GooS
Azrael
- Reaction score
- 154
Hollow
Feel free to read it all but what I really want is for
the questions at the bottom to be answered .
Genre: Sort of a RPG, may be played online (though that requires optimizing of code),
some Score-Attack sprinkles and a dash of Roguelike.
Engine: Completely made by me in JavaScript utilizing moz and webkit AnimationFrame
fetches and the HTML5 canvas. Some hardcoded stuff, the only thing not made by me
is the Array.remove prototype extension. Requires optimization but so far the
things that have been done work well.
Graphics: 16bit spritebased graphics in a 400x300 resolution blown up to 800x600.
Some general features that have already been implemented and will soon be tested
by a group of alpha testers are;
- Movement/Pathing/Collision
- Attack/Projectile/Hit-Detection
- Map Generation - Thinking of moving to pre-defined maps to have control over progression speeds.
- Character Creation/Character Stats
- Inventory/Equip System
- Particle Emitter
- Skill System
Why isn't it already tested? Enemies, yes there are currently no enemies in the game,
I've just not gotten around to it yet. I've just now created a basic enemy unit based on
a very downscaled character prototype. The AI is extremely basic, when within range
it will start to track you, attacking at the unit types designated attack-speed, it will stop
if it falls to far away from the target.
More about the game!
The game will be more towards the RPG than the other "subgenres", you will start by creating
a character, you choose one governing attribute between: Dexterity, Strength and Intelligence,
these attributes will restrict what skills and equipment you may acquire during the game.
You can probably figure out what governing attribute governs what!
When you enter the game you will be placed in the lobby, a town, or something similar. Here
you may join or create groups of up to 10 people, you may alone, or in these groups, enter
dungeons which are generated randomly (these are easy/normal and primarily for lower levels),
or enter premade dungeons, these will be harder and for the higher level characters.
Character levels in the game will probably range between 1 and 30/40, not yet decided where
the balance of skills are and how often one should re-equip during progression.
Progression in the game is also made through new equipment, and there will be quite a lot
of it for a 'low-fi' game. Currently there's about 300 items implemented, each character can
wield roughly half of it. But many more are planned or are yet to be implemented.
When you gain a level you gain 2 attribute points to spend as you wish and 3 that are assigned
based on governing attribute. You also gain one skillpoint which you may spend on a skill
of your liking, some skills cancel others out as do some skill-lines, such as when picking
Necromancy you may not pick Abjuration, or when picking Might you cannot pick Stealth.
Skills are in lines of 7 each, 1 primeskill with 6 subskills, such as Ranged being a prime
with subskills such as Bow Mastery, Marksmanship and Strafe. You are required to have the
prime skill before you may pick any subskill. Skills may give you attribute bonuses, specific
bonuses or new abilities or magics to use actively.
Character
(decided to add some complexity, because I like it!)
Your character has 6 primary attributes, these consist of:
Strength - Increases damage using most melee and ranged weapons, also improves your physical resistance.
Stamina - Increases your energy and health.
Dexterity - Increases your attack speed and energy regeneration.
Agility - Decreases the energycost and improves your dodge and precision.
Intelligence - Improves your spell damage and increases your mana.
Knowledge - Improves your mana regeneration and mental resistance.
Specialty attributes are a bit different, you put points in them every other level and the
effect is factored by the primary attributes that govern them:
Might - Improves your attack power using melee weapons. Governed by Strength, Stamina and Agility
Stoicism - Improves your physical and mental resistance. Governed by Strength and Stamina
Cunning - Improves your precision and spell power. Governed by Intelligence and Dexterity
Perception - Improves your dodge and precision. Governed by Knowledge, Dexterity and Experience
Willpower - Improves your mental resistance, aswell as your attack and spell power slightly. Governed by Stamina and Experience
Wisdom - Increases your mana and improves your mana regeneration. Governed by Intelligence, Knowledge and Experience
E.g. (Numbers are arbitrary)
With X point in might, Y in strength, agility and stamina one would gain Z attack power
With 2X point in might, Y in strength, agility and stamina one would gain 2Z attack power
With X point in might, 2Y in strength, agility and stamina one would gain 2Z attack power
(Hope you get it!)
Questions, if you answer these I'd be most grateful:
(More questions to come)
General:
- Should a game of lower graphical fidelity be less complex when it comes to
character attributes and skills? I've found that this is often the case!
- Are you willing to keep up-to-date with browser technologies in order to
play a game that is not high-end developed? Maybe not the best place to ask.
Game-Related:
- How long, in a game environment roughly as what you see in the screencaps, would
you want to stay for one sit-down? Good to know as I want a shorter, casual, sit-down
to still give a sense of accomplishment.
- How long, same as above, do you want to play before you reach max level? Max level is
not the cap of progression, it does however slow down further progression as there is less
to achieve.
- What are your thoughts about 16bit graphics, are you only willing to play the latest
games on the market? do you find charm in a more "retro" game style?
- What, from what you can see in the screencaps, do you think of the interface I'm currently
employing in the game?
- What, from what you can see in the screencaps, do you think of the graphic style I'm currently
employing in the game?
These screencaps are far from exilirating, however, I don't want to show of that much, just give you something
of what the game looks like! I'll post more images if you request it!
If anything is poorly explained or you want to know more, or something in these lines, just tell me!
Feel free to read it all but what I really want is for
the questions at the bottom to be answered .
Genre: Sort of a RPG, may be played online (though that requires optimizing of code),
some Score-Attack sprinkles and a dash of Roguelike.
Engine: Completely made by me in JavaScript utilizing moz and webkit AnimationFrame
fetches and the HTML5 canvas. Some hardcoded stuff, the only thing not made by me
is the Array.remove prototype extension. Requires optimization but so far the
things that have been done work well.
Graphics: 16bit spritebased graphics in a 400x300 resolution blown up to 800x600.
Some general features that have already been implemented and will soon be tested
by a group of alpha testers are;
- Movement/Pathing/Collision
- Attack/Projectile/Hit-Detection
- Map Generation - Thinking of moving to pre-defined maps to have control over progression speeds.
- Character Creation/Character Stats
- Inventory/Equip System
- Particle Emitter
- Skill System
Why isn't it already tested? Enemies, yes there are currently no enemies in the game,
I've just not gotten around to it yet. I've just now created a basic enemy unit based on
a very downscaled character prototype. The AI is extremely basic, when within range
it will start to track you, attacking at the unit types designated attack-speed, it will stop
if it falls to far away from the target.
More about the game!
The game will be more towards the RPG than the other "subgenres", you will start by creating
a character, you choose one governing attribute between: Dexterity, Strength and Intelligence,
these attributes will restrict what skills and equipment you may acquire during the game.
You can probably figure out what governing attribute governs what!
When you enter the game you will be placed in the lobby, a town, or something similar. Here
you may join or create groups of up to 10 people, you may alone, or in these groups, enter
dungeons which are generated randomly (these are easy/normal and primarily for lower levels),
or enter premade dungeons, these will be harder and for the higher level characters.
Character levels in the game will probably range between 1 and 30/40, not yet decided where
the balance of skills are and how often one should re-equip during progression.
Progression in the game is also made through new equipment, and there will be quite a lot
of it for a 'low-fi' game. Currently there's about 300 items implemented, each character can
wield roughly half of it. But many more are planned or are yet to be implemented.
When you gain a level you gain 2 attribute points to spend as you wish and 3 that are assigned
based on governing attribute. You also gain one skillpoint which you may spend on a skill
of your liking, some skills cancel others out as do some skill-lines, such as when picking
Necromancy you may not pick Abjuration, or when picking Might you cannot pick Stealth.
Skills are in lines of 7 each, 1 primeskill with 6 subskills, such as Ranged being a prime
with subskills such as Bow Mastery, Marksmanship and Strafe. You are required to have the
prime skill before you may pick any subskill. Skills may give you attribute bonuses, specific
bonuses or new abilities or magics to use actively.
Character
(decided to add some complexity, because I like it!)
Your character has 6 primary attributes, these consist of:
Strength - Increases damage using most melee and ranged weapons, also improves your physical resistance.
Stamina - Increases your energy and health.
Dexterity - Increases your attack speed and energy regeneration.
Agility - Decreases the energycost and improves your dodge and precision.
Intelligence - Improves your spell damage and increases your mana.
Knowledge - Improves your mana regeneration and mental resistance.
Specialty attributes are a bit different, you put points in them every other level and the
effect is factored by the primary attributes that govern them:
Might - Improves your attack power using melee weapons. Governed by Strength, Stamina and Agility
Stoicism - Improves your physical and mental resistance. Governed by Strength and Stamina
Cunning - Improves your precision and spell power. Governed by Intelligence and Dexterity
Perception - Improves your dodge and precision. Governed by Knowledge, Dexterity and Experience
Willpower - Improves your mental resistance, aswell as your attack and spell power slightly. Governed by Stamina and Experience
Wisdom - Increases your mana and improves your mana regeneration. Governed by Intelligence, Knowledge and Experience
E.g. (Numbers are arbitrary)
With X point in might, Y in strength, agility and stamina one would gain Z attack power
With 2X point in might, Y in strength, agility and stamina one would gain 2Z attack power
With X point in might, 2Y in strength, agility and stamina one would gain 2Z attack power
(Hope you get it!)
Questions, if you answer these I'd be most grateful:
(More questions to come)
General:
- Should a game of lower graphical fidelity be less complex when it comes to
character attributes and skills? I've found that this is often the case!
- Are you willing to keep up-to-date with browser technologies in order to
play a game that is not high-end developed? Maybe not the best place to ask.
Game-Related:
- How long, in a game environment roughly as what you see in the screencaps, would
you want to stay for one sit-down? Good to know as I want a shorter, casual, sit-down
to still give a sense of accomplishment.
- How long, same as above, do you want to play before you reach max level? Max level is
not the cap of progression, it does however slow down further progression as there is less
to achieve.
- What are your thoughts about 16bit graphics, are you only willing to play the latest
games on the market? do you find charm in a more "retro" game style?
- What, from what you can see in the screencaps, do you think of the interface I'm currently
employing in the game?
- What, from what you can see in the screencaps, do you think of the graphic style I'm currently
employing in the game?
These screencaps are far from exilirating, however, I don't want to show of that much, just give you something
of what the game looks like! I'll post more images if you request it!
If anything is poorly explained or you want to know more, or something in these lines, just tell me!