Battle
Battle is entirely ripped off the early iterations of the Final Fantasy series. By that, I mean it's nearly identical. Your party consists of up to four different characters and you fight up to four different enemies. Each unit's turn is randomly determined,though every unit plays once every round. Once it's one of your character's turn, you can choose one of the following options: Attack, Magic, Item and Flee (I don't think I have to explain what they do). Once you selected your action, you need to select the target by mind controlling a unit with a dark archon. You can choose to target an ally, an enemy, all allies or all enemies (attack and some spells and items cannot be used against more than one unit). Yes, you can even choose to heal an enemy or attack an enemy if you want (and wouldn't be a bad idea in some cases). Also, when you cast a spell or use an item on several targets, its potency will be increased proportionally to the amount of targets and equally divided among them.
The inner mechanics of starcraft are never used to determine anything (like dealing damage for instance) and a whole system was made from scratch. Thus, a unit's health will never be shown on its actual hit points, its damage won't be the damage shown, etc. Things like damage dealt or the HP of your unit is all shown on the score panel. That also means you can't see your enemy's stats.
Also, the disposition of units on the battlefield will matter. Units at the back cannot be attacked until the units at the front are incapacitated. You and your enemies can also use spells/items that will set "conditions"(poison, paralyzed, incapacitated) on a targeted unit. Those conditions will influence the unit's attributes and will only disappear upon using a specific potion or spell designed to cure that condition. Each condition is indicated by a beacon under each unit (the beacons are invisible at first and become visible once the unit in question gets the condition).
Thus, the only difference to Final Fantasy's system is the absence of an "action meter" (or whatever it's called) to determine when a unit can play.
Spells
I've currently made 8 spells but I could eventually make more. I wanted each spell to be completely different, not just a more powerful version of another (e.g. a spell that deals X damage, a spell that deals Y damage). Note that I will change their names.
- Blazing Bolts:Deals damage to one or more targets.
- Searing Steel:Increases the damage of one or more targets.
- Ardent Armor:Increases the armor of one or more targets.
- Healing Heat:Restores the HP of one or more targets.
- Brimstone Bane:Deals damage over time to one or more targets.
- Thought Tinder:Paralyzes a single target.
- Counter Conflagration:Cast on a single target. When that target receives damage, some damage is reflected onto a random enemy (that damage is doubled).
- Smoke Shell:Cast on one or more targets. Targets will have a chance to evade all damage.
Those were the only ones I could think of that could bring a good strategic side to battles. Note that items will have effects similar effects in addition to curing conditions or restoring attributes.
Items
Equipment will be the same as in DotD. I just love the idea of having tens of thousands of different items. Also, unique items will be added.
Potions and other non-equippable items are available and, as mentioned, produce effects similar to spells. They will be easily obtainable and essential to every battle.
Menus and dialog
Dialog will be very similar to DotD. You need to make units in a stargate to determine your choices. Also, the inventories, tutorials, quests, information about characters and their disposition on the battlefield will all be accessible through a virtual menu that can be used using your stargate. Make a carrier when you're outside of dialogs and cinematics and the game will "pause" and you'll be able to browse through your menu. The interface should be pretty simple.
Storyline
Like in Final Fantasy, there will be plenty of cinematics and the story will be very linear. Every character will have a background story even though you can choose from a variety of characters to include in your party.
Classes and attributes
Every time a character levels up, you get to increase of the following attributes: Might, Endurance, Magic and Energy. Might determines the damage dealt with attacks, endurance determines your HP, energy determines your MP(used to cast spells) and Magic allows you to raise of your spells. However, each class only has access to certain spells. Those classes are:
- Hero:This class is reserved to 2 characters. They are the protagonists of the story and you cannot dismiss or recruit them.
Spells available: All.
Initial attribute proportions: All attributes are in equal proportion. - Warrior:The good old skull bashing, rough talking and ale drinking brawler.
Spells available: Searing Steel and Ardent Armor.
Initial attribute proportions: Might=3, Endurance=3, Magic=1, Energy=1 - Rogue:The sly thief. They fight from the shadows, dealing good physical damage but unable to bear it as well as the warrior.
Spells available: Thought Tinder and Smoke Shell.
Initial attribute proportions: Might=2, Endurance=2, Magic=2, Energy=2 - Cleric:The god-worshipping healer who dedicated his life to helping the unfortunate.
Spells available: Healing Heat, Ardent Armor, Counter Conflagration and Smoke Shell.
Initial attribute proportions: Might=1, Endurance=1, Magic=3, Energy=3 - Sorcerer:The master of the arcane, bent on discovering the truths of the world and harnessing power.
Spells available: Blazing Bolts, Searing Steel, Thought Tinder and Brimstone Bane.
Initial attribute proportions: Might=1, Endurance=1, Magic=3, Energy=3
Conclusion
For some reason, I have to include a screenshot even though it has no use whatsoever (because some people have a hard time reading words and prefer to skip straight to the shiny pictures?).
Anywho I hope I'll stop being slow and lazy now that I'm not making this for a contest anymore. Hopefully, a beta will come out in a few weeks. Also, I forgot to mention that it's single player only (but has to be played on bnet or lan, obviously!) I probably forgot more important features but I'll just edit the post if that's the case.
Let me know what you think and feel free to propose new ideas.
Post has been edited 2 time(s), last time on Mar 18 2010, 12:40 pm by chia-tyrant.
None.