but here goes. this is by no means an attempt to recruit, but if you deem it as such, just close/delete the thread.
ok so anyway im working on a project, and i want comments on the design brief, ie. what you think is good, bad, what you would change, why you would change it etc.
thanks
The Mod Plan.
What is the mod?
- the mod is a Multiplayer Team based ATB (active time battle), based in the combined final fantasy worlds, combining characters, hero's, villains, and infamous monsters from across the series, plus some characters from different games and genre's, but mainly focusing on FF.
What game are you modding?
- i am planning on taking advantage of the source engine in a way that people havent seen before.
How will the mod work as a multiplayer?
- Players will select a server, and join. to participate, they simply chose which character they wish to use, and join the fray. you may only join before a battle has started, or after it has finnished. the atb meter fills over time for each player, and when full, the player can activate any ability they can perform. this is also how the monster attacks, it has its own invisible atb meter. this way, players dont need to wait for each other to decide their activities, and hold up the game. people will have the freedom to wait untill a key moment to use an ability, or use it right away, its their own choice, but is all happening in realtime on the server. also, at some point i would like to have the option of a PVP challange where people can battle each other in this turn based environment, either alone, in teams, or in handicap battles.
How will the Characters balance out?
- Players will have individual strengths and weaknesses, these arent always going to be exactly oposite. a character may be skilled in both close quarter, and magical combat, but may be weak in ranged attacks, or have a lower health rating. there will also be a "point" system in place. whereby before joining a server, you set up your character. you have (for example only) 200 points, which can be spent on upgrading attributes, "learning" spells, upgrading weapons and armour etc. also, i have thought of adding bonus points to certain monster defeats, but not sure on implimenting this yet. so more updates to follow.
How will the monsters strength compare to the players?
- The monsters will each have 3 different dificulty levels, easy, medium, and hard. of course each monster will be easyer or harder than each other as well. the monsters difficulty will not change depending on the players or the amount of them, so if there are more players, it may well be too easy to win, so choose a tougher opponent
animations
- each character will have 2 attack animations, which on the attack command, will be selected at random, this might help with the boredom effect of watching the same attack over and over.
for the initial release, we will need the following animations for each player character are as follows:
idle
wounded idle
sitting (afk = immune)
attack 1 (includes sprinting toward enemy or w/e is "characteristic")
attack 2 (as above, just make it different)
magic 1
magic 2 (different animation, for high level spells)
use item
block
wounded block
being hit
blocking taking hit
wounded taking hit
KO (maybe take advantage of the physics engine for some nifty ragdoll effects?)
revival
Special Attacks
- rather than having special attacks, the limit break system, similar to FF8, whereby, if your health is low, or you are affected by certain spells/items, you may have a chance to use a limit break/special attack for that round, this will be determined by a chance generated by the AI (the lower your hp, the more likely you will be able to use it, or the higher the effect of the spell/item).
Locations
- although the mod is based arround the FF world, and i would like very much to keep some of the origional settings, such as the deep sea research post, for the ultima battle. i would also like a lot of self designed maps, designed to be very scenic, as this isnt a first person mod, we can really go to town on map details, and making everything look very pretty. the most important map i can think of, is some kind of ruined coluseum of some form. but ill do design sketches of that later.
Heroes.
- list of currently planned characters playable by characters.
Gattsu - Berserk (not in first release)
Squall - FF8
Cloud - FF7
Locke - FF6
Shadow and Intercepter - FF6
Garnet - FF9
Tifa - FF7
Character list to expand with further releases and design plans.
Monsters.
- list of enemies currently to be utilised in order of easyest to most dificult.
Common soldier x3 |
|
common soldier x2 +Leader } sharing the same model.
|
Special troops x3 |
Cactaurs
tonberry
The following will be unlocked by password entry, which you obtain by defeating the previous monster (the baby dragon is open from the start).
Baby Dragon
Teenage Dragon (All dragons may be fought in groups of 1, 2, or 3.)
Adult Dragon
tonberry king
Seifer
Kuja
Sephiroth
Trance Kuja
Final form Kefka
Bizarro Sephiroth (final form in northern crater)
Emerald Weapon
Ruby Weapon
Ultima Weapon
Omega Weapon
Monster list to expand on further releases and design plans.
Summon monsters WILL be implimented at some point. but as of the first release, i very much doubt it.
(i copy pasted this from my notepad, and removed the "recruitment" part haha)
ok so anyway im working on a project, and i want comments on the design brief, ie. what you think is good, bad, what you would change, why you would change it etc.
thanks
The Mod Plan.
What is the mod?
- the mod is a Multiplayer Team based ATB (active time battle), based in the combined final fantasy worlds, combining characters, hero's, villains, and infamous monsters from across the series, plus some characters from different games and genre's, but mainly focusing on FF.
What game are you modding?
- i am planning on taking advantage of the source engine in a way that people havent seen before.
How will the mod work as a multiplayer?
- Players will select a server, and join. to participate, they simply chose which character they wish to use, and join the fray. you may only join before a battle has started, or after it has finnished. the atb meter fills over time for each player, and when full, the player can activate any ability they can perform. this is also how the monster attacks, it has its own invisible atb meter. this way, players dont need to wait for each other to decide their activities, and hold up the game. people will have the freedom to wait untill a key moment to use an ability, or use it right away, its their own choice, but is all happening in realtime on the server. also, at some point i would like to have the option of a PVP challange where people can battle each other in this turn based environment, either alone, in teams, or in handicap battles.
How will the Characters balance out?
- Players will have individual strengths and weaknesses, these arent always going to be exactly oposite. a character may be skilled in both close quarter, and magical combat, but may be weak in ranged attacks, or have a lower health rating. there will also be a "point" system in place. whereby before joining a server, you set up your character. you have (for example only) 200 points, which can be spent on upgrading attributes, "learning" spells, upgrading weapons and armour etc. also, i have thought of adding bonus points to certain monster defeats, but not sure on implimenting this yet. so more updates to follow.
How will the monsters strength compare to the players?
- The monsters will each have 3 different dificulty levels, easy, medium, and hard. of course each monster will be easyer or harder than each other as well. the monsters difficulty will not change depending on the players or the amount of them, so if there are more players, it may well be too easy to win, so choose a tougher opponent
animations
- each character will have 2 attack animations, which on the attack command, will be selected at random, this might help with the boredom effect of watching the same attack over and over.
for the initial release, we will need the following animations for each player character are as follows:
idle
wounded idle
sitting (afk = immune)
attack 1 (includes sprinting toward enemy or w/e is "characteristic")
attack 2 (as above, just make it different)
magic 1
magic 2 (different animation, for high level spells)
use item
block
wounded block
being hit
blocking taking hit
wounded taking hit
KO (maybe take advantage of the physics engine for some nifty ragdoll effects?)
revival
Special Attacks
- rather than having special attacks, the limit break system, similar to FF8, whereby, if your health is low, or you are affected by certain spells/items, you may have a chance to use a limit break/special attack for that round, this will be determined by a chance generated by the AI (the lower your hp, the more likely you will be able to use it, or the higher the effect of the spell/item).
Locations
- although the mod is based arround the FF world, and i would like very much to keep some of the origional settings, such as the deep sea research post, for the ultima battle. i would also like a lot of self designed maps, designed to be very scenic, as this isnt a first person mod, we can really go to town on map details, and making everything look very pretty. the most important map i can think of, is some kind of ruined coluseum of some form. but ill do design sketches of that later.
Heroes.
- list of currently planned characters playable by characters.
Gattsu - Berserk (not in first release)
Squall - FF8
Cloud - FF7
Locke - FF6
Shadow and Intercepter - FF6
Garnet - FF9
Tifa - FF7
Character list to expand with further releases and design plans.
Monsters.
- list of enemies currently to be utilised in order of easyest to most dificult.
Common soldier x3 |
|
common soldier x2 +Leader } sharing the same model.
|
Special troops x3 |
Cactaurs
tonberry
The following will be unlocked by password entry, which you obtain by defeating the previous monster (the baby dragon is open from the start).
Baby Dragon
Teenage Dragon (All dragons may be fought in groups of 1, 2, or 3.)
Adult Dragon
tonberry king
Seifer
Kuja
Sephiroth
Trance Kuja
Final form Kefka
Bizarro Sephiroth (final form in northern crater)
Emerald Weapon
Ruby Weapon
Ultima Weapon
Omega Weapon
Monster list to expand on further releases and design plans.
Summon monsters WILL be implimented at some point. but as of the first release, i very much doubt it.
(i copy pasted this from my notepad, and removed the "recruitment" part haha)