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Rpg system

Started by Hitlim Aug 28, 2006 at 8:51 PM 3 replies 1.3k views
Original Post
Hitlim
Hitlim
Basically it's only an covsersion of an early system which was used in Evolva. It contain an interesting method of character developent. After killing an creature you could absorb its genes which give you its abilites. But the game was focused more on action then on the Rpg element. It was only limited to get "skills" like weapons, higher jump or faster runing. There where no statistic's or items that would boost your char. http://img154.imageshack.us/img154/6262/evolvamutationscreenfb0.png (that how the mutation screen look's like in Evolva) That's what i would like to change in my system. A simple 6-8 statistics, XX Genes to choose from, that can be combinated. Genes would be something like skills , abillits like Spikes, Armor, Agilly Claws, (anything you want) and each one would have it's own level. On higher levels Genes would also affect statistic's that are most usable for it. IE for a Melee weapon gene would upgrate health, armor and damage (a little), but lower the another like Chem Defece (or Spell Defence) Energy (or Mana) and any other that you think of. Each gene would have an its own Tree of evolution. You could choose to IE to be faster or stronger, not getting rid of the gene. There would be also something that can be called a "super gene", like a Tail, Mutli legs or Mutli Arms. Those "super genes" would be able if you get the required level and statistics. But only some evoled genes could use the "super gene" IE Tail could be a perfect place for a weapon, but not for an armor. The also imporant thing to change its how the character evolve. Saying that i mean in evolve you could only gain 1 gene for a creature. IE from a basic fighting Monster you should get basic Fighting skills, like 1 type of a Melee weapon , Agility gene and Armor gene http://img301.imageshack.us/img301/1863/infantryex2.png (this was the most common Creature you encounter in Evolva) Please note that i dont include how the classes, races and items would look. Well i think classes give you the choose of your skills. When you kill a enemy you can get it skills. So more Ranged Creature killed the more ranged you become Races in my opinion determine your charater statistics. As above, the more Ranged Creature killed the more ranged you become, also in statistics. Items just shuoldn't be include in this system. Why? dont ask me.. This system can be apliccated to any Rpg (i think). Just change the "gene" into "magic". My english is not so good, you may find some mistakes.
GairenKarrandeas
GairenKarrandeas
Interesting. It could do with a bit of work (I don't know what, though) to make it a bit bore interesting, but it's a damned good idea.
----------The universe is, in reality, an incredibly long and complex setup for a joke that is so infinitely stupid that humans cannot percieve it....That's what makes it funny.*On April 1st, will change name of every topic created by me to "WHOAH! BEST GAME IDEA EVER! READ ME MORON!!"...Or not.
NonymousLurker
NonymousLurker
To make this interesting, you should make not attacking the monsters or taking their genes a viable choice to the player.

If she is obligated to kill and absorb the genes of every monster in your game. It will just feel like leveling up and not as if the player is making her own character.

Maybe include some stealth elements in the game or enable the player to choose which missions she takes on (or make a huge map where she can decide for herself where to go to, like Oblivion).

The "evolving" must be an "interesting choice" (ref. Sid Meier) for the player. If it's obvious to the player that she can and should kill every monster to become stronger in every field, she probably will.

Nonymous Lurker
Tjaalie
Tjaalie
You could also add some sort of unexpected mutation, like when you kill an gaint water monster and you are an land creature the game will tell you that its risky to use the gens becouse they are so different. You can use them however and get superstrong or it might work otherwise and you get some strange sickness. They sickness could destroy the whole gene level and you could go some levels down. But on the other hand there could be mutations like you get the ability to breath under water.

Just my 2 euro cents.

Tjaalie,
if (*pYou == ASSHOLE) { pYou->Die(); delete pYou; };
Hitlim
Hitlim
Quote:
Original post by Tjaalie
You could also add some sort of unexpected mutation, like when you kill an gaint water monster and you are an land creature...But on the other hand there could be mutations like you get the ability to breath under water.


I have been thinking about the difrent world's like sea, air, land, underground. Basically some genes would work better or only in one of those envoriment.

But the idea of rare dangerous genes is a good one. You should get those genes only from the "gaint water monster" or any other "boss" (is you mean it is a boss).

Quote:
the game will tell you that its risky to use the gens becouse they are so different. You can use them however and get superstrong or it might work otherwise and you get some strange sickness. They sickness could destroy the whole gene level and you could go some levels down.


The idea of not using soo different genes is if you use both Warrior and Chem (mage) genes your statistics will go just normal. IE The Chem will lower the important for warrios stats, and the Warrior gene will lower the important for Chem stats. So you just end up just the way you started

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