The Elements
2 posters
Page 1 of 1
The Elements
Elemental systems are a staple of the RPG genre. Whether they're minor things that only effect a few enemies, like Final Fantasy, or the game is built around them, like Pokemon, they're in nearly every game.
So of course TLOV will be no exception.
But of course, we have to fit it within the theme.
So what I propose is instead of having the basic Fire, Ice, Electric, whatever elements, we use the different genres of video games as the elements.
We should'nt have too many. Only the broad genres should be used.
RPG, Platformer, Shooter, Strategy, Puzzle, Racing, Sports, Fighting, Survival-Horror (maybe?), Adventure, Rhythm and Party.
Monsters, weapons and skills will be organized by the genre of the game they represent. Like pokemon, some monsters will have a dual typing as many games combine genres.
The tricky part would be coming up with matchups for the elements. Of course, it's not as obvious as Fire beating Ice and the like.
Send me some suggestions on matchups and which genres should be used.
So of course TLOV will be no exception.
But of course, we have to fit it within the theme.
So what I propose is instead of having the basic Fire, Ice, Electric, whatever elements, we use the different genres of video games as the elements.
We should'nt have too many. Only the broad genres should be used.
RPG, Platformer, Shooter, Strategy, Puzzle, Racing, Sports, Fighting, Survival-Horror (maybe?), Adventure, Rhythm and Party.
Monsters, weapons and skills will be organized by the genre of the game they represent. Like pokemon, some monsters will have a dual typing as many games combine genres.
The tricky part would be coming up with matchups for the elements. Of course, it's not as obvious as Fire beating Ice and the like.
Send me some suggestions on matchups and which genres should be used.
Re: The Elements
Well why do we need to have matchups? Couldn't we have them all offer some unique quirk to combat that doesn't make them easily comparable to each other? After all, you could debate whether Shooters are fundamentally better than RPGs all day and you wouldn't get anywhere.
I was thinking we could make each element alter the combat in a way that represents their genre. However that could very well make the game a whole lot more complex, so if you want to hear me out let me know
I was thinking we could make each element alter the combat in a way that represents their genre. However that could very well make the game a whole lot more complex, so if you want to hear me out let me know
The Chartographer- Posts : 42
Join date : 2012-03-09
Re: The Elements
What I had come up with turned out to be a sort of class system which I guess makes it more like Pokemon in that monsters and characters are defined by their “Types” rather than individual elemental spells. I don’t know, here’s what I came up with for now.
- Spoiler:
- I was thinking we could have the elements sort of reflect their respective genres in gameplay, and for the longest time I was wondering how best to do this without over-complicating things to the point where our game resembles modern JRPGs. I was also banging my head trying to figure out a way around pigeon-holing characters under roles some fans may disagree with. For example, while Capcom is famous for its fighting games, it has also made a slew of various other titles. So I decided to center it on what you mentioned in the Combat Discussion about hitting the Confirm key at certain frames which change based on equipment. Of course all the player will learn in the tutorial is that hitting confirm at certain frames will have a special effect. The rest they’ll have to discover by playing the game.
Here’s what I came up with:
Fighting Games:
This is the fighter-type element which primarily utilizes Physical attacks and skills. You mentioned that some weapons would be able to combo, and I was thinking of using this element as the designation for such weapons (barring some exceptions in other genres, of course). Now does the animation for the combo
I was thinking the player could land as many hits in a combo as they want however, much like an actual fighting game, with each successive hit the damage scales downwards and will begin to expend mana (which will quickly scale upwards). The challenge for the player would be to determine when to end the combo before they spend too much mana on a punch that does very little damage. To illustrate:
Hit 1 – DMG: 20 Mana: 0
Hit 2 – DMG: 15 Mana: 2
Hit 3 – DMG: 12 Mana: 5
Hit 4 – DMG: 9 Mana: 10
Hit 5 – DMG: 4 Mana: 15
Total – DMG: 60 Mana: 32
Compare this to, say, another genre’s spell which would use 35 mana for 80 DMG. However, a standard single attack from that same genre would be about 25 DMG.
The Chartographer- Posts : 42
Join date : 2012-03-09
Re: The Elements
Ok, ok i think i see where you're coming from.
It's not exactly elemental types, more like weapon classes. Still, i think it's a great idea.
Each weapon type will have its own style of action commands, rather than it being specific to each weapon.
It's not exactly elemental types, more like weapon classes. Still, i think it's a great idea.
Each weapon type will have its own style of action commands, rather than it being specific to each weapon.
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|