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Game mechanics (Groups : Q developer group : Forum : Ideas : Game mechanics) Locked
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Oct 30 2011 Anchor

Ok, this is where you start posting stuff concerning the mechanics of the game, everything from rpg elements, xp, leveling or whatever you think fits into this...

Oct 31 2011 Anchor

so how do we want to do this a rpg based shooter system like mass effect or borderlands where you level and can pick new talents ect or a skill based system like anarchy online was where the points you placed into your skills affected how good you where in certain areas ... also are we using ranged weapons primarily or will we have an array of items made that can drop from melee, ranged and explosives such as a game like dead island.

Nov 1 2011 Anchor

that sound good but the game is not going to be like dead island i did not like the interface of that game it will me more like oblivion with the more you use something the better you get at it need a list of skills about 20 and attributes 5 list as many as you want but that what the game will end up as

notes
skills : stuff use all the time ex. running, pistols, rifles, knifes, robot of death, swords and more basic stuff

attributes : stuff thats grouped together ex. guns, blades, cars, grathering and so on

Nov 1 2011 Anchor

i repeat idea from first thread. make character (same for npc and enemyes) have no levels, only skills and atributes, skills incrised by using then, being theached by npc (maybe and you can also teayh, and one npc can teach another, like you get profesional soldier in group and he can train some npc about wepons for better guards), after skill asociated for specific atribute are incrised enough, that atribute is incrised (in oblivion atribut is incrised on level up, how much depends on how much associated skills are incrised after last level up).

i thought about skills to be medicine, pistols, guns, stealth could be some examples, atributes would be strenght, speed and similar. similar sistem as in elder scrolls series, but rafined so that attributes are incrised autoomaticly as described above, not geting on level up some points and spending them on skills and attributes. and place enemyes acording to location, not that you meet stronger enemys in same area as you are higher level (that was problem in oblivion, you could have nonsenses like geting higher and higher level, but be practicly weaker if primary skills and most often used are noncombat one, not to mention areas where you had to follow npc which must be kept alive end sudently you have extra powerfull enemyes becouse autors thought you would be on lover level, quest reword items depend on level, so if you solve quest on low level you get completly unusefull item and similar things)

spik330 wrote: skills : stuff use all the time ex. running, pistols, rifles, knifes, robot of death, swords and more basic stuff

attributes : stuff thats grouped together ex. guns, blades, cars, grathering and so on


hmm maybe we shold define skills. i said my sugestion of atributes of strenght, luck, speed... now skill. there are 2 kind of skill, one is knowlege/expertice of some topic, like shooting from pistols, guns, heavy weppons (3 skills, not one)!!!, medicine, stealth, chemystry(not shure somewhat conected with medicine, for making, acids, cures, powders (like gunpowder, ore medicine one) this skill is similar to alchemy from oblivion but can make more than potions and poisons), trapmaking, ...

and second kind of skill, until i find better word/name, are "tricks", similar to so called skills as in action rpgs like in diablo, where it is only one specific action, spells and speciall abilities in oblivion, things like that. so that can be maybe like meele character some specific combos/hits like hit in specific part to paralyze enemy (not zombie time, but raiders and similar), hmm need few more idea them, but maybe this "tricks" are gaind automaticly after we get skill on high enough level, find in book or learn from npc. but thay cant be improved (like trick is first on level 1, then 2,..., theire result depends on atributes and/or skills, not level of trick, as in diablo), maybe in same category as trick i could add now popular perks, except thay are passive tricks, always active, like some habit character learned (found in book trick to make bulets more powerfull, so all bullets you MAKE are modified in that way, but not ones you find before activly doing modification if it have sense, depend on in game description of modification)

hopewully this look more like some simulator (but not too much complicated to understand) as in real life you are surviving in zombie world, not some arcade just take shotgun and aim in head kill n zombie or get from point A to B, make game little difrent

Edited by: Student_of_magic

Nov 1 2011 Anchor

I agree with most of that, but we b+need to define it all, list of skills, attributes and proficiencies...

I suggest a system similar to Mount&Blade,

Nov 1 2011 Anchor

no mount and blade and no atributes would be strenght, speed
basicly level up system is going to be like oblivion thus you are going to use skills and level up then put the point in you attributes and no we are not doing basic attributes i don't like that system and i would probly not play the game

Note to make it more simple im changing the word attributes to proficiencies

Nov 1 2011 Anchor

i wold like to remove levels of character, enemy and npcs from game too, it wasnt done nicely in oblivion in my opinion, and level decided there when you raise atributes, strenght of item reword and monsters we meet, last two being serius problem of game, yes easiear find goood loot when every rider on road have demonic (i know wrong word but dont care) wepons and still pray on travalers instead of having own castle, but trouble when you escort important npc becouse they dont become stronger only enemy, like diffrence of babysitting child in hell with hungry demons and in completly safe heaven. so better make monsters apear according to location and atributes are rised automaticly, if asociated skill are rised enought (like in oblivion, you wear heavy armour lot and repair wepons on your own, you can incrise strenght more, i wont it done automaticly and not on level up, don wont need for modes to have playble game or have it painfull time making playble character)

Nov 1 2011 Anchor

i don't get it something about the game we are making or some other game
the lvling system we are useing you use a skill you get better at it you use so much you get points as a bonus when you master some thing at lvl 100
then you get a point which can be put in proficiencies to give you a bonus on that thing like 10% more damage for guns or 20% more heath
no npc lvling too much coding

Nov 2 2011 Anchor

lol i dunno about any of that it sounds good but sounds like the game could begin to po people and punish them after hours of play that way like demon souls or dark souls...
attributes : stuff thats grouped together ex. guns, blades, cars, grathering and so on sounds backwards to me this sounds more like skills than an attribute... attributes seem more like endurance,strength,agility ect to me

Attributes
Strength,// affects how much melee based dmg you do.
Endurance,// affects how much you can carry and how long you can fight / run / how much health or hits you can absorb before dieing.
Focus, // affects how focused and aware you are of your surroundings - makes it less likely to be ambushed, also makes your more effective in combat increasing critcal dmg.
Intelligence,// how smart you are used in building in customizing new weapons - ie more intel the more effective home made weapons are because you know how things work.
Agility,// how fast you are in combat and when sprinting.
Chrisma,// how chrismatic you appear to others the higher chrisma the more likely you are to have your way in a conversation.

Skills
Scrounging - increases odds of finding something useful in the zombie torn world ie food, gasoline , alcohol , med kits
Silver-tongued - increases odds of when talking to a npc to persuade them to your side
Player- increases speech based actions with females and opens new dialog options with them - maybe even some adult based ones
Inquisitor- makes you more effective with blunt based weaponry and torture type weaponry like whips, scourge
scientist- makes you more knowledgeable in how things work- ie see a nail gun and make it into a portable weapon based on the knowledge of how it works
Merc - makes you more effective in knowledge of war making them more effective in ranged combat and using explosive based devices
Blademaster - makes you more affective with bladed weapons ie machetes , swords , Axes.

Crafting- based it off reality like items you could scrounge and turn into useable items from at home scenario - ie gasoline, whiskey , dirty rag = Molotov Cocktail.. digital camera , wires , rag = home made taser gun , 4 oz steel fishing weight used for deep sea fishing - chain - equals a ball and chain type weapon

... the skills i listed sorta sound like classes but could be part of a base skill tree line like how other rpgs split them up.

"no npc lvling too much coding- spik330" if we are not going to level npcs to make them different are we going to code them based on a hit system then - or health based .. also we could easily re code the player attribute system for npcs and make npc only skills based on mob type

Edited by: duncan_macleod08

Nov 2 2011 Anchor

^^^ read the posts please ^^^^
NPC leveling if we are doing a leveling system for that we will make a diffrent code so there leveling is much simpler so the player dose not feel over welmd

spik330 wrote: Note to make it more simple im changing the word attributes to proficiencies

Edited by: spik330

Nov 3 2011 Anchor

I read the posts every day i just missed that part but if you look at it someone could be proficient at things requiring feats of strength, endurance , and agility and in oblivion the blade thing was a skill but they all still had attributes Youtube.com shows that clearly in this video around 4:20 second in... all games like we are talking about have some type of attribute system or a health based system than each level they add more health... or if they have attribute system they stat like stamina or vitality affects health and they have items that can additionally boost the players attributes farther..

Uesp.net has a nice chart where you can click on each attribute that falls in and how they affect the skills .. be nice to do a attribute system.

if were going to go for a zombie-third person or first person shooter role-playing game like what it sounded like in the other thread more people will identify with a attribute style system. ...

Nov 3 2011 Anchor

I just got an interesting idea to deepen the leveling system, right now we have:
use an attribute (run around) - get better at it (more endurance)

but what if we make it a bit more complex;
every 4 points in strength increases your endurance by 1, every 6 points in intelligence adds another point in charisma and so on... I was going by the presumption that skills, attributes and other stuff is all from 0-100

Nov 3 2011 Anchor

JoetheGrim wrote: I just got an interesting idea to deepen the leveling system, right now we have:
use an attribute (run around) - get better at it (more endurance)

but what if we make it a bit more complex;
every 4 points in strength increases your endurance by 1, every 6 points in intelligence adds another point in charisma and so on... I was going by the presumption that skills, attributes and other stuff is all from 0-100

its a good idea but to get that system to work good need to do alot of codeing

right now trying to get the lvl system and skills/proficiencies bring it up when we go that done and then we can se what we need to do

Edited by: spik330

Nov 4 2011 Anchor

problem is not coding but balancing that atributes dont rise to fast and would rather not ad that idea becouse of mentiond blancing problems

what i thought was system as in oblivion but that atrubutes rise on theyre own or by specific items depending how asociated skill of atibute are high, not that we get on characters level up that we get on level up pont(s) to distibute on improving atributes

skill have own level specific to skill telling how good we are with that specific skill, but that there is no CHARACTER level, atributes are risen automaticly depending on using pur skill, improving skills that depend on strength for example improve strenght, one strenght skill for example is improved for 10 points improve it improve strenght for 1 point or any combination of skill asociated with same atribute (one stenght skill improved for 3+one strenght skill improved for 5+one strenght skill improved for 2= +1 strenght, all 3 skill are diffrent ones but all 3 depend on strength) real numberes would be of course diffrent for balancyng, they are just to show design

Nov 4 2011 Anchor

spik were making a video-game most good and decent video games have well over 10,000 lines of code and multiple classes you have to get working with one another it's a lot of work don't be intimidated by anything that sounds cool and will take a lot of code.. i also code and am going to school for a degree in it not like your the only programmer we can write multiple scripts if we work together.. if you need help just pm me on vacation atm or skype message me we can easily work together in real time.

Nov 4 2011 Anchor

i was just puting out there

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