How I Stopped Worrying and Learned To Make a Game
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Caprizant
Truthseeker4449
returnofmastercrazyhand
Greece
Lief Katano
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Re: How I Stopped Worrying and Learned To Make a Game
I think Eigingirni could probably be done by giving Dýrið a status that makes him evade every attack. It should only last to the end of the turn.
The problem I see - and this might just be because it's late - is that a fair portion of these attacks are "the target cannot move" and there's only so many times you can have attacks like that before it just gets ridiculous.
The problem I see - and this might just be because it's late - is that a fair portion of these attacks are "the target cannot move" and there's only so many times you can have attacks like that before it just gets ridiculous.
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Re: How I Stopped Worrying and Learned To Make a Game
We can just bring the list down to a few crucial attacks if need be.
Caprizant- Admin
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Re: How I Stopped Worrying and Learned To Make a Game
*has a plot idea*
- Spoiler:
- The game starts out with the main characters (us) at their favorite hangout, The Planetary Pit Stop (based on the original one on Bulba). Something happens, and they accidentally get sent to the planet of Morbo (this Pit Stop).
Now that they're here, they are given powers and called "The Legends Who Just Sort Of Happened By Accident". They are then asked to stop Much and Dýrið by traveling the many dimensions (the different dimensions for each letter of the alphabet (though, 26 different levels may be too many for an RPG...)) that are connected to the planet.
Also had the idea to add KM to the game (maybe apart of the group that accidentally sent everyone to Morbo (based on Bulbagarden's social group mods)).
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Re: How I Stopped Worrying and Learned To Make a Game
If we're going strictly by what actually happened, we've been on Morbo ever since the original Pit Stop was created :B
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Re: How I Stopped Worrying and Learned To Make a Game
How about altering that slightly have have the planet be reincarnated in the process.
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Re: How I Stopped Worrying and Learned To Make a Game
For the purpose of the game, yes.
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Re: How I Stopped Worrying and Learned To Make a Game
Copy/paste its my friend lief :p
I'll have a story idea ready next week but I kinda like the idea of Morbo being a pit stop in the center of the universe and dimensions and we all show up for the grand opening from different worlds/dimensions the only catch is that the grand opening is delayed cause the planet is under attack and nobody told us
I'll have a story idea ready next week but I kinda like the idea of Morbo being a pit stop in the center of the universe and dimensions and we all show up for the grand opening from different worlds/dimensions the only catch is that the grand opening is delayed cause the planet is under attack and nobody told us
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Re: How I Stopped Worrying and Learned To Make a Game
I'm gonna have to say no to this.Lief Katano wrote:Charles: Transformer: Can switch between an armored class and an agility class. Equips are lasers, blasters, energy blades, the like.
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Re: How I Stopped Worrying and Learned To Make a Game
It depends on the length of the worlds/dungeons. 26 regular-sized dungeons would be too much, yeah, but if some of them are smaller or optional, that would make them more bearable.jokool wrote:*has a plot idea*
- Spoiler:
The game starts out with the main characters (us) at their favorite hangout, The Planetary Pit Stop (based on the original one on Bulba). Something happens, and they accidentally get sent to the planet of Morbo (this Pit Stop).
Now that they're here, they are given powers and called "The Legends Who Just Sort Of Happened By Accident". They are then asked to stop Much and Dýrið by traveling the many dimensions (the different dimensions for each letter of the alphabet (though, 26 different levels may be too many for an RPG...)) that are connected to the planet.
Also had the idea to add KM to the game (maybe apart of the group that accidentally sent everyone to Morbo (based on Bulbagarden's social group mods)).
Got any better ideas? :IPrince Charles wrote:I'm gonna have to say no to this.Lief Katano wrote:Charles: Transformer: Can switch between an armored class and an agility class. Equips are lasers, blasters, energy blades, the like.
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Re: How I Stopped Worrying and Learned To Make a Game
Alright, let's RPGify this attack list!
Caprizant wrote:Here's his whole attack list, courtesy of Lux in MOoC:We should probably remove most of the "cannot be avoided"s and edit some of the attacks to fit an RPG.Lux wrote:here is his attack list:
- Lief's RPGification in bold:
Frelsi Öskra (Freedom Roar)—A severely damaging roar that shuts down all of the opponent's vital functions for an unpredictable period of time. This attack cannot be avoided.
Pretty much causes sleep with HP degen and you don't wake up if you get attacked.
Innri Eldur (Internal Fire)—A wave of fire pierces the opponent's defenses and burns them from the inside out. This attack has long-lasting effects.
Fire elemental attack that inflicts a Defense debuff for a long amount of time (10ish turns?). Which might not be what the original attack was, but whatever.
Sál Leita (Soul Searching)—The opponent is unnerved by a frightening glare that allows Dýrið to predict their next attack. This attack temporarily frightens the opponent's soul out of their body, causing them to be immobilized until it returns.
MP loss, with a stun if you really want it.
Óþekkt Afl (Unknown Power)—An extremely damaging attack that knocks the opponent to the ground. No one knows what truly causes its damage—possibly a dark poison that pierces every vein in your body. It's only long after that the opponent starts to experience the excrutiating pain of it.
The best I can think of is an attack that causes Massive Damage - I don't think VX Ace allows a delayed damage effect.
Meiða Spangól (Hurt Howl)—Dýrið lets out a slow, mournful howl that generates sympathy from the opponent, even if they cannot feel emotions normally. Some opponents were defeated by this attack when the pity grew so strong as to cause them to commit suicide. This attack cannot be avoided.
Party-wide stat loss.
Apaköttur (Copycat)—Dýrið takes on the form of its opponent. Any damage dealt to it during this time will damage the opponent instead.
I don't think this can be properly translated without lots of scripting.
Skuggi Samúð (Shadow Pity)—The shadows of past challengers that make up Dýrið's vulture form begin to scream in pain and agony. The opponent is spurred on by the need of vengeance, but held back for not wanting to cause the shadows any more pain. The opponent becomes unsure of what to do. This attack cannot be avoided.
Well, it doesn't have a vulture form anymore, so uh.
Oskynjanir (Hallucinations)—The opponent witnesses hallucinations of all their greatest fears at the same time. Many opponents have committed suicide after witnessing these. While this is occuring, Dýrið is usually preparing his Hníf Stormur attack. This attack cannot be avoided.
One-member severe stat loss, with especially impacted hit and evade rate. (Or, of course, stunning, but that honestly reeks more of fake difficulty then anything.)
Hníf Stormur (Knife Storm)—A mighty storm is whipped up, causing giant knives to fall from the sky and pierce the opponent. This attack takes time to prepare and is usually preceded by Oskynjanir. This attack can be avoided through quick thinking.
Another For Massive Damage attack, impacted by defense.
Flýja Listamaður (Escape Artist)—The opponent is surrounded by an extremely durable box made out of an unknown material. Boiling water is poured in until the opponent finds a way to escape. Even the most powerful opponents will have trouble breaking the barriers. This attack can only be avoided if the opponent can detect when Dýrið is starting the attack and can get away from the target point fast enough to be out of range.
Water elemental damage that prevents the opponent from moving.
Ný Markmið (New Target)—Dýrið makes many copies of itself and waits for its opponent to make a move. If the opponent attacks the right Dýrið, it does damage to it. If the opponent attacks a Dýrið copy, a knife pierces their heart.
Easy. Make a status that gives Dýrið a large - but not 100% - Counter Rate. In RPG Maker VX Ace, countering negates all damage to the counterer and deals damage to the attacker. When the counter activates, it simulates the attacker hitting a false Dýrið.
Djúpt Leyndarmál (Deep Secrets)—Dýrið reads the opponent's mind to learn their deepest secrets. Many opponents have been defeated by this when Dýrið learned how to exploit weaknesses that the opponent never knew they had.
...pass?
Nýta (Exploit)—Dýrið exploits the opponent's weaknesses to do massive damage. This attack cannot be avoided if Djúpt Leyndarmál has already been used.
RPG-battle wise, I can't see this as being anything but a For Massive Damage ability, unless we Complicate things.
Tæla (Entice)—Dýrið tempts its opponent with something they greatly wish for and admire. Many opponents fooled by this have been gobbled up when they got too close to Dýrið. Only a large group's determination can bring the opponent out of their fantasies. As such, it's best to have a contact system set up in case this attack hits.
Chance of instant death attack?
Þekki Andlit (Familiar Face)—Dýrið changes into the form of a close companion to the opponent. It brainwashes the opponent into thinking the new form is truly the companion. Only the voice of the true companion can bring the opponent back to their senses.
Confusion, maybe. Or a sealing attack which.
Draga (Discourage)—The opponent is discouraged and ends up making a mistake on their next attack. This attack cannot be avoided.
Hit rate = 0% for one opponent.
Innri Bruna (Internal Combustion)—An explosion goes off inside the opponent.
Massive damage, non-elemental flavored.
Eigingirni (Ego)—The opponent grows overconfident and ends up making a mistake. This attack cannot be avoided.
...this is almost the exact same as Draga. What. ...so the same should apply.
Píslarvottur (Martyr)—Causes the opponent to commit suicide. This attack can only be stopped when a good friend's voice says the opponent's full name. This attack cannot be avoided.
Instant death attack, probably. That may make the boss a bit cheap, though.
Veikburða (Weak)—Opponents with high defenses and many resistances become extremely vulnerable. Opponents with no weaknesses gain a weakness to fire.
Lower defense and magic defense and increase fire suspectibility.
Grimmur (Savage)—Forces the opponent to see through the eyes of Dýrið and to think as he does. This attack cannot be avoided.
Confusion.
Dýnakjöt (Dynameat)—Every bit of flesh in the opponent's body instantly detonates. This can only be avoided if you stop the attack before it happens. Look for the warning signs that Dýrið will use it and attack before he does.
Massive damage.
Eldflaugum Takmarka (Missile Point)—Dýrið scoops up the opponent and flies straight up into the air, rotating quickly as it does so. It is soon surrounded by flames that burn the opponent. Dýrið then throws the opponent many miles high, lands, and waits for the opponent to return to ground. The opponent cannot do anything while they are in the air. Once they land, a giant impact crater is created. This is one of Dýrið's deadliest attacks.
Massive fire element damage.
Töfra Blokk (Conjuring Block)—Destroys the opponent's abilities to conjure allies and kills all current conjured allies in an instant. This attack cannot be avoided.
If we were to take this literally, it would be a silence effect that only affects summon commands, which would be silly because only Greece would be affected. So probably regular silence.
Snúa Þyngdarafl (Reverse Gravity)—Reverses gravity, causing the opponent to fall upwards until they can land an attack on Dýrið. This attack cannot be avoided.
This wouldn't translate well, I don't think, unless it was percentage damage ala Final Fantasy's gravity magic.
Viðbrögð (Response)—Calls in a number of creatures from Dimension L to attack the opponent.
Calls back up. Making it a Final Flunky Boss.
Ofsóknaræði Vélmenni (Paranoid Android)—The opponent begins to hear voices inside their head. These voices echo through the opponent's skull and contradict what each is saying. The opponent is soon driven into madness. Only another attack from Dýrið can wake the opponent from this state.
Sleep with a different name is the best I can come up with. Or berserk.
Drepa Ætandi (Kill Caustic)—Dýrið conjures and controls a wave of acid that surrounds the opponent and burns through their skin. The only way to stop this attack is through attacking Dýrið.
Attack that poisons.
Hærri Heimild (Higher Authority)—A great lightning bolt shoots from the sky, bringing with it a mysterious creature of great power that will proceed to attack the opponent.
Lightning elemental summon-type attack? Like it deals lightning damage, then summons an ally. Or it only deals lightning damage, or it only summons an ally.
Járn Maður (Iron Man)—The opponent is forced into a capsule of metal. The capsule increases the opponent's attack power and gives them new abilities, but 1/10 of their health is drained for every attack they use, whether they hit Dýrið or not. It is impossible to exit this capsule.
Easy. Make a status effect that causes attack and magic attack to increase (by 50%?) and adds skills (which would be...?) and give a -10% HP regen effect.
Heilabilun (Dementia)—The opponent is put into an insanity that cannot be reversed. Dýrið then leaves the opponent to rot. This attack should be avoided at all costs.
...Berserk? Confusion? Leave this attack out?
Tréfingur (Treefingers)—Branches replace the veins inside the opponent's body, halting all blood flow and scraping their insides. This attack has a lower chance of being avoided.
Hm.
Gler Rigning (Glass Rain)—Shards of glass rain from the sky, cutting open the opponent's skin, creating wounds that never heal and never stop bleeding.
It's possible to decrease Max HP, so maybe this does that?
Innsigla (Seal)—The opponent is trapped inside a tight dimension that can only be escaped from with the help of an outside party attacking the seal. While inside this dimension, the opponent's health is drained by 1/25 its full capacity for each minute that goes by.
The HP draining bit is easily done, with adding a status that does it. (Converted to the nearest percentage, but still done.) Making it removable is a bit harder, though, since VX Ace makes attacks target specifically what was listed as the target, which is either a varying amount of enemies, an ally, either party, or a dead ally.
Lux: -passes out on the ground....and up in the sky a bright light is seen as something flies towards the planet-
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Re: How I Stopped Worrying and Learned To Make a Game
If we're actually making a game, we need numbers.
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Re: How I Stopped Worrying and Learned To Make a Game
We should cut down at least a few For Massive Damage attacks, or change them into something similar in concept but with different effects. It'd be nice to have some variety in the movelist.
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Re: How I Stopped Worrying and Learned To Make a Game
I'm counting 34 attacks, which seems like waaaaaaaaay too many for an rpg character, even a final boss....
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Re: How I Stopped Worrying and Learned To Make a Game
we too thought of us bringing KM into this. also let's say the zikeep and bunny were created in the reincarnation of the old pit stop.
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Re: How I Stopped Worrying and Learned To Make a Game
I'd recommend removing the Iron Man attack, if only because, no matter what percentage the attack boost is, it'll help the opponent more then Dýrið.
Also I added in Lux's Dream Power and TS's HP to MP skill, which I named "Blood Price" after a similarish ability in Tactics A2. (It would be nice if you came up with a different name.) The former has Lux fall asleep for 4 turns (regular sleep is 3~5) and gains 10% MP per turn, while Blood Price removes 10% HP and adds 10% MP. Any thoughts?
Also I added in Lux's Dream Power and TS's HP to MP skill, which I named "Blood Price" after a similarish ability in Tactics A2. (It would be nice if you came up with a different name.) The former has Lux fall asleep for 4 turns (regular sleep is 3~5) and gains 10% MP per turn, while Blood Price removes 10% HP and adds 10% MP. Any thoughts?
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