RPG I came up with.

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Z(ombie)fan

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REDISIGN

leveling up:

you start and have 4 level up points

when ever you level up again (at important plot points) you obtain 1 extra point

how ever you now have three new stats to the original ten: melee weapon path,
gun ranged weapon path, and offensive magic path.

with appropriate branches.

the achievements = perks STAYS however. because really this isn't a game for resting! no towns with NPCs or shops for you!

COMBAT:player is exploring! player encounters monster! (scans player) player was was too *corrsponding stat*
for the monster!

OR if your stat is too low, you take damage OR you play a quick time event to "flee" OR you play it turn based* style (with super mario RPG's dodge still in place, but with more skill involved)

*thus the weapons


PLOT:world in plague. go north get cure. locked. go to the keyforge in south
to forge key. APOCALYPSE!!(all civilizaion is in rubble from plagued people attacks) go north. open door, BAD GUY. fight! get cure.

actually now that i think about it, i would prabably make it story based, but thats the outline.
 

Plurralbles

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Jan 12, 2010
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uh, sounds like every RPG combined into one.

The stat decisions come from the likes of D&D and recently a little bit in the way of fallout.

The space bar thing is directly from paper mario.

THis idea just pretty much is a decisive, "meh" from me.
Oblivion> Beserk.

Oh, and Dragon Age minus character names.
 

Heart of Darkness

The final days of His Trolliness
Jul 1, 2009
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z(ombie)fan said:
Skullkid4187 said:
This might go better in the "Forum games and RP" section.
this isn't a forum game...

its pretty much a script for an actual game.
It's not a script. It's a design document. And, right now, it's in a shambles, as it really doesn't seem to follow some constant design choice, and, much like Plurralbles stated, feels more like a mash-up of other RPGs. And it's pretty "meh" so far. Keep trying, though.

Oh, and if you're curious as to see what script for a game looks like, this is a single function from the JavaScript game I had to write for my computer science class:
Code:
function moveRobots()
{
	var i;
	var j;
	var defeated = false; //Loss conditional. The game will continue as long as it is false.
	var tempScene = new Array (NUM_ROWS);
	var tRR; //tempRobotRow
	var tRC; //tempRobotCol
	
	for (i = 0; i < NUM_ROWS; i++)
	{
		tempScene[i] = new Array (NUM_COLS);
		
		for (j = 0; j < NUM_COLS; j++) //Transfers over the H and S tiles, and initializes the rest as ..
		{
			if (scene[i][j] == ("H"))
			{
				tempScene[i][j] = ("H");
			}
			else if (scene[i][j] == ("S"))
			{
				tempScene[i][j] = ("S");
			}
			else
			{
				tempScene[i][j] = (".");
			}
		}
	}
	
	for (i = 0; i < NUM_ROWS; i++)
	{
		for (j = 0; j < NUM_COLS; j++) //Takes the tobots from scene and transfers them to their new tempScene position.
		{
			if (scene[i][j] == ("R")) //Controls the robot based on a Cartesian Grid System, with H as the origin.
			{
				if (i < heroRow && j < heroCol) //Controls the robots in Quadrant II.
				{
					tRR = i + 1;
					tRC = j + 1;
				}
				if (i < heroRow && j == heroCol) //Controls the robots on the positive y-axis.
				{
					tRR = i + 1;
					tRC = j;
				}
				if (i  heroCol) //Controls the robots in Quadrant I.
				{
					tRR = i + 1;
					tRC = j - 1;
				}
				if (i == heroRow && j < heroCol) //Controls the robots on the negative x-axis.
				{
					tRR = i;
					tRC = j + 1;
				}
				if (i == heroRow && j > heroCol) //Controls the robots on the positive x-axis.
				{
					tRR = i;
					tRC = j - 1;
				}
				if (i > heroRow && j < heroCol) //Controls the robots in Quadrant III.
				{
					tRR = i - 1;
					tRC = j + 1;
				}
				if (i > heroRow && j == heroCol) //Controls the robots on the negative y-axis.
				{
					tRR = i - 1;
					tRC = j;
				}
				if (i > heroRow && j > heroCol) //Controls the robots in Quadrant IV.
				{
					tRR = i - 1;
					tRC = j - 1;
				}
				
				if (tempScene[tRR][tRC] == ("R")) //Controls what happens when the robots crash.
					{
						tempScene[tRR][tRC] = ("S");
						score += 2;
					}
				else if (tempScene[tRR][tRC] == ("S")) //Controls when a robot runs into a scrap heap.
					{
						score++;
					}
				else if (tempScene[tRR][tRC] == ("H")) //Controls when the Hero is overtaken.
					{
						tempScene[tRR][tRC] = ("R");
						defeated = true; //Controls the loss conditional.
					}
				else if (tempScene[tRR][tRC] == (".")) //Or the robots are boring and move to a free space.
					{
						tempScene[tRR][tRC] = ("R");
					}
			}
		}
	}
 
	for (i = 0; i < NUM_ROWS; i++)
	{
		for (j = 0; j < NUM_COLS; j++)
		{
			scene[i][j] = tempScene[i][j]; //Transfers tempScene into scene.
		}
	}
	
	if (defeated == false) //If the hero has not been overtaken, then...
	{
		update();
		
		var counter = robotsLeft();
	
		if (counter == 0) //If all the robots are defeated, then level up!
		{
			levelUp();
		}
	}
	else //If the hero has been overtaken, then...
	{
		gameOver();
	}
}

That's what a script for an actual game can look like.
 

Z(ombie)fan

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LordNue said:
Linking crucial game play to achievements is a terrible idea, making people reduce their stats is stupid. People don't play RPGs to watch their number go down, they play RPGs to make their number go up.
Otherwise it's a generic as hell game and the combat system sounds uninteresting.
first, i never go achivements anyway, so this give an incentive to actually go for the damn things.

second,thats only at the beginning, its an alternative to classes, something i despise in games.

third, its original title was "super-generic-RPG"...

fourth, i have annoying habit of "first counter! second counter! third counter!, etc.
 

Z(ombie)fan

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LordNue said:
z(ombie)fan said:
LordNue said:
Linking crucial game play to achievements is a terrible idea, making people reduce their stats is stupid. People don't play RPGs to watch their number go down, they play RPGs to make their number go up.
Otherwise it's a generic as hell game and the combat system sounds uninteresting.
first, i never go achivements anyway, so this give an incentive to actually go for the damn things.

second,thats only at the beginning, its an alternative to classes, something i despise in games.

third, its original title was "super-generic-RPG"...

fourth, i have annoying habit of "first counter! second counter! third counter!, etc.
Which is why it's a terrible idea. It's your personal little fantasy designed and tailored only for you. You are the only person who will like it. It's shit to anyone else.
read the redisign.

now, pick THAT, or what was before it.
 

Z(ombie)fan

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LordNue said:
z(ombie)fan said:
LordNue said:
z(ombie)fan said:
LordNue said:
Linking crucial game play to achievements is a terrible idea, making people reduce their stats is stupid. People don't play RPGs to watch their number go down, they play RPGs to make their number go up.
Otherwise it's a generic as hell game and the combat system sounds uninteresting.
first, i never go achivements anyway, so this give an incentive to actually go for the damn things.

second,thats only at the beginning, its an alternative to classes, something i despise in games.

third, its original title was "super-generic-RPG"...

fourth, i have annoying habit of "first counter! second counter! third counter!, etc.
Which is why it's a terrible idea. It's your personal little fantasy designed and tailored only for you. You are the only person who will like it. It's shit to anyone else.
read the redisign.

now, pick THAT, or what was before it.
It's still incredibly generic and incredibly unfun sounding. I stand that the idea of attaching achievements to a crucial part of the game is utterly retarded. No towns is just boring. For combat you basically just took the Earthbound "your level is too high so you win automatically" approach. I'd actually work on and flesh out ideas rather then just stealing them freshly from games and giving a bare bones skeleton of an idea. It's still incredibly poor. The plot is incredibly undetailed and uninteresting for an RPG.
For the one segment of the "idea" that actually seems like you put more then a vague thought into it which would be the stats, not too bad an idea. If you want to give someone more control over stat distribution make it so they can detract from their base stats when starting to get more points at the cost of stats they don't want so they can up stats they do want, as opposed to just arbitrarily removing them like in the original idea. As for the weapons trees, not bad but you should make it so you get one or two weapon points per level or perhaps even put weapon trees on a different scale depending on how much you use them( Such as if you use melee weapons you get melee weapons points as your melee weapon exp goes up).
the "too-high-level" thing was done before?

MotherFudge...

anyway, yea well the thing is that from the beginning there was a "wasteland" feel to it, like the starter area is just like, ALL of civilization left. sorry for not making that clear...

how bout this: an adventure game, like lucasarts, only with turn based combat instead of "violent" or "tense" moments that usally make up comabt in adventure games.

with stats of course.

and I HOLD MY ground with keeping it.

here's a variation though: in cave story, there are several useless objects that tend to not be that easy to find, like lipstick or your girlfriends panties (sorry *sidekick*)

now imagine this game being CHOCK-FULL of shit like this.

only, they give you perks and stat increases and extra skills and stuff too!

and yea, post-apocalyptic plot...
yum.
 

Angerwing

Kid makes a post...
Jun 1, 2009
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If you're going to put forward an idea for us to critique, at least use proper spelling and grammar. The attention to detail visible in your typing represents perfectly the shallow, lackluster idea of an RPG. I barely even have a vague idea of what you're trying to tell us, and your atrocious typing skills make it even harder to decipher what the fuck you're on about.
 

Z(ombie)fan

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LordNue said:
z(ombie)fan said:
LordNue said:
z(ombie)fan said:
LordNue said:
z(ombie)fan said:
LordNue said:
Linking crucial game play to achievements is a terrible idea, making people reduce their stats is stupid. People don't play RPGs to watch their number go down, they play RPGs to make their number go up.
Otherwise it's a generic as hell game and the combat system sounds uninteresting.
first, i never go achivements anyway, so this give an incentive to actually go for the damn things.

second,thats only at the beginning, its an alternative to classes, something i despise in games.

third, its original title was "super-generic-RPG"...

fourth, i have annoying habit of "first counter! second counter! third counter!, etc.
Which is why it's a terrible idea. It's your personal little fantasy designed and tailored only for you. You are the only person who will like it. It's shit to anyone else.
read the redisign.

now, pick THAT, or what was before it.
It's still incredibly generic and incredibly unfun sounding. I stand that the idea of attaching achievements to a crucial part of the game is utterly retarded. No towns is just boring. For combat you basically just took the Earthbound "your level is too high so you win automatically" approach. I'd actually work on and flesh out ideas rather then just stealing them freshly from games and giving a bare bones skeleton of an idea. It's still incredibly poor. The plot is incredibly undetailed and uninteresting for an RPG.
For the one segment of the "idea" that actually seems like you put more then a vague thought into it which would be the stats, not too bad an idea. If you want to give someone more control over stat distribution make it so they can detract from their base stats when starting to get more points at the cost of stats they don't want so they can up stats they do want, as opposed to just arbitrarily removing them like in the original idea. As for the weapons trees, not bad but you should make it so you get one or two weapon points per level or perhaps even put weapon trees on a different scale depending on how much you use them( Such as if you use melee weapons you get melee weapons points as your melee weapon exp goes up).
the "too-high-level" thing was done before?

MotherFudge...

anyway, yea well the thing is that from the beginning there was a "wasteland" feel to it, like the starter area is just like, ALL of civilization left. sorry for not making that clear...

how bout this: an adventure game, like lucasarts, only with turn based combat instead of "violent" or "tense" moments that usally make up comabt in adventure games.

with stats of course.

and I HOLD MY ground with keeping it.

here's a variation though: in cave story, there are several useless objects that tend to not be that easy to find, like lipstick or your girlfriends panties (sorry *sidekick*)

now imagine this game being CHOCK-FULL of shit like this.

only, they give you perks and stat increases and extra skills and stuff too!

and yea, post-apocalyptic plot...
yum.
So you basically want to make a shitty version of fallout? Yeeaaahhh no. Fallout does it fine enough, your idea is terrible and you're determined to hold on to the stupidest idea to ever exist. There is a reason it hasn't been done before, it isn't fun and it's stupid.
no think, really, do you think that i couldnt tweak it to perfection? i really wouldn't release until it worked, and really what makes you so certain it wouldn't work? maybe saying "achievement-likes" instead? and have you noticed how fucking diverse an achievement list can be in any one game? that could include anything, but would reward players for going off the beaten path the way I'D do it (they would probably only get one or two otherwise).
open yur MIIIIIIIIIIIIIIIIIIIIND dude.

.
.
.
.
.
plus pointandclickadventureyay is in it! that means a plot.

the thing is with apocalypse fiction is this: it equals desperation. thats why i dislike fallout, it's not desperation it's basically just fucking... radcivilization, basically. we ain't going extinct, the main fear of a post-apocalypse game/book/film.

drop hints things ain't going good, it improves the atmosphere.

don't toss a trash can all over a turd a call it gold. THATS not fun


also the stupidest idea is actually more like, you know, ACTUAL achievements.

balls of pointlessness...
 

Amnestic

High Priest of Haruhi
Aug 22, 2008
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Honestly OP? It sounds absolutely abysmal. Coupled with your terrible writing style (Structure? Paragraphing? Proper, indepth explanations? Basic grammar and punctuation?) just makes me head desk as I read it.

Try rewriting it and actually take the time to plan out what you're thinking rather than splooging your wad all over the keyboard.
 

Z(ombie)fan

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Mar 12, 2010
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LordNue said:
z(ombie)fan said:
LordNue said:
z(ombie)fan said:
LordNue said:
z(ombie)fan said:
LordNue said:
z(ombie)fan said:
LordNue said:
Linking crucial game play to achievements is a terrible idea, making people reduce their stats is stupid. People don't play RPGs to watch their number go down, they play RPGs to make their number go up.
Otherwise it's a generic as hell game and the combat system sounds uninteresting.
first, i never go achivements anyway, so this give an incentive to actually go for the damn things.

second,thats only at the beginning, its an alternative to classes, something i despise in games.

third, its original title was "super-generic-RPG"...

fourth, i have annoying habit of "first counter! second counter! third counter!, etc.
Which is why it's a terrible idea. It's your personal little fantasy designed and tailored only for you. You are the only person who will like it. It's shit to anyone else.
read the redisign.

now, pick THAT, or what was before it.
It's still incredibly generic and incredibly unfun sounding. I stand that the idea of attaching achievements to a crucial part of the game is utterly retarded. No towns is just boring. For combat you basically just took the Earthbound "your level is too high so you win automatically" approach. I'd actually work on and flesh out ideas rather then just stealing them freshly from games and giving a bare bones skeleton of an idea. It's still incredibly poor. The plot is incredibly undetailed and uninteresting for an RPG.
For the one segment of the "idea" that actually seems like you put more then a vague thought into it which would be the stats, not too bad an idea. If you want to give someone more control over stat distribution make it so they can detract from their base stats when starting to get more points at the cost of stats they don't want so they can up stats they do want, as opposed to just arbitrarily removing them like in the original idea. As for the weapons trees, not bad but you should make it so you get one or two weapon points per level or perhaps even put weapon trees on a different scale depending on how much you use them( Such as if you use melee weapons you get melee weapons points as your melee weapon exp goes up).
the "too-high-level" thing was done before?

MotherFudge...

anyway, yea well the thing is that from the beginning there was a "wasteland" feel to it, like the starter area is just like, ALL of civilization left. sorry for not making that clear...

how bout this: an adventure game, like lucasarts, only with turn based combat instead of "violent" or "tense" moments that usally make up comabt in adventure games.

with stats of course.

and I HOLD MY ground with keeping it.

here's a variation though: in cave story, there are several useless objects that tend to not be that easy to find, like lipstick or your girlfriends panties (sorry *sidekick*)

now imagine this game being CHOCK-FULL of shit like this.

only, they give you perks and stat increases and extra skills and stuff too!

and yea, post-apocalyptic plot...
yum.
So you basically want to make a shitty version of fallout? Yeeaaahhh no. Fallout does it fine enough, your idea is terrible and you're determined to hold on to the stupidest idea to ever exist. There is a reason it hasn't been done before, it isn't fun and it's stupid.
no think, really, do you think that i couldnt tweak it to perfection? i really wouldn't release until it worked, and really what makes you so certain it wouldn't work? maybe saying "achievement-likes" instead? and have you noticed how fucking diverse an achievement list can be in any one game? that could include anything, but would reward players for going off the beaten path the way I'D do it (they would probably only get one or two otherwise).
open yur MIIIIIIIIIIIIIIIIIIIIND dude.

.
.
.
.
.
plus pointandclickadventureyay is in it! that means a plot.

the thing is with apocalypse fiction is this: it equals desperation. thats why i dislike fallout, it's not desperation it's basically just fucking... radcivilization, basically. we ain't going extinct, the main fear of a post-apocalypse game/book/film.

drop hints things ain't going good, it improves the atmosphere.

don't toss a trash can all over a turd a call it gold. THATS not fun


also the stupidest idea is actually more like, you know, ACTUAL achievements.

balls of pointlessness...
"Diverse"? You mean "Kill one hundred enemies" "Beat the story" "get some gold" then the spergy kind that aren't even fun to get because it's boring to get a 99999 hit combo in any game where most enemies die after two hits and getting a high combo consists of just bouncing an enemy off a wall. Not saying those are directly what would be in your "Game" but that's the kind of shit achievements are, boring shit the same shit that are in every game. You claim you'd do it in a unique way but you wouldn't, you can't even make a semi-unique plot. Your plot is just the fallout 1 plot with waterchip traded out for cold vaccine. But I digress, no one but you will want to play a game where their stats and or abilities depend on the number of arbitrary tasks they do.

While that kind of setting (desperate and empty) works well for a movie or a book, it makes for a dull game. A vast expanse of nothing makes for an extremely, extremely uninteresting game. You need something to fill the gameplay, what you're proposing will be a less interesting and worse designed fallout. It's nothing interesting, nothing unique and no matter how you insist you evidently can't do anything in an interesting and original fashion because everything in your idea is nothing but a rehash of another game with all the fun ripped out of it in a similar fashion to how Scorpion rips out his opponent's hearts.
i was going to have a radio or something... im well aware it gets dull with loneliness...

ok the magic won't make any fucking sense with this direction but what fuck make the main guy secret hiding or something :p or just not mention it and make people go "wtf magic?"

also you still level up... just perks, secrets, story bits who knows what else (indeed, the only reason im arguing with you is i can't get AGS working so really "who knows what else".) are found with the weird side stuff.

besides, i put effort into my characters. if they aren't vaquely-or-more unique they fit into the archetype for them rather... excessively.

puppy stomping villains and whatnot.
.
 

blankedboy

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Feb 7, 2009
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Okay, now what the hell are you gonna do about it? You have to make a game, or your idea is worthless.
 

Z(ombie)fan

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Amnestic said:
Honestly OP? It sounds absolutely abysmal. Coupled with your terrible writing style (Structure? Paragraphing? Proper, indepth explanations? Basic grammar and punctuation?) just makes me head desk as I read it.

Try rewriting it and actually take the time to plan out what you're thinking rather than splooging your wad all over the keyboard.
when insulting someone... try not to be that fucking hilarious.

anyway, in order understand me, you aught to just read my argument with lordnue...
 

Timotei

The Return of T-Bomb
Apr 21, 2009
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If I were the head of a studio known for churning out RPGs and you came up to me with this half-baked idea, I'd have lit the papers on fire right in front of you and tossed them at your feet.

Your idea is just too dull and if one were to nitpick enough they would surely find that you'd be ripping off something. Your combat system needs a lot more work, the plot sounds as if it were some crummy elementary school journal entries for your fantasy adventure, and your game mechanics need a serious rethinking.

Seriously. Grab a legal pad and some pencils and highlighters. Brew some coffee, find a nice, comfy chair, and TAKE TIME to think about it.
 

Z(ombie)fan

New member
Mar 12, 2010
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Timotei said:
If I were the head of a studio known for churning out RPGs and you came up to me with this half-baked idea, I'd have lit the papers on fire right in front of you and tossed them at your feet.

Your idea is just too dull and if one were to nitpick enough they would surely find that you'd be ripping off something. Your combat system needs a lot more work, the plot sounds as if it were some crummy elementary school journal entries for your fantasy adventure, and your game mechanics need a serious rethinking.

Seriously. Grab a legal pad and some pencils and highlighters. Brew some coffee, find a nice, comfy chair, and TAKE TIME to think about it.
OR better thought:

don't do that until i finish the something actually worth finishing (a poem with horror elements)
 

Timotei

The Return of T-Bomb
Apr 21, 2009
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z(ombie)fan said:
Timotei said:
If I were the head of a studio known for churning out RPGs and you came up to me with this half-baked idea, I'd have lit the papers on fire right in front of you and tossed them at your feet.

Your idea is just too dull and if one were to nitpick enough they would surely find that you'd be ripping off something. Your combat system needs a lot more work, the plot sounds as if it were some crummy elementary school journal entries for your fantasy adventure, and your game mechanics need a serious rethinking.

Seriously. Grab a legal pad and some pencils and highlighters. Brew some coffee, find a nice, comfy chair, and TAKE TIME to think about it.
OR better thought:

don't do that until i finish the something actually worth finishing (a poem with horror elements)
OR better thought.

Your design sucks and you need to find a way to make it better. Now if you don't want to do that in a relaxing environment then that's your decision.