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Post by SIMSteven on Nov 14, 2004 22:17:51 GMT -5
I think I've worked out a good way to make this game work.
The movement stays the same, but actions are different.
You can move anywhere you want as long as you don't walk through a wall. But as for actions, they will end your turn.
I figured we could play like Final Fantasy Tactics. You get 1 movement, and 1 action. Then, you have to wait until the next day.
So here is your command list:
(Movement) Move (Actions) Fight Magic Search Hide Guard
The actions are pretty self explanitory. Every action, except Guard. Guard is basically a getaway move. If you're running away from a demon, use your last movement to guard. If a demon attacks, you will counterattack. Thus, you can do damage trying to run back to the Safe spot.
Also, if you Hide, flip a coin. If it's heads, you are successfully hidden in that spot. No Demoni or warrior can attack you.
Since the map is a 5x5 square, here's how many movements actions, etc., you should have:
Warrior: 3 Hero: 4 Demoni: 4
Actions: 1 (Listed above)
Now, to pull this off, we have to say which square we're in. I'll start in B5. I'll be at the entrance to the cave. Every warrior who joins in starts at D3. Now all we need is for BM1-3 and Justin to say their starting locations and we're set.
Also, when you move, say which square you end up in. The only exception is secret, like when a Demoni hides, or something.
Also, we should put in some healing items in certain squares that only warriors can use.
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Post by JMC47 on Nov 15, 2004 16:18:04 GMT -5
My square is E5. This is going to be pretty cool. One thing, how will we flip coins if we are on a forum.
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Post by Notmyname on Nov 15, 2004 21:05:29 GMT -5
Like This My Coin FlipperMy new server for mmle allows me for 500 gigs, its free, and it supports over 5 languages, so if you need something dumb done, im here Edit: It may take a while, i forgot to tell you its a HUGE coin image being squished.
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Post by SIMSteven on Nov 15, 2004 21:13:51 GMT -5
I'm trusting people to be honest, here. Or us Demoni could do it, since our real life counterparts are honest.
Also, more data:
The Safe Zone is a place that heals your HP by 1 every day, if you land there at the end. However, you can only stay there for 3 days. Thus, nullifying one Demoni attack.
Also, I've fleshed out the healing item details:
To start out, there are an unlimited number of healing items. However, they randomly change their positions every time one is found. Thus, if you find a healing item, it restores HP automatically upon being found, and then is found in a certain other square. There are a total of 2 healing items on the board.
If found in a certain area:
Safe: (Recover) 1 HP per day, 3 days maximum, cannot reenter until 2 days later Swamp: Healing Root: 2 HP House: Green Apple: 2HP Garden: Small Watermelon: 2 HP Attic: Tasty Mushrooms: 3 HP Cave: Small Pool of Healing Water: 4 HP Balcony: Magical Pot Roast: 5 HP
Natually, the higher the HP restore value, the harder it is to find. There will only be one Chunk of Meat in the game, and from then on, it will no longer appear. Also, the further away from the goal, the more HP the item will restore. Thus, if you fight only in the Garden, you'll get mediocre healing items, and a higher chance of death. However, if you venture further out, you'll find better healing items, and probably good weapons as well.
I'm trying to get people to join. Thus, if they can be healed more easily, then they might join the game.
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Post by Bureaucratic Model 1-3 on Nov 16, 2004 10:34:45 GMT -5
That might be a good idea, but in the interest of there being a game we might have to bang out the game rules here then shift it over to MLU if nobody wants to play. I know I have a setup over there, if it hasn't been deleted since I posted twice and eventually forgot about it.... . Then again maybe I'm just kidding myself. Perhaps well start the game and everybody and their dog will want to play. ;D - we can only hope. As for healing, the lesser objects we should make so you can carry them with you, like an apple, or small vial of rose oil, or something. Definitely the healing pool, and the Castlevania TM Pot roast is going to be in the hardest part of the game to reach, since you have to go through Justin, and in the scenario that he's not fairing to well, me too. Plus there have to be spaces holding the little things like the Wood Sword, the Stone Sword, Wood Sheild and so forth. Now that I think about it, why don't we all pick on of these three: Physical: Weapons, armor. Mental: Healing. Magical: Magic scrolls, magic potions. Animals: N/A Monsters: N/A Secrets: N/A In an ideal game the map would be a bit bigger, but I almost went crazy with my version as it is ( - coocoo) and SIMSteven is that much closer to being proclaimed a saint as it is. So which do you want? Any would be as fun, and likewise you'd have too keep switching them around so people wouldn't just find them. Likewise, when somebody uses the Wood Sword and breaks it, then its in the item roster of who ever here chooses Physical again. That way the stuff is recycled. Of course with the Katana, like with the Magic meat, that goes out and it doesn't come back until the person dies, meaning the demon isn't going to be handing it out night and day.
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Post by SIMSteven on Nov 16, 2004 22:08:23 GMT -5
I don't quite understand the last part, although I DO understand the 3 Items Maximum.
Also, I put a lot of thought into my items. They're NOT going to change their names.
Also, here's some items for the warriors at the start (choose one):
Empty Vial Sack Big Meat Container Nothing
The Empty Vial is used ONLY to store the spring water. The Big Meat Container is used to store the Pot Roast. The Sack is used to carry anything else. Otherwise, with Nothing, you can only use the items when you find them.
The Nothing is beneficial if you plan to carry a lot of weapons. Otherwise, pick something out of the list for a more defensive strategy. It'd really suck if you found a healing item at full life and have to use it immediately.
Also, at the start of the game, you have 2 magic slots. Possible spells:
Healing:
Heal: Heals 1 damage. (Costs half of MP) Cure: Heals 3 damage. (Costs all MP for day)
Attack:
Hurt: Deals +1 damage based on character's strength. (Costs half MP) Banish: Deals +2 damaged based on character's strength (Costs all MP for one day) Exorcise: Deals +4 damage based on strength. (Costs all MP for 2 days)
Support:
Defense: Reduces damage by 1 for 1 day. (Costs half of MP) Barrier: Reduces damage by 2, always works. Can have a constant effect through multiple days. (Costs all MP for one day) Steroids: Boosts attack by 2, last until character attacks. (Costs all MP for one day)
Now, when I said that you only get one turn a day, I lied. You can get as many actions as you want if you cast spells. Thus, the MP restriction, so you can only cast spells until you run out of MP.
So what if you stop and wait for a Demoni? Then, if you use the Counter Attack command at the end of your post, put in how you will counter attack. For example:
Readies Counter Attack: Hurt + Hurt
If a Demoni attacks, the Hurt spell will be cast twice, and be damaged for the exact amount. This happens AFTER the Demoni attacks. So, you can do a Hurt + Heal and still come out with less damage. BUT, if a Demoni kills you, the attack is cancelled and you die.
Oh, and one more thing. Where is BM 1-3 as his location on the map?
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Post by Bureaucratic Model 1-3 on Nov 17, 2004 13:31:34 GMT -5
I'm on square A3. Second of all the movement plan you described was my original intent. Five movement points, that three moves and one action, or one move, one action, and as soon as somebody responds to the action then you can spend the rest of your points. I suppose movement points can carry over days if a Daemoni doesn't respond quickly enough. When it comes to spells I think that they should be few and far between, if you know what I mean. The hero should have a couple of spells in his pocket, but otherwise the normal cannon fodder should have A heal spell, or A fight spell, to be used once. That is to say MP don't regenerate over time, only in the save point, or if they get your key. Likewise, with Justin's Winged Boots, that gives them the ability to jump through windows and up balconies without getting hurt AND the choice to have two actions in a turn. With mine, it was going to be the only good shield in the game, but since where 'taking it to the next level' I suppose mine is a magic neutralizer, in addition to it's blocking ability. Now I'm not going to be the first one to go crazy but if one of us really needed one of these then we could fight each other for it, or steal it from the hero who killed us, or help an adventurer kill us and then kill the adventurer. It's part of what being evil is all about. Don't get me wrong, there's a difference between being evil and being fair, but we want to make it fun for everyone. As for the Magical, Physical, Healing things, I'm suggesting that you take the Healing things, and its YOUR responsibility to hand them out, and see that every one gets something... or that no one gets anything. Likewise, Justin gets to pick one, and I'll take what's left, and so we all hide things around and so if you search one spot you might get nothing, you might get three things. I think that unless there is an incredible influx of adventurers that Daemoni shouldn't heal themselves above 10 HP. I also propose that we make Not My Name the hero, since he's the first person to post, and with a coin flipper... BTW you weren't just kidding about the image size. - WOW
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Post by JMC47 on Nov 17, 2004 14:51:39 GMT -5
Not my name should be the hero, he may be the first person we kill err fight against. I can't see the image, so I don't know what your talking about . Now is the problem of how we get people to tell the truth, since even honest people lie and cheat when desperate, just look at someone who is honest in a desperate situation where lying is the only answer to survive.
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Post by Bureaucratic Model 1-3 on Nov 17, 2004 17:16:49 GMT -5
Okay, unless it's absolutely necessary there won't be any hiding. Just killing... I mean fighting. if they don't want to fight then don't get close to a demon. If its too late then Mwa-ha-ha-ha, they can start over. Maybe they'll bring their friends to help kill us next time. Maybe they'll just play smarter. In any case embarrassing defeat should breed anger and members aren't going to start killing other members unless they're a little angry.
BTW, as soon as we bang the rules out I'm going to consolidate them all and make a megapost as the gateway to the actual game. How many people are we expecting to play?
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Post by JMC47 on Nov 17, 2004 17:55:40 GMT -5
3 Daemoni, 2 heros 6 regular dudes and 1 person who distributes items at the beginning, but doesn't actually play the game. Well, maybe MLU would be a last resort, is there are not enough members that want to play here.
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Post by Bureaucratic Model 1-3 on Nov 17, 2004 18:27:21 GMT -5
Wait, so you guys think that someone should hand stuff out at the beginning? I wanted a mod to do that, but none seemed interested, so I thought we'd each pick a couple of things and hand them out at random. But then again if one of you two, want to, or find someone who wants to/will hand all the stuff our, then it's okay with me .
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Post by SIMSteven on Nov 17, 2004 20:42:52 GMT -5
I think my pick-your-item dealy in my last post would work better. It's a pick-your-poison dealy, and the fighters could pick what they want. I like the "find an item by searching" rule. Besides, if a hero gets hurt in the beginning, he'll be close to the Safe spot? He could go there to get a bit of healing. The containers are just there if they want to carry an item that they found.
Also, we could make some of my spells Hero Only.
Anyways, they should have to find all of their items. Wasn't that the theory we started with?
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Post by Bureaucratic Model 1-3 on Nov 17, 2004 21:00:30 GMT -5
Okay, just clear that up a little bit. Do you want the player to pick something out at the beginning or do you want them to search for it? You can have that anyway you want, but I'm standing firm on my magic rule, maybe they can have a spell scroll with ONE magic spell scroll on it for emergencies, but otherwise their on their own. Unless we want to allow someone to enter as a normal adventurer, magician, or archer, like in generic medieval games. Actually try Witch Hunter (archer *uses pistol*), Magician (more magic, less health), or Demon Hunter (normal, but we can work that out, if we want to go that way... Or we could make the Demon Hunter equal to the Hero).
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Post by SIMSteven on Nov 17, 2004 21:08:49 GMT -5
Those job classes sound ok.
I was talking about a CONTAINER at the start. They get no healing items. Instead, they can carry healing items that they find.
Here's how it goes (choose one):
Container at start: able to carry healing items. Use as a back-up. No container at start: can only use healing items when found. Cannot use them later as a back-up.
They can carry certain items if they pick a certain container. The good containers can carry the best, but rare items. The worst container can only carry small hp-boosting items.
Anyways, I think we should give them a LITTLE bit of a chance, thus, all those spells. It'd really suck to be the last one left and not be able to finish the game.
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Post by Bureaucratic Model 1-3 on Nov 17, 2004 21:23:41 GMT -5
*Slaps head* I just naturally assumed they had pockets to carry around the healing paraphernalia, but... Okay they get to carry it around, explain it how you will, if it makes more sense to you to have them grab a satchel or a backpack then lets do it, but I would think they all got one... As for classifications, if were going to go that way, then there aren't going to be heroes, there'll just be able to pick their genre and start playing. I advise most of them to get into groups if they want an advantage, but the reason everybody doesn't get magic spells is because they die and as of yet they just have to start over. Now if we get sixty people playing then we'll be throwing that rule out the window, along with my sanity ( - coo coo)! But all the same if only six 'dudes' are going to play, like Justin says, then I'm all for bending the rules, this is the first try don't cha know...
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