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#1 (permalink) |
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SuperKenshin's Servent
Join Date: Feb 2008
Location: In your basement >:)
Posts: 1,059
Reputation: 26
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This game idea basically popped into my head at some point and I couldn't stop expanding on it (mostly because I'm bored of waiting for the new engine to come out so I let my mind wander and focus at random), but here's the game that eventually came out of it, honestly tell me in detail what you like/hate about the game. I really want your opinion:
Name: Midnight Sonata Genre: Action/Adventure/PvP World Name: Astallia Storyline: There isn't one really, most of the quests are like Flyff and Rappelz go kill this and that, but I'm making a few quests which are more like travel, explore, and gather items in the area with no killing involved. Attributes: The game follows a simple 8-attribute system excluding health and magic. During level-up 3 attributes can be increased by 5 points each. Skills: The game follows a complex 12-skill system with includes 3 summoning skills, 2Enchantment skills, 3 Defensive skills, and 4 attack type skills. During Level-ups, quests, and events, the player gains skill points which they can use to upgrade skills when they go to a trainer. Abilities: The game has a complex ability system, each class has it's own sets of abilities which can be classified as spells, enchantments, and attacks. During level-ups, quests, and events, the player gains ability points which they can use to upgrade abilities when they go to a trainer. Races: The game includes 3 races. Humans Dwarves Elves Classes: There are 6 classes total, 3 Combat Specialized and 3 Magic Specialized. They are as follows: (combat) > Knight- Good damage, low healing and defensive abilities. Works well in groups. Knights prefer to use swords, shields, and armor. > Soldier- Good damage evasion, low healing but high defensive abilities, works well in groups or alone. Soldiers prefer to use axes, armor is a secondary or just a possibility. > Mercenary- Overall balanced, able to fight with any kind of weapon but not as good with armor or evasion, works well alone but also good in groups. (magic) > Traditional Mage- Low melee damage, high magic damage, works best with a defender (preferably knight or combat mage) which can take full advantage of the Traditional Mage enchantment system. Has a large number of long range and AoE spells. > Combat Mage- medium melee damage, medium magic damage, works well alone or in a group of mages or fighters. Combat Mages integrate weapons and magic in a balanced form, allowing them to pull enemies closer with magic and lash out with weapon techniques, they prefer swords. > Cleric- no real melee or magic damage, they work best in a group but some can survive alone if they have high level gear. Clerics are not the best combat class because they lack any real offensive spells, but they out of all the classes have the strongest buffing abilities, superior even to Traditional Mages. Level-up System- The game's level-up system actually seems very simple. The player kills monsters or completes quests to gain experience like in any other MMORPG and then levels up after they get a certain amount, the maximum level is 200. During level-ups, the player is able to upgrade 3 attributes by 5 points each, also they are able to gain a certain number of skill and ability points. Towns and Outposts- I've already worked up the grids (yea during school...well shoot me) for about 60 different outposts (areas which are in the middle of the wilderness, places where monsters and such spawn) and about 25 different cities (these areas teleport out of the outposts via City Portals which monsters cannot follow). In both there will be guards, merchants, and inns, in the city outpost their will be arena sign-ups and even bounty listings. Bounty Listings- In this game, players who pk may find a bounty on their head, whenever they go out into the wild, they could easily be killed by another player for their bounty. The higher the bounty, the more likely it is that the bounty listings in cities have the name. Players who kill bounty targets will not recieve a bounty on their head. That's pretty much it, since I haven't submitted the idea to Mark yet (dev leader, I'm still refining the idea and working on Deadzone Online) please post up anything you like or hate about the game concept here or e-mail me your suggestions at www.Mikeallenward@yahoo.com glad to hear from you.
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#3 (permalink) |
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SuperKenshin's Servent
Join Date: Feb 2008
Location: In your basement >:)
Posts: 1,059
Reputation: 26
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I'd just like to point out for legal reasons that this is all technically copyrighted. If you use this without my permission then I have the resources and the grudge-type personality to sue you and shut you down. If you want to use my ideas, buy it xD
That was just said on the advice of my lawyer, sorry about the interruption (tells ya something good about copyright laws too xD)
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#5 (permalink) | |
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SuperKenshin's Servent
Join Date: Feb 2008
Location: In your basement >:)
Posts: 1,059
Reputation: 26
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Quote:
*Monsters will go after other creatures they are hostile against, and attack them to gain experience. *If a monster gets to a certain level in their chain, they will evolve into a stronger form. *After a certain level, monsters will choose whether to stay put or to move to a new location with stronger monsters. In a way, I'm implementing the most basic forms of AI to create a world that does not need players to change xD This is also copyrighted too so hah!!! (lol)
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#6 (permalink) |
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Payne, Max Payne
Join Date: Nov 2006
Posts: 563
Reputation: 10
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well for a start i'm pretty sure the monster levelling up system wouldn't work in an mmo as it would meen keeping track of mobs even when there's no charecters nearby.
Secondly you can't copy this as none of it is original or above what anyone else could think up (exspecialy somone with the adequat resources to make the game) and last you've just made yourself a pointless grinder with no real objective other than to level up and grind some more. so, being honest, the 'idea' has alot to be desired. |
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#7 (permalink) |
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SuperKenshin's Servent
Join Date: Feb 2008
Location: In your basement >:)
Posts: 1,059
Reputation: 26
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*Update*
The Copyright was just a joke, lighten up. Update September 12, 2008: *Decided on a specific "Lord" class of monster that will gain full benefit of AI and level up while the rest remain stupid and normal. *Decided to implement the following tradeskills: 1. Herbology [reagants] 2. Alchemy 3. Foraging [food] 4. Appraisal [determine player and monster's health, magic, and important stats] *Decided to point out that not all the quests were going to be grind originally anyway, so it wasn't just a grinding game though very close xD *Decided on drop rates and exp settings (Classified). I'll be continuing later.
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#8 (permalink) |
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SuperKenshin's Servent
Join Date: Feb 2008
Location: In your basement >:)
Posts: 1,059
Reputation: 26
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Update #2:
I finished creating the concept for Midnight Sonata...but it wasn't exactly to my liking so I'm making a version 2. I'll post that up on this forum later.
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