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Urban Fantasy Game Design
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Eggie




Joined: 12 May 2003
Posts: 904

PostPosted: Wed Nov 12, 2003 7:47 am    Post subject: Urban Fantasy Game Design Reply with quote

This is the topic dedicated to my upcoming game, Urban Fantasy. This is the outline of the game.

First we'll start with weapons.

Relatively each gun / knife has it's own speed decrease, accuracy decrease, shot price, and number of shots.

Armor is like that, except armor raises defense and lowers stats.

Genji are summons that are single and you use to equipment to recieve bitsets and increase stats. They all can teach moves, like Hellfire, Emotion, and SouthStyle Breakdancing Empire.

Each character has their master summon, therefore, lots of other Genji
are useless, like Ifrit, Boko, and Typoon.

There is also Shell Equipment, and Gear (Relics) Equipment.

There is no world map, each little place is divided in regions to create a city full of gangs.

All of the battles are not random. You get chased by hostile NPCs. This is a pain for me since all my doors need to recreate NPCs.

Also, I would like to add the speed is 10.

Also, I would like to know how to create multiple script files, and manage to put them together to import as one file, or maybe you can import multiple files.
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Roach Lir




Joined: 08 Jul 2003
Posts: 119
Location: United Kingdom

PostPosted: Wed Nov 12, 2003 8:43 am    Post subject: Reply with quote

Sounds good. Well, better than the first Urban Fantasy anyway.
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madhatter
Best procrastinator in all of North America




Joined: 30 Sep 2003
Posts: 322
Location: A boonie town, Ontario, Canada.

PostPosted: Wed Nov 12, 2003 1:13 pm    Post subject: Reply with quote

Pardon my ignorance but what do you mean by Genji? And why'd you stick Ifrit's name in there, it's from FFVI, so is it supposed to be an esper type thing except with a different name or am I being stupid? Oookay...
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jabbercat
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Joined: 04 Sep 2003
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PostPosted: Wed Nov 12, 2003 1:17 pm    Post subject: Reply with quote

I think he's using ifrit as an example , I think...
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MultiColoredWizard
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The Breastmaster



Joined: 01 Feb 2003
Posts: 1232

PostPosted: Wed Nov 12, 2003 1:59 pm    Post subject: Reply with quote

An outline of a game is like a skim of the plot.. not a skim of the gameplay.

Hm.. nothing really impressive on the weapons or armor...

The summon idea is okay, but I don't get why you're having them so bare on the description of it. By the way, that useless summon crap is garbage. Totally ditch that.

Really, nothing seems to make sense at all.
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Shadowiii
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Joined: 14 Feb 2003
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PostPosted: Wed Nov 12, 2003 2:35 pm    Post subject: Reply with quote

Sounds a lot like FF8's battle system, which isn't bad. But you should probably add some stuff to make it your own. Maybe as they level up (assiming Genji DO level up) they make you grow more powerful? Perhaps Genji learn new moves? It just needs some spice. Raspberry!

City ideas and npc's you see and fight sounds like a good idea. It would definaly break the game away from the mold.

I can't help you with plotscripting, because I can't plotscript with beans. Sorry.
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Rinku




Joined: 02 Feb 2003
Posts: 690

PostPosted: Wed Nov 12, 2003 4:34 pm    Post subject: Reply with quote

i'm curious -- how do you intend to handle 'number of shots' in the ohrrpgce battle engine? weapons with expendable bullets/arrows is something i've been trying to figure out how to do, and i haven't been able to solve it yet to my satisfaction. if you're not using the ohr battle system, then nevermind.
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Sephyroth
Renegade Rebel Redmage
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Joined: 04 Feb 2003
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PostPosted: Wed Nov 12, 2003 4:52 pm    Post subject: Reply with quote

I don't know if it's possible to have expendable bullets using the OHR battle system. The only game that I've played that has that was Purgatory, and it gave up MP for an Ammo gauge.
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Iblis
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Joined: 26 May 2003
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PostPosted: Wed Nov 12, 2003 5:14 pm    Post subject: Reply with quote

Maybe you could have "ammo" be the form of currency, and have attacks that cost money. Considering the setting using ammo as money would be somewhat feasable.

EDIT: Or, you could have ammo be items, and you would have to use it to fire the gun (the regular attack could just be clubbing someone with your gun or something). This way you could have multiple types of ammo. However having to use an item for every attack could become tedious.
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Eggie




Joined: 12 May 2003
Posts: 904

PostPosted: Wed Nov 12, 2003 6:08 pm    Post subject: Reply with quote

Shadowiii wrote:
Sounds a lot like FF8's battle system, which isn't bad. But you should probably add some stuff to make it your own. Maybe as they level up (assiming Genji DO level up) they make you grow more powerful? Perhaps Genji learn new moves? It just needs some spice. Raspberry!

City ideas and npc's you see and fight sounds like a good idea. It would definaly break the game away from the mold.

I can't help you with plotscripting, because I can't plotscript with beans. Sorry.


I can plotscript it myself. I already did, problem is most of my doors are npcs. It's like Earthbound, except there is no random spawn loactions. Most of the music is Midis (I am ashamed. Actually I remade the classics FF Fanfare. It's crap though. I'm not good with NOTATE, but I am sure good with keyboard.)

And Genji is Esper in Japanese, just to clear that up. Also, you can't really make a unique game because everything has all been done. The only thing I can say is unique is I am going to have Linkin Park in the game, and Andre 3000.

Eminem.
50 Cent.
Coldplay.
Evanescence (Becuase my doodles of them are so kyuuute!).
And Others.

And how the hell am I supposed to figure out how to level up Genji? That'll take too much time, unless I'm desperate. Also, I would like to ask how the f*ck I combine plotscripts so I can import one and it'll count as more, because I need to be organized. All of my plotscripts are messy, and unorganized.
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Eggie




Joined: 12 May 2003
Posts: 904

PostPosted: Wed Nov 12, 2003 6:12 pm    Post subject: Reply with quote

Iblis is right. I use $ as ammo.

Also, I don't need help to plotscript. Although, I can't really say that I know how to level up Genji. Also, I need to combine multiple hsi. files, so I can organize my scripts.
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Iblis
Ghost Cat




Joined: 26 May 2003
Posts: 1233
Location: Your brain

PostPosted: Wed Nov 12, 2003 6:46 pm    Post subject: Reply with quote

Quote:
Also, you can't really make a unique game because everything has all been done.


I hate when people say this. Creativity is infinite, if you try hard enough.
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Eggie




Joined: 12 May 2003
Posts: 904

PostPosted: Wed Nov 12, 2003 6:50 pm    Post subject: Reply with quote

Well, there is one thin that is unique. My game has the cameos from the following:

-Eminem
-Evanescence
-50 Cent
-ColdPlay
-Andre 3000
-In Essence (Don't ask me why.)
-and most importantly...

LINKIN PARK!!!
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Iblis
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Joined: 26 May 2003
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PostPosted: Wed Nov 12, 2003 6:59 pm    Post subject: Reply with quote

It seems to me that cameos detract to a game's uniqueness more than add to it. I mean, you're using characters that already exist. Sure, it's unique in that not a lot of people do it, but otherwise you're just using pre-existing material. I'm not saying cameos are a bad thing (I wouldn't use them, but to each his own), I'm just saying it doesn't make your game anyn more unique.

Of course, some use of pre-exsiting material is fine, like a certain language, species, culture, setting, theme, and of course the laws of physics. I'm not saying that a game has to be 100% unique (as this is impossible).
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MultiColoredWizard
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The Breastmaster



Joined: 01 Feb 2003
Posts: 1232

PostPosted: Wed Nov 12, 2003 8:05 pm    Post subject: Reply with quote

I'd use the counter stat. Say, set it up to where each attack will consume one of it. There could be an option for reloading which just re-increases it, etc.
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