I probably have it thought out somewhere in my head, just forgot to write it down here. So just ask me. Thanks for reading.
_________________
Uh oh, it's an oreo!
Last edited by AerosolSP on Tue May 27, 2008 5:54 pm; edited 1 time in total