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16   Shining Immortal Update 3
Low and behold we have our first concept art for what some of the characters look like. Again, they are only concepts and only in a single pose. We have not discussed if the made concepts are going to be put to use but at least we have a visual.

I am constructing a scenario storyboard to show step by step how the player would traverse through the game, since most game writers only write the story in book form and then have someone else do the scenario writing. I hope to have that done by the end of December while working on the main project.

I am drawing out on paper (well, on my laptop) descriptions of what the spells should look like. I want to stay away from the idea of using the looks that SF games (like the raining of fire balls for fire 2) have when casting spells since I don't want to have to deal with a Cease and Desist issue like I have seen happen to so many others in the past. So, the rummaging for new ideas of what spells look like when they are cast has become a huge inquisition and any thoughts would help, especially the summons. The other debate was do we want to work with a square fixed grid (as seen in most tRPGs) or do we want to work with a sphere radius grid (not as often seen but instead of squares it is a circle that orbits around the character and anything in its radius can be effected).

No new information about the website yet so bare with me.

The name of the game is still being discussed as, again, we want to stay away from the name Shining so not to be thwarted by a cease and desist.

Other points of interest...

- Blast spell changed to Holy
- Considering a Wind, Earth, Water, and Venom attack spell, thus creating a bigger variation between mages as well as adding more enemy weakness' and strengths. So (for example) one mage could specialize in Fire, Ice, Earth, and a status spell. While another mage could specialize in Bolt, Venom, Wind, and a status spell. And the final mage (per-say) could specialize in Wind, Bolt, and 2 status effects . Doing this gives more variation between which mage you would want in your party. It also can introduce more summons and a larger variation in summoning spells. Again, this is not in stone.
- The wind spell (we might call it Aero) would have a large range, similar to bolt but the capacity to be larger, but most likely the weakest offensive spell.
- The Earth spell (we might call it Tremor) would have a small range but be strong in dealing damage. We may make it the strongest damaging spell but it can only effect one square until level 4 when it can finally damage 5 in a plus grid.
- The Venom spell will deal light damage as well, but could also cause poison. The range would be similar to the range of fire.
- The Water spell (We might call Aqua) would be a large range spell that does medium damage, but this is really up in the air, since we might stick to just Ice. Most likely there will be no Water specific spell other than ice.
- Weaknesses of course are going to be implemented, but the base damage will be the foundation of such weaknesses and strengths.
- Introducing Elemental enemies as well as Elemental monster variations.
- Golems were going to be Earth monsters but changed to non-elemental. Weakness would be based on size and Golems are now placed in the Giants list along with Trolls and Ogres, thus all sharing the same weakness.
- Dragons are being implemented as strong enemies but still up for debate on how they will function. Want to give them breath attacks, regular attacks, and possible a magic attack based on what elemental dragon type they are. However, they will have their own listing and individual weaknesses and not share the same weaknesses as Giant type monsters (such as Ogres, Trolls, and Golems).

All enemies and characters take damage from ALL spells, the amount is segregated into three forms: Weak, Natural, Strong. Weak take 1.5x more damage than Natural and Strong take 2x less damage than natural. Below are the creature classes that would be strong and weak towards the base elements, if a monster type is not listed then they take natural damage. Note: Not all monster types are listed.

Fire - Weakness: Undead, Ice Monsters, Wood Creatures. Resistant: Fire Monsters, Earth Monsters, Bolt Monsters, Spell Casters.
Ice - Weakness: Fire Monsters, Reptiles, Insects. Resistant: Ice Monsters, Undead, Spell Casters, Giants.
Wind - Weakness: Flying Monsters, Earth Monsters. Resistant: Giants, Wind Monsters, Spell Casters
Earth - Weakness: Giants, Wind Monsters, Centaurs. Resistant: Earth, Flying (immune), Spell Casters.
Bolt - Weakness: Water Monsters, Ice Monsters, Humans (excludes Spell Casters). Resistant: Bolt Monsters, Spell Casters
Holy - Weakness: Undead, Demons, Venom Monsters. Resistant: Humans, Holy Monsters
Venom - Weakness: Humans (including spell casters), Holy Monsters. Resistant: Undead, Venom Monsters, Demons.

17   Re: Shining Immortal Update 2
Most of this post is based off of information I got yesterday after another meeting.

I guess it would be a thought though we have a workplace of our own already and have been using it for our current projects to date. Im sure, when we have a better grasp of what we want to do as far as presentation goes, I know that this may come up.

But because we are planning many games in the future development and not sold just to make tRPG games such as Shining Force style and the new Valkyria tRPG medium we do want to be able to keep many open ends before we start promoting our games.

We have plans set upon completion of our project going on now (not Shining Immortal) that would not be set up as freeware availability. Again, I dont know the details yet, this is mostly word-a-mouth, but that there is a 3rd party publisher interested in the game currently in production. Shining Immortal (working title) is still in its basic stages of production as well as another game being developed by the studios other scenario writer (alias Griffen). I know for fact that Shining Immortal will be put into full production once the primary game that is being developed now is fully complete since we can really only focus on one game at a time. I will be overwhelmed with the voice casting and the voice recordings over December through February. So far we have voice talent from hollywood signed on (no one of major knowledge like Tom Cruise) but if you are curious who we may have in our game hoping to be released before summer names like Michelle Alexandria, Sita Young,Gil Darnell (sp?) are people who have been called in to do the game in production (you could probably IMDb some of them.

A meeting regarding the website and other functions to this effect are being held mid January (TDA). We expect to start heavily focusing on (Shining Immortal) sometime in the Spring. Aiming to be done by Fall, a playable demo available near the end of spring. Again, this is all very rough edged information to my knowledge and a lot of it still not set in stone. The story is being edited as well as the creation of "gap" story is being filled ("gap" story is stuff that lacks explenation and though you, the player, may never know about the "gap" story fillers, it may be used in creation of sequals and prequals and what-not. [i.e. Resident Evil series])

Again, I am just the scenario/story writer for Shining Immortal as well as the sound designer. Its premature to assume too much at this stage since the story is still being worked on and basic things are still being done to prep it for serious work (like character builds, designs, leveling system). All the things we have put together so far are only prototypes and will be picked a part, for sure, when this game is set into production.

All of your input has really been helpful to build these prototypes because Shining Force was the pioneer of the great tRPG era and I know the fan base is vast compared to many other dissapointing series. Knowing that a new Shining Force game being released in Japan turned a few heads, it will never be the same as it once was. Shining Immortal (which will probably not have SHINING in the title) is being made with the best interests of the fans and to hopefully bring back the pride that these games of old have lost due to bad design and weak story lines. This is a game where I want the SF fan base to be involved because its a game that THEY want to see made. (i.e. there are mixed feelings about going from battle to battle as seen in SF1 or to be able to traverse the world as in SF2). So again, discussion of these things are useful and as more of the project is done I will gladly share it with you all, perhaps, in a private channel so you can be part of this as well. (I am sure that we would put a link to The Shining Source from our website so we can share with everyone all the other things going on as well. I would like to share more in-depth with you all what we are doing without being leaked to the masses. Again, another reason we have a private server with a forum in which we archive and communicate our work as well as a secure FTP).

18   Re: Shining Immortal Update 2
As far as a playable demo goes I am not too sure, unless you dont mind playing a CODE only demo. lol Shining Immortal is also a temporary name, again, another sign that there is a lot to do, we are just pounding through a lot of stuff at a high rate atm. ^^

But the one thing that is far behind schedule is the concept art and 3d designs, making a standard demo impossible. I know the game we are head strong on (which is a turn based game) is still paramount at the moment and this project is just while many of us sit around with little to do (like me, since most of the music is done. hahaha). So it is just a matter of time till that all gets figured out and that makes this game a primary once this other game is finished.

We are building a website too, so that way you can see what were doing and such since most of it is done in person between the team all knowing and have worked together in the past. The forums however is very likely to be off limits once the site is ready because we will be heavily archiving and preparing ideas there. The mods will, most likely, make a public area though in which you would be able to access, Ill keep you all updated as best as I can. ^^

19   Shining Immortal Update 2
Ok, just to keep everyone updated that character listings are done, though we have left 4 blanks for unique builds that are still being debated. Right now our programmer is messing with codes and such but we have yet to make any new concept art to add to the lack of art already made since the artists are pre-occupied on the finishing touches to the other game being produced. So, patience will be needed but our 3d designer is going to make some mock 2d figures to test the grid system with the algorythems (sp?) to run a test so the whole team can get a feeling rather than just reading code. I have also composed some new tunes for the game as well. :p

20   Re: Update - Shining Immortal
Good point, both of you. Again, it is something that will be heavily looked into since it has put us as a frozen point to start testing out party configurations and such. Right now, and throughout the week, we will be testing out many combinations of parties from the beginning of the game to, per say, where other characters would join in later. It should go smoothly after we simulate the different party configurations but hopefully it will be easier done than said. ^^

21   Re: Update - Shining Immortal
I was considering that but implicating 24 people on a constant basis, so as no character seems to just fade out from the plot, is something not seen done in many RPGs because of how hard it would be to implement them all. But, as another thought just now rose, perhaps having two forces that traverse through the game and then by endgame you can choose between all the characters you have collected. But, again, it may seem a bit overkill at the same time. Since this is our studios first time at making a tRPG I would like to try and keep it as simplistic as possible the first run through, but if we are modestly successful, then obviously try to implement a massive force in such a manner (Maybe even, for the final battle, make it so you can use all the characters on the force at the same time for an epic confrontation).

Anyway, I will consider a 24 member cast. I was also thinking of doing the initial 12 and any character that is not a specialty class may have a second or third variational character of their class. So, by the time the game is reaching the end, you would have had 2-3 mages to choose from, 3 priests/monks, 2-3 warriors, 2-3 knights, and then have the specialty classes like 1 Ninja, 1 Magic Monster, 1 Samurai (still considering), 3 flying units (perhaps a Pegasus Knight, Dragon, Birdman, Mecha). But that will be something to pound out real soon. I guess it will just depend on if the classes will fit.

22   Update - Shining Immortal
Ok, still bashing out characters to fill in the blanks and the algorythem (sp?) for the leveling system is not done yet either, so we are slowly starting to fall behind schedule since my programmer is taking computer graphics courses and is doing midterms and such. I am developing some new music and sound effects for the game while I am doing other work to keep my head from blowing up from an overload of spending too much time developing things. So far though the characters are nearly completed on paper, in a sense, and I will sit down with the concept artist and work on some concept ideas throughout the month of November and share them as soon as I have some decent results. ^^

One block came up that needed some ideas and it was how many characters is too few or too many as you get the maximum amount of characters in the game. Shining Force 1 and 2 had a vast amount of characters but 3 and the gaiden/CD games were smaller amounts. The inquisition is whether or not so many characters is a must or should it be more of a "Give you options on a mage but the mages are vastly different" ordeal. I could use some help here from experienced SF fans since the team only just played them.

We are thinking of heading for a 2d world map and town configuration and a 3d battle environment as far as graphics go.

23   Re: Results of the Meeting
That exact aspect is still up for discussion. I believe making it simple to start off with would be paramount than to make it obtusely complex. I think, at every level, you can see the cards out on the table, maybe 40 cards but if we simplify it only about 10. You pick one card and it will have either a standard set of stat increases, a specialty increase, or nothing at all. Specialty increases would include certain stats that were not always available to that class, for example, a thief getting a defense bonus or mp instead of waiting till he becomes a ninja, or a mage class gaining defense bonuses and physical attack bonuses. This specialty stat bonuses would also include things that would aid the class but only focus on one particular stat. The trick and function is that the specialty stats would grant, lets say on a mage class, a +4 or +5 in attack almost making him on par with the weakest physical warrior character in your team, but keep in mind the lack of defense. When we start doing builds up to maximum level and find out how the levels and enemies will range we can start pasting together how many cards will have nothing available and how many cards will have bonuses.

If we do well on this game and make another I would highly like to introduce the bonus system based on the type of enemies you kill and what type of weapons etc. But that can get complicated early on and I think the card system is a start in a new and fresh direction.

24   Results of the Meeting
Our team, after conversing about the project at hand, we took 2 hours to throw ideas together about the TRPG which has been given the codename - Shining Immortal (we are also debating a comical variation called Shining Farce since we have been itching to make a comedy RPG in a while). From the basic understanding, now that most of the team has played Shining Force 1 and 2, Shining Force 3 Senario 1 and 2, Shining in the Darkness, Shining Wisdom, and Shining in the Holy Arc. Most of the team members never realized that this was actually all one large series. lol

Anyway, we have developed a leveling system and magic system. Our main concept artist came up with some sketches. And our programmer is pulling apart the TRPG equations we would want to use and should have something by the end of the month that would, in numbers, be fully functional. My job is still finishing the character bios and stat sheets as well as their progression. We were also discussing ways to make it original such as at every level a small mini-game that will either give you a bonus stat increase OR allowing all the stat levels available and you get to select them in some medium, like cards that are face down, and then you gain the stats on the card until all the cards are gone, again when that class is maxed out. This allows you some interesting stat developments AND we were also thinking that if you gain a level with some type of circumstance met (ie killed enemy on counter, defeated boss, kill 2+ enemies, etc.) you can actually see what are behind X amount of cards. We also though of combining them into a card selection with a possible bonus every level or every X amount of levels.

I am still hammering out the story and one thing that came up was, again, classes that have not been seen in a SF game AND something that would make a unique character. If you have any ideas don't hesitate to share.


25   Re: Class System Demo
No, not entirely.

Many classes that suffer dramatic alterations in spells and stats that 4th tier is optional.

All classes, except THIF, Magic Creatures, and SDMN, can remain at the third tier and take it to level 40. However, with a special item they can be promoted to a fourth tier. This way, you can choose what the final casting is. For example, a BTMG would have Fire 1 - 4, Bolts 1- 2 at least, Desoul, and Paralysis 1-2 by the time they reach level 20 in BTMG. Now, if they take the class to 40 they will gain Bolts - 3-4, Desoul 2, and Paralysis 3-4.

Now the debate is how many of the 4th tier special items A) do we put in the game B) how does the 3rd tier and 4th tier vary for other characters of the same class. Again, something that will be looked deeper into this weekend and may even flood into the meeting after this one.

As far as blast is concerned it is an offensive spell used for priests and vicars to attack better then basic Melee. Doing this allows them to finish off enemies to gain larger XP then they would only picking off weaklings. It is important to give Priests and Vicars a means to an end in defending themselves. I think they did it in previous games for this reason too, rather than create a holy element. I am keeping it as for tradition.

Elements are still dominant though, as some enemies do have weaknesses and resistance to them.
Fire - Strong Vs. Undead, ice based enemies, and Creatures weak to fire. (Fire) (Rubicent)
Ice - Strong Vs. Reptilian, fire based enemies, and creatures weak to ice. (Freeze) (Neptune)
Bolt - Strong Vs. Dragons, earth based enemies, flying enemies, and creatures weak to bolt. (Bolt)(Raiden)
Wind - Strong Vs. Flying and creatures weak to wind. (still being debated). (Ravala) (Blast)
Earth - Strong Vs. Giants, wind based enemies, and creatures weak to earth. (Gladius) (Muddle)
Holy - Strong Vs. Demons (not undead), dark based enemies, and creatures weak to holy. (Starlet) (Paralyze) (Slow)
Dark - Strong Vs. Humans, holy based enemies, and creatures weak to dark. (Poison) (Desoul) (Illagross)

Anyway, that would be the gist to it.

26   Re: Class System Demo
Aurianna - PRST - VICR - WPST- MMNK

PRST - As a Priest there is little difference to this class as seen in previous SF games.
Stat Class Focus - Strong: Mp; Moderate: Def, Hp; Low: Atk; Non-Flux: Agil, Mov
Spells Learned:
Heal 1 - Casts a healing spell that reaches 1 unit away and heals one unit for 15hp max. Mp - 3
Heal 2 - Casts a healing spell that reaches 2 units away and heals one unit for 18hp max. Mp - 5
Heal 3 - Casts a healing spell that reaches 3 units away and heals one unit for 30hp max. Mp - 12
Detox 1 - Casts a detox spell that reaches 1 unit away and removes the poison effect on one unit. Mp - 4
Detox 2 - Casts a detox spell that reaches 2 units away and removes poison effect on one unit. Mp - 8
Blast 1 - Deals wind damage up to 12hp to one unit. Mp - 3
Initial Stats:
Level 1
Hp: 10
Mp: 10
Atk: 4
Def: 5
Agl: 5
Mov: 5
Luck: 6

VICR - The Vicar is similar to the Priest class but can equip holy rings with restorative powers and use them as items in battle.
Stat Class Focus - Strong: Mp; Moderate; Def, Hp; Low: Atk, Agl; Non-Flux - Mov
Spells Learned:
Heal 3 (if not learned as PRST) - Casts a healing spell that reaches 3 units away and heals one unit for 30hp max. Mp - 12
Detox 2 (if not learned as PRST) - Detox 2 - Casts a detox spell that reaches 2 units away and removes poison effect on one unit. Mp - 8
Blast 2 - Deals wind damage up to 16 to a 5 unit configuration. Mp - 6
Aura 1 - Casts Heal 1 spell that reaches 1 unit away and heals up to 5 units for 15hp max. Mp - 6

WPST - The War Priest is something that is very new and gave us a lot to play with. Stats change dramatically and the Mace is available as a weapon. Class can level to 40 if you do not want to promote to MMNK.
Stat Class Focus: Strong: Hp, Def; Moderate: Atk, Agl; Low: Mp; Non-Flux - Move
Spells Learned:
Aura 2 - Casts Heal 1 spell that reaches 3 units away and heals up to 12 units for 15hp max. Mp - 12
Blast 3 - Deals wind damage up to 24 to a 5 unit configuration. - Mp 12
Heal 4 - Casts a healing spell that reaches 4 units away and heals one unit for 60hp max. Mp - 24
Detox 3 - Casts a detox spell 2 units away and removes poison, paralyze, muddle, and slow effects from single target. Mp - 12
Detox 4 - Casts a detox spell 2 units away and removes poison, paralyze, muddle, and slow effects in a 5 unit configuration. Mp - 18

MMNK - Another dramatic change in class as Master Monk can only equip Knuckles and gets unique stat boosts to class.
Stat Class Focus: Strong: Agl, Atk; Moderate: Mp, Hp; Low; Def; Non-flux - Mov
Spells Learned:
Heal 4 - Casts a healing spell that reaches 4 units away and heals one unit for 60hp max. Mp - 24
Boost 1 - Enhances defense and agility to characters in a 5 unit configuration based on Luck stat. Mp - 2
Boost 2 - Enhances defense and agility to characters in a 12 unit configuration based on Luck stat. Mp - 6
Boost 3 - Enhances defense and agility to characters in a 12 unit configuration 3 units away based on Luck stat. Mp - 12
Boost 4 - Enhances defense and agility to characters in a 5 unit configuration based on Luck stat X 2. Mp - 24
Aura 3 - Casts a heal 3 spell that reaches 3 units away and heals up to 30hp max. Mp - 24
Aura 4 - Casts a heal spell that reaches all units on map and heals max Hp. Mp - 40
 
Nike - MAGE - WIZ - BTMG - SORC
MAGE - The mage class is as basic as seen in other SF titles. The mages stats are dependent on MP usage and spells.
Stat Class Focus - Strong: Mp; Moderate: none; Low: Hp, Atk, Def, Agl; Non-flux - Mov
Spells learned:
Fire 1 - Deals fire damage up to 8 to a single target. Mp - 2
Fire 2 - Deals fire damage up to 12 in a 5 unit configuration 2 units away. Mp - 6
Fire 3 - Deals fire damage up to 20 in a 5 unit configuration 2 units away. Mp - 12
Muddle 1 - Can confuse enemy based on Luck stat. Mp - 6
Initial Stats:
Level 1
Hp: 8
Mp: 10
Atk: 3
Def: 3
Agl: 5
Mov: 5
Luck: 8

WIZ - Wizards gain different spells than mages but the stats are nearly the same, with a slight boost in Hp. Muddle is swapped for Desoul. They can also equip magic rings and use them in battle to cause damage.
Stat Class Focus - Strong: Mp; Moderate: Hp, Agl; Low: Def, Atk; Non - Flux: Mov
Spells Learned:
Fire 4 - Deals fire damage to a single unit doing 40 damage to targeted enemy. Mp - 24
Bolt 1 - Casts bolt in a 5 unit configuration doing damages of 12 to any enemy in range. Mp - 6
Bolt 2 - Casts bolt in a 12 unit configuration doing damages of 18 to any enemy in range. Mp - 12
Desoul - Can instantly kill a single enemy 2 units away based on Luck skill. Mp - 8

BTMG - Battle Mage learns new spells and gains large stat increases as well. This class can be take up to 40 if you do not desire to promote to SORC.
Stat Class Focus - Strong: Mp, Hp; Moderate: Def; Low: Atk, Agl; Non-Flux: None
Spells Learned:
Bolt 3 - Casts stronger bolt in a 12 unit configuration doing damages of 26 to any enemy in range. Mp - 16
Bolt 4 - Casts strongest bolt in a 5 unit configuration doing damages of 40 to any enemy in range. Mp - 24
Desoul 2 - Can instantly kill enemies in a 5 unit configuration 2 units away based on luck. Mp - 16
Paralyze 1 - Can put a single unit 2 units away to sleep based on luck, wakes once attacked. Mp - 6
Paralyze 2 - Can cause paralysis to a single enemy 2 units away based on luck. Wares off over time. Mp - 10
Paralyze 3 - Can put enemies in a 5 unit configuration 2 units away to sleep based on luck, wakes once attacked. Mp - 14
Paralyze 4 - Can cause paralysis to enemies in a 5 unit configuration 2 unites away based on luck, wares off over time. Mp - 18.

SORC- The Sorcerer class is unique in its own respect. All spells from previous classes are lost but stats remain the same. Stat change in this class also has a unique change, including double Mp gain.
Stat Class Focus - Strong: Mp+, HP; Moderate: Def, Agl; Low: Atk; Non-Flux - Mov
Spells Learned:
Gladius 1 - Deals earth damage to a 5 unit configuration 2 units away and deals up to 20 damage. Mp- 12
Gladius 2 - Deals earth damage to a 5 unit configuration 2 units away and deals up to 30 damage. Mp- 18
Gladius 3 - Deals earth damage to a 5 unit configuration 2 units away and deals up to 40 damage. Mp- 24
Gladius 4 - Deals earth damage to a 5 unit configuration 2 units away and deals up to 50 damage. Mp -30
Ravala 1 - Deals wind damage to a 5 unit configuration 2 units away and deals up to 26 damage. Mp - 16
Ravala 2 - Deals wind damage to a 5 unit configuration 2 units away and deals up to 36 damage. Mp - 22
Ravala 3 - Deals wind damage to a 5 unit configuration 2 units away and deals up to 46 damage. Mp - 30
Ravala 4 - Deals wind damage to a 5 unit configuration 2 units away and deals up to 56 damage. Mp - 36
Starlet 1 - Deals holy damage to a 5 unit configuration 2 units away and deals up to 30 damage. Mp - 18
Starlet 2 - Deals holy damage to a 5 unit configuration 2 units away and deals up to 40 damage. Mp - 30
Starlet 3 - Deals holy damage to a 12 unit configuration 2 units away and deals up to 30 damage. Mp- 36
Starlet 4 - Deals holy damage to a 12 unit configuration 2 units away and deals up to 45 damage. Mp - 42
Illagross 1 - Deals dark damage to a single unit 2 units away and deals up to 24 damage with chance to poison. Mp - 12
Illagross 2 - Deals dark damage to a 5 unit configuration 2 units away and deals up to 36 damage with chance to poison. Mp - 24
Illagross 3 - Deals dark damage to a 5 unit configuration 2 units away and deals up to 42 damage with chance to poison and sleep. Mp - 36
Illagross 4 - Deals dark damage to a 12 unti configuration 2 units away and deals up to 50 damage with chance to poison, sleep, and silence. Mp - 48

27   Class System Demo
Ok, this Saturday we have a meeting about finalizing the games classes that we are looking to have. I would very much appreciate input on thoughts you might have about the designated classes.

Concept - The Stat Class Focus System is based on class needs and how the gain in a flux of different stats gained per level at random. However, depending on the class will depend on how the stat evolves.
Strong Focus stats, per level, will usually gain anywhere from 2-4 points per level. Moderate Focus stats, will gain 1-2 points per level, Low Focus Stats will gain 1-0 per level, and Non-Flux never gain any points. Now, the selection is, so far, random but some are considering it fixed but distributed randomly during a level up. If it stays random in all aspects I desired to implement the Zero point earned at any level regardless of focus. That way, even though you somehow know that HP and Atk are both Strong Focus you still have a 10% chance (rough draft number) to get no stat increase. This way, every time you play through, you will have a different stat outcome for your character. You can promote at level 10 but you can take any class to 20. This way it can be debatable on how long you spend leveling additional characters.

The Luck stat is being added to the system to allow tactical use of status ailment spells such as Muddle, Sleep, Slow, Desoul, and more. This stat is going to be implemented in the game as an X factor to how successful a spell is. This way your more tactical with how the application of these spells work in game and can be used towards your advantage AND disadvantage. Luck will level at an absolute random, as well as being stat increasing items for luck, but only 1 point per level, though the chance of getting ZERO points is 80%. The Luck stat will very rarely increase but can on occasion. (The Luck stat will also effect the success rate of the steal skill).

equation - Spell's random fail deductible X .10 of casters level > targets luck

i.e. - Muddle's random fail deductible is 1-5. So your mage, per say, is level 12 and casts muddle on a creature whose luck is 5. Muddle randomly lands a 3. So your equation is as follows.
3 x 1.2 = 3.6. So 3.6 <  5 so the spell is a failure.
Now in higher levels, of course, this number will blow sky high.
i.e. - Muddle lands a 3. Character level is Wiz 20 (40 levels) and monster has a Luck of 10.
3 x 4.0 = 12. 12 > 10 so spell rate is a success.

The spells will be more effective later in the game than earlier. But, in the long run you are still shooting in the dark due to each spells random fail deductible.

First Off
Zieg - SDMN-SWMR- HERO-DCPN class

SDMN - Typical Swordsman from SF series.
Stat class focus - Strong; none Moderate: Hp, Atk; Low: Agl, Def; Non-flux: Mov, Mp
Spells Learned - Egress - Takes you to closest church during battle - Mp 8
Initial Stats for Main Character:
Level 1
Hp - 12
Mp - 8
Atk - 9
Def - 7
Agl - 6
Mov - 6
Luck - 4

SWMR - The Sword Master class is similar to the SDMN class but uses stronger weapons with slight changes in stat focus.
Stat Class Focus - Strong: Atk; Moderate: Hp; Low: Agl, Def; Non-Flux: Mp, Mov

HERO - The Hero class can equip enchanted swords that are exclusive to the class. The stat focus for HERO goes through some unique changes.
Stat Class Focus - Strong: Hp, Def; Moderate: Atk; Low; Agl, Mp; Non-Flux: Mov
Spells Learned:
*Bolt 1 - Casts bolt in a 5 unit configuration doing damages of 12 to any enemy in range. Mp - 6
*Bolt 2 - Casts bolt in a 12 unit configuration doing damages of 18 to any enemy in range. Mp - 12
*Bolt 3 - Casts stronger bolt in a 12 unit configuration doing damages of 26 to any enemy in range. Mp - 16
*Bolt 4 - Casts strongest bolt in a 5 unit configuration doing damages of 40 to any enemy in range. Mp - 24

DCPN - The Divine Champion class has greater spells available to him. The stats only change slightly.
Stat Class Focus - Strong:Atk, Def; Moderate: Hp, Mp; Low Agl; Non-Flux: Mov
Spells Learned:
Heal 1 - Casts a healing spell that reaches 1 unit away and heals one unit for 15hp max. Mp - 3
Heal 2 - Casts a healing spell that reaches 2 units away and heals one unit for 18hp max. Mp - 5
Aura 1 - Casts Heal 1 spell that reaches 1unit away and heals up to 5 units for 15hp max. Mp - 6

Hagane - THIF - SWDR - NINJ - NINM

THIF - The thief class is very similar to the thief class from SF 2. The thief class stats are based in agility and attack but lack very much in defense and others. Thief weapons, such as knives and daggers add a bonus to luck and have an extra 30% chance to critical. The steal skill is the main joy of this class.
Stat Class Focus - Strong: Agl; Moderate: Atk; Low: Def, Hp; Non- Flux: Mov
Spells Learned -
Steal - Steals enemies equipped weapon using Luck stat. Mp - 0
(i.e. Enemy Luck- 7, Thief Luck 10; 7 < 10 so steal is successful)
Initial Stats:
Level 1
Hp: 8
Mp: 0
Atk: 6
Def: 5
Agl: 9
Mov: 5
Luck: 9

SWDR - The Shadow Dance class has some unique stat boosts including, upon promotion, a 3 point luck increase.
Stat Class Focus - Strong: Agl, Atk; Moderate: None; Low: Def, Hp; Non-flux: Mov

NINJ: Ninja brings back memories from SF games and the Ninja class is still not much different. The stats change dramatically, swords replace daggers as weapons, and Ninjitsu is now available. Ninja class also gets a 3 point luck increase.
Stat Class Focus - Strong: Agl, Hp; Moderate: Atk, Def; Low: Mp; Non-flux: Mov
Spells Learned:
Katon 1 - Deals fire damage in a 5 unit configuration doing damages of 16 to any enemy in range. Mp - 6
Katon 2 - Deals fire damage in a 5 unit configuration doing damages of 20 to any enemy in range. Mp - 12
Katon 3 - Deals fire damage in a 5 unit configuration doing damages of 28 to any enemy in range. Mp - 18
Raijin 1 - Deals bolt damage in a 12 unit configuration doing damages of 18 to any enemy in range. Mp - 12
Raijin 2 - Deals bolt damage in a 12 unit configuration doing damages of 26 to any enemy in range. Mp - 16

NINM - Ninja Master is the only class that can cast a Bolt element spell stronger than bolt 4. It is also the only class that can use Katanas and enchanted katanas. The stats now take a dramatic turn around. Upon promotion the Ninja Master gains 3 points in luck and 1 point more to movement. Also, land effect does not effect movement.
Stat Class Focus - Strong: Def, Hp; Moderate: Mp, Atk; Low - Agl; Non-Flux:Mov
Spells Learned:
Katon 4 - Deals fire damage to a single unit doing 40 damage to targeted enemy. Mp - 24
Raijin 3 - Deals bolt damage in a 5 unit configuration doing damages of 35 to any enemy in range. Mp - 24
Raijin 4 - Deals bolt damage to a single unit doing 50 damage to targeted enemy. Mp - 32
Kamakazi 1 - Deals 1x casters current Hp in damage to a single target (church revival is free). Mp - 6
Kamakazi 2 - Deals 1x casters current Hp in a 5 unit configuration. Mp - 12
Kamakazi 3 - Deals 2x casters current Hp in a 5 unit configuration. Mp - 24
Kamakazi 4 - Deals 2x casters current Hp in a 12 unit configuration. Mp - 28

This is just an example of things to come. I will actually do a setup for each character in game. But at the moment this is what we are considering as a very basic guideline. Of course, each character will have different class focuses even though they are similar classes. Again, more of this will be drawn out as we make characters and spells.

28   Re: Greetings
Well, we do have a team, for the most part it is small.

We have 2 programmers, 2 concept artists, I do the sound and music, 1 2d pixel designer, 1 technology/web designer, as well as about 3 story designers and a 3d artist. We are training a few more people with the 3d design program Blender as well as work with game creation software, but only 2 of us (the programmer and myself) are professionals at our individual fields and have created games before. Currently we are 60% with a game project we have spent several months on, so we are plotting out another game, a SF style TRPG/SRPG which is just in the conception stage while everyone else, including myself, are slowly finishing our current project.

29   Re: NEW Shining Online music
The more you work on it the better you will get. There are lots of ways to learn how to orchestrate and implement instruments better to your works.

I would recommend some texts you could read as well as, per say, take a community college course in beginning percussion and do a community college percussion ensemble for at least 5 months. That will, hands down, give you all the experience you need, help you develop a better foundation for your rhythmic skills and your ability to write for percussion. In all honesty, I was a woodwind pedagogist and performer for the most part, so that was always easy to write for. But I went the same route I refer you to do and now it is just part of habit. ^^

Anyway, your getting there one step at a time and practice makes perfect. For every piece I write there are at least 6 versions before it that I butchered in order to make a version I am finally happy with.

30   Re: The differences of shining force.
I think it is a bit deeper then that though. There are many games like Shining Force and, not to my suprise, many of those games are poorly made, too complicated, or just go off on a tangent like it was made by someone with FAR too much time on their hands and takes themselves WAY to seriously.

What made Shining Force the game it was, was mainly its ability to seem complex in its own respect, but using a system far less complicated and complex then the other and combine it with an above average story line. Another prime example is many games in their sequals and prequals tend to go on tangents with NEW battle this and New that. Many game developers loose the essence of what made their game good in the first place you pick up the next release and BOOM, you forgot what series your playing. Shining Force never lost that focus and if anything, kept the momentum up slowly and introduced minute changes here and there.

The series, as strong as it was, pioneered the tactical gaming world and the fans that now rule it. The series died at the hands of new designers who wanted to be the same type of pioneers that old makers were, but that is not really an answer. They just wanted to be on that same high horse and in the end, ruined it for the fans.

The series now trying to resurrect itself with a new SF game for Nintendo DS (suppose to be 3000 years after SF3), who knows where it will end up and at this point I wouldnt be suprised if it hurt the series reputation even more.


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