My Game Idea

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CrazyCapnMorgan

Is not insane, just crazy >:)
Jan 5, 2011
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It's quite often that some of us have dreamed up game ideas, but not as often are they being talked about. As it's been some time since another one of these threads popped up, I thought I'd share one of my visions with the community. This is hardly a 'new' idea, but I've put some thought behind the mechanics of the game I've created. It mostly involves old game mechanics used in new ways. See if you like it:

WARNING: INCOMING WALL OF TEXT

Basically what I've done is thought up a game that combines aspects of Diablo, World of Warcraft and Grandia. Sounds familiar to what other people have done right? Well, in my instance, I've combined the damage types from WoW and kind of meshed how the skill tree works for each class in the game. I've also used some creativity for combining abilities when in battle and how you build your characters. It would also be played in 3rd person view.

There a total of 5 classes: (six technically, as one class is split into two halves) the Warrior (front-line physical), the Scout (versatile melee/ranged physical), the Magician (arcane magic), the Geomancer (elemental caster/fighter) and the Spiritualist (Holy and Dark caster/fighter). Each class has three different skill trees and you gain points by how you play your character; you do not put points in these trees maunally.

Warrior: Defender, Berserker, Gladiator
Scout: Dragoon, Assassin, Ranger
Magician: Wizard (caster), Magi(melee/caster combo), Arcanist(summoner)
Geomancer: Fighter, Caster, Summoner
Spiritualist: Holy - White Knight, Priest, Devout; Dark - Black Knight, Warlock, Necromancer

This game has a dual experience system: what this is is a system that grants experience for enemies defeated and grants skill experience for weapons used, armor types worn, abilities used, etc. When your character levels up, the system will take into account what points you've earned in which skill tree(s) and modifies your stats earned accordingly. For instance, if you are a Warrior class that has more points in the Defender tree than the Berserker tree, you will earn more Hit Points and Stamina than a Warrior equally specialized in the Berserker tree, but earn less strength and dexterity overall.

As for combining abilities in battle, certain skill or ability combinations can be used to increase your effectiveness. For example, let's use the Warrior from the previous example. If you don't delve too far into either tree, the Warrior can learn Dual-wield AND Shiled Mastery skills. Once these two skills reach a certain level, the Warrior would be able to not only dual wield shields, but learn some awesome attacks while having two shields equipped, such as Whirlwinding with shields and Cymbal crashing shields with an enemy's head in-between! Another example involves the Geomancer. Let's say you build your Geomancer equally in the Caster and Summoning tree. If you have a summoned Wind Elemental out on the field and cast Lightning Bolt at it, the elemental will absorb the attack (being of the same element) and fire off a powerful Chain Lightning attack! Likewise with the Dark Spiritualist; if you have a summoned zombie and cast Soul Fire in it, it'll turn the zombie into a suicidal minion and blow itself up near the closest target. In each skill tree, the player's character will reach a point where he/she can learn specialized training in that tree. If the player accepts to learn that specialized talent for that tree, no other specialized talents can be learn from other trees. For instance, if a Scout becomes specialized in the Dragoon tree, it will gain unique skills and abilities made for that tree but will not learn any other specialized talents in the Assassin or Ranger trees, though some lower skill/ability level combinations may still be possible. Also, as you increase the number of skills learned, it will become increasingly more difficult to learn additional abilities, even if they are simple abilities from a tree you haven't delved into.

Enemy types and strengths will be like standard RPG enemies with a couple of important tweaks. Though enemies might have resistances to certain types of attacks, they will NOT be completely immune to them. However, as some attacks do causes status afflictions, some enemies WILL be immune to certain afflictions. Resistances will be as follows: Weak>None>Slight>Great>Extreme. Affliction resistances will be as follows: None>Slight>Great>Extreme>Immune. For example, let's say you are facing a Treant. Being somewhat like an Earth elemental, it would be extremely resistant to lightning damage. Since some lightning attacks causes targets to be stunned temporarily, the Treant will be immune to their stun effects, as well. However, fire attacks would deal great amounts of damage to it and burn effects would trigger more often on a Treant than, say, a human target. Some enemies can be controlled by other classes, either temporarily or permanently (or until the controlled enemy dies) - the Dragoon could tage Dragon type enemies and have them assist the dragoon in battle, or the Dragoon could ride the Dragon until the control wears off; the Light Spiritualist could have foes turn on each other while the Dark Spiritualist could control the Undead types.

Though these are some of the basics, I'm still fleshing out the abilities and skill each class can learn through their respective trees. So, what are your thoughts/criticisms/remarks on this game concept thus far?