descriptionnone
repository URLhttps://github.com/ECHibiki/qa-RPG-designs.git
ownerqamirror@cock.li
last changeFri, 21 Sep 2018 00:44:28 +0000 (20 20:44 -0400)
last refreshSat, 27 Apr 2024 05:43:29 +0000 (27 07:43 +0200)
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README.md

/qa/ RPG

Pastebin done by qanon643735, edited by ECH https://pastebin.com/BSkWbtgG

game dev discussion: rizon #qa

volunteer distribution (Vacant means no one has taken it)
programming: ECHibiki
organizing: ECHibiki
music: Possibly ECHibiki otherwise Vacant
sprite work: Vacant
level designers: J_
enemy designers: Vacant
character/class designers: neo
idea guys: /qa/

========== ECH ==========
Core_mecanics
Some things need to be worked out before I can write up a test program

Programmer Art:
https://opengameart.org/
http://www.derekyu.com/tigs/assemblee/
http://pousse.rapiere.free.fr/tome/
http://www.dumbmanex.com/bynd_freestuff.html
https://www.deviantart.com/7soul1/art/420-Pixel-Art-Icons-for-RPG-129892453
https://game-icons.net/
https://itch.io/game-assets/free/tag-pixel-art \

Characters(Neo has more details if current system is boring):

Combat:

=========== qanon643735(Restructuring and editing by ECH) ==========

Mechanics:
real time final fantasy combat
Players drawn into combat based on proximity to a character in the map

choosable maps
online play RPG game
1-6 players per game
players perform a lobby based objective(as apposed to open world)
characters have skill trees they dump points into it
PvP is a consideration

lobbies set up as hubs that can house more people than a dungeon
hubs allow you to craft, equip, upgrade, discussion and pre-dungeon role planning
no branching


base classes:
questioner,brawler,page,mage,warbler,massage therapist,chucker/pelter/stone thrower

list of classes:
thief, knight, rogue, bard, seer, mage, page, witch, spy, scout, pirate, ninja, samurai, barbarian, sorcerer, druid, monk, cleric, wizard, assassin, magician, templar, gypsy, shaman, seer, healer, artificer, clown, necromancer, swordmaster, sniper, archer, swordmaster, runemaster, psionic, shade
/qa/ derived classes: spammer, banana knight, questioner, ghost, filterer, bump-bot, blogger, meta, roleplayer

(aspect allows further customization to a class, can give passive/active class/aspect abilities)
aspect: explosion, life, fire, fear, blood, shadow, faith, hope, earth, rage, air, water, time, light, illusion, sun, thunder

class upgrade tree in addition to skills tree
buy generic skills
new class abilities/skills (whatever you want to call them)
appropriate stat boosts
other class appropriate stuff

a set of skills that get replaced every class change along with stats
base class has a set of skills
you upgrade to add onto those skills
when you upgrade again you get a new set of stronger skills

Characters:
Characters are based on main classes that get promotions into new classes.
Characters get promotion points on leveling up.
Promotions effect the skills, stats and have the possibility to redefine a class.
Promotions are done on a tree.
Respecs are possible

Combat:
Realtime attack on a timer
Fighters have skills they bring into combat
Victory gives you experience

Overworld:
Players traverse dungeons with a team
Players are drawn into combat sequences with allies if they are nearby to the character fighting

Strength, constitution(maybe simplify this to HP), dexterity, intelligence and wisdom should be enough[str, con, dex, int, wis] to determine whether item can be equipped
a smaller set of stats that are changeable on level up and then ones like movement, defense, perception et. al. can be shown but they're calculated from the smaller set of stats.
charisma can be incorporated in to fighting, using it for intimidation moves or trying to convince enemies to fight with the party and so forth could add some cool angles to encounters.

skill suggestions:
Rape soul - visit the timeline where you and the targeted creature fall in love and have children, kidnap one child and brainwash it into fighting its parent (just a dark summon with debuffs I guess?)
Go back there - haunt the targeted creature with vivid memories of its childhood, paralyzing it with homesickness for a few turns
Postprecognition - reduce damage dealt to you in the previous turn and strengthen against that type of attack (heal+buff)
Prepostcognition - the next attack against you will deal 1.5x nonfatal damage and buff the next spell you cast
Charge rent - call upon one of your other personalities to perform a massive attack, they'll be angry with you after (big attack and self-debuff to int/wis)
Bump thread(or something, idk) - make targeted creature unreasonably angry, attacking randomly for reduced damage


Possible ideas:
tiered items like healing items
discoverable weaknesses on enemies
moves with limited uses
team management a part of combat, buffing a friend vs attacking
some randomness in moves, stat-dependent crits, weapon-dependent extra damage\

levels=threads, with rolling stickies, greentext walls, (you) bombing, (you) farming
cyberpunk, generic fantasy or /qa/ themes
one player character as the party leader and map avatar

difficulty scaled by party size and a little bit by subgroup size
subgroups composed of nearby party members
3 seconds to join on encounter

shortlog
2018-09-21 KNGUpdate README.mdmaster
2018-09-20 ECHibikiexpanded rm.md
2018-09-20 ECHibikiimg
2018-09-20 ECHibikiRough UI drawings
2018-09-20 KNGUpdate README.md
2018-09-20 KNGUpdate README.md
2018-09-20 KNGUpdate README.md
2018-09-20 KNGUpdate README.md
2018-09-20 KNGUpdate README.md
2018-09-20 KNGInitial commit
heads
5 years ago master