Progress report on my very generic RPG game.
All classes, stat growth, usable equipment and class specialties are fully implamented.
For skills I have currently finished two classes skill sets.
Monks, which consists of
Palm Beat - Low melee damage.
Iron Body - Self defence buff
Meditation - Increaes Hp/Mp regeneration while turned on, but atk is cut in half.
Axe Kick - Low melee damage, knocks enemies hit backwards.
Iron Palm - Self atk buff
Gather Chi - Self heal, weak but cheap to use
Initial Release - Self buff to all stats but hp drains while in effect
Stuning Blow - Medium melee damage, can stun for 3s
Inner Calm - Acc/Eva buff on self
Gale - Medium melee damage
Flurry of Blows - Passive ability to increase unarmed attack speed
Iron Soul - Self buff, increases resistance to all status effects
Chi Healing - Weak but cheap heal that can be used on others
Secondary Release - Self buff to all stats, but hp drains quickly while in effect
Iron Mind - Self buff to wisdom
Chi Strike - High damage attack
Whirlwind - High damage attack that hits all enemies within attacking range
Fierce God Fist - Insane damage attack, must have inner calm active for it to work, deals more damage is you have more mp, but uses up all mp, after using it you become inflicted with an exhausted status effect, that cuts all stats in half.
Final Release - Insane self buff, all stats massively increase, but Hp drops rapidly (death will occur in 7 seconds without healing)
The Lightning Strikes - Very high damage skill, works at a range and moves attacker close to target (flying kick style).
Paladin skills are as follows
Smite - Weak melee damage, can stun undead, demons and dragons
Shield Glory - Buff, if the target uses a shield they have increased evasion
Holy Protection - Passive, defence boost and damage reduction from demons, undead and dragons.
Shield Bash - Weak melee damage, can stun, damage increases with shields defensive power.
Defending Aura - Defence increasing buff
Lay on Hands - Heal
Condemn - Forces all undead, demons and dragons in view to attack the paladin for a set amount of time
Holy Cross - Medium damage, if the enemy is a demon, undead or dragon they take further damage over time.
Sacrifice - A buff that allows you to take a set percentage of any damage someone recieves in their place.
Divine Body - Passive, Maximum hp increase and minor increase to status resistances
Purge - Removes negative effects from someone
Judgement - Stuns undead, demons and dragons 100% of the time
Shield Boomerang - Medium damage, ranged attack that can jump to nearby enemies
Aegis of God - Protects against a set amount of damage
Aura of Divinity - Passive, Increases Hp/Mp regeneration, also effects party members
Divine Cross - High AOE damage centered around the user, deals divine element damage, undead, demons and dragons are knocked out of the area of effect after taking damage
Strength of God - All party members have their strength set to a value based on the Paladins strength (even if their strength would be higher)
Divine Soul - Passive, increases maximum Mp and minorly resistances to status effects
Indignation - Can instantly kill undead, demons and dragons, otherwise they are stuned and blinded without a chance of resistance
Divine Judgement - Deals massive damage, but if the enemy is not a demon, undead or dragon then the damage is cut to 25%
Shield Charge - Deals high damage and additional damage for each party member, works at a range and moves the paladin towards the enemy, can also stun enemies. For a short duration after the skill is used the paladins defence is doubled.
Avatar of God - While in effect the paladin is invincible and cannot die (or take damage). Short duration however.
I have also added lots of equipment. Though not really lots if you think about it.
I have added all the mundage equipment, this is none magical items, nothing special about them really.
There is generally 12 of each type of weapon and 10 of each type of armor (like I said, not a lot, but I will explain why).
However, I have finished a system where when a mundage item is dropped from an enemy there is a random (small) chance that it will be generated as a generic magical item. This simply applies a random magical effect to the item, the power of which depends on the level of the monster that dropped the item, items with these effects also get a suffix.
So far the effects are as follows.
An increase to the items natural abilities. For weapons this is attack, accuracy and critical hit rate, for armor it is defence and evasion.
A stat bonus.
For weapons, inflicting damage in a certain element, for armor reducing damage from a certain element.
For weapons extra damage to enemies of a certain type, for armor less damage taken from enemies of a certain type.
For weapons the ability to inflict a status effect on a successful hit, for armor the ability to resist status effects.
For weapons the ability to drain Hp or Mp on either each hit or on killing an enemy.
For weapons the ability to ignore enemy defence or evasion.
For weapons the ability to instantly kill enemies in a single hit (very rare and only on high level weapons).
For armor a bonus to Hp or Mp regeneration.
I am going to work on magical items and artifacts at a later date, most magical items will be rewards from quests or certain battles, so adding them right now is hard to do.
I have also put down the frame work for enemy AIs.
At the moment enemies have a basic AI they follow by default, but each part of the AI (randomly wandering around, looking for enemies, following enemies, attacking enemies) can be overwritten for more specific features.
At the moment for example, a tiger will pounce on enemies that are just outside of it's attacking range (also bringing it into attacking range), and then it will randomly claw, bite (both simply higher damage) and ravage you (can make you bleed).
Also, when enemies are spawned they are slightly randomized, some also have "natures" similar to what is used in Pokemon. Basically when an enemy with a nature is generated it might have a prefix attatched to it's name (for a tiger it might be "Vicious" or "Savage") and depending on the nature the enemies stats are altered.
Enemies also have a boss version of themselves, which can be spawned very rarely, this boss version has better stats (much more Hp), gives more exp and has better drop rates, and usually a different name (the boss version of a Wolf is an Alpha Wolf, where as dragons when I get round to adding them would have a unique name).
Other than the systems needed to support the above and basic gameplay features that is about all there is at the moment.
It might not seem like much, but man...! I hate large graphics and BYOND.
One large sized monster is made up of 9 icon states in BYOND (3X3) and animated with 4 walking directions each with 4 frames that makes a total of 16x9, or 144 frames just for one monster. And I have something like... 30-40 of these to add still (along with over 100 which are made up of 2x2 icons, which is still a lot of frames).
Just adding these in a usable format takes about 20 minutes!
ID:47061
Aug 23 2008, 5:22 pm
|
|
Aug 23 2008, 5:43 pm
|
|
Yay very generic rpg? <_<
|
Looks good, except for the axe kick technique. An axe kick typically involves raising the foot (like an axe) and slamming it straight down, usually on a head or shoulder. I don't see how this would knock someone back; I think it would be more of a paralyzing/high damage move.
|
Jeff8500 wrote:
Looks good, except for the axe kick technique. An axe kick typically involves raising the foot (like an axe) and slamming it straight down, usually on a head or shoulder. I don't see how this would knock someone back; I think it would be more of a paralyzing/high damage move. I can't imitate it knocking enemies to the floor, and a Monk already has a stun effect (the idea behind the Monk was to have a variety of different melee attacks that do different things, not just more damage than the last). So rather than knocking them to the ground they are simply knocked backwards. |