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#1 psycho666

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Posted 07 June 2012 - 07:06 PM

Hello everybody. I started a while ago a project...
As you can guess from the name - it is summoning game. Of course, an RPG. However, i need to know what is the people's opinion about summons, the skill, and the idea in general.
So far i have planed 3 classes, because this is how i basically divided the summons on 3 groups - elementals, beasts and undead.
I have a lot of ideas, but i'd like to discuss the topic with as many people as possible, and make the game as interesting as possible.
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#2 Spyro Conspiracy Theorist

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Posted 07 June 2012 - 09:29 PM

Could you give us some of your ideas? There are few things worse than a topic that starts off with lots of different people giving several creative ideas, only to have the OP come in six posts later and say "yeah, those are great, I already thought of all of them though."

As for what I think of summoning in general, it's a very interesting concept. It lends itself well to strategy, and combat where the player himself sits back and acts as a general to his summons. That said, it's completely pointless if the player isn't in control of more than one unit (at the very least, the player and one summon). If you summon a creature, and then that's the only thing you're controlling, it might as well have just been the player doing the power.

I like how you've got your classes divided, I see lots of potential for meaningful gameplay variance between them. Since you do have such a nice tight number of classes, I think you should specific consideration into how each will interact with each other, rather than just how one class will play. It would be nice to have an elemental class's strategy for fighting beasts completely different for it's strategy for fighting the undead.

Each class would, of course, have its own traits: say, elementals are heavy-hitters but slow, with better defense, undead are low-damage but persistent, and redirect enemy attacks instead of using traditional defense, and beasts have the advantage of numbers and speed, but basically no defensive strength. If I were an elemental class fighting an undead class, I'd be trying to create an opening to get directly to my opponent, by using carefully timed area-damage attacks. If I were an elemental class fighting a beast class, though, I'd have to be more defensive, and work to keep the beasts from rushing my player, using smaller attacks.
If I were an undead class fighting an elemental class, I'd be trying to spread out, so that his area attacks would have minimal overall effect and increase the chance of getting to the opponent. If I were an undead class fighting a beast class, though, I'd try to use ghosts that could avoid the beasts attacks and possessors that could act as defense.
If I were a beast class fighting an elemental class, I'd be using my speed to my advantage to try and attack as quickly as possible, outrunning as many elemental attacks as possible while trying to get a hit on the opponent before he can set up any significant defenses. If I were a beast class fighting an undead class, I'd have to try and use groups of beasts to corner evasive enemies and eliminate the risk of possessors that would have to focus on a single enemy.

When you say this is an RPG, do you mean traditional turn-based jrpg? Do you mean more sandbox wrpg? Do you mean a strategic fantasy game with rpg elements?
What role does roleplaying play? Do you power up your summons? Do you unlock more summons? Do you level up your player? Is there a significant story (if not, it's probably more of a different genre with rpg elements than an actual rpg)?

Is summoning the only mode of combat? What role do summons play outside of combat? Could an elemental class use summons outside of combat to summon, say, a flood that allows safe passage across a canyon? Could an undead class summon a ghost to sneak into a building and steal items? Could a beast class summon a tiger to intimidate a potential informant into giving you important information? If your game is built around summoning, I think it would be really awesome to see it implemented as much out of combat as in combat.
Heck, since it's an rpg where summoning is the main form of combat, how has that shaped the world? Is all the "technology" of the world run on summons? Are summoners generally part of the military, or are they handymen, or maybe they're outlaws?


In short, I think there's a lot of story, exploration, and combat potential in a game based around summoning. But if you're just going to make summons like casting a spell, there's little point in the concept over other more traditional spellcastings.
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#3 psycho666

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Posted 08 June 2012 - 06:31 AM

See, this is just what i wanted :) Huge wave of things about summoning.
My idea was the summons to be battle only units, but at one moment i started thinking like you said:

if you're just going to make summons like casting a spell, there's little point in the concept over other more traditional spellcastings

And i like extremely much the idea:

I think it would be really awesome to see it implemented as much out of combat as in combat.

If you don't mind i may use that in the game.

Now to answer some of your questions:
i say RPG, this means you start lvl1 with one or 2 summons, and every level up you can increase the level of one summon and one spell.The summons get more powerful depending on their level and class mastery level. You follow one main story line, but meantime you follow other story lines, you reach the boss, the boss gives you some info about the main story line, then you kill him, you go to new teritory, you start new story line, when you reach the boss, it gives you info about the main story line... This way you are not bounded by one story only, but the main story is in the middle of everything. It's a fantasy world, ancient kingdom. I have other ideas for hi-tech world rpg ;)
Now for the classes:
Wizard - uses elementals, they are heavy damage dealers, magic attack only. Class specific spells are auras, that deal magical damage or lowers down enemy resistances. Up to 5 creatures in battle. Ultimate spells - phoenix, winterstorm and chain lightning.
Droud - summons beasts, that deal phisical damage only. He have a lot of beasts he can call, he have additional bonuses to make his beast more powerful. He uses poison attacks for the venom beasts, frenzy for phisical beasts and he have special regeneration ability that heals nonstop the beasts. Up to 5 creatures in battle. Ultimate: Wolfpack, roots (paralise the enemy)
Necromancer - my personal favorite, weakest summons, but the most in number. While others can summon up to 5 creatures, the necro can call packs of skeletons, that means 15+1. Necro can call invulnerable batts with low damage, but invulnerable. He have vampires, ghosts, demons, skeleton archers, skeleton warriors, elemental skeletons and the bats. He have vampiric aura that makes the undead steal life with each hit. Ultimte: Death ripple (chance to fear the enemy).

It's going to be turn based, cause i added sweet stamina, and when your stamina is gone, you will need to rest for the night, like Heroes. Every few levels you get additional mastery skill, that you don't level up like normal spell. This i saw in Disciples. In battles you call your creatures and they attack automatically. The battles are real time, but you have 5 summons to keep track of and up to 6 enemies. You have autocast spell you can assign, such as aura or mass damage spell, or boost. The ultimate can be casted once per battle (death ripple - whenever it recharges, cause it's lower damage then all others).

There will be special talisman items that can be used in battle, for example additional damage, spell power, or recharge all spells, so they can be casted again and no need to wait 20 sec to recharge...

What is an rpg without potions? add to the mix some potions for you and some elexirs for the summons.

That is it mostly. But i wanted to know what people think about the idea in general. Meaning there aren't many games based on that concept.

Edited by psycho666, 08 June 2012 - 06:37 AM.

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#4 psycho666

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Posted 11 July 2012 - 04:06 PM

Expected more replays :D However i have a question to whoever is interested answering it.
What's better on your opinion?
1. Select a class and have all spells unlocked, able to level them up, etc standart rpg stuff...
2. Select a class that gives you bonus to this class spells, and start with some general spells, and find all class specific spells as drop from the defeated enemies?
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#5 Insert Name Here

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Posted 11 July 2012 - 04:21 PM

This topic is undead. Just come up with ideas and use them. Just keep adding ideas here and people will become interested. Mabye

#6 TheParody

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Posted 14 July 2012 - 01:43 PM

Well, how about a Celesial wizard(or something liek that)

But I am sure most of you have heard of places like the viod, or the eternal celestial where creatures live ranging from weaklings to the most powerful creatures.

It could be an unlock for beating the game, could use better name though (wizard of the cicle, voidling?)

Maybe you can even give him a new storyline.
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#7 psycho666

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Posted 14 July 2012 - 10:02 PM

Im 50/50 on this, so i'm gona ask: What do you mean? If i understand you correctly - i don't like it. But if i don't understand you - i may like the idea, so what do you mean?
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#8 TheParody

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Posted 15 July 2012 - 01:02 AM

Im 50/50 on this, so i'm gona ask: What do you mean? If i understand you correctly - i don't like it. But if i don't understand you - i may like the idea, so what do you mean?


Will, how do you take it? I am talking about something that I do not know how to explain perfectly, but it was on a game as a seperate class. After you get to X level you could join the celestia's

Basically they are summoners but they someone things from another celestial plain that no other class does (the void/celestia) It has same consept as fire/water but they are slightly more powerful from the start. (and like I said this could be bonus for wining with 1, 2 or even all of the classes)

P.S. are you going to post a DL link for testing?
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#9 psycho666

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Posted 15 July 2012 - 08:18 AM

are you going to post a DL link for testing?


To early for DL link... I'm in real early pre-alpha version of the game. At the moment working on polishing the main stuff like symbols on the world map, skill page bugs, character page bugs, that kind of things... When i am done with this - i am gona make one extra zone (testing all in town currently), and upload the game with no battles... Battles will ask for hell of lot of time to polish...

Now for your celestial idea. I have 5 summons each class (the necro have 8), i have 3 class specific skills each class (the wizard have 5), 18 general skills for all characters, and to add some extra diversity i have 2 ultimates for each class (the wizard have 3). I don't think i can add more summons, cause i "stole" the graphics (for that i will give credit), but i can make the ultimates unlockable. Something like "Prove yourself to the leader of the wizard guild and he/she will reward you with powerfull spell."

So yeah, i see what your idea is now, but i wanted to keep tight classes, so i don't want to add new one...
If i find grapfics for this - i may add new summon as unlockable for achievement or something... Not a bad idea... Still, i need to make the alpha properly working, but i will definetely think on that...
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