Game Concept: My over all idea is for this game to be a RPG adventure style game, comparable to Elderscrolls titles and Zelda, but in this case it is a 2d side scrolling adventure game. The player would play as this young man who is growing into becoming a great warrior and explores his faith, the player would have access to various weapons of ancient time weapons such as swords and long bows. Also the player will have various 'skills' which they must practice to become skilled in such as weapon use and Smithing. And a open ended world for the player to explore with regard to their own means. Also giving the player objectives to do so that they can progress though a story line and other side objectives that can help benefit. Also the game would have 4 modes based on my current ideas, Campaign (story mode), Adventure (free roam), Combat (2 player combat), and Gladiator (survival mode). I will give more details on my concepts for those things later in this post. So to sum it up the game is a world exploring RPG were players control their one character and then develop their skills to meet any challenges they face.
Zion: The Story:
The game Zion takes place after the completion of the Old Testament (Tura), and involves a fictional exile not based on biblical or secular records.
The nation of Israel has been exiled and the many tribes have been separated in mass across the world (exception to the hybrid tribes).
As time passes much of the world begins to forget about the God of Israel and wickedness and evil begins to plaque across the world along with a wicked nation who is bent on concurring all nations under their false man-god Sutan a demon possessed man. But the Lord sees this and devices a plan to stop the evil around the world & this wicked nation deceived by Satan.
The Lord then chooses a young man by the name of Zion who was named after his refuge tribe of Israeli tribes men during the exile who are a mixture of the 12 tribes of Israel this tribe calls themselves the Zionites.
Zion is a rebellious young man who lives among the house hold of his old uncle. His uncle one day is given a vision by God about the plans He has for Zion, and immediately tells his young nephew of God’s plan for him. Zion not being a strong believer in his peoples faith rejects his uncle and they begin to argue. After receiving a harsh rebuke from his uncle, Zion then runs away from home into the wilderness nearby his tribes camp, but later that night he is greeted by demons, who try to kill him but then he is saved by a mighty angel of the Lord.
The angel then tells Zion what is uncle said is true and that he should go to his uncle and reconcile with him. Zion inspired with this incounter with the angel of the Lord goes to his uncle and asks for forgiveness and they reconcile with each other and begin to further discuss the matter. Here it is then that Zion’s uncle reveals that he once was a great warrior for Israel in his younger years. And then he begins to train his nephew Zion, and later after the training Zion rests to wake early in the morning to leave home as directed by the angel of the Lord. But while asleep Zion is given a dream where he is told of his nation of Israel, and it is then revealed to him what tribe he came from (here the player will choose their tribe). But then after waking he is greeted by his uncle for a last meal and is given a choice of 3 weapons, a sword, a staff, and a club, once he takes a weapon of his choice he heads out to catch a ship to a far off nation. I will be developing the story as I go.
Game Ideas: Here I will list out my ideas so far for some parts of the game play. (Not the Christian views)
-Weapons: The player will have use of 20 different weapons 10 melee weapons and 10 range weapons each having their separate skill to master except 4. The weapons will be classified as Primary (melee) and Secondary (range) with the dagger as a exception to being a secondary if chosen. All weapons cause a type of damage: Cut, Blunt & Pierce.
>Sword/Saber: These are the one handed swords available to the players, the sword being the more durable of the two and the saber being the more damaging. Cutting damage.
> Claymore: This is the two handed sword that is more powerful than the one handed swords but can not use a shield at the same time. Cutting Damage.
>Axes: These weapons are one handed and shorter than swords but pack a greater punch at a slight cost of speed. Cutting damage.
>Staffs: These blunt two handed weapons have a greater reach than clay-mores but are shorter than spears and causes, Blunt damage.
>Spears: These long pointed weapons are made to pierce enemies and are the longest melee weapons. Piercing damage.
>Dagger: These weapons are the shortest available to the player but allow for quick attacks and can be used as a secondary weapon. Piercing damage.
>Whip: The whip is a weapon that has stunning effect on its opponents and causes both Cutting and Blunt damage.
>Club: This is a one handed weapon that has the length of the axe but instead causes blunt damage.
>Hammer: These weapons are two handed blunt weapons which cause blunt damage, a shield can't be used with these.
Range Weapons-These kinds of weapons are used to attack enemies from a distance.
>Long/Short Bow: These weapons fire a variety of arrow types, the long bow is more powerful but is slower to draw than the short bow, both do Piecing damage along with the arrow that they use Normal, Poison, and Fire arrows.
>Sling Shot: This is a two handed weapon that fires stones onto a target. Blunt Damage.
>Sling: This is the mans version of the sling shot and is more lethal although a lot slower, it too causes blunt damage.
>Boomerang: This one handed weapon is thrown and then caught after it returns, it causes blunt damage.
>Dart: This one handed weapon is made to be thrown and picked up, it causes piercing damage.
>Star of David: This is an unique weapon in the shape of the Star of David, it is thrown and sticks to any surface it comes into contact with, it causes both cutting and piercing damage.
>Hand Cannon: These are hand held cannons, they use two types of munition cannon balls and sugar powder to use, they cause lethal blunt damage, and are slow to reload.
>Bomb: the classic black bomb with a fuse is a one handed weapon which is thrown and then explodes. Causing blunt damage, and limited flying debris.
>Javelin: Is a specially designed small 'spear' meant for throwing, it causes piercing damage.
Each weapon is effected by a series of effects based on perks, material, and general variables.
-Condition: This is how effective a weapon is and whether or not it is broken yet.
-Skill: Each weapon has a separate skill. The skill of the type of weapon effects repetition (melee), and charge (range), as well as how efficient the weapon is used reducing damage that they take upon use.
-Value: Each weapon will have a value based on the item its self.
-Base Damage: The base damage of the weapon itself.
-Range: The reach or range of the weapon.
-Perks: These are effects that sit on a weapon;
-Ammo: This is the munitions required to use the weapon.
- Cut/Blunt/Peirce Damage (can't be changed)
- Sharpen/Harden/Tune (these effects increase the damage of weapons, and range in the case of tune)
- Damage (this perk reduces the edurance of said item as well as its damage)
- Fancy (this perk increases the value of the said item)
- Blessed (this perk gives the item a spiritual ability)
- Strengthen (this perk gives said item a greater endurance)
- Poison (this perk gives a item temparary poison damage)
- Cursed (this makes the weapon uneffective on demons, and even attracts them)
- Heavy/Light (these perks cause the weapons to cause more or less fatigue on use respectively)
- Wood
- Thorn
- Shell
- Ectoskeleton
- Amber
- Stone
- Leaf
- Bone
- Amerite
- Nutshell
- Tin
- Israeli
Along with weapons the player would be able to use both shields and armor, made of various materials with different stats. Both shield and armor will use two separate skills.
>Shields: These are used to completely protect from damage at the cost of damaging the shield and further reducing its protection. While using a shield the player can only hold a one handed weapon or have there two handed weapon 'sheefed'. The Block skill is used to determine the effectiveness of the shields use, every time the shield is struck it will cause the player to flinch potentially making them vulnerable to another attack, as the player's block skill raises they will flinch for shorter and shorter periods of time, weapons with a heavy perk cause a increases flinch, also the block skill effects how fast the shield can be raised when it is not in use (in other words how fast the shield is raised to protect from a incoming attack).
>Armor: The use of armor is to reduce or fully take away damage at the cost of the condition of the armor, each kind of armor is made of a material, each material has a special effect that gives it either a resistance or weakness to a kind of damage (e.g. amber armor having a blunt resistance, while leaf armor has a weakness to cut), and also if a armor has a heavy perk it will cause fatigue every time the user is hit. The armor skill effects the usefulness of armor, as this skill raises the degree of protection given by armor is raised, also armor is less damaged over time by attacks.
SKILLS AND ATTRIBUTES:
The player will have a number of skills and attributes which will effect various game play aspects. The following are ideas I came up with so far.
>Weapon Skill (every kind of weapon has a separate skill e.g. sword and bow skill): this skill effects the repetition of swings and the speed of charging shots for ranged weapons, as well as how much the weapon is damaged per use. (use of weapons, and dummies)
>Block Skill: As mentioned before effects efficiency with shields. (use of shields)
>Armor Skill: As mention before effects efficiency with armor. (use of armor)
>Smith Skill: The player will be able to repair and perk their weapons, shields, and armor dependent on there skill, perks include fancy, damage upgrades, durability upgrades, and restoration of damaged weapons. As the player is more and more skilled they can more effectively repair items and fail less at perking weapons, shields, and armor. Which if failed can cause damage to these items or perk them with the damaged perk. This also allows for creating said items as well with proper materials.
>Cooking Skill: The player will be able to cook up brews and foods to keep the player alive and well and to make food items more effective, as well as how often the player will effectively not damage food in the cooking process and what kinds of foods and brews they can make. (reading, watching, and practice raise this)
>Alchemy: The players ability to concoct potions and medicines for desired effects such as a poison perk for weapons. Also how effective they can make a potion or whatever to not be a effect-less or dangerous substance. (reading, watching, and practice raise this)
>Athletics: The player will be able to run and swim, as they become more and more athletic they will become less fatigued by various actions such as those along with attacking and wearing armor. (running and swimming raise this)
>Acrobatics: The player will be able to climb ladders and ropes, jump over things and do barrel rolls to avoid attacks. (practicing the use of these skills raises it)
>Faith: This effects the player spiritual abilities, and ability to fight off demons. (prayer, sacrifices, blessed items, defeating demons raises this), also the player will be able to bless items after awhile, prayer and placing of the hands can bring the player to greater well being,
> Lock Skill: The player will be able to lock pick various locked doors and containers and chest, locks will have different levels like grey and gold which give the player a set chance to open the lock if their skill is high enough also effects their ability to effectively lock a door. (picking raises this)
>Charm/Speech: This effects how effective the player is at getting things for cheaper as well as the ability to make a conversation go their way. (talking and reading raise this)
>Strength: This effects the players ability to move and resist movement by some things. The higher the skill the stronger the player, after awhile the heavy perk will not effect the player any longer. Also this can give a boost to attack damage. (moving and resisting objects, and working out raise this)
Attributes: These are effects of the player that are not necessarily trainable but can be raised every level.
>Health: Self explanatory, can be raised with every level.
>Stamina: this effects everything you do, lower stamina reduces performance, but can be raised every level.
>Attack: This effects damage bonus, can be raised with every level.
>Defense: This effects defense bonus, can be raised with every level.
Leveling Up: The player will have a level that they will be at this level is increased every time the player raises a set number of skills, each level requires more and more skill increases to cause a level up, until a certain number. Once all skills are maxed out the player can continue to level up (MAYBE?)
As you can all see I have extensive ideas for this game and really need some criticism on my ideas for game play aspects and even the story line.
OK, so now onto some other things, player interaction and world game play.
I have quite a few ideas as to give to this game idea.
-Stores: I would like to allow the player to both buy and sell using a in game currency.
-Inventory: I would like the player to have a inventory which is based off a weight system, were based on the players strength they can hold a amount of items by weight. Not sure how I would organize the players inventory.
-Day/Night Cycles: I feel it would be cool to have in game so that the player can be more immersed in the world. Also my idea for demonic attacks would feed off the night time very well.
-Spiritual Warfare: The player will have to fight demons and cast out demons, and venture into spiritual realms at times. This is were faith is important.
-Mounting: The player should be able to mount rolly pollies for transport.
-Transportation: the player will be able to ride on millipedes, seed boats, and butterflies to transport to parts of the world quickly for a price.
-Services: Food, training, entertainment, Smithing, information, blessings and more.
-Inns: With use of the night and day, the player can sleep for a set time, and save their game,
-Game Saves: The player should be able to save at alters and inns, as well as there houses.
-Buying houses: The player should be able to buy a house for a steep price in multiple locations.
Game Modes: I have a few ideas for game modes as follows,
>Story Mode-Here the player plays in the world while exploring the story of the game.
>Adventure Mode-Here the player explores the world without the main story line.
>Combat Mode-Here 2 players come together to customize their characters to battle it out (or use there Story or Adventure characters)
>Gladiator Mode-Here 1 or 2 players can come together to defeat waves of enemies and score points.
Tribe (Class):Early I revealed in the story that the player will choose what tribe they are from, from all 12 tribes of Israel, this will essentially be the class of the player and will give them skill bonuses like say if you choose Judah, your sword skill will be +1 skill level than normal.
Combat Concepts: This is were I need some help.
---------------
Please take into consideration anything I placed in this post, please provide criticism and suggestions to this game idea, I am still developing it on paper and will continue to update my post if need be. Thank you all and God bless.
What other suggestions would be good in a bible teaching based rpg adventure game were you play as an ant?
Edited by Conan87, 07 June 2012 - 10:33 PM.











