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Solista Suggestion Thread
SliceDate: Friday, 2010-09-24, 5:07 PM | Message # 1
Master of the Pies
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Please post any suggestions you have for Solista.

So we can ready it for beta
I love that emote xD



Yeah, I actually made this Sig.
 
YurokeiDate: Saturday, 2010-09-25, 4:16 AM | Message # 2
Blueberry Pie
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Have a class or just a few skills throughout the classes where there's a combo counter! Every attack links together, adding to a chain. Then after a few certain skills are called, a "Finisher" move is activated.

That was a terrible way of describing it, actually. Instead, EXAMPLE TIME!

Class: Fighter
Specialty: Physical damage
Focus: Melee combat
Stat Priority: Strength, Dexderity, Constitution, then Intelligence.
Skills:
Punch (Skill) - Straight foreward; A simple punch.
Kick (Skill)- Same as above, just a standard kick.
Skill Combo One (Passive) - Activated after Punch, Punch, Kick. Executes a single headbutt. High critical hit percentage.

In this example, a person who chose the Fighter class will first need to get two skills, Kick, and Punch. These can be acquired however we decide later on. They will also need to attain Skill Combo One, without it, their punch and kick combinations will go on. If they fight a monster, and use Punch twice, and then Kick within a certain time frame, then they will execute a headbutt without needing to press anything.
What's great about this system is it's so simple, yet you can make such a diverse set of combos and effects with minimal efforts.

 
SliceDate: Saturday, 2010-09-25, 5:01 AM | Message # 3
Master of the Pies
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Sounds like a nice but easy way of doing it. Thanks! notworthy


Yeah, I actually made this Sig.
 
YurokeiDate: Saturday, 2010-09-25, 5:22 AM | Message # 4
Blueberry Pie
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Thanks! I really love modern interpretations of those old fighter-combo games. So I myself am implementing it where I can!
 
SliceDate: Saturday, 2010-09-25, 5:50 PM | Message # 5
Master of the Pies
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Could you possibly set up a class as a template maybe? with skills and combat formula? Coding isn't my problem, Its mainly the math and planning thats needed beforehand.


Yeah, I actually made this Sig.
 
YurokeiDate: Saturday, 2010-09-25, 6:03 PM | Message # 6
Blueberry Pie
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What do you mean template? Like, do you want me to make a general template that you can use to create any class?

Like in the example above:

Class: [Class Name]
Specialty: [Type of damage, if any. Healing?]
Focus: [Close combat (Melee), Ranged combat, Support]
Stat Priority: [From most important to the class to the least]
Skills: [List a few skills per class]

 
SliceDate: Sunday, 2010-09-26, 8:48 AM | Message # 7
Master of the Pies
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Yeah, thats it. I'm not too great with ideas. Afterwards we could figure out Combat formulas etc.


Yeah, I actually made this Sig.
 
YurokeiDate: Sunday, 2010-09-26, 9:06 AM | Message # 8
Blueberry Pie
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I could bust a few out for ye. Gimme a few.
 
YurokeiDate: Sunday, 2010-09-26, 9:21 AM | Message # 9
Blueberry Pie
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Class: Fighter
Specialty: Physical damage
Focus: Melee combat
Stat Priority: Strength, Dexderity, Constitution, then Intelligence.
Skills:
Punch (Skill) - Straight foreward; A simple punch.
Kick (Skill)- Same as above, just a standard kick.
Skill Combo One (Passive) - Activated after Punch, Punch, Kick. Executes a single headbutt. High critical hit percentage. Takes some HP from user.
Skill Combo Two (Passive) - Activated after Punch, Kick, Punch. Executes a skull shattering knee smash. Stalls the user briefly(1-5/10ths) Massive damage.
Skill Combo Three (Passive) - Activated after Kick, Kick, Punch, Kick, Kick. Executes 2-3 uppercut punches that knocks the enemy back each punch and stuns them on the last.
-More to come-
 
YurokeiDate: Sunday, 2010-09-26, 9:23 AM | Message # 10
Blueberry Pie
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Class: Free Runner -Name pending-
Specialty: Endurance
Focus: Wearing out opponents
Stat Priority: Dexderity, Constitution, Strength, then Intelligence.
Skills:
Taunt (Skill) - If in a Free Runner accessable location only, they can use taunt and disgruntle the enemy, lowering Int, Dex, anything really.
Punch (Skill) - Straight foreward; A simple punch.
Kick (Skill)- Same as above, just a standard kick.
Leap (Skill) - Projects the player foreward several tiles (2-3).
Ascend (Skill) - Allows the player to scale walls.
-More of a conceptual class. Requires some more thought. More to come.-
 
YurokeiDate: Sunday, 2010-09-26, 9:29 AM | Message # 11
Blueberry Pie
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Class: Naturalist
Specialty: Taming
Focus: Long range combat
Stat Priority: Constitution, Intelligence, Dexderity, then Strength.
Skills:
Tame (Skill) - User tames an animal. Different animals provide different advantages. Lasts for short periods of time, and cancels out upon logout. Each come with their own action commands.
Harmonious (Passive) - Tamed mobs last longer.
Punch (Skill) - Straight foreward; A simple punch.
Swarm (Skill) - Calls surrounding insects to slow down the opponent.
Camoflauge (Skill) - Player can blend into surroundings.
-More to come-
 
YurokeiDate: Sunday, 2010-09-26, 9:38 AM | Message # 12
Blueberry Pie
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Class: Shaman
Specialty: Special damage
Focus: Mid range combat
Stat Priority: Intelligence, Constitution, Dexderity, then Strength.
Skills:
White Wave (Skill) - A simple magic spell dealing no elemental damage.
More "White" skills. All elementaless.
blah (Skill) - Players magic attacks deal more damage for more MP costs for a while.
Elemental Affinity: Water (Passive) - Player's White spells take on Ice element. (New Icons, more damage, effects)
Elemental Affinity: Fire (Passive) - Player's White spells take on Fire element. (New Icons, more damage, effects)
Elemental Affinity: Earth (Passive) - Player's White spells take on Earth element. (New Icons, more damage, effects)
-More of a conceptual class. Requires some more thought. Too tired to fully explain my thoughts. More to come.-
 
SliceDate: Sunday, 2010-09-26, 9:47 AM | Message # 13
Master of the Pies
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0.0 Nice.. Now to find motivation! xD
____________________

Don't feel like coding heaps lately.. So I've been iconning a little.

http://img265.imageshack.us/img265/5431/gamecz.png

Also, There wont be magic in this game. But energy, which is similar. But its used to en-flame swords or electrify brawling gloves. the Medic class will be an exception, and possibly another which specializes in buffing themselves and others. So, there wont be any magic missiles or anything.. Maybe added range.



Yeah, I actually made this Sig.
 
SliceDate: Sunday, 2010-10-03, 4:20 AM | Message # 14
Master of the Pies
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Just how I'm going to go about choosing your stats. although it will need polishing and images for everything. So will the interface.

Ive also gone for a system where you have base skills, which will be a requirement to wield many things. They also dwell on your other skills though.
Example of how its done:

mob/proc/adjustAgility(value)
agility += value
evade += value / 100 * 20
firstaid += value / 100 * 5
maxhealth += value / 100 * 10
speed += value / 100 * 20



Yeah, I actually made this Sig.
 
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