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bobzombie

Slayers Inc. (working title) [XP]

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Hello all...

Ok... so technically this isn't a project yet....

I want to do some tests and practice... but yea.

 

Ok.... so this game is going to be really open ended with very little pre-structured story. Instead the story is going to be the player's own creation (creating (hopefully (WOW! a parenthesis in a parenthesis :o !! ) interest and re-playabiltity). So the game is set over several time periods (dark ages/Renaissance-modern). The player creates picks a starting time period and makes their character, who will be a Slayer, an elite group of supernatural hunters.

 

This is a world where the common people know of the existence of supernatural creatures. Zombies are a fairly common nuisance, feral vampires are a greatly feared danger, and full-moons are times for getting out your silver bullets out of the closet. However, just because you aren't human doesn't mean your a monster. During the modern time the Covenant (a treaty between the 13 vampire houses, humans and the great werewolf clans) keeps peace. Indeed some of the most skilled Slayers are vampires and werewolves. Oh... and while not always the smartest (with some exceptions... :D ) zombies are sometimes friendly too.

 

This game originally started when I was playing some horror game and realized that despite being bitten by a werewolf, I felt no adverse affects (aka. lycanthropy) and thought "hey there should be a game that lets you become a werewolf."

 

So.... sound interesting?

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Well for the most part everyone's human, though I have toyed with letting you start as a vampire or lycanthrope (or zombie :D )

As for classes I was thinking more of a skill based system, kinda like Oblivion where your "class" only determines what skills are dominate. In this case a "fighter" would have more combat/weapon skills, and your level would represent your ability and rank within the organization.... Not really sure how to implement that on RPG maker though.

Open to any suggestions on that.

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Well, let's see. You could have monsters not give experience, but instead increase character level by events only, when they finish missions or whatever. That'd do the job.

 

But then, if you wanted your stats to increase via combat, you'd need to implement another system. Hmm....

 

It's easy to assign skills to different classes differently, though.

 

What kinds of classes are you considering?

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This sounds like a really interesting game, and mutually like the one Vitus and I are creating. Keep up the good work and post more info when it exists.

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Military specialists mostly... though some magic users.

I was thinking that I could replace the normal stat variables with new variables in the coding.

 

Hm... how about a mad scientist type? Somebody who could gain items or abilities by dissecting dead monsters, and studying them.

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Hm... how about a mad scientist type? Somebody who could gain items or abilities by dissecting dead monsters, and studying them.

 

That is brilliant. I love it. Thanks.

There will also be necromancers and vodo casters (both make zombies.)

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Hey, here's a thought.

 

Why not have Voodoo types that do what real voodoo priests are supposed to do?

 

See, zombies are a sideline in voudoun. (It's a real-world religion, btw. Not a Hollywood invention.) The real purpose of a lot of the worship involved inviting the gods in.

 

So priests and worshipers are "ridden" by the Loa-- they become possessed, changing their style of dress to match the favored attire of that Loa, changing their behavior radically, and allegedly showing superhuman abilities.

 

So imagine a class that worked that way. You'd cast a spell to call a spirit, and be ridden. You'd get a State specific to that spirit's power, and have your stats changed accordingly. You'd get access to new skills, too-- Chango, Loa of fire and lightning might throw explosions around, for example. But you'd be in some kind of berserk state, only using the abilities of that Loa, a little like Vincent's limit breaks in FFVII.

 

I think it'd be pretty cool. I've also got a pretty good idea of how to no-script code it using Battle Events-- if you think the idea is worthwhile but aren't sure how to do it, let me know.

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I'll throw music at anything that gives me a chance to compose.

 

Fling your desires yonder, and I'll do my best.

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@Maph: Thanks for the offer. I'm not exactly up to music, but when I get there I'll be sure to talk to you.

 

@Unka Josh: I like it. Originally vodo priests were going be kinda like a dark shaman (uses dark powers to harness elements) though they were going to have other powers too. Their zombies were going to be the original type that were controlled by the priest and weren't hungry for brains.

 

Oh... another point. I'm debating whether or not to allow continues after you die. There will be a considerable number of ways to plan for your ultimate demise, which will range zombification to harnessing your soul in golem. You will still be able to save and restart from your saves, but I won't have a quick save system (probably.) I'm worried though that this will be too difficult. Any comments?

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No, I don't think it'd be too hard.

 

(Visibly restrains self from going on a grognard rant about how back in the old days, there were no quicksaves, no Save States, just occasional save points or even no save cards at all, but complex codes that you had to enter by hand that recorded all your save data. Yes, really.)

 

Let me know if you want me to throw together that "Ridden by the Loa" system-- it wouldn't be too hard, and I'd have fun doing it. Or you could do it yourself, of course.

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Dude, that was less than ten years ago. That's not grognardy. Some games still use save points.

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Dude, that was less than ten years ago. That's not grognardy. Some games still use save points.

 

Yes, but I remember when they didn't exist. Instead, you entered these 64-character alphanumeric codes that told the machine how far you'd gotten. Yes, they were a pain in the ass.

 

Anyway, if we got through those games, having limited options for survival on top of save points shouldn't be a problem at all.

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That's what I thought too. I was just checking.

I was raised on the original Final Fantasy. I used to cry about trying to beat the freaking marsh cave (expert suggestion- have 99 potions and 99 antidotes (with what money!!!!!!!!!!! :o ))

So yeah... that's cool then.

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