Goals
From Rafermand 2.0
In short I am going to try to make this a hybrid of some ideas I had for the flash based game along with elements from Fear 1.x and 2.x. This is of course a work in progress and I won't know how difficult any of these changes will be till I get into the python and C++ code.
Contents |
[edit] Battle/Gear/Stats
- Using a d40 system for tohit against (base 25 tohit if both parties are equal)
- See combat for more combat information.
- Going to have a low stat system more like what was in Fear 1.x. Stat gear will be special and harder to come by for the most part. Stats Cap out in the high 20s and HP/MP will be below 1000 easily.
- Going to stick with a level based system. 30 Levels so far is the plan
- Battle is going to be similiar to what it was in Fear1 and Fear2. Going to have weapon sizes again and it will affect the ability to attack. The system works on 1/10 second ticks and most likely will go down to half a second if the animation allows it. Plan on working on true animation swings in realtime (1.5 second attack will be 1.5 second animation). Plan on also having colision detection for melee (not sure about projectiles due to aiming) that will force the tohit rolls
- Not sure about slots yet. These are already coded in: right hand, left hand (dual wield), ranged, ammo, left/right ear, neck, left/right shoulder, arms (single pair), shield, waist, legs (single pair), feet (single pair), hands (pair), left/right wrist, left/right finger. Targetting was a big part of 2.0 and I am not sure where I plan to go with this yet
- Not sure about instanced areas yet. I like the idea of "no repop" areas, but that would require 100s of zones to pull off and probably is not possible now.
- The following stats are present already: Str, Bdy, Ref, Agi, Dex, Mnd, Wis, Mys, Health, Mana, Stamina, Offense, Defense, Armor, Advanced, Presence. Advance is a lot like the Training system to increase stats and probably will be used for that system. Offense/Defense is going to be changed to something that isn't some high number and I will evaluate all the primary stats to see if they have a part in the game. Presence is a lot like luck and affects everything in the game and will most likely stay. More info available at stats
- Resists that are present: Magical, Fire, Electric, Poison, Physical, Cold, Acid, Disease. Most likely staying if not suplimented.
- PK is not going to be implemented initially, want to focus on PVE
- EXP will be flat like it has been in the past. None of this 53,000,000 EXP to level, a flat 10,000 per level.
[edit] Classes
- Check out Classes for more information
- Will be able to get a 2nd/3rd class at level 16 and 26 (out of 30). Will only be allow to gain up to level 15 and 5 respectfully and will cause a giant hit to EXP scale. This could all be changed at a later date.
[edit] Races
- Check out Races for more information
- Planning the good races only for early testing due to content creation time.
[edit] Skills/Spells
- I am probably going back to a Mastery System like we had. You will be able to assign points into skills and improve the mastery as those points increase. I want to try to streamline this a bit and not have the crazy hidden trainer jungle like we had in 1.1 (perhaps only for those high end ones only). I am going to mix/match a lot of what I had in 1.1 and 2.0 as far as spells/skills (we had nearly 300 I believe in 2.0) and REALLY flesh out some core classes.
- Skills work a lot like they do in SMAUG and I can use spells inside of a skill so a lot of what I did in 1.1 and 2.0 isn't going to be too difficulty to pull off.
- Will be able to reset points spend every 24 hours so you can change your player's play style
- There are bits already in the game for spell affects and the such. They will only get better once the engine is updated later in the year. They are professional quality and will probably be one of the nicer looking parts of the game :-).
- Mastery will be gained via tomes (a cool feature already in place for spells). They will be purchaseable and drop off mobs.
[edit] Quests
Check out Quests For More info
[edit] Grouping and Offline Play
- The kit actually natively supports having a party of your own characters (even though it seems to be disable for online play). Oh I haven't mentioned, but the kit supports offline play as well as online play. You will be able to play offline if you don't feel like getting online and there will be some tweeks you can do to adjust the game play.
- Currently a group consists of 4 players. It is fairly stand fair as far as grouping goes and has a lot of the "everquest" like bits that I actually do like (takes care of aggro and has aggro ranges for mobs, etc). I always liked how they had this setup and glad it is already implemented.
- I don't know how the game will be designed yet till I figure out the grouping part and rather I want to allow an online player to have more than 1 player.
[edit] Movement
- It really doesn't include horses/mounts to my knowledge, so that will be implemented. It supports portals and respawnpoints and the such so that can be used for moving around. On foot movement hopefully won't be horribly painful. I hate spending 15 minutes trucking across an area as much as you. Mounts will be available early on and will increase in speed as the game advances. Players will be able to sprint at the cost of Stanima to move quicker. There are also Advancements available to improve this.
[edit] Technical Requirements/Info
- I would place this roughly between Everquest and WoW in terms of capability. It is a little aging, but on the flip side it will run on junk. The current engine isn't DX9 and doesn't have shaders so it will run on a Radeon 9600 and Geforce 2 video cards. It will probably run well on integrated video cards recently produced *L*. In the future the engine will be updated (probably during Beta) that will introduce DX9 features and will bump this up to DX9 cards (Geforce 4+)
- Don't expect anywhere near the polish. Perhaps if this grows and I am able to hire level designers and graphical artists to work on this, but I have a limited budget. I can program the hell out this thing, but the graphical polish will be my holdup. I want to provide content and a good game system to work from, the graphics and dazzle will come later if this thing takes off
- Currently uses OpenGL and that means it will run on Windows/Mac/Linux. I cannot make any promises that it will be supported on anything but Windows in the future. It really depends on the underlieing game engine as the latest changes in the upcoming future are DirectX and will only support Windows. This could change, but I would expect Windows as a requirement and running it on any other OS as an addon.
[edit] Other features
- Kit is based on MoM (Minions of Mirth) and has a lot of its features. It has the ability to play as monsters and some other whacky stuff that I will probably cut out early on and perhaps look to implement later on. It is really cool feature, but it just opens more up to test for.
- Fully playable offline version. Will be able to tweek the dificulty and enjoy playing offline with a group of your own choosing. Includes immortal commands to cheat/research if you wish.
This section is a work in progress. More to come later.
[edit] ElvisMan
Identifiable Magic Items: (Last Updated on 4/04/2008) Any forseeable way to make items that need to be identified in order to see their properties? Like, finding a sword and it having to be identified before it can be used or the stats seen? Once again, coming from Depths Of Peril. . . I think it adds a bit to gameplay. In Depths Of Peril, any character class can identify items. It just has a progress bar that pops up when you identify them (like a spell casting time bar) and depending on the item, the length of time it takes to identify depends on the item's level compared to the charcter level. of course, I think this would be better served as tradeskill that actually levels up with use. The higher the skill compared to the item, the shorter time it takes to identify the item. NPC's, of course, could be made to idntify items for player for money (another good money sink). Players could be paid by other players to identify items (nice little income making skill). Certain classes could have higher skill range caps than others (wizards for example may be able to achieve a higher skill ranking than a warrior). the skill could be called "Item Lore" or some such. Maybe only magical items would be flagged for identification. Everyone should be able to identify at some level though. And I don't particularly like identify scrolls or spells personally. Perhaps item's can have an identified integer on them so that as a player is identifying it, it reduces this integer. When the integer reaches o, it is identified. This way, if the player has to stop identifying for whatever reason, when they start identifying it again. . . they don't have to start completely over... it will resume where the process left off. In the item info window, this could be represented by showing the percentage of identification for the item.
Xerves: We had this with the identify spell and lore in the Mud. I do like the idea and will look into it eventually. I like the time idea and not sure how it would work as a skill or something else.
Melee Characters:(Last updated on 4/03/2008) I'm playing a little game off and on right now that i bought the other day called "Depths Of Peril". In it, melee characters get special abilities and moves but they don't have "mana". Instead, they have "rage". Rage only fills up while you are fighting and when you are not fighting, it slowly goes away. So, while you are fighting, your special moves become available depending on the amount of rage you build up. i thought this might be an idea to do something like this for melee characters to make them a bit different from the rest of the classes.
Xerves: See my forum post about skilllinks. I think you will like thie system better. The system they are using is from WoW for warriors. The system I am planning is a bit of a hybrid of some ideas from classic RPGs and some other stuff
Everyone scores criticals (Last Updated 2/13/2008) Shouldn't even a lowly wizard have some chance to score a critical hit? I would think so. Maybe the Warrior is better skilled and would have a higher chance based on skill, but every body should have some kind of chance of getting lucky and landing some debilitating blow. Are there even going to be critical hits? And if there are... what are the effects? Just simply higher damage? How about having hit locations? I have the pen and paper Warhammer RPG (not the table top war game but an actual RPG) and it has a relaly nice crtical hit system complete with hit locations and detailed effects along with rules for non humanoid creatures. i don't think it would be very hard to implement and could add a lot to combat.
Quests That Matter (Last Updated on 2/13/2008) I think quests that really impact the characters as a whole would be great. For example (like we talked about on ICQ), you have a mine somewhere outside of town that is over run by some sort of creatures. As a result, Iron is very low to non existant in the town. Weapons are expensive and very rare. So is armor. So the players go out there and clear it. Now, NPC guards spawn there to protect the mine and the prices and options for weapon and armor in the town change as a result of the characer's clearing out that mine. Course, there should be a possibility of it being overrun again and I dunno exactly how that could work out but you see what i mean i hope.
Necromancers: (Last updated on 2/13/2008) Must. . . have. . . necromancers. No seriously. I love pet class characters. Dunno why. I even like those silly little pokemon games. I don't know why. So, I got to thibnking about necromancers. Why not have necromancers have to collect parts from a creature and be able to summon an undead version of said creature? So say i am fighting wolves. I collect necessary parts that i need... maybe put them into the crafting window... and then, using my character's necromancy skill, I am able to create a spell from those components that will summon an undead version of that creature...? Not all creatures should have an inventory (wherby the necromancer could make them carry and wear equipment). Only humanoid creatures. And not all creatures would drop things to be able to use in Nercomancy. One of the addicitve things about the stupid Pokemon game is just running around trying to collect the different Pokemon. Well, this would be kinda of the same thing. Or perhaps the Necromancer could have a soul trap spell (like in Morrowind) that allows them to trap the life essence of the creature they are fighting and then use that to summon an undead version. maybe the creatures health has to be below a certain percentage or something.
Themed GUI based on character class (Last Update on 2/13/2008) To get an idea of what I mean: http://www.eqinterface.com/downloads/fileinfo.php?id=4419
http://www.eqinterface.com/downloads/fileinfo.php?id=4541
A the very LEAST, different spell books.
