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Topics - tuah

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Discussion / Deciding how stats should work.
« on: October 22, 2010, 11:45:11 pm »
Now that I've got my basic stat system fairly functional, I really want to decide how they work with each other early on.

I greatly prefer point-buy systems as opposed to class/level systems as they allow for a great deal more freedom.  I have a few specifics laid out so far.

Simplicity is key.  I have taken several ideas from GURPS, and simplified the giant mess that is d20 into a few basic stats.
Attributes:
Strength- sheer brute muscle.
Dexterity- the ability to use one's body accurately.
Wisdom - logical power.
These should have a basic starting point as an "average" human (hylian) level.  This is 10 in D&D and GURPS, and I think 10 is a fair number to start from.  Gorons might have 20/8/8, Zora might have 8/14/12 or so.

Vitals:
Health- Hearts of course.  Link has the potential to reach 80 Health (4 per heart, 20 hearts) in most games.  Also serves as Constitution for health risks.
Magic- The Magic Meter will start at 0 for most races, and will, of course, serve to power spells.

Skills:
These will basically serve as different things that fuel special abilities and hidden stats, based on the number of points spent in them.  These range from Sword skill, Elemental magic, Armor skill, Speed, Knowledge of different things, Aiming, Blocking, and lots of other stuff.
This is kinda where I start having problems; balancing skills and attributes, the points spent on them, and stuff.

Hidden Stats:
Based on Skills and Attributes, these stats are really what will make a character function in the game.  They will dictate things such as attack animation speed, the ability to turn while aiming- the ability to stay target-locked, sheer attack power, and other stuff.

Among these hidden stats will be armor and attack power, which I haven't the slightest clue about.  Subtracting Armor from attack power could be really imbalanced, but dividing attack by armor could be a bit broken as well...



Might anyone have some suggestions as to skill levels and cost compared with attributes, and attack/armor?  Perhaps anything you'd like to see in such a system?

2
Discussion / Fun systems I'm working on.
« on: October 07, 2010, 03:25:33 pm »
Hey there, Zelda fangamers.  I thought I'd mention something I'm working on.  Though it's not Zelda in particular, I am developing several systems for the Unity 3D engine with Zelda gameplay in mind.  My first system is a universal control system; one that can mimic any sort of gameplay based on a character's stats.  Is the character super-fast like Sonic?  He'll be able to run up walls and around loops and stuff.  Is the character super-slow?  He'll have to rely on Iron Boots and magnetism.  Is he on a small planet?  He can walk around on it!  (Yes, Mario Galaxy style.  This part is effectively Mario Galaxy x Sonic the Hedgehog.)

Using a sword?  heck 'n' slash in first or third person.  Using a gun?  Aim in first person or over-the-shoulder third person.
Here's a video of the original system, which I'm now rewriting.  http://www.youtube.com/watch?v=8GH2fR4UFo0


The next system, which I'm still working on, is a universal inventory/clothes-tailoring system.  Inventory is fairly easy, but what about all the work required, making clothes that fit only certain characters, remaking it to fit other characters and junk?  Eliminated!  My system will resize items automatically to fit the character's body.  Here's the concept: 
Yep, any clothes can fit any character, with only a small amount of effort.  Just rig it, plug in some numbers, and you're good to go.
When finished, the clothing system should also allow recoloring items, like the Fable series does.  Don't like Link wearing green?  Dye it purple!  With pink sleeves!


Like I said though, it's not directly related to Zelda, because I'm far too uncommitted to make a Zelda fangame from start to finish.  I'll eventually switch to Sonic or Star Wars or something.  So that's why these systems are universal; so a game is much easier to make, without all that bothersome framework to worry about.


So, let's hope I actually get somewhere with all these, and then maybe an actual game could surface from it? ;3


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