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[2:40:23 PM] Forte: to be honest
[2:40:28 PM] Forte: Jace doesn't know what he's getting if he hugs me.
[2:40:33 PM] Forte: But it isn't a girl that's for sure.
[2:40:45 PM] Forte: 'Cause I'm a boy just so you know.
[2:40:53 PM] >Jason "Rags" Gray: lawl
[2:41:49 PM] Blackhook: Well, you have something extra no girl can give him
[2:42:46 PM] Blackhook: But who knows, maybe he'll find a girl that has it too
[2:43:27 PM] Forte: you mean love right
[2:43:52 PM] Blackhook: Oh right..I forgot that exists
[2:44:21 PM] >Jason "Rags" Gray: why did I lol
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Forte's Sprites n' Comics
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« Reply #15 on: August 09, 2009, 09:19:18 PM »

As far as story goes, you kinda need to flesh out a universe to go by. There are many different directions that this can go in.
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« Reply #16 on: August 11, 2009, 10:39:36 AM »

I'm thinking something of a old-world feel maybe with a grip on technology.  Tales of Vesperia/Symphonia/Phantasia/etc. have it rather right, as I'm not looking for steampunk (Grandia) here.  They have technology, probably powered by magic, and they know how to use it.  However, they don't depend on it.  There's probably a higher division in the elements than in our world.  If I come up with any more, I'll have to start writing the story myself, and I don't feel like doing that.
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« Reply #17 on: August 11, 2009, 02:12:03 PM »

Steampunk makes everything better, though. I don't even know what things powered by magic would look like.
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« Reply #18 on: August 11, 2009, 10:09:29 PM »

I'm thinking something of a old-world feel maybe with a grip on technology.  Tales of Vesperia/Symphonia/Phantasia/etc. have it rather right, as I'm not looking for steampunk (Grandia) here.  They have technology, probably powered by magic, and they know how to use it.  However, they don't depend on it.  There's probably a higher division in the elements than in our world.  If I come up with any more, I'll have to start writing the story myself, and I don't feel like doing that.

Sounds kinda like the Final Fantasy Tactics universe. I'll mull it over, but I don't make any promises.
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« Reply #19 on: August 12, 2009, 12:47:36 AM »

Steampunk makes everything better, though. I don't even know what things powered by magic would look like.

It looks a bit more mystical than steampunk, and steampunk has a lot more technology than what I'm looking for.  Really, I can't explain it properly if you've not played Vesperia.

I'm thinking something of a old-world feel maybe with a grip on technology.  Tales of Vesperia/Symphonia/Phantasia/etc. have it rather right, as I'm not looking for steampunk (Grandia) here.  They have technology, probably powered by magic, and they know how to use it.  However, they don't depend on it.  There's probably a higher division in the elements than in our world.  If I come up with any more, I'll have to start writing the story myself, and I don't feel like doing that.

Sounds kinda like the Final Fantasy Tactics universe. I'll mull it over, but I don't make any promises.

I've not played those, so I can't say yes or no, but make sure to keep it original, and explain the whole "magic" thing and whatever else I've already mentioned about.
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« Reply #20 on: August 13, 2009, 01:09:44 PM »

I'm thinking something of a old-world feel maybe with a grip on technology.  Tales of Vesperia/Symphonia/Phantasia/etc. have it rather right, as I'm not looking for steampunk (Grandia) here.  They have technology, probably powered by magic, and they know how to use it.  However, they don't depend on it.  There's probably a higher division in the elements than in our world.  If I come up with any more, I'll have to start writing the story myself, and I don't feel like doing that.

Enjoy your lawsuit from Namco.
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« Reply #21 on: August 13, 2009, 10:45:55 PM »

Here's an idea for a class. Just spit ballin'. It'd be the equivalent of a Defender. (idk D&D classes, that's the best I can compare it to.)

Surge
-----

Description: A slow, lumbering warrior and master of defense.

HP  - 7
Acc - 5
Agl  - 4
Atk - 5
Def - 8
Int  - 0
ResF - 7
ResI - 7
ResL - 7


Question Time
1: Is this grid-based or what?
2: How do Shatter attacks work without SP?
3: Is the level next to the attack indicate the level of the attack (e.g., Strike is a level 1 attack) or the attack's level (e.g., there is a Strike Lv 1 and a Strike Lv 2)?
4: How would the attacks look on the menu?

Example 1: Action -> Attack -> Strike

Example 2: Action -> Attack
                             [Special Commands] -> Strike

5: Should there be attacks with special effects? (e.g., lowers speed for the rest of the battle instead of causing damage)
6: How do items/equipment/etc. work in this?
7: Would weapons work like in Fire Emblem (e.g., can be used x amount of times before breaking) or like in Final Fantasy Tactics (can be used indefinitely)?
« Last Edit: August 15, 2009, 10:26:11 PM by MegaRock35 » Logged

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« Reply #22 on: August 13, 2009, 11:38:49 PM »

Here's an idea for a class. Just spit ballin'. It'd be the equivalent of a Defender. (idk D&D classes, that's the best I can compare it to.)

Paladin, though the classes I was comparing them to were general classes (i.e. any given videogame).


Surge
-----

Description: A slow, lumbering warrior and master of defense.

HP  - 7
Acc - 6
Agl  - 4
Atk - 5
Def - 8
Int  - 0
ResF - 7
ResI - 7
ResL - 7

We've got a problem here.  There are only 50 points to distribute.  You're over by 1.  I probably should've mentioned that.


1: Is this grid-based or what?

No.  This is a standard turn-by-turn, like Golden Sun and other such classic RPGs.


2: How do Shatter attacks work without SP?

I always thought something similar, but as it turns out D&D 4 implemented a no-mana system, and it works quite well.  Essentially, what you do is just let them cast spells.  In some cases in D&D, spells are 1-per-fight or 1-per-day kind of things.


3: Is the level next to the attack indicate the level of the attack (e.g., Strike is a level 1 attack) or the attack's level (e.g., there is a Strike Lv 1 and a Strike Lv 2)?

The second of your choices.  Not all attacks must have a lower level version, though, as the level is also a sort of ranking-system which indicates the relative power of the attack.


4: How would the attacks look on the menu?

Example 1: Action -> Attack -> Strike

Example 2: Action -> Attack
                             [Special Commands] -> Strike

I haven't decided.  I guess I'll have to make the menus first.  You'll probably have a list of options (Attack, Item, Defend, Surrender) which will have sub-menus.  The attack submenu will likely list the attacks you have.  I'm considering limiting the number of different attacks you can learn, causing a Poke'mon styled choice stratagem.  Oh, and there is no "Attack" in and of itself.  What would normally be the default attack is Slash here.


5: Should there be attacks with special effects? (e.g., lowers speed for the rest of the battle instead of causing damage)

Should there be?  Probably.  Will there be?  Probably not.


6: How do items/equipment/etc. work in this?

There will be an out-of-battle type shop/trade system established to allow the buying of goods.  Currency will be earned from fighting (exact system yet to come), and you can buy and sell after that.  Sell rates will probably be 2/3 of the weapon's original value.


7: Would weapons work like in Fire Emblem (e.g., can be used x amount of times before breaking) or like in Final Fantasy Tactics (can be used indefinitely)?

FFTactics and nearly every other RPG.
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« Reply #23 on: August 14, 2009, 12:00:47 AM »

Surge
-----

Description: A slow, lumbering warrior and master of defense.

HP  - 7
Acc - 5
Agl  - 4
Atk - 5
Def - 8
Int  - 0
ResF - 7
ResI - 7
ResL - 7
Fix'd. I figured there was a set number of points, I just added wrong. Tremor is 1 over, but I don't know if that's because it's the "Hero" class.

Thanks for clearing up things. I'll assume your gonna use traditional equipment/weapon slots. It would make it easier.
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« Reply #24 on: August 14, 2009, 12:55:08 AM »

No, I just forgot to change it.  I think I'll keep it how it is, though, since it's perfectly balanced right now.

I think we're going to go simple on this and have a weapon slot and an armor slot.
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« Reply #25 on: August 14, 2009, 06:46:23 AM »

Shout

---

Description: A leader among forces, boosting his/his groups morale. (Paragon a la Guild Wars)

HP: 5
SP: 4
Acc: 6
Agl: 4
Atk: 4
Def: 3
Int: 6
ResF: 3
ResI: 3
ResL: 3

Possible Shatter attacks (Less centered around actual attacks, and more around support)
-----

Anthem of Shields: Raises each member of the team's defense for 1 point for each  "x" (whatever number would be better if you believe so) points in Int.

Song of Fury: Raises each member of the team's attack for 1 point for each "x" (again, whatever sounds best) points in Int.

Just some ideas.
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« Reply #26 on: August 14, 2009, 09:49:33 AM »

From that, one may think you to be familiar with the D&D Warlord class.

However, your naming conventions for your spells aren't matching the flavor of everything else, not to mention there's currently no team aspect, leaving Shout all alone with no one to help.  Lastly, it'd help if your spells were in the standard format of things:

Attack_Name  Lv #
Strikes :  How many times seperate attacks are made in the same attack
Check 1 :  How to determine if the attack hits
Check 2 :  How to determine damage done
Hits    :  How many times the attack hits
Turns   :  How many turns must be used to use the attack
           Negative :  Turns sacrificed before the attack
           Positive :  Turns sacrificed after the attack


I'm highly considering leaving out status effects altogether, at least for the first few runs of it (for testing and whatnot).  Once I have a solid system working, adding status effects can be a next goal.
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« Reply #27 on: August 14, 2009, 10:53:16 PM »

I don't know how you you feel about combination shatter/physical attacks, but here's an idea of how they could work should you choose to include them.

Shatter Strike Lv 1 [Tentative name]
Strikes: 1
Check 1: Acc vs Agl
Check 2: Int * .5 + Atk * .5 vs Res[element]
Hits: 1
Turns: 2

One thing I'm confused about: what's the difference between strikes and hits?
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« Reply #28 on: August 15, 2009, 12:45:54 AM »

I don't know how you you feel about combination shatter/physical attacks, but here's an idea of how they could work should you choose to include them.

This is actually a pretty cool idea, and it's also why I set up the 2 check system.


Shatter Strike Lv 1 [Tentative name]
Strikes: 1
Check 1: Acc vs Agl
Check 2: Int * .5 + Atk * .5 vs Res[element]
Hits: 1
Turns: 1
        +1

First off, the turns thing doesn't need to be filled out twice.  The positive/negative thing just lets you know how to assign values.  For this, it would be 1.  For an attack like Solar Beam (Poke'Mon), it'd be -1, meaning it takes this turn and next turn, while Hyper-Beam (Poke'Mon) would be a 2, as it takes this turn and the turn after.  I know the negative system may be confusing at first, but it's not horrible.


One thing I'm confused about: what's the difference between strikes and hits?

Strikes is the number of times you attempt an attack, Hits is the number of times damage is dealt.  For example, a whirlwind would have 6 strikes, while a chainsaw would have 6 hits, as one swing with a chainsaw is going to either hit or miss.  Each strike makes Check 1 and 2, each hit makes Check 2 (though it should remain the same until we add status effects).
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« Reply #29 on: August 15, 2009, 10:33:27 PM »

I think I understand. So an attack with 1 strike and 3 hits has one chance to hit, but an attack with 3 strikes and one hit has 3 chances to hit, right?
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