Friday, August 23, 2013

Upgrade Systems, Tribesmen, Exploration

     Well my hard drive has failed and I am currently trying to recover my data. Aside, I have determined how the weapons, armor, skills and magic will but upgraded, as well as adding/pruning some to/from each.
     XP will be used for upgrading skills and unlocking/upgrading spells. Spells will be found at shrines around the map, but will not be usable immediately, as they must be unlocked with XP first. Materials will be used to upgrade/craft weapons and armor. Weapons thus have 3 types (blade, blunt, axe), which each have different armor penetration amounts. Each weapon type has 3 weapons therein, each with its own stats for attack speed, range and damage. Each of these attributes can be upgraded individually. There are 3 types of armor, light, medium and heavy, There are two armors within each type. Each type has pros and cons. Armor has a protection amount and a speed detriment, which can both be upgraded.

     Skills currently include melee, dodge, parry, stealth and persuasion. Melee will have unique melee attacks and maybe upgrades to melee attacks generally. Dodge can upgrade your dodge speed, frequency and distance. Parry can upgrade your chance to reduce damage, chance to negate damage and damage reduction amount. Stealth upgrades the distance at which you are visible to enemies. Persuasion upgrades your chance of certain enemies being friendly and the amount of help they may give you.
     NPCs are varied, many and usually not of this world. NPCs can either be friendly, hostile or mixed. Mixed NPCs have a chance depending on your persuasion and the NPC itself to be friendly/hostile. Tribesmen will have camps in the wild upon which you may stumble. If you do and you have your weapon out, they will attack. If not, they may help you, ignore you, or attack you regardless. This has to be fleshed out more still. NPC difficulty is determined by hit points, magic resistance, armor, speed and damage. Not all NPCs will have magic resistance, armor or damage. The difficulty of enemies depends on their nearness to a town. 
     Spells can be upgrade on the basis of duration, damage, distance, debuff and recharge time, depending which is applicant to each spell. There is no mana, but each spell has a cooldown.
     As in real life, you will have a map in your notebook, but you will not know where you are in said map. You can have tribesmen show you, or it will update when you reach a town, but aside you must explore the jungle with the risk of getting lost. If you venture too far from town you may die, but this is where the most deadly creatures, and most valuable harvests, lie. You can only heal in towns, or at some tribal camps. Maps will be generated on each play through, keeping experiences unique. The overall map will be the same, but the placement of the locations therein will change. I have many types of locations, but I have to filter out some.
     I need to determine how the player acquires materials, when Raum shows up, how the 3 remaining antideluvians are involved, how the final battle will play out, how tribesmen will work moreso and I'm concerned about the uniqueness of experience of different weapons so I may look at that.

Tuesday, August 13, 2013

Gameplay Revision

     After reviewing the demands of the mechanics and where my priorities lie, I have determined that some pretty radical changes are in order. The core gameplay is that of combat, exploration and progression. Having complex characters in town and such a heavy focus on the story do not benefit the core game loop, but rather are polish. Being a single developer, I haven't the resources for such polish. The character generator will still be used to create the main story related characters, but I think most NPCs will be in town and they will talk among themselves and such, but the focus is not really on them. In the game, the goal is to accrue sufficient power to stop Raum, the god driven into corruption by betrayal and power. There will be magical powers to be had representing each of the 7 gods. As the player fights to the points where these powers lie, they gain XP which can be used to upgrade skills and magical powers. Skills include melee, ranged, dodge/run, block, ect. They also will gain materials that can be used to create and upgrade weapons and pieces armor, each with its own varying stats. This creates dynamic experiences for the player by allowing them to choose what combination of gear, skills and magic they want to focus on. The shrines at which they player will aquire the magical powers are placed around the map and must be found through exploration. As the player gains XP and upgrades their gear, their power increases. Once their power reaches a point, they must face Raum. Being the case, the player will must use and upgrade the magical powers they find early on, as they don't know what they will have later and they will need this power to progress. This will make the player get used to using all of the magical abilities through various play-throughs. As the final battle draws nearer, there will be aesthetic indications in the game world to indicate the shift. The landscape will darken, NPCs will become confused, trees will die, ect. This will be accomplished by having two similar tilesets and having the darker one, overlayed atop the original set, have an opacity related to the percentage of the players power (determined by the amount of materials+XP) until Raum.
     Next I need to determine if there will be factions, quests, how the enemies will work, be balanced and progress. I think that I want to have the enemies not be scaled, but rather have various areas where their power differs. If this is the case though, what is the player's inclination to fight the more powerful enemies instead of only fighting the weaker ones and saving their XP until Raum comes so that they can use the optimal magical power / ability combination. I want there to be a trade off between using your XP early on to fight powerful monsters to get [something...] and saving your XP until later to use a more optimal strategy as you will know which magical powers you will get (greedy vs optimal).

Thursday, August 8, 2013

Character Gen

     I was considering the amount of time it will take to create the depth of the characters in the game that I want to achieve and it had become quite clear that this was not going to be feasible by doing each one by hand. To circumvent this, I've created a character generator.




      The generator uses information provided by rpg.ashami.com (much thanks!) to randomly roll a character's traits. The name is modifiable, though I could add a random name element, I'm thinking I'd rather have a list of names and pull from the list as I go so I can make sure there are no repeats and that the families make sense. I may, as well, include generation of backstories  and professions, though it may be more compelling to create those based on their attributes. I want every character in the game to feel real and alive, so it is very important to me that they all have very fleshed out, human personalities. I don't intend to explicitly use any of the information provided here, I just want to have an understanding of the character motivations so that I can effectively write their dialog and actions. I've written some more of the story as well. I've gotten some more items on paper (spreadsheet anyway..) and thus some lore. I've used this character generator to create a character who will help you through the start of the game, Victor Govan (good friends with Guthrie Wooten? ;D ). More soon.

Sunday, August 4, 2013

Progress!

I've got some sheets going with items, mostly weapons. They're balanced based on their damage, attack speed and range. Some armors are in the works as well. I've gotten the means by which NPCs determine their feelings towards the player and each other which will use the basis of the "Big 5" physiological domains as well as other factors. I plan to have NPCs portray personalities based on their traits by pulling from a dialog database. I've redesigned the casting system for the magic and I'm very excited about this mechanic. I've designed the spells (icons, casting, effects) as well. Controls are established as I go but I have a map of what they'll be for PC/Mac/OUYA. The back story is pretty much done. I've made a few textures to test a map design I'd made for the purposes of determining my means of reading in and designing levels. I've updated Retronaut with a better mix. Not sure if I'm going to use this ingame as it's a bit busy, but its a good reference. Next, the main story line will be established which will entail establishing some of the quests.