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Souly
Commander
Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
![]() Topic: Tactical RPG Grid PatternsPosted: 18 July 2008 at 10:47am |
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![]() I assume most of you are looking at that like what the f**k... I'm making a tactical web RPG out of Terra. Each player chooses their class and each has it's own movement/attack restrictions. Since it's not really art I threw in some bad sketches for each class. Think of chess on a more dynamic scale; Blue is Movement, Red is Attack, Purple is Move or Attack, Orange is Casting, 1 means low chance of critical hit 2 means high chance of critical hit. Anyone have any suggestions or comments? |
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Souly
Commander
Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
![]() Posted: 18 July 2008 at 2:26pm |
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Hey nice thing you got there, but isn't it thief ? not theif Yeah, I noticed the typo a while ago.Wasn't concerned I'll be sure to fix it next update. ![]() I fixed up a few things. Got rid of the confusing purple color and the 1s and 2s. All of these attacks can be made based on where the character is. The orange is for aura this is determined by your appearance. Your custom avatar will effect this, each class has different aura types they can pick from. |
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Souly
Commander
Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
![]() Posted: 19 July 2008 at 7:55pm |
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Okay, I've changed a lot...
I've decided to start thinking about stats. And how they will effect your character. Health - Vitality, Will Energy - Wisdom, Will Power – Attack, Dexterity Spirit Dmg- Attack, Wisdom Dodge - Agility Defense - Will, Vitality Hit rate - Dexterity, Attack Cast/Reload speed - Wisdom, Agility Movement is no longer based on your class, too confusing. Your movement will be based off of your Agility and Dexterity. For example) 5 Agility will allow you to move in all 4 directions 10 Dexterity will allow you to move in the 4 Diagonal directions Depending on what the character builds they will be able create their own movement grid. ![]() Characters now have splash damage/secondary attacks. I've gotten rid of the aura system WAY too much... Players will instead cast these on themselves or anyone at anytime. The light red (orange) can have two different meanings to classes, some have both. 1. If a player is in the splash tile, and someone is hit in a main tile touching that splash tile. There is a chance it could do damage to them too. Players can attack the slash damage area just like the attack tiles. 2. Secondary weapon/attack, some classes have secondary weapons/attacks. Example) Swashbuckler uses a pistol and a falchion The pistol areas do more damage because they are the main attack of the Swashbuckler. |
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Souly
Commander
Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
![]() Posted: 20 July 2008 at 11:23am |
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Information overload
A - melee - Armsmen) 1 handed sword and Shield; Attacks strong in 4 directions by 1 square (can defend against bullets) AA - melee offense - Brute, Beserker) 2 handed sword; Attacks 8 directions by 2 squares AAA - melee offense charger - Soldier, Knight) Long sword and Shield; Attacks in 8 directions by 1 square (defends against bullets) AAB - melee offense flanker - Begger, Thief, Rogue) Throwing Daggers; Attacks strong diagonally, 8 directional attack by 1 square ABB - melee defense interceptor - Spearmen) Pole-arm; Attacks 4 directions by 2 squares ABA - melee defense blocker - Lancer, Dragoon) Pole-arm; Can attack in every direction or jump and attack the far squares (blind spots) BAB - melee defense guard - Brigadier, Spartan) Spear, Buckler; Attacks 8 directions by 2-4 squares (defends against bullets) B - tech - Sailor) Rifle; Shoots in 8 directions by 2 squares BB - tech offense - Skalywag, Navigator, Barrelsmith) Pistols, Explosives; Shoots in a perimeter around him BBB - tech charger - Lieutenant, General) Shotgun; Shoots in a perimeter around him and 4 directions in front of him (blind spots) BBC - tech flanker - Sniper, Hawkeye) Long range rifle; Shoots in a perimeter around him and 4 directions in front of him (blind spots) BC - tech defense - Grungetech, Mechanic, Techsmith) Wrench; Attacks diagonally in a spread pattern and repair/craft items BCC - tech defense interceptor - Swashbuckler, Captain) Falchion, Pistol; Attacks in 4 directions and shoots in a perimeter BCB - tech defense blocker - Gadgeteer, Inventor) Wrench, Traps; Attacks in 8 directions and plants traps around him C - magic - Student) Books; Attacks in 8 directions at once CC - magic offense - Scholar, Teacher) Wand, Books; Attacks in 8 directions at once in a gapped perimeter around him and can melee in 4 directions CCC - magic charger - Dropout, ?.?.?) Mace, Staff; Attacks in 4-8 directions at once by 1 square and uses melee to attack for distance CCD - magic flanker - Herbalist) Bong, Smoke; Hits diagonally by 4 squares and smokes CD - magic defense - Dealer, Healer) Needles, Acid; Stabs in 4-8 directions and tosses acid to add range CDD - magic defense interceptor - Busker, Musician) Guitar, Singing; Attacks in 4 diagonals hitting all tiles in one direction at once CDC - magic defense blocker - Chemist, Chronical) Mixtures, Smoke; Blows smoke diagonally by 2 squares causing area of effect damage |
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Pixel_Outlaw
Commander
Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
![]() Posted: 20 July 2008 at 1:46pm |
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I like the concept art already!
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Souly
Commander
Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
![]() Posted: 20 July 2008 at 8:55pm |
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Okay, I think I have developed a way to make things A LOT more simple for the user.
Rather then classes having their own attack grids, I decided to just make every weapon it's own grid. Classes could have specific moving patterns if I decide to do it that way or stick with stats deciding the users movement grid. ![]() If a user equips two items the grids combine. |
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Souly
Commander
Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
![]() Posted: 21 July 2008 at 5:02pm |
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I've changed a lot about this RPG this morning so be prepared for a few paragraphs.
The idea is an open world tactical game. At the start the player much choose race, skin color, hair and eye color. Some of these choices are permanent except for hair and hair color. Players have to build their characters stats to appropriately match the needs of their class. Vitality, Attack, Agility, Dexterity, Wisdom, Will These stats will determine Health - Vitality, Will Energy - Wisdom, Will Power – Attack, Dexterity Spirit Dmg- Attack, Wisdom Dodge - Agility Defense - Will, Vitality Hit rate - Dexterity, Attack Cast/Reload speed - Wisdom, Agility I still have to come up with a good way for calculation using these stats for what actually happens when a player hits or gets hit. Haven't come up with that party yet which is a good core element to the game. Each player has choose 2 of 5 basic skills, they can get the others down the road if they want. Wait, Jump, Throw, Avoid, Counter Players must then choose their starting class. Classes will determine what weapons will have bonuses, and what skills you can learn. They must then pick their weapon choice, they can pick any weapon really, your class is just going to be less effective with it. Your attack grid is based on what weapons you have chosen. ![]() Some grids can be combined when you equip two weapons. The player moves around freely while in the open world to make traveling less of a pain. The player can party up with other users and explore the open world finding monsters and defeating them for experience points. There are three types of monsters. Non-Aggressive (attack and the others might just run) Passive-Aggressive (you hit one, you fight all) Aggressive (they're coming for you) If you engage a monster battle restrictions are put into place instantly. This can be done either by attacking the monster, or just getting in it's range of view. The same goes for any of your party members so while your fighting some monsters your buddy might attract more. Monsters you have engaged can not be attacked by other players unless they are in your guild or party. You have 30 seconds or so to make a move, if you fail to make your move in time your player will defend for that turn. The monsters will make their move directly after the person who engaged them makes his move. For example you engage 3 monsters. All 3 of those monsters will move after you move. Unless they are engaged by someone in your party else via attack in which case their turn will occur after that person moves. If a monster feels threatened they may engage the person coming after them before they even get to attack it to take it off the other player. Movement is no longer going to be GRID/board game format. I realized terrain such as trees and bridges would be difficult for someone with diagonal only movement... The player will move in any direction by 3 squares. Now both moving AND attacking are going to be assigned Stamina. Your average player will have like 10 stamina. Attacking with a light weapon will take away 5 stamina where as a heavy weapon or a spell would take about 8. Moving one square will take 2 stamina or so. So 3 squares would take 6. Allowing you to move and attack, or vise versa. Hope this clears up a lot of confusion. |
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