Comments: 54
grezar In reply to ??? [2021-05-08 18:15:39 +0000 UTC]
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beneil [2016-12-27 11:36:53 +0000 UTC]
that cool hope to know more.
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Supah-Nisso [2016-11-07 09:39:18 +0000 UTC]
this shit sounds promising, it gives me an instant boner
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grezar In reply to Supah-Nisso [2016-11-07 20:00:39 +0000 UTC]
Heheheheheheheh.
If I can't have the relief I need, the I will relieve myself in the RPEH!
Also, WHY DON'T U CHAT MOAR WITH ME!?
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Supah-Nisso In reply to grezar [2016-11-08 15:03:29 +0000 UTC]
I will once I have a chance. Work is taking over my life
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beast981 [2016-11-06 15:44:46 +0000 UTC]
Question due to confusion: How fluid are these classes? I understand that there's probably more to each class than what I'm seeing, but I didn't think it could hurt to ask. Some of them can do very similar things to other classes within or outside of their own subdivision (even their main division in some cases). The main example I was thinking of were the similarities between Telepath and Tormentor.
As a Telepath you have access to the minds of others and as a Tormentor you manifest fear in your opponents. If you could do both you could access someone's deepest fear then torture them to hell and back with it. That sounds really cool, but the classes are separate. Some other combinations I thought of were Monk + Taoist, Reaper + Defiler, Tamer + Animist, etc.
Now if these classes are in fact fluid then this comment is negated and I wind up with my foot in my mouth; I was just wondering how much creative freedom was allowed. There already seems to be a lot available, the question just came to mind as I was thinking up scenarios.
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grezar In reply to beast981 [2016-11-07 01:37:15 +0000 UTC]
Well, your question is very pertinent, based on the quick bios I wrote for them. My fault.
To be honest, some classes do look like others available, but what differ them, gameplaywise, is their statuses and skillsets.
As a Telepath, you have some kind of mind control, being able to see what kind of action the target will perform and project your consciousness into the it to control their acts for a certain ammount of time.
Now, as a Tormentor, you focus on the emotinal state of the target, attacking by creating ilusions on the victim's mind, making them paralyze in fear, so you and the others will be free to attack it.
To sum it up, Monk is a melee martial fighter and a Taoist deals with Magic in a Stronger VS Weaker elemental wheel. Reaper is another melee fighter focused on sustained damage and swiftness, while Defiler deals with curses and debuffs. Tamer can use beasts to aid in combat while the Animist fights using animal spirits residing inside him to give him their powers.
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grezar In reply to beast981 [2016-11-07 04:47:26 +0000 UTC]
Well, to be honest, I could do it 2 ways (that would end being the same thing):
1: Presenting only the Primary classes, and then, their specializations. (The Telepath/Tormentor thing)
2: The way I choose.
Listen, these skills will be what defines classes, but they aren't "locked" to them. They all will have a set of staple actions.
For example: You choose to be a Summoner. What can you do? Only Summon creatures? Nope! You can cast other skills to, offensive and defensive, but the SUMMON is what makes you different from the other Arcane Classes.
Preferrence, not Limitation, 'cuz I hate this. BUT, of course, there'll be some limitations.
Like... Let's say that you pick a Race that can transform into another creature. A Werewolf, for example. Being a Werewolf, you can't be a Druid! Why not? Well, the main feature of Druid Class is that you can transform yourself into another creature. Being able to transform into Werewolf form and Mystic Beast form (Druid's skill) would be overpower... and redundant. '-'
Or a Vampire, that can't be a Necromancer (Mancer Class + Darkness Element Specialization + Death Subpower). And again, why not? Becase Necromancy is the power to deal with undead creatures, right? Right! And guess what? A vampire is an UNDEAD creature! Fascinating! An undead that has the power to control the... undead. The power would be risky to himself. '-'
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grezar In reply to beast981 [2016-11-07 05:07:52 +0000 UTC]
I'm the one who should thank you for pointing things that I should've made clear. ^^
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grezar In reply to beast981 [2016-11-07 05:19:18 +0000 UTC]
Me too. Next round i'll bring an explanation about the power sources and their features.
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BatMed [2016-11-05 20:04:43 +0000 UTC]
AAAAAAAAAAAAAAAAAAAAAAAAA
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grezar In reply to BatMed [2016-11-05 20:38:40 +0000 UTC]
Invisible hands....
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BatMed In reply to grezar [2016-11-05 21:27:39 +0000 UTC]
don't .__.
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grezar In reply to BatMed [2016-11-05 22:30:49 +0000 UTC]
Too late.
(Go get him.)
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grezar In reply to BatMed [2016-11-05 23:47:13 +0000 UTC]
OHOHOHOHOHO I can.
Priest! C'here
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BatMed In reply to grezar [2016-11-06 14:13:51 +0000 UTC]
oh no ._.
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exile0025 [2016-10-23 18:06:01 +0000 UTC]
no blue mage?
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grezar In reply to exile0025 [2016-10-23 18:06:44 +0000 UTC]
Animist*
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exile0025 In reply to grezar [2016-10-23 20:11:57 +0000 UTC]
blue mage sounds better
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grezar In reply to exile0025 [2016-10-23 22:25:00 +0000 UTC]
C'mon dude, don't let the FF nostalgia take your head. xD
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exile0025 In reply to grezar [2016-10-23 22:51:05 +0000 UTC]
well my favorite color is blue
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grezar In reply to exile0025 [2016-10-24 02:43:39 +0000 UTC]
Makes sense, judging by your avatar.
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exile0025 In reply to grezar [2016-10-24 04:06:45 +0000 UTC]
to be honest i forgot what my avatar was
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grezar In reply to exile0025 [2016-10-24 04:24:47 +0000 UTC]
Mega Man Volnutt - Megaman Legends
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exile0025 In reply to grezar [2016-10-24 15:09:51 +0000 UTC]
i remember i just haven't looked at it in a while
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grezar In reply to exile0025 [2016-10-24 16:39:54 +0000 UTC]
Oh. XD
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BatMed [2016-10-23 13:26:49 +0000 UTC]
finally *^*
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grezar In reply to BatMed [2016-10-23 17:30:04 +0000 UTC]
Yep, and moar to come!
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BatMed In reply to grezar [2016-10-23 18:59:14 +0000 UTC]
OH *-*
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KingZanderSanchez-i [2016-10-23 11:19:23 +0000 UTC]
Okay, I noticed you misspelled Strength at one point, and emotional has two O's. that's small potatoes, though, as I'd really love to see where you take this idea. I'd kinda like a bit more detail on the individual classes in each section (unless this is kinda like Final Fantasy's job system where they have basically five different palette swaps of everything but change up the weapon/armor proficiency, magic, etc.) since this class system seems similar to my own game.
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grezar In reply to KingZanderSanchez-i [2016-10-23 17:27:32 +0000 UTC]
Thanks for pointing these. I was sleepy when I started to type the desc. xcD
You'll have to wait a bit, because their bios are already done, but there are some more info to be prepared. I might have not explained this before, but this is not a "Class Evolution" scheme. Each Class here is an individual Class, and they'll be played way differently from eachother.
This division was mainly based on "Kingdoms of Amalur: Reckoning"'s (PC game) class system and on "The King's Avatar"'s (Chinese Novel) Class cathegories. But, of course, there are influence from other media, such as Final Fantasy, Disgaea, D&D, etc.
But now I'm curious. Tell me more about your game.
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KingZanderSanchez-i In reply to grezar [2016-10-23 21:18:37 +0000 UTC]
Well, the original game, Ultraverse Expanded, was meant to be a game that fused 6 different RPG settings (Fantasy, Sci-Fi, Western, Horror, Cyberpunk, and Modern) into a single game, with an emphasis on the massive character creation system with over 50 races and nearly 80 classes (this is between ALL the settings, just to be clear; especially since Modern and Western were the hardest to come up with ideas for) and, not only that, but transfer those characters between settings (create a troll character and place him in a Cyberpunk world, create a centaur and put him in the Western setting, stuff like that). Eventually, though, the final product was streamlined and stripped down to only include 10 Races and 10 Classes in the Fantasy setting right out of the box, with everything else locked up through DLC but additional settings like Western and Cyberpunk capable of being unlocked upon fulfilling certain conditions. Here's everything I have on it so far; any and all notes would be really appreciated: www.dropbox.com/sh/x6zecykwwb0β¦ Β
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grezar In reply to KingZanderSanchez-i [2016-10-24 04:23:15 +0000 UTC]
Well, mine still don't have a name, but yet, it is as ambitious as yours. I plan to cover these settings too, and maybe a bit more, but each will have their own scenario and set of rules, while the MAIN scenario contains them all, but in a minor scale (like Underground, ruled by Vampires, have Horror/Punk/Gothic/Medieval features, while MirAI, ruled by androids, have Modern/Sci-Fi features, and so on.)
The character creation can be deep or not, depending on the setting, but the main scenario will feature a "dynamic" character sheet, being 1~3 universal sheets (Attributes, Arsenal, ETC), and 1~2 specific sheets. (1 being for the Class Power System, and the other, probably, for the Class' own system.)
Transfer the character created in one scenario to another will need some adaptation, but it won't be a complex job. But woah, 50 races? Guess I'll stick with the Humanoid ones... (TBH, I never liked Centaurs, Nagas, etc... as playable races.)
I was suggested to reduce the number of classes, compressing them into a single class, while them being optional roles (Let's say you have 5 classes; one of them is the Rogue. You choose him, and then you can follow the path of a Ninja, Swashbuckler, Assassin, etc...)
It's a good way to deal with "problem" you're facing, since you can keep the core concept, and easilly adapt it to every scenario.
Looking at some of the classes you choose, I noticed that you're following the same rule as me: The most generic possible.
And why I choose it? Because in my setting, there will be a "Title System", where meeting certain requeriments, you'll be rewarded with a title that will grant you some bonuses.
Well, putting all these things aside, I saw some of your files, and I gotta say that you're developing a good system. I can't wait for the first release of it.
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KingZanderSanchez-i In reply to grezar [2016-10-24 04:37:47 +0000 UTC]
I tried to build Ultraverse as an RPG for people who don't know where to start in RPG's and use this as a springboard for stuff like D&D or Fallout and stuff, so I figured things like multiclassing might seem a bit advanced for the intended audience. I also wanted to keep a lot of options in, so ultimately the final product was a bit stripped down with a lot locked away behind DLC or just unlocked in game after the feedback from a lot of shopping the ideas around to various forums and RPG sites. I've been on and off the game for a long time, mostly because it's hard to find someone to help me with it (especially in the technical areas) but I do have the idea of basically modelling the game after Suikuden II (I figured that rendering so many 3D models would be extremely taxing on a full dev team so working with sprites might be an easier alternative). Those ideas actually are pretty helpful, so thanks for that.
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grezar In reply to KingZanderSanchez-i [2016-10-24 04:50:01 +0000 UTC]
I know what you mean. Sometimes, D&D and other systems are kinda hard to play. Another thing that I should point is that my aim is to develop a tabletop rpg system, not an actual Game. (Albeit this was among the original idea - Anime/Manga and Game(being it a pc/console or a mmo).
Either way, anytime you need help, I'm here.
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KingZanderSanchez-i In reply to grezar [2016-10-24 06:04:26 +0000 UTC]
Thanks, I really appreciate it. Most of the help I need is mostly technical stuff: stats for equipment, monsters, and items, NPC's, map layouts, stuff like that. Any suggestions you have for what I can add to the other settings? I kinda had to stretch for the Western setting by including Centaur, Dwarves, and Elves into the game but saying, in this timeline, they're extinct by the Civil War.
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grezar In reply to KingZanderSanchez-i [2016-10-24 06:32:17 +0000 UTC]
Well, first things first: you must be coherent with your setting. This means that not only adding exclusive features or adapting technical stuff from other scenarios; you must also change some names. This will provide a more immersive experience.
Also, for each setting, don't explore just the major features, like powers and monsters. Think about the society, how it works, its organization, the relation between civilization and other creatures, things like that.
Define major elements for each setting, like: Modern [Companies, Net Mafia and Secret Societies], Western [Dangerous Wanted list and Corrupt people], Sci-Fi [Malfunction and Extraterrestrial menace], Cyberpunk [Network, Viruses and exposition], etc. These things will help you as guides for most of the features of your game.
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KingZanderSanchez-i In reply to grezar [2016-10-25 00:55:43 +0000 UTC]
I did actually plan to elaborate more on the settings in greater details as I gathered more information and had more ideas for them. For the Western setting, I did plan on adding a Bounty system (and the ability to collect bounties on dangerous criminals, or even gain your own bounty), the galaxy exploration of the Sci-Fi setting, the cybernetic/chemical enhancements of the Cyberpunk setting, just to name a few. I have every intention of going back to this game and expanding upon or tweaking elements of each setting, but for now everything that is here on the other settings is basically a rough blueprint and the game is still developing.
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grezar In reply to KingZanderSanchez-i [2016-10-25 04:37:33 +0000 UTC]
I must say that you should focus on the main scenario, because, you know, every DLC will be made based on it. So, for now, leave these aside for a moment and direct all your atention to it (yet, keep them on mind while making the set of rules, so you won't have to revise them for the new material.)
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KingZanderSanchez-i In reply to grezar [2016-10-25 20:40:44 +0000 UTC]
Well, the idea was supposed to be that the gameplay and mechanics remain the same but each setting adds it's own unique quirks: magic and alchemy in Fantasy, collecting bounties in Western, traveling through space and building robots in Sci-Fi, among other things. The thing is there really isn't a main storyline, except the one you create for your character and why they are on their own personal adventure.
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grezar In reply to KingZanderSanchez-i [2016-10-26 02:45:31 +0000 UTC]
Oh, then you won't have major problems while developing these. I see them as different Scenario Mechanics, changing the "focus" of the gameplay, but not its rules.
Also, based on what you said, I see now your game as a System. To be more specific, as a Tabletop RPG System, like GURPS.
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KingZanderSanchez-i In reply to grezar [2016-10-26 08:22:04 +0000 UTC]
I did model the game after GURPS, in the idea of multiple scenarios and settings all connected under the same gameplay. This way, the game is easier and simpler to jump into any scenario in any order and not have a massive learning curve between settings. All the stats remain Β consistent, however some settings mess around with the Character Creator a bit: the Horror setting fuses the morality system with the class selection (just think of the last horror game when you could actually play as the VILLAIN; not in an antihero sense, but just literally become a serial killer or just a full-blown monster), the Hero setting does away with "Classes" altogether in favor of forming your own, and the Modern setting has the idea of morality as relative to your own character not your actions. While combat remains exactly the same throughout the settings, the weapons and environment change up things quite significantly to differentiate one setting from another (until you become a Traveler, but by that point the game is essentially over so you have every excuse to do anything and basically turn your character from a hero/villain into the most broken character in the game).
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grezar In reply to KingZanderSanchez-i [2016-11-02 22:45:08 +0000 UTC]
Sorry for the late reply.
I see. Then, your project will work better as a tabletop RPG than a computer game. So many settings, rules, etc.
And btw, I liked the idea of different character creation rulesets for each scenario, but be careful to not make the characters for a certain setting be more powerfull than in other. I know, this can be a challenge in the Super Hero setting, but think with me: What if, during a gameplay, a crossover between scenarions happens? Be it through time-travel, Dimensional Gates, etc, you must think in a way (or set of rules) to balance them.
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KingZanderSanchez-i In reply to grezar [2016-11-03 04:19:32 +0000 UTC]
That's a good note to use. I'm kinda shooting for a video game, but I did have the idea of having it as a miniature tabletop game.
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grezar In reply to KingZanderSanchez-i [2016-11-03 23:36:34 +0000 UTC]
Then I'd recommend to go for the Tabletop game first. Build the core rules, see how they work in an actual gameplay, receive the feedback and get notes of what you must/should change in order to provide a better experience. THEN, you can invest into the video game.
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KingZanderSanchez-i In reply to grezar [2016-11-04 00:43:01 +0000 UTC]
Okay, so construct a prototype for proof of concept, lay out the ground rules, and build from there; gotcha. Really, one of the biggest issues I have is numbers, developing a sliding scale of weapon efficiency (all games have an ever-escalating climb from using sticks and leather to going Mano a Mano with gods and lovecraftian hellbeasts), and fine tuning the other settings. This is why I feel like it might help to get a few people on board who know what they're doing and can help to sharpen and fine tune the groundwork.
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