At the beginning of the game you choose what kind of adventurer you
want to play as. You can choose from a list of pre-existing characters or
create your own. Chose race (if applicable), gender, and class. And you can
write a back story.
You're dropped into this world at some starting point.
(Probably a tavern because that's a typical place DND adventurers meet up at
anyway.) There are quests you can take on that require you to enter the
wilderness.
In this game you can create your own adventure. There are a lot
of towns to go to, and places to discover in the wilderness, and there are a
lot of quests to complete. Some quests lead to interesting plots with many
individual quests that chain together; some are simple delivery quests that you
can complete for items. (These delivery quests can be completed multiple times,
but only after a set amount of time has passed after a completion.)
There can also be an overarching story that the player follows.
While adventuring, you can recruit people to join your
party. You can meet people in different towns that you can recruit, and they
will have tasks for you to complete before they join you. If you’d like, you
can create your own recruit by paying a certain amount of money at a certain
vendor that’s available in most towns to “hire” a wandering adventurer.
The limit to your party is four characters. You can dismiss
certain characters if you want to make room and they’ll go back to their place
of origin.
The battle system
The dynamic battle system will be the focus of this project.
In RPGs you typically spend the majority of your time in the field, or in
dungeons battling enemies to make your party stronger while you're on your way
to complete a quest. That's why we need to focus on making the battle system
really fun and intuitive so that players will never be bothered when they
encounter enemies.
While traversing the world, the player will see enemies
wandering about. If a player gets close enough to an enemy, the enemy will
notice the player and run after them. If the player and enemy collide, the game
will shift from the world, to a separate battlefield that looks similar to the
area the player was just in. The battlefield is a square arena, arranged by a
grid, with invisible boundaries. There are obstacles in the arena that are
generated randomly. (For instance, if the enemy encounter is in a field, some
of the obstacles generated could be things like trees, rocks, and maybe a
river. Or if the encounter is in a dungeon the obstacles could be things like
walls, and spike traps on the floor that will hurt whoever walks over it.)
The battlefield is divided into a grid. At the beginning of
a battle, the player will choose which of their four party members they want to
send in to battle. A prompt will come up with info on each character, health,
magic, class, level, weapon, etc. Once a character is chosen, they’re dropped
into battle. The combat is real-time. There will be multiple different fighting
styles based on the player’s class/weapon of choice. Close combat with heavy
attacks using hammers or axes, close combat with quick attacks using swords or
daggers, long range combat with bows or long range combat with spells.
Some obstacles can be destroyed by weapons, and some can’t,
adding a strategic dynamic to movement in the battlefield. Some obstacles are
short, these don’t make your characters invincible when standing behind them,
but harder to hit. (Depending on which direction the attack is coming from.)
Characters and enemies also have weaknesses. If an entity is
hit by its weakness, it will suffer more damage than it normally would, and it
will be dazed, unable to do anything for a certain amount of time. If an entity
is hit while in a daze, it will snap back to normal and be able to act.
If the player can daze all of the enemies, they will be
given some sort of bonus to their attacks.
Every fixed amount of time in battle, the player is given a “swap
point” which can be used to swap out the current character for someone else in
the party mid-battle. The reason I say “fixed amount of time” is because it can
vary based on the difficulty of the battle. If it’s a regular mob encounter,
they can be awarded a point every thirty seconds. But if it’s a boss encounter,
they can be awarded a point every minute because the battle would last longer.
The max amount of swap points a player can have starts at 2. But this number
will go up based on either the level of the player, or the progress the player
has made overall. (If there’s an over-arching story.)
I imagine this game having combat similar to that of Ys. The
action will be fast paced and hack n slasheque with strategic elements.
Keeping the over-world and battlefield as separate instances would be similar to the way games like Tales of Rebirth or Eternal Sonata do the same thing The presentation of the battlefield would be similar to that of The World Ends With You.
Inspiration for Battle presentation (The World Ends With You):
Inspiration for dynamic battlefields with obstacles and the overall game feel (Ys The Oath in Felghana):
Inspiration for fields with wandering enemies (Eternal Sonata):
No comments:
Post a Comment