Monday, February 8, 2010

Blog Timing

I've decided to make this a semi-weekly to weekly blog.
There would be 1-3 blog enteries per week.
I'll try my best to keep with the time schelude.

Sunday, February 7, 2010

Things are starting to get interesting.

The title is not lying. Here is where things are interesting.


I was able to fit the abilities together but I could not make the spells work.
So, I made the world in this game a double world.
One world is called Subia. The other is called Iroid. I toke a prefix and a suffix together to make the name of the worlds.
On Subia, it is easier to use fire, ice, lightning, and water.
On Iroid, it is easier to use metal, herb, earth, and space.
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Transports:
There are different forms of transportation.

First, there needs to be a spacecraft. So, you can travel between both worlds.
Second, there are chocobos on both worlds.
Third, there are airships, but they can not leave the world's atmosphere.
Fourth, is obvious, boats. To travel across the oceans.
The final form of transportation are motorcycles.
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Status:

Poison: The character is poisoned and will take damage at the begin of their turn. The damage is determined by the potency of the poison. To roll for poison damage, roll a certain number of d6s. If the potency of the poison is 1, you would roll 1d6. If the potency of the poison is 2, you would roll 2d6.

I have not decided if the potency of multiple poisons would stack or not.

Monday, February 1, 2010

Monster Stats, Elements, and Abilities

I've decided to forget the HP to Speed of the monster stats, and just focus on the Strength to Swiftness Stats instead, due to how slow the development of the game is. However, I'll have an idea on what the general stats of the monsters would be. It's not to be very detailed.

Elements:
It was an unorthodox story behind the elements used in this game. While playing Final Fantasy X, I liked the idea of elements being opposites of each other. So fire, ice, lightning, and water became elements. I knew light and shadow were opposites, so I put them in. After playing Final Fantasy Tactics Advance, I saw the earth and metal elements used. I put them in. I put in space to counter the earth. What would counter metal? I decided plants or herbs. It fits. Science against nature. So, there are a total of ten elements in the game.

Abilities:
When I started with special abilities for classes, I started with the black mage because it was an easy class to give abilities. After putting in Fire, Blizzard, Thunder, Water, and their advanced spells in. I saw there were 12 abilities for the black mage. So, I decided to give 12 abilities to every class. But the elements forced me to add more classes though. So, this would take some time.


Status

Silence: The character is now mute. It cannot do any magic spells. This can be healed though.

Wednesday, January 27, 2010

Battle Time

Now, that the battle has started. You fight.
Here is what you can do on your turn.


1) Attack an enemy
2) Use a special ability
> The special abilities vary with the classes
3) Use an item
4) Switch places
> What you would do is switch with someone who is not in battle. Like tapping a teammate in professional wrestling. You can only do this if there are people not in battle.
> After you switch places, the new guy takes a turn, and fills that spot in the turn cycle.
> Status ailments do not transfer to those positions.
5) Escape
> You attempt to leave the battle. This is good to do this in battles you know you can't win.

Status:
KO'd: Self-explaitory. You can't fight in battle. A character can not be in this status for extended periods of time due to the risk of death. There is a life stat that shows how long one can stay KO'd without dying. However, this replenishes very slowly like plate tectonics. Forunately, no amount of HP below zero (even -1,000,000) can immediately kill you. Reviving someone from a KO'd stat automatically gets their HP above zero. It sounds very corny but it works.

Petrified: Your character is turned to stone. You can't fight in battle. Forunately, being petrified for extended periods of time might not immediately be a threat in easy battles but it is a good idea to get guys out of this status ASAP.

> If all active members (in battle) are all KO'd, petrified, or a combination of the two. If there are any characters not in battle they need to come out to save the day. If there is no one is there, sad to say it, it would be game over.

> Also, if you are KO'd or petrified at the end of a battle you will not get experince points.

Preparations for battle

In this RPG, you are granteed to encounter a variety of monsters, each with their own powers and abilities. If you and you party do encounter monsters, you will do battle.

Here is how to prep for battle.

1) Select the formation.
> Normally, you would have a maximum of three or four characters on the battle field at a time. If there are more than three or four people, you can choose who battles in this battle. The DM can decide whether 3 or 4 characters are out.

2) Do a turn roll.
> Simple. All characters (and monsters) roll a d20 and add it to their speed. The turn cycle can be formed from this. The cycle goes from the highest roll (speed + d20) to the lowest. Since, the game is turn-based and condition based. What you do will influence the cycle.

3) Advantage Roll
> This is a new item I put up in the game. The roll stated wether or not, you were ambushed by the monsters you encountered. Most of the time, it would be the normal turn cycle. If you were ambushed, all monsters get a turn, in any order, before the turn cycle starts. If you get a pre-inituitive, all characters get a turn, in any order, before the turn cycle starts.

Monday, January 25, 2010

Moogle Thought "Kupo"

I had a weird thought last night on what would happen if a moogle was speaking in French. I think that instead of 'kupo', it would be 'kuso'.

Sunday, January 24, 2010

Races and Affecting the Stats

There are five races in the game. There are actually nine races, but only five of them are playable so far. Each upgrades differently.


Human:
These upgrade normally.
Roll a d6 and add the modifier.
This is affected by the class, you are in.


Bangaa:
Originally from Final Fantasy Tactics Advance.
Their upgrading relies more on the physical side.
The modifiers for the rolls for attack, defense, and HP are 50% greater.
The modifiers for the rolls for magic, magic defense, and MP are 50% less.


Nu Mou:
Originally from Final Fantasy Tactics Advance.
Their upgrading relies more on the magical side.
The modifiers for the rolls for magic, magic defense, and MP are 50% greater.
The modifiers for the rolls for attack, defense, and HP are 50% less.


Gladehart:
Originally form Magic: The Gathering
Thier upgrading relies more on speed.
The modifiers for speed and evade are 50% greater.
The modifiers for attack, defene, magic, and magic defense are 50% less.

Vampire:
From loads of various places
Theur upgradin also relies on speed
The modifiers for speed and accuracy are 50% greater
The modifier for HP and MP are 50% less
There are advantages and disadvantages of being this race

These are the other four races
but are not yet playable.

Moogles: Various Final Fantasys
Guado: Final Fantasy X
Ronso: Final Fantasy X

And just to make things interesting:
Itlawa: The llama-people from The Legend of Spyro: A New Beginning