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Author Topic: Character Class Discussion  (Read 5383 times)

Offline Drighton

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Character Class Discussion
« on: September 12, 2005, 08:34:47 PM »
I wanted to start a seperate thread for this discussion so my game thread wouldn't get too large. I bounced some ideas off of my friend and got some nice feedback. It definately helps to have that additional mind in the discussion, and I hope to gain some insight instead of just what I want to do. Thanks to all who help.

Here is the class list in it's current state:

•Warrior
    Weapons Proficiency: 2-Hand Class
    Weapon of Choice: Zweihander
    Ability: Warrior Spirit (Boost to Attributes)

    Your token brute guy.

•Lancer
    Weapons Proficiency: Pole Class
    Weapon of Choice: Lance
    Ability: Knockdown Attack (Surrounding targets required to recover)

    Extra reach, no "jumping" in this game... thats been done to death.

•Samurai
    Weapons Proficiency: 1-Hand Class
    Weapon of Choice: Katana
    Ability: Counterattack (Always on, random)

    Your token "insanely fast-guy."

•Archer
    Weapons Proficiency: Bow Class
    Weapon of Choice: Compound Bow
    Ability: Fatal Shot (aka Critical Shot)

    What game doesn't have an archer.

•Chemist (Possible renaming: Engineer, Gadgetier)
    Weapons Proficiency: Explosives
    Weapon of Choice: Bomb
    Ability: Flash Bomb (blind + damage to opponents)

    This is a crafter-combat class. The chemist will collect and fabricate explosives from different elements found or procured. Your general "nuker" class, they will deal the most damage in the game.

•Alchemist
    Weapons Proficiency: Affliction
    Weapon of Choice: Ailment
    Ability: Infect (a disease only curable with time)

    The alchemist is a physician, who can use his/her medicines to heal or infect others with poisons and affects (DOTs). Also a crafter class, the medicines and poisons are created using herbs foraged or procured.


I hope to get everyone's feedback concerning these classes: What you want to see, what you think should be included, an ability a class should possess, or even what you think should change.

Keep in mind, I have narrowed my list from 15 previous classes to now 6, so some ideas I may be saving for later work and do not intend to include this time around. Either way I want to here what you have to say.

Thanks again to all who help.
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Offline ZeroKirbyX

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« Reply #1 on: September 12, 2005, 08:44:49 PM »
Looks good. Zweihander is alittle unoriginal seeing as how its German and then english. I'd make in zweiwhateverhandisingerman. I put the alchemist and the chemist as the same class. After all, they are the exact same thing... Unless you're going by the f'd up FMA alchemist rules. But overall they look good. Maybe have a Dirge class or something which weilds hardcore (no, not whips and chains, but heavy blades/clubs/axes) weapons.
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Offline WarxePB

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« Reply #2 on: September 12, 2005, 08:47:23 PM »
Hmm, well chemist and alchemist are very similar, so I think you should keep one and make another class, either magic-based or machine-based (like an engineer who's weak in combat but they can manipulate machines).
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Offline ZeroKirbyX

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« Reply #3 on: September 12, 2005, 08:50:52 PM »
Well if you go back to the original alchemists, their whole job was to figure out if goat urine plus that foamy chemical they found in the caves will create a fountain of youth potion. But making a gearhead would be a good idea.
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Offline Drighton

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« Reply #4 on: September 12, 2005, 08:55:52 PM »
Reread the classes, I added short descriptions. :p Sorry for not including those before.

according to wikipedia, hander is hand in german :p

FMA Alchemist rules???

Alchemist was a person searching for a panacea or elixer of life, etc. I figured they would do well for a healing class, plus threw in a whole poisoning aspect for a Damage Over Time (DOT)

The chemist is basically a pyrotechnician/bombadier/granadier guy. Damage done through Area of Effect (AOE).

This was a problem for me, since all classes need to be able to hold their ground in singleplayer and have an equal share in a group. Basically, the healer needed a way to defend him/herself. Poisons was the only way I could think of (hence the removal of Rogue from the list).
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Offline ZeroKirbyX

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« Reply #5 on: September 12, 2005, 09:01:02 PM »
No, the class name is confusing, but depending on how its used can relive that. I thought you were going for the Full Metal Alchemist type of thing where you can instantly turn rock into a sword.... That's not an alcemist. Maybe though, if the chemist is really the make the bombs and explosives instead of making acids and etc, then you may wish to call him a weaponeer or something.
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Offline Drighton

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« Reply #6 on: September 12, 2005, 09:05:38 PM »
Quote
Originally posted by Warxe_PhoenixBlade
Hmm, well chemist and alchemist are very similar, so I think you should keep one and make another class, either magic-based or machine-based (like an engineer who's weak in combat but they can manipulate machines).


I hate magic. Its so retarded, overused in every RPG. I don't think that civilization has advanced to the machine era just yet. Hell they don't even ride horses... :p thats for later. Thanks for that idea thought Warxe. I could work it in to an expansion.. may even help with story.

I feel as if I could shift some things around a little better in the classes though. Perhaps consolidate the Chemist and Alchemist into one class as you suggested. But then that leaves me unbalanced as far as attribute use.

As you can see, I have 3 melee classes and 3 ranged classes. I also have two classes that rely on the Strength attribute, two on the Dexterity attribute, and two that rely on the Intelligence attribute.

Basically, if i get rid of one class, or consolidate two, I will need another to balance the equation.

Quote
Originally posted by ZeroKirbyX
No, the class name is confusing, but depending on how its used can relive that. I thought you were going for the Full Metal Alchemist type of thing where you can instantly turn rock into a sword.... That's not an alcemist. Maybe though, if the chemist is really the make the bombs and explosives instead of making acids and etc, then you may wish to call him a weaponeer or something.


Chemist was originally a Grenadier... but that sounds too modern. Bombadier sounds ridiculous :p Perhaps he could be an Engineer?
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Offline ZeroKirbyX

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« Reply #7 on: September 12, 2005, 09:25:49 PM »
Yeah, if he's the weapon specialist its better to call him something along those lines.
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Offline Meiscool-2

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« Reply #8 on: September 12, 2005, 09:37:05 PM »
For the chemist I like the names Gadgetire, because what they did was fool around with Gadgets untill they made the bomb.

I have an idea for another class, or two.

Druid- Basically like the archer, only weaker defencively, stronger attacks, and instead of the critical hit, it's got a homing attack.

Summoner- Because there's always a person that would rather have something attack for it, or help it, then fight outright. Basicly would have the lowest stats of all, but can create a clone or summons, thus having two people. It's hard to program AI allies, but I've done it so I knowyou can too.
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Offline Drighton

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« Reply #9 on: September 12, 2005, 09:45:31 PM »
Quote
Originally posted by Meiscool
For the chemist I like the names Gadgetire, because what they did was fool around with Gadgets untill they made the bomb.

I have an idea for another class, or two.

Druid- Basically like the archer, only weaker defencively, stronger attacks, and instead of the critical hit, it's got a homing attack.

Summoner- Because there's always a person that would rather have something attack for it, or help it, then fight outright. Basicly would have the lowest stats of all, but can create a clone or summons, thus having two people. It's hard to program AI allies, but I've done it so I knowyou can too.


Again, steering away from magic. However, a beast trainer would work as a summoner. A Ranger or Rogue would do as a Druid class. But I like Gadgetier. It has that old-tyme ring to it.

If anyone else has a magic idea, keep in mind that I'm going with the idea that any technology is considered magic to an undereducated civilization (go back in time and show King Arthur a cellphone. You'd probably be hanged for witchcraft :p )

I'll be going home soon. Keep this rolling, cause I'm gonna read it tomorry.
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Offline Drighton

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« Reply #10 on: September 13, 2005, 01:11:34 PM »
Gah!!

Took me a while to find this thread again. Someone doesn't know that this isn't an RPGMaker game. :p

but thats okay, as long as I still get enough feedback. Thanks to ZKX, Warxe, and Meiscool so far.
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Offline Drighton

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« Reply #11 on: September 14, 2005, 07:31:36 PM »
Its almost as if this thread died when it was moved. :|

My current line of thought is to rename Chemist to Demolitionist, seeing as he is an explosives expert.

Also, I've had a problem with the Group roles. I'll use group role descriptions you may be familiar with.

Currently:
Warrior = Tank
Lancer = Crowd Control
Samurai = ???
Archer = Ranged Defense
Chem/Demo = Nuker
Alchy = Healer/chanter


And for those unfamiliar with those terms:
•The Warrior is the frontline fighter. They have the most health than any other class and they do major ammounts of damage.
•The Lancer is a secondary defense and also a herder of sorts. He is not as strong as the warrior, but is faster than the warrior. He can knockdown enemies, which will require the enemy to recover, allowing time to finish off the enemy or apply whatever tactic necessary
•Samurai is the fastest melee fighter, but the weakest melee fighter. I can't seem to pin down a group role for them.
•Archer is a ranged support fighter. They deliver blows from behind the frontline.
•The Chem/Demo is a nuker. They deliver the most damage than any other class in the game through explosives. They are capable of damaging enemies within a radius of the blast (call ed Area of Effect or AOE)
•The Alchemist is a healer for the group, and fights using illness and disease. These effects deliver Damage Over Time (DOT).



Before I continue, I should not that this is all just discussion, none of it has been programmed into the game yet.
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Offline RuneBlade

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« Reply #12 on: September 14, 2005, 07:56:42 PM »
change the samurai to to medium-heavy dmg and die in two seconds if hes hit, tadaa :)

I seem to notice lots of WoW terms, like Aoe, dot and so, you play mmorpgs?
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Offline Seth Chronicle

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« Reply #13 on: September 14, 2005, 08:52:33 PM »
Not sure about the classes.. I just checked your web-site and the development of your game.. all I can say is WOW! Great job.. Did you study programing in high school? Keep up the good work =)
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Offline Drighton

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« Reply #14 on: September 15, 2005, 02:15:22 PM »
Quote
Originally posted by Seth Chronicle
Not sure about the classes.. I just checked your web-site and the development of your game.. all I can say is WOW! Great job.. Did you study programing in high school? Keep up the good work =)


I taught myself Visual Basic from 7th grade. I reinforced what little I new with a huge "How to Program" book. I took a class in Pascal my freshman year and a C++ class my sophomore year and applied what I learned to VB.

And thanks. I hope the game is interesting enough to play, especially once the story starts unfolding.


Quote
Originally posted by RuneBlade
change the samurai to to medium-heavy dmg and die in two seconds if hes hit, tadaa :)

I seem to notice lots of WoW terms, like Aoe, dot and so, you play mmorpgs?


I've played my share of MMOs: Everquest (a Pally named Drighton), Dark Age of Camelot (a Pally named Drighton), I beta'd for Earth and Beyond (Blarg!), and, more recently, Star Wars Galaxies (Drighton, Master Rifleman). Currently, I am playing no games, on or offline. Nothing interests me. I am looking forward, however, to playing Fable:TLC.

BTW, these terms are general MMO terms, not just WoW.

As far as changing the samurai around:

I've discussed switching the Lancer with the Samurai with my goto guy. It definately makes more sense. I may do this.

I'm also looking at making a few changes so as to allow the players to define their character's group roles rather than play a predefined role. I'll let you know a little more about this later, since I'm still ironing out what I'll do.

For now, I'm thinking about taking away the special abilities of each class. What do you think about that?
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