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Vapourware pakoito's ideas dump place thingy

pakoito

Arcane
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Jun 7, 2012
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3,092
I am going to throw some game ideas I get from time to time here to see if any of them gets any traction. It may not even get a second post or any updates in years but it's a slow day and why not.

First one was the simultaneous turn tactics prototype: http://www.rpgcodex.net/forums/index.php?threads/simultaneous-turns-on-tactics-game.83373/


What I have in mind now:

Premise
Real time tactics game where currency is damage dealt and skills are drafted ingame.

Inspirations
Dawn of War 2, Dota, Sangokushi Taisen, Smite, Dominion or deckbuilding games, Dynasty Warriors...

Specifics
Both teams start in equal grounds in opposing bases, from 1 to 5 playable characters (PC) each. Base has hitpoints and first team to destroy the enemie's wins. Friendly fire is active through the game, even for buildings.

Resource gathering would be done by a Dynasty Warriors approach where there are several hotspots through the map where two opposing factions are duking it out, or just neutral spawns like in an MMO. You can attack all factions, and they can damage you back. Resources are not team pooled, each PC has his own pool.

Resources can be spent in improving your characters by means of one of the variants plus passive stats. Players have to travel to the base to improve themselves. Acquiring improvements is supposed to be a team effort to overpower the enemies'. Different approaches/tactics are encouraged.

Variants

Idea A: There is a small, finite skill pool accessible to both teams, different for each match. Think the cardgame Dominion or other deckbuilding games or Dota's skill draft. There are X copies of Y skills, each one of them representing a level on it.

Idea B: There are a set of buildings that give access to different tiers of skills or player improvements. This buildings have to be created and improved at a cost.​


Player control

From most liked to least

Option 1: top-down camera, indirect control. One players per team controls all playable characters, or several players split the PCs to their liking. Given that I suck balls at micro the approach would be in a Sengokushi Taisen style of a tactics panel and a main screen. Attacks are automatic triggered on proximity, skills are player-driven but the pace is slow enough that you don't need to be Daigo to combo them.

Option 2: full DOTA or Bloodline Champions. Direct/indirect control. One player per PC.


Option 3: third person camera action, akin to Dynasty Warriors or Smite, or a platformer approach like Awesomenauts. Each PC belongs to a player. Direct control, combos, skills.



Random thoughts

Friendly fire in a game where damage is the currency. Healing should be quite scarce or not be available at all.

Players may feel forced to play safe and ricefarm all game, so team interactions should be rewarding to be even considered i.e. dying gives all your resource pool to your killer.

Players will be damaged by neutrals by a fraction of what they attack. Players have to return to their base to upgrade. A player that has farmed a lot may need to be escorted to base to avoid ganks, making it a team effort again.

No defenses in base, early game aggression is possible.

Should we pool all our resources in a carry or just play a team strategy? Get those early skills and go starve the opponent or play the long game?

Should I attack my own base or teammates for safe, fast, early resources at the expense of less safety lategame? Are my teammates doing the same?
 
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pakoito

Arcane
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Joined
Jun 7, 2012
Messages
3,092
Hex 1v1 game

INSPIRATION
=========
Dominion, Card Hunter, Mage Wars


CHARACTERS
==========
Each character has a series of keywords: "agile", "magic", "fire user", "bulky", "defensive"
He/She can only use cards with those traits
Each card can have several trait requirements with AND or OR


SETUP
==========
Hex board
Action points (AP) based approach
Player starts with X AP per turn, gaining more than max costs AP gained / 2
Players can spend AP on buying cards from common skil deck
Players can spend AP on playing cards from hand
Movement is a card type


MODE
==========
Each character comes with own deck. Deck cycles a la Dominion.
One common deck with movement cards for both players to purchase.
Cards from different traits purchasable by both players, added to their decks. One deck? Separated piles? By player/by trait?
Purchasing a card costs AP
Player cycles hand at beginning of turn

Spending AP puts cards from common deck into discards (a.k.a. find best card, deny cards, avoid bad cards)


==============================
EXAMPLES
==============================

CHARACTERS
==========

Barth the Warrior
"Sword", "Defensive", "Draconic"

Militius The Vanishing
"Magic", "Time", "Cowardly"

Mamagor of the Punisher God
"Mace", "Magic", "Defensive"

Muurm, Gravekeeper of T'Rath
"Necromancer", "Undead", "Agile"

D'lur, Lich Lord
"Necromancer", "Magic", "Dark"


MOVEMENT (1AP each)
==========

Walk
Move 1-3 spaces

Run
Move 3-6 spaces in a straight line without impediments

Shift
Move 1 space, if "Agile" gain 1AP



ACTIONS
=========

Uncanny Dodge
"Agile" OR "Time"
Opponents need to spend 2 extra AP to land skills agains you.

Slash
"Sword"
Damage range 1

Breath of Fire
"Draconic"
Damage in Cone 2

Unearth
"Necromancer" - 1AP
This turn you can spend AP to get cards from the top of any discard pile instead of usal decks

Death Bolt
"Dark" AND "Magic"
Damage range 1-4

Magic Missile
"Magic"
Damage range 2-6

Ram
"Aggresive" 2AP
Move 3-5 spaces in a straight line ending in an obstacle. Deal damage.

TimeWalk
"Time"
1 extra AP, move 6 spaces

Blink
"Magic"
Move up to 4 spaces

Blight Touch
"Undead"
Damage range 1 and -2AP next turn

Phase out
"Time" AND "Cowardly"
If hit this turn, blinks to a random spot 2-4 squares away

:d1p:
 

tuluse

Arcane
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Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I think you might be overdoing the number of traits for a card game style game.

I would think you would only want ~5. Make sure the player can always do something, but maybe not with the character he wants.
 

pakoito

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Jun 7, 2012
Messages
3,092
The thinking behind it is having different new chassis to develop over time, with variance over the same trait, while not rendering old chassis useless. Also restricting cards to certain characters.

All of this is done to overcome the "generic hero" issue Card Hunter had, while not going "one deck per character" Mage Wars or Summoner Wars does.

A trait is not a MTG-like color, more like a skill tree in a RPG character like Din's Curse or TES or a Weapon/Race in Card Hunter.
 

pakoito

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Jun 7, 2012
Messages
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I'm making a game that mixes character build tinkering with Monster Hunter's short-form missions. A turn-based boss rush game if you so prefer. It'll be a physical boardgame that you can print & play....but I realised I could also make it a small web app companion that also works offline on phones.

I've spent a couple of weekends putting all the pieces in place: some basic UI for the build and the encounter, rng-based but deterministic AI, undo-redo for the turns, and you can use AI to solve the encounter for you.

My plans are to, first, make the core gameplay fun, and meanwhile add the modes you'd find in a fighting game such as Arcade, Survival, Quick Battle and even a Puzzle mode. If it works I could go for a campaign mode with item unlocks and monster drops, but that's far in the future.

You can play here: https://pakoito.github.io/buildmancer/

It's still early days but I'd appreciate if someone with vision of the genre (JRPGs, TB Blobbers, Card Battlers, BGs like Gloomhaven...) would help me playtest it. The automated AI player can only get so far :D
 
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