ID:46847
 
So basically, I found I had very little to do recently, outside of work that is. So I decided to make a game, I didn't particularly want to come up with the next big innovation or even anything new and unique... So I am making a generic RPG (multiplayer of course).
I don't intend on pushing any boundries with it, it will have generic features in a generic setting and be generic in nature (even it's name is generic... Literally!).

The planned features are... You pick a class and then play!
Haha, no really. The game world wont be too big, one small village, maybe a few very small villages dotted around. The village is on a small island.
Village looks like so
However, the island is full of features. The village alone will have enterances to 5 dungeons (a cave, in which you can go out the other end to enter an even harder cave, some ancient ruins, a mad wizards tower and a basement full of RATS).
The island will mainly be a forest type island. To the very north is the village, a beath to the south, and inbetween a forest, some cliffs and high ground here and there. And that is about it. But caves and ancient ruins will be dotted on the island.

To get started you pick a name and gender, then TWO classes!!!
The first and primary class will determine your stat growth, what equipment is usable and what skills you get. All classes also have a unique ability of some sort.
Warriors make better use of equipment (+20% atk from weapons and +20% defence from armor).
Samurai become better and better at using Katanas the more they use a single one (damage increases with the weapon over time, but is reset once it is unequipped).
Paladins deal more damage to undead, demons and dragons.
Rogues generate less aggro and have improved evasion.
Assassins critical hit more often and do more damage on critical hits.
Hunters have higher accuracy and damage with ranged weapons.
Wizards cast spells at less Mp cost.
Elementalists are resistant to the 4 elemental types.
Necromancers are resistant to undeath magic and will be "invisible" to undead creatures (normally hostile to everything, but not to Necromancers, unless attacked obviously).
Clerics have a slight healing bonus, and deal double damage to undead they heal.
Monks have improved attack and defence (increases with level to compensate for no weapon or armor), and wisdom increases a monks damage, hp, accuracy and evasion (but lesser than str would increase damage or con would increase Hp).
Shifters are immune to any status damaging effects and any physical immobilization effects.
Bards have an effect that increases the duration of any spells/effects they use that has a duration.
Summoners can simply summon more stuff at a time than others.
A secondary class will provide some stat bonuses but not all, and the above abilities will also be provided in a lesser form (normally halfed and an effect is removed, Necromancers provide some resistance against undead, but are treated normally by them). They will also grant some of the lower level skills that class gets (upto rank 3, which is explained below).

The games leveling system works easily. You gain stats depending on the classes you picked, and an extra point to spend on any other stats.
You also gain 1 skill point per level up, to invest in and improve skills.

Skills work like a typical skill tree, each skill has levels, increasing the level to a certain amount unlocks other skills and so on (skills also come in ranks, 1 to 6, to unlock rank 2 skills you need to spend 5 skill points, to unlock rank 4 skills you need to spend 20 and so on).

Each class has a large variety of skills, you cannot learn and master them all, and most classes have certain routes to take to unlock their ultimate skills.
Monks for example get fist skills (usually lower damage but come with some sort of effect), foot skills (higher damage, but usually only damage) and chi skills (variety of self buff effects with some offence). Though some of these skill trees blend with each other towards the end.
As an example of wha sort of skills a class might get here is the monks skill tree (which by the way is fully implamented).

Palm Beat - Low damage fist attack.
Iron Body - Self buff, increases defence.
Meditation - When active damage dealt is halfed but Hp/Mp regeneration sky rockets.

Axe Kick - Medium low damage.
Initial Release - Increases all stats but drains hp while effective.
Irom Palm - Self buff, increases atk.
Gather Chi - Self heal, very weak but cheap to use.

Stunning Blow - Medium damage and a short term stun.
Inner Calm - Self buff, Accuracy and evasion bonus.
Flurry of Blows - Passive, permenant increase to attack speed.
Gale - Medium high damage kick attack.

Iron Soul - Self buff, provides protection from status effects
Secondary Release - Self buff, massive increase to all stats, but Hp drops quickly.
Chi Healing - Weak but cheap heal that can be used on anyone. (weak for the level you learn it)

Iron Mind - Self Buff, Increases wisdom greatly.
Chi Strike - High damage chi attack.
Whirlwind - Medium high damage kick attack that hits all enemies around monk.

Final Release - Self buff, absolutely massive increase to all stats, but massively drains Hp while in effect (will be fatal in seconds without healing).
Fierce God Fist - Massive damage fist/chi attack, deals more damage if you have more Mp, but drains all Mp on use.
Lightning Strike - Very high damage kick/chi attack, works at a range and moves the monk next to the attacked enemy (flying kick basically).

Each class basically has about the same amount of skills with the same nature. Obviously, Monks are an offensively oriented class, so a lot of their skills do not have massive amounts of stratergy involved in them. (Though as an example of the sort of layered stratergy this game will use, Fierce God Fist will deal +10% damage per point of Mp used, Wis increases Mp dependant on level, at level 50 by about 9 per point. Iron Mind will increase Wis by 90%, Iron Palm increases base atk by 30%, and Final Release quiet literally triples all stats you have. At level 50 normally the attack would do 27000 damage, combine these buffs and we're looking more at 437907 damage).

Anyway, monsters are relatively smart too. Their AI is of average intellect, but a lot of them have unique abilities they can and will use.
A Tiger can pounce on you from no where, then ravage and claw the heck out of you (pounce lets them jump at you from a distance, making running hard, ravage makes you bleed, which will quickly kill you, and clawing you deals more damage than normal).
A bear might bash (stun) you, maul you (high damage) and bear hug you (deals damage over time but prevents both you and the bear from acting).
Even a simple dog will growl at you (lowers atk slightly) and bark (makes other dogs in the area attack you).

Quests in the game come in several varieties.
There is Generiquests, these are simple, repeatable quests that lack any substance or detail. They are usually some what randomized each time ("get me [random] item" or "go kill [random amount] of [random monster]" and so on).
There is none random, small storyline quests, usually these come from guilds, but a few other places will have them too.
And I intend on including a long series of quests that will work like a normal RPG with a storyline (starting with the old faithful go kill rats in a dungeon, ending up with save the island from the ancient demon lord sort of thing).

That is about all there is to the game, it will be generic and not original at all, but I intend on making it full of stuff to do!

Oh yeah, it looks sort of like this.
http://www.byond.com/members/TheMagicMan/files/generiq.png (Ignore the stretched graphics, the game is intended to run at 1024x768 screen resolution, which is the most commonly used, I use a bigger resolution, also ignore all the animals around, they are for testing purposes).

Comments, any suggestions or ideas? Or whatever!??
Looks good so far. I suggest a ninja class (and no, I don't mean a naruto ninja!).
Jeff8500 wrote:
Looks good so far. I suggest a ninja class (and no, I don't mean a naruto ninja!).

One problem with that. What would be the difference between a Ninja and an Assassin?
They are both the same thing, just from different cultures basically.
The Magic Man wrote:
Jeff8500 wrote:
Looks good so far. I suggest a ninja class (and no, I don't mean a naruto ninja!).

One problem with that. What would be the difference between a Ninja and an Assassin?
They are both the same thing, just from different cultures basically.

Good point. Maybe ninjas can have katanas? x_x
Jeff8500 wrote:
The Magic Man wrote:
Jeff8500 wrote:
Looks good so far. I suggest a ninja class (and no, I don't mean a naruto ninja!).

One problem with that. What would be the difference between a Ninja and an Assassin?
They are both the same thing, just from different cultures basically.

Good point. Maybe ninjas can have katanas? x_x

Samurai already got Katanas. And the roles of Samurai and Assassins are very similar.
The role of Samurai is to do constant, but high damage. (A Samurai stands there slashing to to little pieces)
The role of an Assassin is to do very high damage in short bursts. (An Assassin on the other hand sneaks up behind you, slits your throat, stabs you through the heart then cuts your head off, then runs away and comes back 10 seconds later to do the same thing again).

I basically don't need any more classes that have a damage dealing role only.
Samurai are constant damage, Assassins burst damage, Hunters ranged, constant damage, Elementalists ranged burst damage.
If I do add new classes then they'd need a role that is not as common. I have 2 tanks, 2.5 support classes, 2 debuffers and so on. A new class would have to be one of those, but different enough to warrant adding.

I could do with another class just to make the character creation screen look better.
At the moment I have the following classes.

Warriors, a mixture of decent damage and good tanking ability. Not specialized in either though.
Samurai, high, constant damage, but only average defence.
Paladins, low damage, but great at tanking (though good damage against evil things). Minor support abilities.
Rogues, mainly debuffing abilities, but average damage.
Assassins, high burst damage. Have minor debuff abilities with poisons.
Hunters, ranged, constant high damage.
Wizards, variety of utility effects, especially good against other spellcasters, damage is somewhat average though.
Elementalists, raw, high damage as long as they have Mp.
Necromancers. Variety of effects, some damaging, some debilitating, can also summon undead creatures (of anything, provided they have the corpse of the creature).
Clerics. Mainly healing and support, average offence against evil stuff though.
Monks. Mainly offence again, but with a lot of self buffs to help.
Bards. Support, lots of long lasting buffs, has a few debuffs too.
Summoner. Strange class, they themselves are weak and have no special abilities, but they can summon and control a variety of creatures to fight for them.
Shifter. A hybrid class. They can transform into different forms, each with it's own purpose (tank, damage, magical damage, support).

Those are the classes, if you can think of another one that is not the same as above and not a pure damage dealer then I might very well use it!