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Thread: My Video Game | This thread is pages long: 1 2 3 · «PREV / NEXT» |
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted April 13, 2008 06:58 PM |
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How about a race that everyone's familiar with? Maybe....The Dwarven Syndicate.
Racial File 003: The Dwarven Syndicate
Throughout the ages, the smithies and sages of the Dwarven Syndicate haved stunned the other races with their knowledge of secrets. They've discovered ways of using fire and magic together with the best of powers. They've never entered into war with any race, and hold their alliance with the Montanics dear to their drunken and brave hearts. No other race knows alcohol like the Dwarves, and, as such, their rum distilleries make them a fortune. They are reknowned for their knowledge of the Runes. They can cast the secrets from them exclusively of other races; for some reason, the markings are illegible to other cultures. Their favored weapon is the axe or hammer, seeing swords as too flimsy. Despite these grand markings, the Dwarves are hot-headed and are frequently in a drunken stupor. However, their cities are nigh impregnable, fortified with Runic defenses, and contain the riches of minerals that lie in the Dwarven subterrain.
The Dwarves are led by a group of astounding leaders. Their King, Fangnir, is extremely fair and just, but slightly too greedy. The keeper of the Crystal Cavenrs, Runemaster Braggard, is an old, wizened figure in Dwarven culture. His age is unknown, but almost no one has asked him for it. The leader of the Defense Force, Captain Rabigir, is a heavier drinker than most, and often uses this drunken strength intentionally in battle with wild, undergroud creatures. Bandits and spies use the Syndicate as a waystation, finding haven here no matter their objectives. Some have tried to steal from the Dwarves, only to have the Runic defenses thwart them. The Dwarves do not know where this defense came from, but they are certain that Erghai has had a hand in their well-being.
Units Manifest Accessed
Military Buildings Infantry Barracks, Magic Guild, Cavalry Stables, Crystal Caverns (Racial)
Units
Infantry Barracks
LVL 2 Axesoldier: Entry level unit with little combat capability
LVL 3 Guardarm: Defense oriented
LVL 5 Axeraider: Defensive, but is versatile in offense
LVL 6 Rage Patron: Highly skilled at axefighting
LVL 8 Berserker: Greatly powered warriors in combat. Highly magic resistant
Magic Guild
LVL 1 Cavern Adept: Ranged attacker with Rockplate spell
LVL 3 Forgetender: Ranged attacker w/ element Fire
LVL 4 Orebreaker: Uses buffs and debuffs of defense
LVL 6 Runic Protector: Access to Runic Circle Aegir
LVL 7 Fathombreaker: Casts from Heaven Magic at Practition level
LVL 9 Runic Guardian: Access to Runic Circle Vangir
Cavalry Stables
LVL 4 Iguis Rider: Charge and Trample damage
LVL 6 Craw Rider: Better Charge, but loses trample. Immune to Fire Magic
LVL 8 Basilisk Rider: Extreme Charge and Trample with Petrify at Adept
Crystal Caverns
Allows access to the Runic Circles of Magic for Rune Sages
LVL 1 Aegir: Spells of Buarg (Summon) and Elder Armor (Buff)
LVL 2 Firgar: Spells of Endeavour (Buff) and Stonefield (Enchant)
LVL 3 Vangir: Spells of Raven (Summon) and Forgefire (Aural)
LVL 4 Hvergelmir: Spells of Nidhogg (Summon) and Searblaze (Attack)
LVL 5 Ragnir: Spells of Lokinheim (Enchant) and Magnify Fire (Buff)
LVL 6 Mjollnir: Spells of Sleipnir (Summon) and Focus Fire (Buff)
LVL 7 Grugnigar: Spells of Runic Scion (Summon) and Ragnarok (Ultimate)
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted April 14, 2008 06:56 AM |
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Ok some of the spells/abilities I would love to have explained..but one most of all.
What exactly does Ragnarok do?
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Message received.
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted April 14, 2008 09:55 PM |
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Okay, I'll explain the rest later, but as for Ragnarok....
Sub-Filing: Spell Dwarven_014 Ragnarok
Deals Elemental Fire damage to all enemy units equivalent to the amount of Dwarven units in the army, and increases attack and defense modifiers by an amount in ratio to the damage to the enemies. Also, any Fire school Summoned is transferred to the Hero's control.
How's that for an ultimate spell?
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted April 15, 2008 07:13 AM |
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Ultimate is indeed the word for it. Makes armeggeddon look like a childs toy .
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Message received.
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted April 23, 2008 05:00 AM |
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Well, its time to put a little more light on the situation.
Spell System Accessed: Rudimentary Files Located
The Spell System in [insert title] is based upon tiers of Magic. These tiers represent the power of the spells, or the expanse of their effect. The levels are:
-Beginner
-Initiate
-Adept
-Practitioner
-Grand
-Ultimate
With Hero level, the ability to access the levels of magic. Units that cast spells are given a certain level of mastery. The spells that are dominant casting are chosen through the Command Interface.
The spell itself has attributes the determine its strength.
Intensity - Determines the chance of a successful cast
Power - The amount of damage the spell inflicts
Cost - The spells mana cost
Modifier - The attribute this spell enhances
Additive - The amount this spell adds to its Modifier. When it is positive, it adds, and subtracts when negative.
The Spells are split into 8 main elements:
-Fire: Raw energy spells with expertise in Power. Elemental Effect - Burn(Modifier: -Attack & Evasion), Radiate (Splashes unpredictably)
-Thunder: Expertise in Modifier: Attack. Elemental Effect - Stun (Modifier: -Evasion), Blind (Randomly halts enemies)
-Heaven: Buffers for units and great Healing capabilities. Elemental Effect - Surge (Increases Power), Bless (Modifier- +Defense & Resistance)
-Water: Expertise with Enchantments, and a small amount of direct damage. Elemenatl Effects - Waterlog (Modifier: -Speed), Flood (Drains Defense and transfers to Attack)
-Ice: Expertise in locking down units. Great counter-arial. Elemental Effects - Freeze (Halts unit and zeroes defense)
-Earth: Expertise in Buffers in Defense. Great attack spells. Elemental Effects - Harden (Modifier: +Defense), Erode (Extended damage)
-Shadow: Expertise in Evasion, with great cursing abilities. Elemental Abilities - Blur (Modifier- 2xEvasion), Smother (Anti-Fire)
-Universal: Expertise in Imbues. Ability to cast Universal spells on masse.
Spells are further separated into spell types that categorize the spells. They determine the scope of the spells effect. They are:
-Attack: Direct damage that is determined by the Hero's Skill in that element
-Imbue: Localized buffers of units attributes
-Aural: Gives effects to a vicinity that are normally hazardous
-Enchantment: Effects that span the entire battlefield
-Racial: Spells dependent on a Hero's race
Data File Closed
Well that's what the spell system's like. There is a little more, but that's another file.
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted May 06, 2008 04:58 AM |
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Due to business on my behalf, i'll be getting back to this thread shortly, just after a nice break. What shall I explain next, to those few who are following (well, I only remember Mytical )
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winterfate
Supreme Hero
Water-marked Champion!
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posted May 06, 2008 05:38 AM |
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@sith_of_ziost:
Awesome!!!
I'm working on a project of my own (but my lack of discipline prevents me from getting anything done...)
However, in my case, I'm doing a trading card game. Won't post any details for now...but, I hope to get it done...some day.
Again, very good work so far!
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If you supposedly care about someone, then don't push them out of your life. Acting like you're not doing it doesn't exempt you from what I just said. - Winterfate
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted May 06, 2008 12:05 PM |
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Ok how about Aquarians next? I am always fascinated by Atlantis and the possibilities that it has.
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Message received.
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted May 06, 2008 11:09 PM |
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@winterfate - thanks and good luck!
And now, the rulers of the Southern Seas.
Racial File 009: The Aquarian Kingdom
For many years, the oceans were ruled by tyrranical elementals, feeding on chaotic oceanic waves and reigning little over their domain. However, a great presence appeared like a typhoon on still waters and tamed the great elementals. They were reformed, and went into dormancy, waiting for a race to call their worshippers. As the legend goes, the elemental Indro saw the seas unbridled and free, and its tears birthed marvelous creatures of stoic presence. This newfound race of aquatic beings became the father race to the Aquarians and their culture. For several generations, they dwelled in peace in the grand city of Atlantis, lving symbiotically with the Elementals and fauna of the sea. Then, as a calling from Lola, the goddess of the sea, the city slowly rose to the surface, and glistened with its first light. The inhabitants are still aquatic, but they have lost their dependence on the sea. They still worship Lola and her Elementals, but now form the grand race of the Aquarians.
Aquarians are roughly humanoid, but have fins along their forehead ridges. They have kept their fins to ensure outstanding prowess both in and out of water. They prefer peace and diplomcay, but have revered prowess with the Lance, Spear, and Javelin. Their complexion ranges from teal to white, and talk with a soft but prominent tone. They have a monarchial government, ruled with justice and equality.
Military Focuses
The Aquarians are famous for their lanceweilders and considerable navy. They have units that can travers both water and land, and have legendary units such as the Hippocampus Knight and Opal Serpent.
Units Manifest Accessed
Military Buildings - Infantry Barracks, Cavalry Stables, Magic Guild, and Naval Shipyard
Infantry -
LVL I - Lance Brigand: Basic level infantry
LVL III - Sharkbite Warrior: Good unit, but vulnerably to Magic
LVL IV - Ocean's Knight: Powerful at range with Javelins
LVL VI - Serpentbite Warrior: Great Lance-weilder
LVL VII - Opal Serpent: Strongest melee unit, great against Cavalry
Cavalry Stables -
LVL II - Downpour Raider: Mounted Javelineer
LVL III - Razorback: Mounted atop a Scylla, it wields two lances
LVL V - Lobasteir: Giant lobster with knight, bashes with claws
LVL VII - Scissorback: Armoured Scylla with unlimited Javelins
LVL IX - Crawback Knight: Great with charge damage
LVL X - Hippocampus Night: Rides on magical waves, deals trample damage (units around it are damaged as it passes)
Magic Guild -
LVL III - Tidal Blaster: Shoots rushing water
LVL V - Rushwater Caster: Casts from Water at Adept
LVL VI - Ripcurrent Mage: Great at melee
LVL VII - Typhoon Blaster: Ranged and Casts from Water at Practition
LVL X - Hydromancer: Casts Summon from Water at random level
Naval Shipyard -
LVL II - Galley: Good at strike from close range
LVL IV - Barge: Good for long Naval Sieges
LVL VI - Trireme: Great at striking from close distance
LVL VIII - Breakwater Barge: Near impenetrable defense
LVL X - Siege Fortress: Floating castle with gunpowder weapons
I know the racial isn't there...but its kind of...incomplete.
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Darkshadow
Legendary Hero
Cerise Princess
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posted May 07, 2008 05:30 PM |
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May I suggest something?Even if you won't use it:
Lake of Rainstorm
Allows access to use the Massive Water Wave spells
LVL 1 Rain: Reduces ranged unit accuracy and deals minor damage
LVL 2 Waterwave: Deals damage and gives 1 turn immunity for fire
LVL 3 Flood: Deals mass damage to cavalary and medium to others, also increases hydromancers spell effectiveness
LVL 4 Whirlpool: Has change to sink siege engines and also makes opal serpents gain temporary attack
LVL 5 Tsunami: Mass damage to all enemy units Increases all friendly unit attack and makes naval and cavalary move faster.
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted May 07, 2008 11:41 PM |
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I was thnking of something like a symbiosis with Water. Its a nice thought though, DS. Thanks for the advice, I might use some of it.
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted May 23, 2008 04:17 AM |
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Okay, after a brief remiss, I will continue with the race I've been personally overseeing as of late...
Racial File 014: The Sanctum
Supreme arbiters of the law, the Sanctum are a race of enlightened humans who are in many aspects are identical to those of the Empire. However, the Sanctum denizens are dramatically more reserved and pacifistic. They also have better cognitive skills, and tend to have less bulbous bodies when gouged with food, due to the simple fact that gluttony is banned by their Law.
They practition a binding set of codiciles, aptly name the Law, through which they channel magical energies to arrest, endict, execute, and imprison beings. They are wizened elders of somewhat arrogant dispostions. They are known in military terms not for their strength, but their cunning tactics, most notably in the air. They have tamed elementals of the air, called Zephyrs, to use as steeds and forward troops. They also have domesticated the Gryphon, but due to commercial upkeep costs, tend to ere to the side of affordability.
They sojourn out to foreign lands in order to dictate laws, and, in spite of their outward bluntness, have never had a case of diplomat assassination. This is most likely due to the extensive training those delegates have in the Foresight aspect of the Law Magic, and, unofficially, the Execution side.
In economic terms, they have generally good levels of gold income due to special taxations and embargos going through their territory, which in itself, is quite miniscule. Their capital, Fairscape, is thought to be home to legendary relics confiscated from caravans found guilty of smuggling. This is partially true, since the Sanctum Commodores carry staffs of enchanted jade, and pendants of crystal peridotum.
Units Manifest Accessed
Military Buildings: Mage's Guild, Cavalry Stables, Aerial Paddock (Racial), Siege Works
Mage's Guild - Note: In the Sanctum, any level Mage Guild unit can cast from the Heaven magic Beginner Level.
LVL I - Sadducee: Mage that fights in melee with a staff.
LVL II - Idolater: Better at melee, but can cause unrest in allies.
LVL IV- Silence Patron: Casts from Law Magic Level 1.
LVL VI - Zealot: Great in shooting from range, but fails in melee.
LVL VII - Astrologer: Casts from Law Magic Level 2.
LVL IX - Chancellor: Great in Melee with staff, and deals splash damage (hits units as a group).
Cavalry Stables -
LVL II - Cavalier: Good for skirmish tactics, but has poor defense.
LVL V - Prismos: Bends light to ricochet magic, but is rather mediocre otherwise.
LVL VII - Jade Horsemen: Great charge damage (speed toward a single unit)
Aerial Paddock -
LVL II - Eagle Cavalier: Shoots Javelins from the air.
LVL III - Raptorside Healer: Heals from air, but vulnerable to Ranged.
LVL V - Zephyr Knight: Attacks from air but with Melee damage
LVL VII - Falcon Cavalier: Shoots Harpoons from air.
LVL IX - Valiant Pereguine: Attacks with Divebomb (drops from air to strike a line of units).
LVL X - Zephy Paliden: Heals units in aura with strong melee damage.
Siege Works -
LVL III - Focalsurger: Bends light to deal damage to walls.
LVL V - Mystic Varsoth: Tower that shoots sunlight at enemies.
LVL VII - Crystalis Ram: Ram that shoots shrapnel during use.
LVL IX - Megalens: Burns great holes in walls using sunlight.
Note on Law Magic - It works in four levels, with one spell of each Aspect in each level. The five aspects are Foresight, Trial, Execution, Imprisonment, and Arrest. Spells to be posted later.
What say you to this one?
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted May 26, 2008 04:26 AM |
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Hey guyz, this is for feedback purposes only, and I will cease to post these things if you don't respond.
REVIVED!!! I feel like working on this some more. So, what do u guyz wanna see next?
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winterfate
Supreme Hero
Water-marked Champion!
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posted July 01, 2008 06:27 AM |
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The Helion Order sounds interesting. Bloodlusty, yet holy.
EDIT: Reached my post limit, but I just had to edit this post to say:
@sith: The Helion Order has some pretty cool stuff!
So, have you thought about some of the other details the game will need, like resources and terrain, for example?
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If you supposedly care about someone, then don't push them out of your life. Acting like you're not doing it doesn't exempt you from what I just said. - Winterfate
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carcity
Supreme Hero
Blind Sage
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posted July 01, 2008 11:38 AM |
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seems really interesting sith. could you lend me a copy of the game when you make it.
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Why can't you save anybody?
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted July 01, 2008 09:39 PM |
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Racial File 013: The Helion Order
Heralding from the fabled Cities of the Sky, the Helion were once a divine and enlightened people. They helped waygoers in there travails across dangers paths, and helped their close friends the Sanctum with obtaining knowledge. But then, a dark figure appeared to the Sanctum leaders, and told them of the most divine of treasures. It could reverse death and heal any ailment. Naturally, the Archonian Board (the ruling body of the Helion) decided to launch an expedition. They found with the largest of ease, and ignore their suspicions as they brouht a milky white grail to the place courtyard for exhibition. Then a bright flash and thunder echoed across the sky, and a fluid ghost scolded them that they have stolen the Grail of Deharka, the first of the legendary Demigoddesses, and that there ambition will cost them dearly. The city was stricken with a terrible disease, corrupting their bright divinity with ferocious contempt for the empyrean. They still served the god Seraphus, but in a different way. An adjuntant, the Archangel, is appointed to dictate to the will of Seraphus.
Ever since that tragic day, the dark stranger was held in disguise. However, Server knows full well who it is: she sent him. The Meanderer, as he's called, acts as the driving force behind uprising, rebellion, and war. He is the same person who first sowed the rebellion of the Magmarians. He causes what the world needs to constantly test its true fiber.
The Helion Order is a narcissistic society with a love of head games and blood sport. They're Legendary Battle Angels are a class of themselves. They are one unit, but they can be customized to become a diverse league of units. Another legendary unit, the Skymane, is a rare sight in battle, for it must be called through the hero.
Units Manifest Accessed
Military Buildings - Archers Range, Mages Guild, Siegeworks, Academy of Light (Racial)
Units -
Archers Range -
LVL II - Sky Archer - A typical low-level Archer.
LVL IV - Raybender - A magical Archer, with powerful blasts.
LVL V - Apex Archer - A moderately strong Archer with Melee.
LVL VII - Pinnacle Archer - Greatly enhanced archers with Melee.
LVL IX - Ultimas Archer - Incredible Archers with Magical abilities.
Mages Guild -
LVL I - Deciple - A low-level attacker with Magical weaponry.
LVL II - Inspired - A buffer with casting from Helion at Beginner.
LVL IV - Greatheart - A decent unit with casting from Helion at Initiate.
LVL V - Intensifier - A powerful buffer that uses Heroes Spellbook.
LVL VII Flaremage An incredibly offensive caster from Helion at Grand
LVL X Scorch Angel A less offensive but greater caster than other LVL Xs.
Siegeworks
LVL I Skorpio An anti-unit siege weapon
LVL VI Babels Hammer A great weapon versus Constructs and walls
LVL X Horn of Heaven A devastating weapon of mass destruction.
Academy of Light
LVL III Fervent Knight A defensive unit better at counter-attack
LVL IV Solar Commando A great unit for hit-and-run, but lacks defense.
LVL VI Ardent Knight A greatly defensive unit with Buff spells.
LVL VIII Nova Commando A unit that casts from the Helion at Practioner
LVL IX Adamant Knight Nearly impenetrable defense, and high power with Heaven magic.
LVL X Battle Angel The icon of the Helion, customizable with 6 different weapons.
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted August 10, 2008 01:52 AM |
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Who wants to here more? Anyone?
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william
Responsible
Undefeatable Hero
LummoxLewis
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posted August 10, 2008 06:58 AM |
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Sure, I would be interested in hearing some more.
____________
~Ticking away the moments that
make up a dull day, Fritter and
waste the hours in an off-hand
way~
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted August 10, 2008 01:36 PM |
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Sure, this is interesting
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted August 10, 2008 03:03 PM |
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I'm usually a bit sceptical (read: jealous) when seeing someone lay out his ideas, but I have to admit I am quite curious and interested in this so far. It seems very well thought of and deep (which sucks for you, since that means you have a reputation to ruin ). So please, continue.
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