Items and Weapons
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Dennys
Sir Spritefag
Caboose
7 posters
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Items and Weapons
I suppose this is a bit down the line, but what kind of weapons should be in the game? Item ideas? Item name ideas?
Caboose- Posts : 3
Join date : 2012-03-09
Re: Items and Weapons
I think weapons and abilites could be based off games. Like stated in earlier threads:
`King Nintendo relies on his most trusted swords, Mariomasa and Luigimune`
`King Nintendo relies on his most trusted swords, Mariomasa and Luigimune`
Re: Items and Weapons
Admin wrote:I think weapons and abilites could be based off games. Like stated in earlier threads:
`King Nintendo relies on his most trusted swords, Mariomasa and Luigimune`
I like this. Giving characters weapons unique to themselves based on their games and characters, that is. However, a concern I have with this idea is that RPGs tend to have tons of weapons and items that you will exchange as you level up. Perhaps have a character specific weapon for each character?
King Nintendo has Mariomasa and Luigimune, however other King's weapons won't be so blatant. If we're going by icons, Playstation could have something related to Crash Bandicoot or perhaps Kratos. Microsoft's most recognizable character is Captain King himself, and I don't seem how battle rifles or energy blades can fit in.
Dennys- Posts : 4
Join date : 2012-03-09
Re: Items and Weapons
Well I dont think we have to restrict ourselves to a certain theme. I and others suggested sci-fi-ish areas, so energy swords and the like arent farfetched at all. Not to mention Valves gimmick is having a ton of wacky weapons. Halo styled weapons would be fine.
Re: Items and Weapons
these ideas are all well and good but what about weapons for the actual player? although i guess this goes back to the question of what the player is going to actually be.
Caboose- Posts : 3
Join date : 2012-03-09
Re: Items and Weapons
Yeah, we're still kinda scrambled on whether the Player should be a dev or an original character.
That said, the dev as player idea goes along with the whole chapter idea, so that's the most likely choice.
That said, the dev as player idea goes along with the whole chapter idea, so that's the most likely choice.
Re: Items and Weapons
I think that if we're doing the story in arcs, like the Bit Wars, the player should conrol the party/dev. This is the story of the vidya world. An original character would just be weird and not really fit what we're trying to do.
And on the topic of weapons, since wach dev seems to be different classes, it'd make a bit of sense to for each character to have their own unique sets of weapons based off of things that they've made. Armor could be done more generically, though.
And on the topic of weapons, since wach dev seems to be different classes, it'd make a bit of sense to for each character to have their own unique sets of weapons based off of things that they've made. Armor could be done more generically, though.
SATOYA- Posts : 2
Join date : 2012-03-10
Re: Items and Weapons
It does make the most sense to be controlling Atari during the Atari chapter and either Sega or Nintendo during the Bit Wars.
The problem comes from deciding who will be the protag of present day?
The problem comes from deciding who will be the protag of present day?
Re: Items and Weapons
Well, assuming this is a party system, maybe make it so that somehow each group comes together and you can make your own party with all of the characters before the final assault similar to FF6?
SATOYA- Posts : 2
Join date : 2012-03-10
Re: Items and Weapons
Sega uses his Sonic fists and his Shinobi Stance.
Our main character could receive gifts from the mentors or get "basic weapons"
>Platformer Sword
>A sword made by a blacksmith who loved to jump
>Fightan Knuckles
>Bloodstained knuckles from a fighting guild
>Oversized Japanese Rail phase gun sword A.K.A JRPG
>A big and silly looking weapon from the far east.
then he could get unique items based on routes, like Nintendo lending him the Samusgasa, or a Hattori Kongzo blade, Sega and platinum teaching him the Vanquisher hand to hand style, or the Dragon of Dojima style, and the such
Our main character could receive gifts from the mentors or get "basic weapons"
>Platformer Sword
>A sword made by a blacksmith who loved to jump
>Fightan Knuckles
>Bloodstained knuckles from a fighting guild
>Oversized Japanese Rail phase gun sword A.K.A JRPG
>A big and silly looking weapon from the far east.
then he could get unique items based on routes, like Nintendo lending him the Samusgasa, or a Hattori Kongzo blade, Sega and platinum teaching him the Vanquisher hand to hand style, or the Dragon of Dojima style, and the such
Fen- Posts : 15
Join date : 2012-03-09
Re: Items and Weapons
Yeha I think a good way for the MC to learn new skills and for us to utilize the lesser companies would be to have him learn from them by doing quests for them, as they're mentoring him.
It would give the player incentive to explore the world and allow non-linear growth without making it too complicated for us to make.
It would give the player incentive to explore the world and allow non-linear growth without making it too complicated for us to make.
Re: Items and Weapons
Yep, we can also toy with the enemies abilities
For example, Bioware casting "Mass Effect" or "Ass Effect", Activision's Summoning spell is called "Call of Duty" and stuff like that, we could make our hero even find gems of old as loot.
>The Baldur's Gate
>An ancient shield made of the remains of a great gate construyed by Bioware on his hero days, used to protect the vidya.
>The book of Planescape: Torment
>A mighty tome of magic that Bioware used to greatly advance magic investigation, now long forgotten
>Tony Hawk Pro Skate
>A fun and quick skateboard, you feel more nimble when riding it, a remain of Activision's innocent days, when he tried everything he could, trying to be a superman...
For example, Bioware casting "Mass Effect" or "Ass Effect", Activision's Summoning spell is called "Call of Duty" and stuff like that, we could make our hero even find gems of old as loot.
>The Baldur's Gate
>An ancient shield made of the remains of a great gate construyed by Bioware on his hero days, used to protect the vidya.
>The book of Planescape: Torment
>A mighty tome of magic that Bioware used to greatly advance magic investigation, now long forgotten
>Tony Hawk Pro Skate
>A fun and quick skateboard, you feel more nimble when riding it, a remain of Activision's innocent days, when he tried everything he could, trying to be a superman...
Fen- Posts : 15
Join date : 2012-03-09
Re: Items and Weapons
I had an idea today about how to make early game weapons still useful late game.
One problem I have with a lot of RPGs is that they don't put any thought
into equipment. The purpose of equipment is that it's a type of
customization, but all most games do is make it so they're direct
upgrades.
So instead of doing the traditional SWORD-> STRONGER
SWORD -> MEGADEATH DEMON SWORD you see in most games, I came up with
this.
First off, we make it so that every weapon has some sort of secondary effect alongside increasing damage.
Passive abilities, allowing certain skills while equipped, raising other stats, stuff like that.
In addition to that, weapons should level. With a max level of like 10 or something. We'll discuss that later.
Each level the weapon gets one new attribute.
Just a quick example.
Marimasa:
Level 1: +10 attack, Skill: Jump
Level 2: +10 attack, Skill: Jump, Skill: Fireball
Level 3: +15 attack, Skill: Jump, Skill: Fireball
Level 4: +15 attack, Skill: Jump, Skill: Fireball, +10 Fire Damage
and so on.
Tell me what you think.
One problem I have with a lot of RPGs is that they don't put any thought
into equipment. The purpose of equipment is that it's a type of
customization, but all most games do is make it so they're direct
upgrades.
So instead of doing the traditional SWORD-> STRONGER
SWORD -> MEGADEATH DEMON SWORD you see in most games, I came up with
this.
First off, we make it so that every weapon has some sort of secondary effect alongside increasing damage.
Passive abilities, allowing certain skills while equipped, raising other stats, stuff like that.
In addition to that, weapons should level. With a max level of like 10 or something. We'll discuss that later.
Each level the weapon gets one new attribute.
Just a quick example.
Marimasa:
Level 1: +10 attack, Skill: Jump
Level 2: +10 attack, Skill: Jump, Skill: Fireball
Level 3: +15 attack, Skill: Jump, Skill: Fireball
Level 4: +15 attack, Skill: Jump, Skill: Fireball, +10 Fire Damage
and so on.
Tell me what you think.
Re: Items and Weapons
That sounds like a good idea. Or maybe, as each weapon increases levels, it can also gain attacks and abilities each based on a different game related to it. For example, once the Marimasa reaches level 8, it can finally use the Sunshine Spin, which allows you, if you or any of your teammates are on fire at the moment, to put all of their flames out.
Silvergun1- Posts : 72
Join date : 2012-03-17
Re: Items and Weapons
Oh, that wasn't the actualy ability list for Marimasa, that was just a quick example to show what I mean. I think they should be based off of abilites used in games, so Galaxy Spin would make more sense.
Re: Items and Weapons
Alright. Although I suppose we would need something for Super Mario Sunshine anyway, even if it doesn't completely resemble an ability from the game. Giving these moves more drastic abilities that encompass the entire magnitude of the game would be pretty interesting and add a greater creative flair of originality, I suppose. What about the Sunshine Beam instead? With the same effects as I mentioned before, what if the move summoned a large beam of light that shines on Nintendo and everyone in his party, with the beam quickly turning into a cylinder of water afterwards for half a second, putting everyone out? Even if moves like this don't necessarily resemble ones from the games, they DO have a lot more flair to them and add a lot more originality to this whole experience, while still doing well to represent the games. Of course we should have some moves that really were from the games, I'd say, but ONLY doing that could place a lot of limitations on the overall creativity we're allowed to use when it comes to attacks.
Silvergun1- Posts : 72
Join date : 2012-03-17
Re: Items and Weapons
It should at least incorporate some element from the game, but of course we can get creative and deviate a little bit from it.
Re: Items and Weapons
Wow, I fucking love this idea, guys. I was thinking we could even do the same thing with health potions in that instead of healing a set-in-stone amount of health, we could have them heal a percentage of health. So it would go:
Small Health Potion: 10%
Medium Health Potion: 35%
Large Health Potion: 50%
Or something like that.
Small Health Potion: 10%
Medium Health Potion: 35%
Large Health Potion: 50%
Or something like that.
The Chartographer- Posts : 42
Join date : 2012-03-09
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