thirdofnine
Relatively Tolerable
I don't even know man...
Posts: 49
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Post by thirdofnine on Jan 11, 2012 23:11:48 GMT -5
G'day my friends. After discussion on the chat, there has been some expressed interest into the game that I and a friend of mine are creating, so I decided to create this thread in order to keep those interested updated on developments, and to receive as much input as I can on our project. As of now there is no name for the game itself, going by the name "Project Dawn". As it is the first game my friend and I are making, we're no short of a bit audacious, to say the least. On the other hand, we've got the motivation and passion to make this work! He may be making an account on here sometime soon, as he's another fan of Moogle's.
Come here for updates, to give input, and overall just to voice your opinions on Project Dawn. I'm very excited to see what you guys will make of our concepts, and will be even more excited to see what you think of the game the fateful day it will be released.
Shortly after this I'll be posting the history of the project, and our motivations, as well as goals and dreams for the final product. Hope to hear the most from you guys!
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thirdofnine
Relatively Tolerable
I don't even know man...
Posts: 49
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Post by thirdofnine on Jan 11, 2012 23:42:32 GMT -5
Alright, a little history: As huge fans of the souls series, my comrade and I (lolidk404error) decided that, after having beaten both dark souls and demon's souls many a time that we might have a go at making our own game. Soon afterward, in the very same discussion, some of the core concepts of Project Dawn emerged.
+ We were to make a game based on DkS/DeS combat as an inspiration, and carry it to new heights through realism.
+Limb based combat was decided upon, as opposed to the regular HP/Regenerating health systems.
+Combat is focused around damage types and location on the target's body, rather than just stacking up the numbers.
+More skill focused than gear focused, the game would be designed to make every battle feel as if your life was on the line, and to never feel as if you've become overpowered. A constant challenge, but if practiced, a rewarding conflict.
+Unlike the Souls series, story would be handled in a similar manner as tactical RPG's such as Final Fantasy Tactics or Tactic's Ogre.
+Revolving around the concept of magic being a newly emerging element in a world rooted in Medieval reality, the story would be one of how such a dramatic change would alter the world, and the people in it.
+In a Mass Effect like manor, the story and world would change accordingly to the main character's actions, eventually culminating in nine separate potential worlds being made. (Possibly the most demanding aspect)
+Again breaking apart from the Souls formula, we decided that a party system involving having members of your team fight along side you to win conflicts would be made.
+A setting was quickly developed: The world of Unice More specifically, on a strange formation of land roughly the size of Australia on said world: Degataga
Over the course of the past month, we've been working on and off to establish core ideas of the game, as well as generate a sequence of events/choices, and their affects on the world. Unfortunately, a recent development in the generation of the world has caused us to need to re-write the main story all together, as it conflicted with the world in which it was supposed to take place.
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thirdofnine
Relatively Tolerable
I don't even know man...
Posts: 49
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Post by thirdofnine on Mar 12, 2012 21:13:38 GMT -5
Alright, wow, it's been a long time since I've updated this thing. A lot's changed since then. Primarily on the list: We now have two primary game modes!
During Exploration mode, the game plays similarly to three dimensional plat-formers such as Tomb Raider, and focuses on traveling throughout the land, scaling huge and ancient ruins, and navigating strange twisted landscapes. Currently we've got a sprint, roll, crouch, crawl, jump, and interact function planned.
Secondarily, combat has been completely revamped. Now, though still drawing influence from the Souls series in a few ways, we've found ways to make it our own. The camera pans out and away from the player during combat, and controls are changed to suit the much more tactical focus of combat. Features include:
Heavy attacks Light attacks A parry system A blocking capability Dodge-rolling Jump attacks "Recovery attacks" (attacks out of rolls or after being staggered) The ability to use melee combat techniques in battle(think things like cyclone strikes or rapid combination attacks) A Magic system in which spells can be switched up and combined for alternate effects A technology system utilized for changing up the combat situation(varies from bombs to bear-traps, etc. etc.) And individual move-sets per weapon type.
Now, this is a lot of stuff to have in one combat system. The reason why we go so in depth with how the player can dispatch his enemies is because the enemy shall do the same to you. This brings me to our status effect system:
Current status effects are inflicted by a correlating damage type: Bruising(done by weapons such as hammers and clubs) Slashing(done by swords and daggers and the like) Piercing(done by spears and lances) Thrashing(done by chains, whips, and hooked weapons) Burning(Fire elemental spells, obviously) Tearing(done by Wind elemental spells) Crushing(done by Earth elemental spells) Pummeling(done by Water elemental spells) Dissolving(done by Acidic technologies) Infernal(done by explosive technologies) Decaying(done by poisonous technologies) and Breaching(done by disease-spreading technologies)
Status effects are as follows:
Bruising -(Broken limbs, causing your character to limp if it was your legs, have nerfed attacks if it was your arms, etc.) Slashing -(Bleeding, gradual damage over time and your character slows down, suffering from blood loss and cannot perform advanced techniques) Piercing -(Organ damage, causing your character to sway back and fourth, have their movement speed cut in half, and if it lasts too long before being healed, faint and need to be revived) Thrashing -(Torn flesh, causing your character to suffer from limb damage like broken bones, and gradual hp and blood loss)
Burning -(Singed, causing your character to twinge in pain and fail actions, pause in their movements, and take damage every time this occurs) Crushing -(Crippled in pain, causing your character to be unable to do anything until they are healed and take constant damage until then. Once healed, they have the Broken Bones status) Tearing -(Skinned, causing your character to have all action speeds and effectiveness halved) Pummeling -(K.Oed, causing your character to be knocked out and unable to perform any action till revived by a party member)
Dissolving -(Eaten Alive, causing your character to twinge in pain and take constant damage the entire time it is in effect) Infernal -(Blown up, causing your character to be burnt, crippled in pain, and to have their Aegis stat temporarily reduced) Decaying -(Breaking down, causing your character to have their movement speed reduced to 25% it's maximum and their defense stats reduced to 50% their original effectiveness) Breaching -(Shattered, causing all defenses to be reduced to zero and have a death counter appear above the players head. Once it counts down to zero, the character is insta-killed)
I think that's enough for this update, but there is far more we've developed. Most of this is far from even a beta, but we've got a firm resolve. It may take a few years even, but we're making this game!
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Post by Noven on Mar 12, 2012 21:20:29 GMT -5
I would think slashing damage would also slightly affect the area it's in. If you have a cut on your arm, I don't think you'd be swinging with either as much speed or strength, even if it's only a slight decrease. But dunno xD Any thoughts on enchanting, or I suppose, simply enchanted loot that you can get? Doesn't have to be self-applied, but could it exist? Not sure, just a thought from me. Good luck on keeping up moral and desire to make the game, because it sounds horribly enticing so far XD
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thirdofnine
Relatively Tolerable
I don't even know man...
Posts: 49
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Post by thirdofnine on Mar 13, 2012 23:05:58 GMT -5
In response to Noven: Adding decreases in stats per injury would indeed be more accurate, no matter the damage type, but unfortunately that would make things far too difficult for even our high standards of difficulty. I, for one, don't have it in me to be any more cruel than we already have been when it comes to the extent of things that may be done to the player. As for enchantment, well, that's a whole new can of worms! Allow me to explain.
Within the story of project dawn, we've got a time-split function going on. Depending on the actions of the player, the world and nearly all aspects of game-play are altered accordingly. The story itself pertains to magic emerging for the first time in a world completely unaccustomed to it. Think "Shadowrun+Chrono Trigger circa 14th century". As you might think, depending on how people are first shown magic and it's capabilities throughout the world, they address the issue differently. This in turn is how each timeline differs from the next. From things like Religious Fascism to Evolutionary tampering through the use of magic, the spectrum of world altering results is broad.
How does this affect Enchantment and the like in game you might ask? Well it's simple: In a future where magic is thought to be evil, your character won't be inclined to use it at all, let alone depend on it to strengthen his trusted equipment. As your character does actually have his own persona within game (though the player does have a say as to some aspects), we can't have him utilizing tools within specific timelines that wouldn't make any sense for him to use. Though it would allow for greater character customization, it's simply adding too much on top of an already ambitious project.
In short: Enchantment and the like exists, but is confined to where the player is within the story, and which story he's playing through (as there are a total of 9 timelines in all). And don't worry, I'll get to elaborating on those as well. Most of our game development sessions now a days are spent writing out the story.(or stories, as it were)
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thirdofnine
Relatively Tolerable
I don't even know man...
Posts: 49
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Post by thirdofnine on Mar 17, 2012 4:20:19 GMT -5
Since our last update, I realized I hadn't told you about an entire large part of the gameplay experience of project dawn! Being split into two modes: Combat and Exploration, it's rather silly to think informing you didn't come to me sooner. Though combat will take up most of the coding and effort in order to perfect, ample effort is indeed being put into the art, story, and exploration contexts of the game. Controls are as follows: W: Move Forward A: Move Left D: Move Right S: Move Backward Mouse: Look around Left Mouse Button: Interact Right Mouse Button: Sprint Shift: Duck (Roll if sprinting) Space: Jump (Long-jump if sprinting) O: Map U: Pause menu Taking on a completely different role as developers in this area, we're going to attempt to make the platforming and in general world interesting and enjoyable, but also challenging. Even Super Mario grows dull once you master it's mechanics.
Now, we've also developed a skill-based level progression system in which points are earned and then assigned to specific properties, may they be stats or the literal abilities themselves. Caping the player's level at 270, we allow them to place one point into one of their base stats every level in order to become more powerful in that field. In turn, every three levels we give the player an ability point to spend on a spell, ability, or technique for technology use. As there are 100 abilities, techniques, and spells respectively within the game, we keep things balanced through a tier-based system in which there are five of an ability, spell, or tech on each tier, 5 tiers within each subdivision of move, and each subdivision being made up of moves pertaining to one of the 12 damage types in the game.
I've decided to keep these updates shorter from now on, if they're gonna become a daily or at least semidaily thing.
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Post by Noven on Mar 17, 2012 20:43:46 GMT -5
I like the sound of that leveling system, it'd probably take a bit to ensure its balance in actual play, but seems good on paper at least, to be smoothed out later if need be, I suppose?
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thirdofnine
Relatively Tolerable
I don't even know man...
Posts: 49
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Post by thirdofnine on Mar 19, 2012 2:13:34 GMT -5
UPDATE TIME EVERYBODY! Questions brought to you today by Fallout
First question up for grabs today: What is the setting of the game?
Project Dawn's setting is the world of "Unice"(Derived from the term Unify). Existing practically as an alternate version of earth for it's entire history, it's progressed it's way up to 14th century technology. The game itself takes place on the continent "Degataga"(meaning Stand Firm in Cherokee), a continent generally considered to be the largest trade center and place of divergent cultures of all the world. Now, On Degataga there are the countries of Dallan(a small western country reminiscent of Britain before it's huge expansion), Volkshie(a far eastern technologically centered people, with lands similar to Egypt and central America), Bataar(A far northern monk country with culture based around ideas of self understanding and inner strength, and physical geography similar to Mongolia), Adolfo(A southern country which is later on revealed to essentially be Mexico), and finally two huge countries that take up 75% of the continent: Elihu and Crucia. Elihu is to the south, and culturally is similar to the Spanish empire, though has been influenced by the roman empire. Crucia is to the north, and it's culture has been far more influenced by German and European crusader mentalities. As they are very large, each spans a wide variety of biomes.
Second question: Romance-able members of the party in a bioware-esk sense?
Well, the answer to romance is essentially "yes", but it's not so simple. While romance is in the game, it's not particularly the player's choice. Taking a far more jrpg approach to this, we've established the player's character as an independent person, and less of a catalyst through which the player may place themselves into the world. I'm trying hard to skirt around spoilers as to the game's plot right now, so sorry if that doesn't say much.
Last question: What's the general overall "feeling" of the game?
I suppose that the overall feel of the game could be summed up in the word "ecliptic". As mentioned in a previous update, the story itself varies depending on the player's choices at key times throughout the story, eventually splitting into 9 different endings and results of the world. Why so many timesplits, you may ask? Well, it's because the plot of the game itself follows two things: How the main characters of the story get by in an ever changing world, and secondly, how the world reacts to the fundamental change in their world that is magic. Not only do these time-splits change how the story is told, it changes the tone of the story itself. Varrying from high-fantasy to at times borderline grimdark interpretations of what changes magic could bring to a world, we try to make it all feel right, and to give the game immense replay value. Get all the endings and you might even unlock something... special. And not just some flimsy achievement like other games. It's a big thing. Something that changes your view of the world completely.
Well, that'll be it for today's update. Thanks to Fallout again for asking some excellent questions!
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ThatOneGuysBro
Murdered One Of The K-ON Cast
Problem officer?
Posts: 407
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Post by ThatOneGuysBro on Mar 19, 2012 7:30:04 GMT -5
Allow to give my two pence. In my opinion, though the name of your game may be important, it is not nearly the most important aspect of your game. I suggest you wait until your game is nearly completed before arbitrarily naming it, so as to have a good grip of its themes and motifs by which to label it. Wouldn't want to constrict your avenues of possibilities by bending the plot and such of your game to the title.
As far as the elements and types of attacks and injuries go, they seem very in depth and vary widely, pressing the player to take many things into account, as they are prone to many sorts of afflictions. I am fond of this notion, but I would also warn against going into too much detail about it (though as stated before I am unaware of exactly how your battle system operates) as it may pile up and overwhelm the player to the point of it feeling like nothing more than irritating tedium. I would assume the different types of attacks would look something to this effect:
Heavy Attacks- Delivers large doses of damage at the expensive of speed and accuracy.
*Moderate Attacks- Might I suggest a middle-of-the-road approach to combat for more customization in fighting styles so the player doesn't feel limited between a heavy hitter and a swift but small-time inflicter.
Light Attacks- Delivers small amounts of damage but with greater accuracy and unhindered speed.
Blocking- Self-explanatory. Parry with a number of styles, via shields or your character holding their weapon in front of them to deflect blows. Also, perhaps you may implement an ability to bash an enemy with a shield, maybe even to stagger then, if executed properly or if calculated randomly or something of the sort.
Dodge-Roll- A swift rolling maneuver used to evade an enemy attack and perhaps flank them or gain ground behind them. Perhaps damage will be multiplied, for example, by 1.5 if hit on the side and by 2 if hit in the back. Of course, if hit whilst dodging I assume the player would be staggered themselves or take extra damage.
Jump Attacks- Probably an attack that would be difficult to execute seeing as how it'd probably leave them open for attack themselves, but having a higher chance of landing a critical hit, multiplying damage exponentially.
Recovery Attacks- I'd assume this sort of attack is meant to catch the enemy off guard, as well as swiftly regain a fighting stance after having been staggered or such, perhaps throwing the enemy into a staggered state themselves.
Melee Attacks- Perhaps should be named more aptly 'Hand-to-Hand', if I am thinking right as I assume there will be both ranged and melee combat for weapons as well. This is a whole other ball park and will bring another world of combat into this already intricate fighting system. I've not too much to say on the subject, only that you might want to think seriously about whether you want this feature or not. Aside from a rapid succession of hits, melee attacks could be not just a light attack, but also, sluggish pounding (heavy) attacks. You also may want to contemplate holds and locks to bind the enemy with a sort of martial artist style, so to speak, or perhaps a choke hold they may, not kill, but incapacitate an enemy, especially if done in stealth (if you plan to incorporate such a mechanic).
Magics- Same with magic as I've said with melee attacks. It will have to be quite in depth. Though maybe not too much so, as you've explained magic is a new thing that is still new to the continent of Unice. Offensive magics, status-inducing magics that poison or induce sleep, paralyzation, maybe temporary blindness or confusion as well as healing magics, defensive magics (protective wards/barriers) and maybe even summoning magics (depending on how far you want to take it) will also have to be taken into account. I am also curious as to how magic will be evoked in your game. It is a usual theme that magic is called upon from tomes, runes and chants.
Technology- Same as magic and melee. Redundant, I know. All about the gizmos and gadgets. You could probably do this category more justice than me. So omit my input for the time being.
Move Set- Or to quote more precisely, "...individual move-sets per weapon type..." This would imply a wide array of weapons, which I suppose is a given since you are basing your game largely off of Dark/Demons Souls. I suppose this also entails special moves/killing blows, ect... Such as a left jab, a thrust attack or two arrows fired at once. I would also assume that these special skills would require something along the lines of 'skill points' required to use them. Maybe they regenerate over time or they replenish when an enemy is slain or simply attacked, or maybe when your character takes damage themselves. Also, would each skill be executed differently depending on if it was done so with a heavy attacking weapon, as opposed to a light attacking weapon? Or as opposed to magic and technology?
That is all I will say for the topic of attacks. Now status ailments I may also leave alone. You seem to have it down more or less, without my input. May I suggest, however, (which I assume you will do anyway) specific animations for each status effect? Also, I am not sure how you will handle armor, if it will be present or not, but the animation may also be affected by the type of armor being worn. I.e. fire magic turning a suit of metallic armor to a bright, incandescent color of orange or so, as opposed to leather armor being singed to a charcoal black. I'm not quite sure in which direction you will be taking the graphics and animations either, so I'll leave it be for now.
Seeing as how in depth the game is, I'd assume it would still require fast reflexes, to an extent at least. In which case, playing on a keyboard might become problematic for less adept players. Will there be an adaption for say a USB controller or Xbox controller?
That's about all I have to say at the moment. I hope my cynicism is searing into your skin! D:<
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thirdofnine
Relatively Tolerable
I don't even know man...
Posts: 49
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Post by thirdofnine on Mar 19, 2012 23:14:10 GMT -5
Lordy TOG, you've set quite the scene. I'm up to the challenge, however. Heavy attacks: In terms of the execution of the moves themselves, they take far more on the form of simply stronger attacks the player can perform upon an opponent. Scaled to do 50% more damage than the "light attacks", they are used simply as methods through which the player can get more damage in per chain of attacks. At the same time, they are different in terms of the types of attacks they deal out (example being a light for the longsword is a slash, but the heavies for the longsword are two stabs). Light attacks: More aptly named "standard attacks", they are faster than heavy attacks, but also not so fast as to force one to play like a "rogue-ish" character if they plan to use them most of the time. Attack timing and effects vary depending upon weapon types, as those are what the general *press this to attack* *press this to attack harder* combat system is based off of. Blocking and parrying: Blocking, as you said, self-explanatory Parrying is done primarily by the weapon, as the weapon indicates what "moveset" or what methods of attack the player has to their advantage. If a weapon can be used with a shield, the shield is used for parrying, otherwise the weapon itself has it's own respective animation. Dodge-rolling/evasion: You've got how it works down to a "T". Well, everything but the damage scaling depending on positioning. Enemy variety is just to broad and sometimes abstract to allow for that to apply to every enemy, and to be honest I don't like the sound of how difficult the premise of that would be to program to work well without bugs on every enemy. It's a great idea for another game though. Just not something I think we'll be putting in this one. Jump attacks: Again, you hit the nail square on it's head. Nothing to say here, you're correct. Recovery attacks: Done out of dodge-rolls or after being staggered, once again you're correct TOG. Melee attacks: All good ideas, but you've actually got it wrong. Hand-to-hand or other "martial arts" in the vain of Kung Fu won't be included in the combat system. Not only would it make little sense to be combating the things we throw the player against in game with their sense, it's also not something we could really follow through on. Far too in depth for an already deep combat system. Magic: Cast by reading out words carved into stone tombs, magic is indeed as you described. There are four elemental subcategories of magic, each with 25 unique spells. Instead of spells getting more and more powerful, essentially phasing out previously attained spells (pretty much wasting those ability points), as an example, there is only one "fireball" spell. Each spell is a different effect and is used for a different job. It'll be quite the ordeal to make, but I think we're just the people to do it. Technology: Varying from smoke bombs to string-traps and so fourth, there isn't really much to say about it. Each device functions exactly as you'd expect it to in real life. Much research will be done in order to ensure all technologies are period-accurate. Abilities: First off, yes, the effectiveness of abilities is indeed affected by what equipment the player is using, but also their stats. One cannot have a "high tier" move if they don't have the right stats. In short: if you don't have 50 strength, don't expect to be able to do the giant hammer jumping smash just because you have the damn thing unlocked. Move-sets: Alright, the "moveset" of a weapon literally entails simply what attacks a specific weapon type does performing a standard, heavy, jumping, or parrying attack. Naturally Chain weapons won't be used at all similarly to a halberd, so the attacks done are altered to suit this. Both being an aesthetic animation difference and a difference in direction of attack in game, movesets are what ultimately makes or breaks how you do in battle. In a tight corridor, it makes no sense at all to use a huge hammer that would smack the walls, but makes all the sense in the world to use a spear. Animations do change per status effect, but it's really only going to change specific things about the player's appearance when they perform actions such as even simply walking. Armor and such won't be affected simply because those art assets would be huge, and we've got but one artist. Controller maping and such honestly isn't something we can speak about much now. It'll take a lot of work just to get it playable in alpha on the keyboard, so we'll see where it goes.
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thirdofnine
Relatively Tolerable
I don't even know man...
Posts: 49
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Post by thirdofnine on Mar 19, 2012 23:41:15 GMT -5
Now, onto today's daily update. First up on the chopping block is the presence of the main characters of the story, and what exactly the "party" of the game will be like. Having 10 main characters in all, we're not skimping on the hows, when's and why's these players meet up within the story (or stories, as it were). They are as follows. Main Char 0 [preset name of "Eloy"] (the player, an orhpan with no family and no real place in the world) is a blank slate. Proficient in everything, perfect in none, but can quickly changed into whatever the player wants. Their personality depends on the player choices during conversations. Main Char 1 (named Lars) is a dex build, focusing on knife play and light weapons and armor, and has a playful personality, but can also be very cruel. Main Char 2 (named Connor) is a str build, focusing on heavy hits and weapons, as well as heavy armor, and has a blunt personality, but can be very loyal. Main Char 3 (named Hera) is the foster sister of the player, and is a calm, independent, and yet passionate person. She's a monk with magical leanings, who eventually gets spells tattooed onto her body in place of using a tomb. Main Char 4 (named Jorge) is firey and and excitable personality, using guns and technologies to achieve his high goals in life. Main Char 5 (named Nispoh) is a cocky, full of himself wandering mage who knows his way around the fire arts. Main Char 6 (named Freyja) is a motherlike figure, caring and kind. Using water magic to aid those around her, she can also be a powerful foe if enraged. Main Char 7 (named Felix) is a loyal, independently motivated, driven person, capeable of working well with others in order to achieve goals. He fights as a standard knight. Main Char 8 (named Xena) is a bouncy, flamboyant girl with a passion for science and a love for causing misschief with the devices she designs, but is also can be reclusive and even brazen at some times. Main Char 9 (named until late game, then named Dan) is a silent ninja who seems to get a kick out of outsmarting and outshowing all his opponents, and seems to be helping the player for undefined reasons until later. It's revealed later that he is very full of himself, confident, and mildly unfortunate character, as most of his plans backfire. Rather Archetypal, yes, but at the same time they vary quite a lot depending on the story the player is playing through. Now what is all this nonsense about multiple stories you may be asking yourself? Well, it's rather easy to explain. Throughout the course of the story of Project Dawn, the player is provided with choices. Those choices in turn affect the world as a whole, as the player plays the key role of exposing or otherwise the world to magic at a large scale. This changes the state of the world, and the perspectives of the people within it. There are two time-split events throughout the game, splitting the game into 9 potential realities by the end of the game. A special mode of the game is unlocked once the player has gotten all 9 endings to the game. These time splits truly do change every aspect of the game varying from what enemies the player faces to what roles each of the main character's play throughout the story. Being 9 different iterations of the same story, they can all be experienced through a NG+ function, or simply through the player keeping many save files each on a different time-split path. As long as the player reaches every ending no matter what method, they are rewarded. There, that's it for now. Sorry if the character descriptions are a little rough, they're taken directly from my none-so-grammatically correct notes.
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ThatOneGuysBro
Murdered One Of The K-ON Cast
Problem officer?
Posts: 407
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Post by ThatOneGuysBro on Mar 21, 2012 0:06:29 GMT -5
It seems I misunderstood in concerns to heavy, light and melee attacks, but I feel I have a more tangible grasp on the subject matter now. Which leaves but one more concern for the moment; will there be ranged attacks as well? I do quite like the idea of making magic spells and such unique prevent "...spells getting more and more powerful, essentially phasing out previously attained spells (pretty much wasting those ability points)..." I can appreciate the subtle realities applied to the abilities, like the aforementioned needing a certain height in the strength stat to wield a large weapon. However, I'd be extremely cautious when dealing with this aspect of the game so as not to make players feel too limited with their weaponry and such simply because they haven't the accommodating stats. I trust you'll have not much of a problem in balancing it as it is, however. I can understand your limitations with animation the the controller adaptation. More so something to concern yourself with in later stages I suppose. As far as plot related things go I can't add too much input. I'll spare a few words, however, because I know you're just dying for my boundless wisdom. B| I do like the idea of 'Main Character 0', though pre-named, having that feeling of ambiguity, as if you're able to place yourself in their shoes. Sorta like a Persona MC thing. At least that is the vibe I got from it. The other characters, as you said, do seem somewhat bland, but I assume that is only because you've yet to touch on them and at least they're diverse. As far as keeping the characters interesting an intricate or emotionally gripping back story usually seems to do the trick. Something to balance out their superhuman qualities in an attempt to make them somewhat relate-able or more human, so to speak. Also, I do like the idea of having your choices impact the world at large in the game but since you're aim, at least combat-wise, is to give it a sense of realism, that same idea sounds a bit, well... unrealistic. That being said, I don't know which direction you want to take your stories. All I've got to say at the moment really. You can't do it kid! I'm the best. B|||
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thirdofnine
Relatively Tolerable
I don't even know man...
Posts: 49
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Post by thirdofnine on Mar 30, 2012 14:20:39 GMT -5
Alright, almost 11 days after my previous update and after a lot of school work and game development time, I'm sorry to say I haven't kept you guys updated as frequently as I planned. Life kicked in and messed with me. But that's all over and done with now. I think I owe you guys an especially large update this time, wouldn't you agree? So, to kick things off; in response to TOG: Ranged attacks come in the form of technologies and spells. "Abilities" and the "weapon types" themselves concern themselves purely with melee combat. However, combat is more expansive than that. Spells can be projectile, area of effect, buffs or debuffs, and even in melee range. Technologies, as they cover a wide spectrum of topics (varying from bombs to traps to bows and arrows), may seem like simply a very large class of weapons at first. To be specific, they classify as any sort of disposable item of non-magical properties that can be utilized in or outside of combat in order to improve your character's performance, or to change another aspect of the opposition. Now, as per balancing the stats per weapon choice: It's not particularly that one won't be ABLE to use a weapon in combat if they don't have the correct stats, as much as it's effectiveness will be lessened proportionately to how far away your stats are from the ideal. If you have 14 str, say, to use a warhammer, but that warhammer ideally needs 16 str to use, you'll still use it, but your speed and damage dealt out wont be as good as they would be otherwise. At the same time, if you only have 5 str, it's practically nonsensical to use such a weapon, as your character simply hasn't been leveled up in the right mannor. This is why we give the player freedom to level their stats as they want. They can create any mixture of elements in game to form their character, all they need do is get the correct stats and equipment to meet their own needs. To be honest, we've never given thought to inputs on a controller, as from the beginning this was intended to be a PC/keyboard and mouse game. I've made a little note in my head to keep rolling ideas around in my head about it, however. Indeed, for the most part we are attempting to make the player feel like they have sway on Eloy's actions. At the same time, he is indeed his own character, with his own personality and character. The player has control over his decisions during pivotal moments throughout the story, which in turn change his personality depending on how his reality is affected. Now, as for the other main characters. As the story progresses throughout Project Dawn, it has two "timeline" split events. Depending on the player's actions, these events unfold in different ways, which in turn affect how the rest of each iteration of the story plays out. However, Eloy is not the only main character who is changed by the choices made throughout Project Dawn. Each and every main character reacts differently throughout all possible scenarios of the story, and because of this all can be drastically different depending on what and how the world has changed. Leading to my next point, as you said, at face value the entire world changing based on the actions of a few individuals is pretty unrealistic. Well, if taken at face value. Here's where I get into the actual story guys, so listen up. After the beginning events of the game, where you simply play as Eloy, learning his backstory, his place in the world, and more about the world itself, he eventually finds himself in an interesting position. Eloy is one of the first individuals to experience interaction with magic in the world on a scale large enough to simply be explainable any other way. The player's actions in turn change how people in the world are first exposed to this drastic change in how the world functions, and as such affect how magic plays a role in the story from then on out. I suppose now is as good a time as any to reveal what these 9 story arcs are, at least at the fundamentals are. We've designed each one to reflect a specific possibility as to how magic is seen and how it changes the world based on how people view it. These changes in turn affect how Eloy and the main party's journey goes, sometimes even changing fundamentally why they are adventuring in the first place. Taken straight from my notes(literally, copied and pasted), here are the very unspecific generalizations of what each path shall reflect. Path one - Dungeons and Dragons-esk fantasy. Traditional. Knights and kings, mages and thieves. Magic is accepted as another tool of life. Path two - Elementally themed. Wind, Fire, Earth, Water. Monks and Honor. Magic is seen as spiritual, not as a tool. Path three - Nature vs Science. Fear of Magic, love of technology. Imperial vs barbarian. Magic is seen as a threat to order within the world. Path four - Chaos and design intertwine. Enchantment. Shamans and spirit warriors. Magic is not seen just as a tool, but as a method of enhancement. Takes its place along side technology to alter people's ways of life, for better or for worse. Path five - Evolution and adaption. Mutation. Corruption of the world. Magic is seen as some people view technology today. As a method to bring about improvements, and to conquer all the weaknesses of the human condition. Path six - Complete destruction. Societal breakdown. Magic brings end times for society as previously known. It's viewed as a destructive and evil force, condemned by all beyond those who seek to control it. Path seven - Cultural divergence. Magic vs. Technology. Social revolution. Magic is met with equal acceptance as opposition, and doing as people do, they fight about it. Path eight - Religious control. Utopian society constructed in the name of god. Some believe magic is a tool to be used only by those who serve god, while others believe it should be open to all. Path nine - Attunement with nature. Sacrifice of humanity. Demonic twists to form. Humans see magic both as a spiritual thing, and as a tool to improve themselves with. Belief that magically altering your body is a method to gain closeness to divinity is prominent. Now, that's enough responding to TOG (for now, no doubt). Onwards to the new information. As of just yesterday in fact, we completed the move-sets for all weapon types within the game. We're proud to boast a TWENTY FOUR weapon type roster, each with a unique moveset, and each with many weapons within each subdivision. Here they are now: Warhammers(1handed) Greathammers(2handed, larger) Sluggers(1handed clubs, similar to baseball bats) Smashers(2handed clubs, similar to giant maces) Shortswords(dual-wielded) Longswords(1handed) Greatswords(2handed) Daggers(dual-wielded) Scimitars/Curved swords(1handed) Chains(2handed) Lashers(1handed, think Castlevania) Flails(2handed, think real-life flails, not ball&chain flails) Lances(2handed, similar to jousting lances) Shortspears(1handed) Pikes(2handed) Halberds(2handed) Fencing Rapiers(1handed) Combat Sabers(1handed) Scythes(1handed, includes legitimate weapons like shotels) Billhooks(1handed) Serrated blades(1handed) Canes(War-canes similar to use in india, not walking-canes) Handaxes(1handed) and finally, Greataxes(2handed) Next on the chopping block, with all those weapon movesets finished are all the abilities, technologies, and magical spells. They'll likely take the longest out of all combat elements to develop. Hopefully more progress shall be made this week, as I shan't be buried in school like weeks previous.
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Post by lolidk404error on Apr 1, 2012 19:03:40 GMT -5
Just to cut through most of the formal crap people put up with, I will state right now, my name is Loli. My job here is to brainstorm and proof ideas for the game with my good friend Third.
I will NOT be updating this thread, instead i will be hanging around the forum trying to get to know you people.
Good day, i hope you like our future updates.
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thirdofnine
Relatively Tolerable
I don't even know man...
Posts: 49
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Post by thirdofnine on Apr 1, 2012 20:05:55 GMT -5
ALRIGHT. HUMONGOUS ANNOUNCEMENT: Development stages for all aspects of Project Dawn:
Gameplay:
First off, what engine are we using, you may ask? Well, to be honest, we're not using one. We're making our own, just for our game. Programming everything from Scratch in C++
Exploration mechanics have been developed to the point of having a control scheme worked out, and figuring how the camera will act. Taking the point of view of a third person platformer, exploration throughout the world is planned to play similarly to games such as Shadow of the Colossus or maybe even Prince of Persia.
Combat mechanics have been well charted out within this thread as to how we plan them to play out, but in all reality we haven't gotten to the stage where we can program them yet. Amateurs as we are, we've got a ways to go. But we won't stop until the combat meets our own very high standards.
Story:
Story itself has been written and re-written around 4 times now, all to ensure the lack of plot-holes or nonsensical conclusions. Naturally this isn't the final story, as there are still many revisions to be made in order to ensure quality. Story-boarding is still under work, and will likely be complete in a few weeks time. The "Script" for the game itself (dialogue, preset cut-scenes and so fourth) has not been attempted at. A legitimate writer for our team is in high-need. Though we have themes, ideas, and such for story, it truly isn't close to a final draft we can make a campaign out of.
Art Assets/Styling:
An artist in in need for our team. No one currently working with us has particular artistic prowess, and as such no concept art has been done. Aesthetic design for the game itself will resemble a "Dragon Quest" or "Rogue Galaxy" like style. An artist capable of similar styles capable of drawing, yet still able to be imaginative in imaging based off descriptions, or even better yet, expanding upon them placing a personal touch.
Music:
Without a composer, we don't have much of a soundtrack to go along with our game. Contemplating having an all Piano soundtrack to our game, however, our team does have an idea of the overall goal of what we'd like to achieve per moment in game with the score.
All in all, we've got a very good idea of what we're aiming to make, but we haven't taken many steps to achieve it yet. Beyond practicing programming and doing a lot of research to plan out mechanics in game, and trying to develop the story along side all this plus school, development has been slow, yet productive when it's counted. Once Summer break rolls around, expect immense productivity in the game department. In the mean time, I'm afraid we can't promise more than updates on systems, concepts, and goals. These shan't be empty promises, however. We've got our hearts and souls into this game, and truly want to see it come to be.
Our current team, finally revealed, is but a small three: I, Third, as the primary programmer and co-founder of the idea. I also work a bit of everything else, as we have such a tiny team. Loli, (lolidk404error) on here, who is another programmer alongside me and my fellow co-founder of the idea, also fills a similar role as mine. And finally, we've got a 3d modeler working with us a bit, though he's a new addition. Not a member of this forum yet, however.
Now, in a few I'll post today's update, showing what we've decided upon with our ideas towards enemies, references within the game, and more details as to where we'll be taking the project from here.
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