Poll: I have a few Ideas for an RPG, any thoughts? Edit: Revised first post!

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Wing0fSilver

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Asehujiko said:
Buy warcraft 3, learn to use the world editor and show us a proof of concept.
What do you mean proof? And what would I be able to do more than create a setting for it in there?
 

Ryuk2

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Yes, that's quite good idea, but I'm always going as a melee fighter or gun/bow kind of guy.
I rarely use magic. What about melee mechanics, do runes make your blade do more damage? Do they make you stronger/more agile when you wear them like amulet or on ring?
p.s ideas from 'regular' people don't get very far, if you don't know any game publisher or people in the business, you idea is worth nothing.
 

JonnoStrife

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Wing0fSilver said:
JonnoStrife said:
You need to have runes for warping terrain. This would not only work brilliantly with an open world map (the best setting for an RPG) and also allow you to do awesome mini-games.
That is a worthwhile concept, but as the Runes or Scripts are meant to have only one effect apiece, what kind of warping are you talking about? A simple alternate form of places? Sending a small area back in time (to get around walls that weren't there before for example), or even forward in time (so a tree grows, or a rusted metal construction has completely deteriorated)? I guess one thing I can do (since Runes are supposed to be single words) is change land types. Like change some swampy areas to [Land] or some solid floor into [Mud] for various reasons. Is that something you're talking about?
During my thoughts about terrain augmentation I was actually talking about, lifting, dropping, bending terrain to make ramps or landslides to roll logs or rocks on enemies or, on the other hand, allow you access to new areas. They could be words like [Lift], [Slide/Landslide], [hole], [spike] or hundreds of others.

You had your own theory about augmenting the landscape into mud and the like, which I actually think would work fairly well as a trapping system.

Your other theory on pushing and pulling through time would be a pretty sweet idea at first but you might have to nerf it a little so that players don't just age enemies instantly so they die or can be taken down with a few leisurely swings of the sword. Or they could go the Prince of Persia: Sands of Time path and just never die. If you limited there power to environmental use then that would possibly turn players away from the idea. You just have to find the delicate balance.

Class wise, Tsunami has it pretty well summed up but I don't think that the mage class should be fused with the range class which is, seemingly, what he did with the Rune-Master. Also I think multiple races would be cool. Speaking of races, will there be a enemy race?

As for game play, will you be able to choose your allegiances? I.E Can you be the hero of a crumbling world or would you prefer to be the crushing weight causing the crumbling for your masters empire? I, myself, am partial to becoming the omnipotent force that free runs around the world gathering powerful allies, runes and riches, all the while crushing any speck of resistance. I would love to see more of this gameplay from a while back.

I just want to inquire you on the grounds of the equipment and weapon buying selling/collecting/looting/ equipping system you'd use.
 

Asehujiko

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Wing0fSilver said:
Asehujiko said:
Buy warcraft 3, learn to use the world editor and show us a proof of concept.
What do you mean proof? And what would I be able to do more than create a setting for it in there?
It's pretty much the most powerful editor that i know of and fairly easy to use. It is very well suited for creating and testing rpg mechanics. There are more people making custom abilities for units then there are people making full maps for it. It also supports terrain deformation, although that is pretty advanced stuff.
 

Wing0fSilver

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Asehujiko said:
Wing0fSilver said:
Asehujiko said:
Buy warcraft 3, learn to use the world editor and show us a proof of concept.
What do you mean proof? And what would I be able to do more than create a setting for it in there?
It's pretty much the most powerful editor that i know of and fairly easy to use. It is very well suited for creating and testing rpg mechanics. There are more people making custom abilities for units then there are people making full maps for it. It also supports terrain deformation, although that is pretty advanced stuff.
As you read this, I am in the process of setting up Warcraft 3 and learning how to use the World Editor to see if I can make a rough draft of this game. When I'm done I'll export it and host it somewhere and I'll be putting the link in the main post, along with a newly revised concept.
 

Vkmies

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Now now... Would it be a turn-based or a real time RPG? Changing the runes with real time fighting (thinking of oblivion style) could get annoying, if it means that i have to go to my inventory, select the rune and then cast it. Or do you mean that the fighting would be turn-based? This overall (Thinking of the FF style) would sound better, altough i dont really enjoy turn-based fighting.

But the idea sounds pretty cool. We just need some details. ;)
 

Ridonculous_Ninja

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I was thinking of ways to make an RPG myself awhile back and I really got hung up on the Magic system.

I wanted to have a visual representation of how spells would be cast and settled upon runes, which made me think of how the runes would be used.

I decided on having runes that would specify element, target, amount of magic, projectile or hex, lasting enchantment or immediate usage, etc etc etc.

If you ever read the Death Gate novels by Margaret Weis and Tracy Hickman, look in the back of the first or second book (I can't remember which) for a description of Patryn rune magic. The pattern idea is what I was thinking of.

Take for example, Fireball.

You would need the runes for;

Fire, Projectile, Energy Crystal (determines the amount of power), and a rune to cast as the target point.

I'm very interested in how a rune system would work, and I would definitely play a game like that.

Even something like Gemcraft in RPG form would be pretty sweet.
 

Wing0fSilver

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Oct 12, 2009
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Vkmies said:
Now now... Would it be a turn-based or a real time RPG? Changing the runes with real time fighting (thinking of oblivion style) could get annoying, if it means that i have to go to my inventory, select the rune and then cast it. Or do you mean that the fighting would be turn-based? This overall (Thinking of the FF style) would sound better, altough i dont really enjoy turn-based fighting.

But the idea sounds pretty cool. We just need some details. ;)
You clearly didn't read the second page :p
My idea was that you could 'Set' up to 3 spells. These 3 spells can be used by pressing the specified button. In addition to the Rune magic, I've decided to implement Natural magic as per TsunamiWombat's idea. You could switch between to the two forms of each spell by either holding or pressing the Toggle button (whichever you'd prefer, I'd make it a user preference) to go between the two. As I said before, the Natural forms of the spell would be more exhausting (either in mana or how long it takes for the spell to be recast) and in that form you are unable to blend your spells, forcing a strategic trade off. To combine your Runes in this form, you would simply press the buttons either at the same time, or in quick succession. Some Runes will be able to Combo into themselves, like [Slash] or [Arrow], but most will have a short cool down to prevent spam.

In addition to that, you could 'Etch' two of them which essentially incribing the Rune on your skin. This gives you a passive effect of the Rune that is constantly activated, but to a lesser degree. Etching [Speed] for example, would provide a modest speed boost as long as you have it etched, where the Rune form would give you a somewhat larger boost for a short sustained period of time. The Natural Speed spell would likely slow down time, as well as heavily augmenting your movement speed but only for a few seconds at most. Etching an offensive Rune would provide a heavy resistance to the effect it would produce. Etching Fire would make you nearly invulnerable to it (probably a 90 percent resistance when the Rune's power is maxed out). Also, just like your Set runes, there exist a few combinations of Etched runes that cause unique effects, but these will be a bit rarer.
 

JonnoStrife

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Wing0fSilver said:
Asehujiko said:
Wing0fSilver said:
Asehujiko said:
Buy warcraft 3, learn to use the world editor and show us a proof of concept.
What do you mean proof? And what would I be able to do more than create a setting for it in there?
It's pretty much the most powerful editor that i know of and fairly easy to use. It is very well suited for creating and testing rpg mechanics. There are more people making custom abilities for units then there are people making full maps for it. It also supports terrain deformation, although that is pretty advanced stuff.
As you read this, I am in the process of setting up Warcraft 3 and learning how to use the World Editor to see if I can make a rough draft of this game. When I'm done I'll export it and host it somewhere and I'll be putting the link in the main post, along with a newly revised concept.
Vkmies said:
Now now... Would it be a turn-based or a real time RPG? Changing the runes with real time fighting (thinking of oblivion style) could get annoying, if it means that i have to go to my inventory, select the rune and then cast it. Or do you mean that the fighting would be turn-based? This overall (Thinking of the FF style) would sound better, altough i dont really enjoy turn-based fighting.

But the idea sounds pretty cool. We just need some details. ;)
Real time would be cool. Just not Oblivion style. Especially not the same leveling system. That was fucking horrible. Plus it needs more enemies than Oblivion. You could make it oblivion-esque but with better game play and world.

Heeeeyyy there's a base to jump from....

How are your ideas in relevance and comparison to the horrible-peice-o-crap-rolled-in-glitter, that is oblivion?
 

Wing0fSilver

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JonnoStrife said:
Real time would be cool. Just not Oblivion style. Especially not the same leveling system. That was fucking horrible. Plus it needs more enemies than Oblivion. You could make it oblivion-esque but with better game play and world.

Heeeeyyy there's a base to jump from....

How are your ideas in relevance and comparison to the horrible-peice-o-crap-rolled-in-glitter, that is oblivion?
Are you asking me if I based my ideas or took any inspiration from Oblivion? Or are you simply asking my opinion on the title?

Well to answer the first one, I'd have to give a large resounding NO. Oblivion had honestly not crossed my mind about gameplay, storyline, setting, or how much glitter I'd have in the game. To be honest, I was thinking more along the lines of Fable, Golden Sun, and to a lesser degree Okami/Zelda. I liked Fable in the sense that you have a completely customizable character that is based off of the abilities that you specifically choose, not that you pick and choose in the beginning (or more likely, that you are stuck with just by choosing a class). Your character's "Class" wouldn't be strictly defined or even named in the game at all. But that doesn't stop you from being a Paladin by equipping defensive, healing, and melee runes. Not to mention that you're not stuck being a Paladin either. You can just as easily go from a paladin to being a long range blaster just by changing your set up! And that's another one of the ideas I had come up with by playing Golden Sun.

The answer to the latter question is a bit shorter. I actually kind of liked Oblivion. I, like most people, first got in to the Elder Scrolls series with Morrowind and I loved it (hell, I still pop it in every now and again). I feel that Oblivion improved on a lot of things that Morrowind was lacking in, while keeping the same general system. Leveling your skills (and thereby your character) seems to be must quicker and less aggravating, and the bonuses to having highly trained skills is more noticeable than simply more/less damage or chance for success. Oblivion, though, falls shorter in the thing I like most about Morrowind. It's fun! Oblivion kind of feels like a watered down MMOG, but you're the only one playing. Not only that, but unlike it's older brother, I felt no reason to play it again after playing through the main quest. I felt like there was no reason (different classes aside) to go through that whole process again. And actually, that wasn't shorter at all, but there you go :3
 

Beatrix

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So... the runes disappear when you use them? or do they just need to recharge?
I'd prefer if they didn't vanish (since that'd lead to players hoarding them rather than using them), but either way it's a pretty neat concept.
I'm somewhat reminded of the way spellcasting in Arx Fatalis worked, though that focused more on combinations than loose runes.

You definitely have plenty of options though, even with the basic elements... Fire + Water could be used to make steam, Fire + Rock could make magma, all sorts of fun things.
 

Wing0fSilver

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Beatrix said:
So... the runes disappear when you use them? or do they just need to recharge?
I'd prefer if they didn't vanish (since that'd lead to players hoarding them rather than using them), but either way it's a pretty neat concept.
I'm somewhat reminded of the way spellcasting in Arx Fatalis worked, though that focused more on combinations than loose runes.

You definitely have plenty of options though, even with the basic elements... Fire + Water could be used to make steam, Fire + Rock could make magma, all sorts of fun things.
No, the runes don't disappear, they'd have a set number of uses before they would just have to recharge. There's also the natural form of the spell which would either need a fully charged Rune to cast it, in which case the Rune would go into an extended recharge state; or it would consume some other resource like Mana or maybe even HP.

I'm thinking, however, that having this many effects I might have to keep it to turn based combat. Having real time implementations of [Fire] + [Earth] making Magma, for example would be very difficult, not to mention taxing on the system itself.
 

DrunkenKitty

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I actually thought of something similar when making PnP characters for GURPS.

I didn't read the whole thread so sorry if this has been said:
I would suggest runes that dictate the form of the spell: ie- Blast(Single Target), Bolt(Line AoE), Ball, Aura, Cone, Wall, Melee, Pet.

Maybe other runes that intensify effects or increase range or make them last longer.
 

Wing0fSilver

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Oct 12, 2009
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DrunkenKitty said:
I actually thought of something similar when making PnP characters for GURPS.

I didn't read the whole thread so sorry if this has been said:
I would suggest runes that dictate the form of the spell: ie- Blast(Single Target), Bolt(Line AoE), Ball, Aura, Cone, Wall, Melee, Pet.

Maybe other runes that intensify effects or increase range or make them last longer.
Well, as exciting as that would be, I'd rather not have Runes that would only be useful when combined with other Runes. My new idea (come page two, which you admitted to not reaching :3) holds that each Rune is a spell in and of itself, and that the Runic form is simply a controlled, prepared version of the natural magical energies that lie in the earth. But I may be able to do something like that. [Bolt] could be a spell (doing lightning damage no doubt) but adding [Fire] before it would have bolts of fire rain from the sky. Aura, cone, and melee are not something I think would fit unfortunately, but thanks for your input :)
 

JonnoStrife

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Sep 5, 2009
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Wing0fSilver said:
JonnoStrife said:
Real time would be cool. Just not Oblivion style. Especially not the same leveling system. That was fucking horrible. Plus it needs more enemies than Oblivion. You could make it oblivion-esque but with better game play and world.

Heeeeyyy there's a base to jump from....

How are your ideas in relevance and comparison to the horrible-peice-o-crap-rolled-in-glitter, that is oblivion?
Are you asking me if I based my ideas or took any inspiration from Oblivion? Or are you simply asking my opinion on the title?

Well to answer the first one, I'd have to give a large resounding NO. Oblivion had honestly not crossed my mind about gameplay, storyline, setting, or how much glitter I'd have in the game. To be honest, I was thinking more along the lines of Fable, Golden Sun, and to a lesser degree Okami/Zelda. I liked Fable in the sense that you have a completely customizable character that is based off of the abilities that you specifically choose, not that you pick and choose in the beginning (or more likely, that you are stuck with just by choosing a class). Your character's "Class" wouldn't be strictly defined or even named in the game at all. But that doesn't stop you from being a Paladin by equipping defensive, healing, and melee runes. Not to mention that you're not stuck being a Paladin either. You can just as easily go from a paladin to being a long range blaster just by changing your set up! And that's another one of the ideas I had come up with by playing Golden Sun.

The answer to the latter question is a bit shorter. I actually kind of liked Oblivion. I, like most people, first got in to the Elder Scrolls series with Morrowind and I loved it (hell, I still pop it in every now and again). I feel that Oblivion improved on a lot of things that Morrowind was lacking in, while keeping the same general system. Leveling your skills (and thereby your character) seems to be must quicker and less aggravating, and the bonuses to having highly trained skills is more noticeable than simply more/less damage or chance for success. Oblivion, though, falls shorter in the thing I like most about Morrowind. It's fun! Oblivion kind of feels like a watered down MMOG, but you're the only one playing. Not only that, but unlike it's older brother, I felt no reason to play it again after playing through the main quest. I felt like there was no reason (different classes aside) to go through that whole process again. And actually, that wasn't shorter at all, but there you go :3
I couldn't find any motivation to get past any bit of the game at all. I found it completely unrewarding. I actually thought the exact same thing about it being a loners MUMORPUGER [Thanks Yahtzee!]. Also it bored me to tears most of time, even with the pseudo-teleportation system, due to the lack of enemies or rewarding quests.

But, I digress...

My question about Oblivion was whether or not you'd have the same sort of content or if you'd go the other path. Graphically, Game play, Style, Monster frequency. That sort of thing. I know i've asked for a lot, but I'm really interested in this idea.

Edit: I'll elaborate a little on what I mean.
Please put a cross [x] in the applicable box{es}.

View:
[]Top View
[]3rd person
[]1st person
[]Changeable with either L3/R3 or menu

Style:
[]Ultra-Violent
[]Realistic
[]Steam punk
[]Anime
[]Cartoon

Gameplay:
[]Free Roam/Open World
[]Warcraft 3/ Age of Empires
[]Other... Please specify because I can't think of any

Encounters:
[]Random Battle
[]Visible Enemies
----Quick Time Events
[]No
[]Yes
----Frequency:
[]All the time
[]A decent amount
[]Just enough to break up the endless running
[]Hardly ever
----Looting
[]Cash
[]Realistic (fur and pelts from animals, gear from humans)
[]Final Fantasy-esque
 

Hamster at Dawn

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Wing0fSilver said:
Don't forget about the other Boolean Modifiers when thinking of effects. Those are OR NOT XOR XAND as well as AND.
Wtf is XAND? You could also have NOR or NAND but I'm not sure how that would work. Can you explain how all the different modifiers would actually work with the runes because I don't quite understand that.
 

kahlzun

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Sep 9, 2009
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Sounds good, reminds me of Eternal Darkness.

A good place for ideas might be the support (blue) materia from FFVII

Rune ideas:

[Warp] - Changes time effects, actual effect depends on what is combined (example: [fire][warp] makes a poison effect)
[Wall] - Creates a barrier. actual effect blah blah (example: [fire][and][wall] into a defensive barrier that has no damage reduction, but damages attackers)
(for warriors) [Imbue] - adds the power of whatever it's combined with to your weapon
[Break] - Many effects. [Break][Wall] damages enemy armour rating, [Fire][Break] does some inital fire damage, then prevents fire attacks for some time.. etc
[Rock] - Makes something rocky. can make things heavier.
[Roll] - Sends the object moving quicker. [rock][and][roll] makes a fast-moving rock

That's all i got right now

EDIT: I see that you've moved away from combo runes, but i'll leave this here anyway.
 

kahlzun

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Hamster at Dawn said:
Wing0fSilver said:
Don't forget about the other Boolean Modifiers when thinking of effects. Those are OR NOT XOR XAND as well as AND.
Wtf is XAND? You could also have NOR or NAND but I'm not sure how that would work. Can you explain how all the different modifiers would actually work with the runes because I don't quite understand that.
I think he means XOR or possibly NAND
 

Mardrax

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Mar 12, 2009
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[Rock] needs [Paper] and [Scissors].
[Roll] needs [Rick].

An RPG needs a well thought out combination of setting/story, before any kind of system is remotely thought out.

After all, God didn't reverse-engineer the man, after being stuck with a created black tshirt.