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What's your favorite gametype?

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Post by endie Tue Nov 15, 2011 1:26 pm

So I'm putting it to you guys! If we were to incorporate some "non mmo" sort of game type (fps, rts, puzzle, td etc), what kind do you guys like best? I wanna hear what you guys like! Tell me what your favorite game is, what you like best in a game, etc. Design the kind of game you would ideally make with the Prism world and characters!

Now's your chance to get your big ideas in the game! Pitch us your ideas, your concepts, anything you have to in order to get us to love your idea =] Of course, you'll get credit and a bit extra if we decide to go with your idea.
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Post by Phoenic Mon Apr 02, 2012 3:26 am

I'm really liking League of Legends right now so I say Action RTS, but that's an entire different type of game.

For this game though, it shouldn't be impossible to create a 3d platformer. Monsters can be grouped into abilities that the character can use to navigate various dungeons(Flying, swimming, digging, telekinesis, etc.). But that's a bit obvious.

If you really want something, minigames are a great time-wasting feature. Pai Sho always looked interesting in Avatar, it might be interesting to make something like that using flagship monsters.

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Post by NuGGa Mon Apr 02, 2012 5:01 am

I play LoL too Smile it's a good game!
Though which games is my favorite?? Hmm
I've always loved the Crash Bandicoot games (1-3), Banjo Kazooie, donkey kong country and pokemon! I think theese games spring to mind because i love them so much. Also because ive been thinking of game music the last few days and those 4 games takes my prize for best music in games EVER! Smile everytime i Think of them a tune from the game goes through my head, thats the definition and power of a good soundtrack.

Though i think for this game we should think about puzzle elements! I love the puzzles in every game Smile
I do like your idea for the dungeons. They could definatly be platformers, really hadn't thought about that until now (; but it would definatly make them more dynamic.
I do not think that minigames should be incorperated unless there is a point to them.
A feature you should consider is Acheivements Smile I love acheivements, they make you happy, even though it would be awesome if they have some kind of value Smile like special currency used to buy skins/other cool but useless features Smile But 1 thing you should keep in mind is that acheivements become meaningless of you HAVE to do them. Like "created a char" or "won your first battle". You shouldn't be rewarded extra for something you have to do to progress in the game (;
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Post by endie Mon Apr 02, 2012 2:08 pm

We are planning to have a shooter style minigame where players team up and basically can play TDM, or maybe CTF but using their monsters as their guns, classes, etc. For participating, you get credits that you can redeem for special wearables that you can only get from the minigame, and are nontrade. Of course, winning and contributing higher to a win will increase the credits you earn. We could add a play type to this where it would be a action RTS... but I haven't played LoL so I can't say exactly how we could implement this... I'll have to pick it up when I have time.

I think that having sidescrollers would be pretty cool! We were thinking of having some sort of arcade like the casino in pokemon where you can play slots, and roulette etc. Perhaps there'll be a couple of games that you can choose a monster from your party and play with some friends (like a sidescroller, or brawl etc).

I think the puzzles would be super applicable to dungeons. You could have a series of triggers that need to be pulled multiple times at the same time, so it would require a party to complete.

Essentially, this is a board for minigames that would earn you prestige items and be a way to waste time with friends. If you aren't into minigames, we value that opinion as well, but please tell us why. Personally, I think that minigames really can make the multiplayer experience since otherwise, you don't really interact with other players much. Of course, these wouldn't be mandatory minigames, just things you can do for fun if questing and monster killing isnt your thing.
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Post by NuGGa Mon Apr 02, 2012 3:55 pm

Oh but what you describe is minigames with point to them Smile And multiplayer minigames are the best.
I just think fishing were boring and useless in zelda for example.
I still play pokemon stadium for the minigames sometimes Razz
I Like the prestige you can earn, maybe you could incorperate acheivements that gives prestige as well?
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Post by endie Mon Apr 02, 2012 4:09 pm

Yeah perhaps player titles, and achievements that award you clothes.

We'll probably have some sort of fishing and stuff like that, but i'll be just the normal grinding sort of thing. You know, repetitive tasks to get raw materials. We could make that more interesting with a minigame (like having to push a key on the keyboard when you get a bite or when you swing your axe) and to make bots a little more difficult
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Post by Callista Wed Apr 11, 2012 8:17 am

My fav games have to be LoZ and FF games, which are essentially RPG. I think its because of the freedom of movement; you have a task/quest system to achieve but you can wander around certain towns in no order until a quest has been done, and then that opens another part of the world to get to.
I have to admit the fishing game was a little boring in LoZ lol, but to begin with I enjoyed it. The archery was better, and I liked the small training exercises where you could test any new weapons you've just bought.
With FF one game just springs to mind and stays there: chocobo racing! Having a side quest where you have to win a race or find something with a certain creature/s to get ahead that then unlocks that mini game so you can play it whenever you want would be fun.

With the DS Pokemon is a must. The mini games like making different poffins was a laugh! And I agree with NuGGa, being awarded trophies and marks for showcasing different types of skill was fun to do. Having your creatures trying to hit as many targets as possible or showing off an elemental attack in the ring is very 'pokemon-like' but it can be altered enough for us Smile
I also loved playing a game called Spectrobes. Has achaeology aspects where you have to dig to find fossils and gems, and then brush them up before bringing them to the surface. If you dug too deep or used the equipment too much you broke the fossil. The fossils were then brought to life and you played with and fed them.
Not knowing what you've got but at the same time knowing the item is essential (like certain herbs or gems or whatever) makes the repetitive aspects interesting.

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Post by TG Wed Apr 11, 2012 11:44 pm

@Callista- You forgot Chocobo breeding.

Chocobo Racing was awesome in itself, but it was also cool because it came right after one of my favorite character questlines: "Dyne".

Blitzball was fun for 30 seconds, but the controls were confusing and scoring was difficult.

Final Fantasy games have awesome side games. They set the standard for RPG games, so they're always good to look at for reference.

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Post by Callista Wed Apr 18, 2012 9:32 am

Ahh! How could I forget that?? *slaps head*
Should have known you'd pull me up on that one lol!

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Post by endie Wed Apr 18, 2012 7:58 pm

Lol, you're the second person to mention spectrobes in the Prism context XD Looks like I know what I'm emulating next =P

OOOO I forgot to mention something else we want to have. Monster Taming. To catch the monsters, it works kinda like the safari zone where you select the monster, and select attempt to tame. Turns work like battle where your turn bar fills up etc. On your turn, you can choose to sneak or throw it an item (any item from your inventory). Different monsters have preference to specific types of items, and then each monster will randomly have a favorite item within that preference type. Throwing a bad item will make the monster more frightened. Sneaking closer will increase its nervousness but the player must be close enough to successfully tame it.

In order to successfully tame it, players must have special one use crystals that will store a monster's essence and molecules (it isn't just an essence, it's a real monster trapped in the crystal). When the player is close enough, a crystal is automatically filled from the players inventory. Once filled, they cannot be sold.

Once you've got your crystal, you can take it to the herd keeper (exact location tbd). The herd keeper will let your tamed monster out into his range where you can enter the instance with your own herd to play with them etc. You can also train them in various minigames (chocobo racing anyone?). Once they are fully cared for, they unlock the ultimate ability for that monster (which isn't unlockable in any other way). TheGood and I had a disagreement here. Say you train a drilba to max care, are you then able to spend a skill point to buy that move for ANY drilba in your posession, or must you withdraw the essence of your tamed monster and then use that in battle (the withdrawn essence would be max level and have all the skillpoints up to that point available for spending)?

My guess is this would be the same place you'd cross essences.

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Post by Callista Mon Apr 23, 2012 5:35 pm

How easy are skill points going to be to get? Is it when you level up or your monster levels up? And how many do you get?
If you get a skill point every time you level up a monster that does come to a lot in a shortish time...so in essence your skill point towards the drilba should only be for that monster.
If its hard or time consuming to get skill points then it would be easier to have that skill point to encompass all drilbas in your possession, because I'm guessing you'll also be using skill points for yourself...

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Post by endie Mon Apr 23, 2012 10:49 pm

I think you misunderstand my very poor explanation XD Skill points are earned after gaining x amt of experience. The number of xp will coincide with level ups until you reach the cap at which point you can still earn xp, and still gain skill points at the same scale as you would if you were still leveling up (this is to put a cap on the stats, but it still allows you to unlock the full tree and continue earning points in case attacks are modded/released in the future). Skill points earned are only spendable for the monster that earns them.

What I was referring to is the "master attack". For example, you tame a drilba to max level and therefore unlock the master attack. Prior to this, you could see the master attack at the very top of your skill tree, but it was not unlockable (greyed out). But you can see this skill at the top of the tree of any drilba not just the tamed one.

Option 1: The only monster able to unlock the master attack are the drilbas tamed to max care. Drilbas caught in the conventional manner is forever unable to learn the master attack. Tamed monsters can be withdrawn from the herd 24 hrs after the last taming exercise. You can then use this monster in battle just as you would a regular essence.

Option 2: Taming is otherwise entirely separate from battle. Once you put a monster into the herd, it remains there as only a companion (and maybe a follow companion that just looks neat). However, when you unlock the master attack with a max tame drilba, ANY drilba you own is able to unlock that attack. So you've trained a drilba and he's all happy and statted etc. Then you max tame your drilba at the herd, and unlock the master attack. Then you can take your fighting drilba, and level it up to get a skill point and then spend it on that attack.
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