View Full Version : The Remastered Claymore RPG, English
Saint Salty
2009-12-27, 15:24
The full version of the game will be available on a website when it is finished. Please check the news below to keep yourself updated.
[News & Announcements]
Date: Tuesday, April 27, 2010
Announcement: Game Concepts
Summary:
-A list of the current features that are planned to make it into the game
Here's a list of the current features that should make it into the final game. Not all of these features may be available in the demos.
Explorable World Map
Dream System
Armour/Weapon Enchantment
Custom Combat System
Completely new storyline
Day/Night & Weather System
Side Quests for the avid explorer
3 playable characters from the series + a completely never-before seen Claymore
Storyline and concepts make logical sense to the Claymore universe despite being 'unrealistic'
Ragnarok Online Style Skill Tree
Stat Points to raise individual stats
Sprites resembling the Claymore Characters
Original Soundtrack used
This list will continue to grow and change over the course of development, but for now, this is what I have planned currently. I may be missing a few, but I'll add/remove as I go.
Date: Wednesday, March 10, 2010
Announcement: Progress Report
Summary:
-Progress will halt due to personal and school issues that have arised
Wow, I haven't updated this topic in a month, so here's an announcement for you all. In the month of March, I will be having a bunch of major assignments and tests. This will result in a progress halt until further notice. The scripts are 95% done, so progress should be back up and running by mid April. Thank you.
Date: Monday, February 1, 2010
Announcement: General Announcement
Summary:
-Taking on willing recruits to help with production
-Taking on 1 on 1 interviews
Well, it's the first of February and I've got some news for you guys. Cyclone has been given the RPG Maker XP program, the one this game is being made with and is hopefully going to become a co-producer of the project with me. I am teaching him all he needs to know, so if anyone else would like the opportunity to help me with aspects of the game, I can give you the program and teach you everything you need to know. Secondly, if anyone would like their questions answered in a more private environment, and faster and more efficiently than Private Messaging, you can add my MSN: painshop@hotmail.com and you can discuss anything with me. Feel free to give support and ask any questions that come to mind. That's all for now, stay tuned. :D
Date: Tuesday, January 26, 2010
Announcement: Game Concepts
Summary:
-Changed storyline; Yagi's story occurs at the end.
-Open world to explore before final boss, with bonus dungeon.
-50 Side Quests, 25 Main Quests are confirmed to be in the game.
I'd like to inform you that there have been changes in the storyline and features. First of all, after some review with Cyclone, a member from Animesuki Forums, the storyline has been revamped and is undergoing changes. It is confirmed that Yagi's story (Manga) will occur at the very end of the game. So expect to see a tale you've never heard of before. Furthermore, it has been confirmed that the player will have an open world to explore, with freedom to move anywhere before encountering the final battle, and if the player successfully completes all the side quests, a bonus dungeon will be available too! Speaking of quests, due to the Quest System I have requested, there will be 50 Side Quests and 25 Main Quests, no more no less to complete in the game, that should make for plenty of game time.
Thanks for tuning in, I'm thinking if I should add some other features which are currently in debate, so I will post a new announcement on how it goes.
Date: Friday, January 22, 2010
Announcement: Progress Report Game Concepts General Announcement
Summary:
-No creating your own Claymore
-Demos will be available
-Battle system already planned out
-Story will follow manga until a certain point, then an entire new story and different made up concepts will be introduced
-The game is still in early development, I am awaiting some graphics and scripts and then production will soar
All right, first off, I'm going to have a little news section here to keep everyone updated on how things are going. I'll begin with the General Announcement. After much thought, I will be releasing demos here on this thread. However, the full game will be on a website, probably hosted by www.freewebs.com.
A lot of you are asking if you will be able to create your own Claymore, and I agree it would be a very nice and interesting feature to include, however, it's just too much work and way out of my capabilities. Imagine this, you pick a Claymore with a unique hairstyle, hair color, eye design, eye color, ETC. I have to make an overworld sprite AND a battler image for every single possibility. That's A LOT of recoloring and image editing and would take literally hours and hours. So I apologize, creating Claymores will be out of the question. Secondly, the battle system is already all planned out, so I thank you for everyone's inputs. If you're wondering what it is, here's a brief explanation:
Each character will have a "Youki Control" stat. It will max at 999. Every time a character wants to use a skill in combat, a little bar with a "pointer" that runs up and down the bar will appear. The bar is numbered -35 to 35. The middle of the bar is 0. The player presses the action key to stop the bar. If it's a negative, it will cost less Youki to use a skill from your mana pool, but do less damage based on the number in percent. (If I land on -7, Youki usage is reduced by 7%, but damage is reduced by 7% also). If the number is positive, it's vice versa. You will use more Youki and do more damage based on the number in DOUBLE percent (Same example with 7. The character will consume 14% more Youki, but do 14% more damage). Here's the catch. The difference from 0 and number will go into a variable. (If I land on 5, then 5 - 0 = 5, so 5 will be added into this variable) Once this variable reaches a certain number, your character will awaken and you will receive a game over. Each skill has a different speed attached to it, and that determines how fast the "pointer" travels up and down the bar. Your "Youki Control" stat decreases the speed of the pointer by (Stat Number / 10)%. So if your "Youki Control" stat was 89, the pointer's speed would decrease by 8.9%. "Youki Control" levels up by performing quests and doing storyline tasks, as this makes your character growth more realistic, whereas if you just camp an area and level up 20 times. Lastly, every skill has a certain range the pointer goes to. For example, a basic skill that you get in the game would have the pointer go up and down the bar between -5 and 5. But say, a skill you learn near end-game will go the full range of -35 to 35.
Any suggestions are welcome, but that's pretty much how it will work. Now for the last two announcements. Plot-wise, the game will follow the manga up to a certain point, and then the world will be flipped upside down. New threats, new characters, new motives, basically an entire new Claymore series in itself. Most of it will come from my imagination, but will stay within the logic of the manga/anime (Hopefully). If you are a true fan of the series and only like the original plot-line, then you will pretty much only enjoy a quarter of the game, from then on, the plot will change completely from the manga.
As for progress, it's still in early development, but moving steadily. I have gotten most of the graphics and basic features sorted out, and I am finalizing the storyline. I am awaiting a few custom scripts and graphics, and it is estimated that I will receive them sometime in 2-4 weeks. After that, it's just mapping the actual maps in the game, so production will go very smoothly and a demo should be out. I do not have an estimated release for the first demo, but I will announce one once the project starts moving in production. Sorry for the lengthy announcement, I will try and keep them short next time.
Good luck - may it make it past the vaporware stage
Saint Salty
2009-12-28, 02:43
Good luck - may it make it past the vaporware stage
Thanks for the support. I promise this will not only make it past vaporware, it will be a complete legitimate game, hopefully surpassing the DS version in terms of gameplay and features.
A lot of you are clearly not interested in this due to the fact that it's hard to believe I'll finish this, or the fact that I am not going to be serious and give you guys a sloppy version. I assure you, I am doing my very best and consulting people I have worked with in the past who are even more experienced than me.
I promise I will release screenshots for you all to see in the near future.
Now, PLEASE bear with me because I REALLY need your opinion on these features, this will make or break the game based on what you guys want.
This is YOUR game, so please input your opinions!
Crafting System
Reasons for implementing:
Allows the user to gather materials from dropped Yoma and create original weapons. Weapons stats and attributes will change depending on materials used.
This will save time, so that instead of me creating hundreds of separate weapons, the user can create their own.
Reasons for ignoring:
In the world of Claymore, the main weapon is in fact...A Claymore. The original intent was to have different versions of Claymores. Some stronger, some weaker, some with special effects (This is explained how it's possible in the game, since in the manga all Claymores are the same apparently.) so "crafting" in the universe cannot be done because the Claymores are made by the organization and how they are is unknown. This feature could offset the actual factuality of the anime/manga.
Yoma Power Meter
Reasons for implementing:
The power meter is a little bar in the right hand corner of the screen that when the player presses the "P" button, the bar increases by 10% intervals, maxing at 80%. The player can decrease the bar by 10% intervals by pressing "O". At 80% the screen flashes red, and continues for 30 seconds, afterwards it's gameover, since you awaken. For every 10% increase in the bar, ALL characters in the party do 10% more damage to everything, but take 15% more damage. This is the table of values:
10% Damage -> 15% Vulnerability
20% Damage -> 25% Vulnerability
30% Damage -> 35% Vulnerability
40% Damage -> 45% Vulnerability
50% Damage -> 55% Vulnerability
60% Damage -> 65% Vulnerability
70% Damage -> 75% Vulernability
80% Damage -> 150% Vulnerability (And only 30 seconds to live in the world map, time halts in battles so you can have 80% damage in battle, then have to quickly lower the bar afterwards.)
This can add a whole new sense into battles in terms of strategy. Would you increase damage to sacrifice defense?
Reasons to ignore:
Although this would add more realism and dynamic to the game, it would make the game a breeze on easier difficulties. The Easy and Normal difficulties are simple as it is, but can you imagine a 50% increase in power at the cost of 55% defense reduction? You would one hit all the Yoma before they could inflict damage, making leveling up very easy. Of course on the higher difficulties like Hard and "Claymore" (VERY Hard), this could prove useful to raise your power, but you will most likely get killed in one hit.
This power meter is very risky in terms of balance of gameplay.
Please debate over these. I will add more debatable features later on and include them in a SPOILER in the first post. Thank you.
Saint Salty
2009-12-28, 04:28
a skills/character specialization type "mmo" rpg would be really cool.
have like the popular/main claymores to choice from and also an option to make your own new claymores.
the crafting could maybe be used more for creating/improving sword techniques or maybe yoki abilities/powers/use?
Well, I can't make this online, I would need a server to host from, and my computer can't handle that. I honestly do not want to pay for a host, so unless someone is willing to host the server 24/7 for free, that's out of the question.
With the creating your own Claymore idea, it would be great, but I would have to make major changes to the storyline I currently have, HOWEVER, if people like the idea enough, I will include it in the game.
For now, I don't believe there has been a script to accomplish creating new skills, only items. Because the diversity of skills is much greater than a simple item, so it would get far too complex, and such a script would most likely lag the gameplay due to the game engine reading too much info in the background.
There is a way to improve the skills and learn new ones however. You guys can pick from these three options:
From leveling up - You get new skills from reaching a certain level.
Buying skills - You talk to a member from the organization and you can buy skills if you meet the requirements
Spending skill points - Everytime you kill a monster, your "class", not your character, gets experience. Your class will level up over time and you will gain "Skill Points". You can spend these points on gaining new skills and improving current ones. This system is a direct copy of "Ragnarok Online" if you are familiar with it.
Anyway, thank you very much for your input! I will take these into consideration.
Quite frankly, I don't like the idea of deviating too much from the story. Thus your crafting system and youma power meter is unappealing to me.
Ryus had some excellent ideas (http://forums.animesuki.com/showpost.php?p=2426140&postcount=77) on the ideal Claymore game in the DS game thread.
I'm not a huge fan of fallout - and there are several problems I have with the idea (I hate when games push me away from being a perfectionist - if I want every youma dead in area, I want to have time to do it.). That said, I like his ideas about not leaving your assigned area for long (and only being able to do it by accepting AB hunts in other regions). I also like the idea of letting you awaken and try your hand at the game from the AB perspective.
As for game mechanics, I think youki is easily managed:
Have a stat for the ability of controlling youki.
Then a youki release will be the amount you wish to release + some random value dependant on your control (that is why priscilla lost control, while Galatea-sama can fight all day in 70%+ mode). Youki releases would boost speed, power, and evade stats.
Every youki release beyond the intended level will count as a phyche damage value that will accumulate, potentially leading to a black card situation(Elena/Hilda/Rosemary style unintended awakening) if unchecked. The value could decrease over time if no youki is released for a long enough time or with special items or both.
Offensive stats should be increased by levels and skills, not by weapon upgrades. Armor upgrades are fair game, as are amulets and other trinkets. If you wish to boost attack, make it by finding a practice area or something like that gets a STR boost - rather the a new weapon (bronze claymore+2->Silver Claymore-1).
The monitary system I recommend getting a cut from the youma hunting payments which you can use with the org to buy armor upgrades. After Pieta, buy stuff from either Rabona, or from Rubel.
Story flow:
- Kill youma locally to prove your worth to the Org to get you on AB hunts.
- Kill ABs and make useful contacts (Helen/Deneve/Miria/etc)
- Ophelia incident/Pieta
- Open world.
To keep the story moving, do the same trick they used in dragon quest 7. Put level caps on areas. In another words, staying in the first area and killing nothing but youma will not get you to level 99 no matter how long you play (killing youma will be easy, but you'll still not be a match for a single digit) - only harder enemies will allow you to level beyond a certain point. Visits from Raphaela prevent you from exploring the really advanced stages of the game for the first bit (since the org controls which missions you get).
For game mechanics, since it is an RPG, the closer it stays to the Dragon Quest model, the happier I'll be.
I think this would work much better.
FateAnomaly
2009-12-28, 05:01
Pretty ambitious project. I would love to try it out when you finish it.
May I ask what time period the main storyline is set in? Also, is it going to be a party system or just 1 character?
Saint Salty
2009-12-28, 13:06
Pretty ambitious project. I would love to try it out when you finish it.
May I ask what time period the main storyline is set in? Also, is it going to be a party system or just 1 character?
This is the original battle system of the program, it's set as default:
http://tkool.jp/products/rpgxp/eng/capt12.gif
The battle system will look roughly like this. Although I have made customizations to it, so it will look MUCH nicer. It's Turn Based and yes, you can play with a party of up to 4 characters.
The storyline will be set when Teresa was in training, all the way to the part with the Priscilla showdown. It will follow the manga to a point, but I will have twists here and there.
Quite frankly, I don't like the idea of deviating too much from the story. Thus your crafting system and youma power meter is unappealing to me.
Ryus had some excellent ideas (http://forums.animesuki.com/showpost.php?p=2426140&postcount=77) on the ideal Claymore game in the DS game thread.
I'm not a huge fan of fallout - and there are several problems I have with the idea (I hate when games push me away from being a perfectionist - if I want every youma dead in area, I want to have time to do it.). That said, I like his ideas about not leaving your assigned area for long (and only being able to do it by accepting AB hunts in other regions). I also like the idea of letting you awaken and try your hand at the game from the AB perspective.
As for game mechanics, I think youki is easily managed:
Have a stat for the ability of controlling youki.
Then a youki release will be the amount you wish to release + some random value dependant on your control (that is why priscilla lost control, while Galatea-sama can fight all day in 70%+ mode). Youki releases would boost speed, power, and evade stats.
Every youki release beyond the intended level will count as a phyche damage value that will accumulate, potentially leading to a black card situation(Elena/Hilda/Rosemary style unintended awakening) if unchecked. The value could decrease over time if no youki is released for a long enough time or with special items or both.
Offensive stats should be increased by levels and skills, not by weapon upgrades. Armor upgrades are fair game, as are amulets and other trinkets. If you wish to boost attack, make it by finding a practice area or something like that gets a STR boost - rather the a new weapon (bronze claymore+2->Silver Claymore-1).
The monitary system I recommend getting a cut from the youma hunting payments which you can use with the org to buy armor upgrades. After Pieta, buy stuff from either Rabona, or from Rubel.
Story flow:
- Kill youma locally to prove your worth to the Org to get you on AB hunts.
- Kill ABs and make useful contacts (Helen/Deneve/Miria/etc)
- Ophelia incident/Pieta
- Open world.
To keep the story moving, do the same trick they used in dragon quest 7. Put level caps on areas. In another words, staying in the first area and killing nothing but youma will not get you to level 99 no matter how long you play (killing youma will be easy, but you'll still not be a match for a single digit) - only harder enemies will allow you to level beyond a certain point. Visits from Raphaela prevent you from exploring the really advanced stages of the game for the first bit (since the org controls which missions you get).
For game mechanics, since it is an RPG, the closer it stays to the Dragon Quest model, the happier I'll be.
I think this would work much better.
Thank you very much for the link, I appreciate it. As for your ideas:
I also like the idea of letting you awaken and try your hand at the game from the AB perspective.
I will look into this, however I doubt I will do this for this game. This game is pretty much about Teresa and everyone in her arc, I will however plan a sequel about Clare, and I will hopefully add this feature for her.
Have a stat for the ability of controlling youki.
Then a youki release will be the amount you wish to release + some random value dependant on your control (that is why priscilla lost control, while Galatea-sama can fight all day in 70%+ mode). Youki releases would boost speed, power, and evade stats.
Every youki release beyond the intended level will count as a phyche damage value that will accumulate, potentially leading to a black card situation(Elena/Hilda/Rosemary style unintended awakening) if unchecked. The value could decrease over time if no youki is released for a long enough time or with special items or both.
Due to the nature of RPG Maker XP, creating a "stat" aside from the original stats set is out of my abilities. I will try and find an old scripter that I worked with to see if this can be done, but otherwise I will have to find another way to do this. But if I could make said stat, this way would probably be the easiest.
Offensive stats should be increased by levels and skills, not by weapon upgrades. Armor upgrades are fair game, as are amulets and other trinkets. If you wish to boost attack, make it by finding a practice area or something like that gets a STR boost - rather the a new weapon (bronze claymore+2->Silver Claymore-1).
Stats will be increased on your own accord. Every level up you get stat points to spend in whatever stats you want, kind of like Diablo II.
You can equip a weapon, helmet, armor and accessory to further boost your stats, along with learning passive skills. There will be segments in the game where you get various power boosts from training. Secondly, you cannot refine weapons or armor. That will only be available in the sequel. The organization does not have this "knowledge" yet.
In another words, staying in the first area and killing nothing but youma will not get you to level 99 no matter how long you play
Level 99 is the cap. Also, this seems like a good idea, I may input this if people like it.
As for your not being able to leave the area, that's already taken care of. You will physically not be able to leave the area and your character will notify you that you still have a mission. For the idea of an open world afterwards, I will most likely make this available, but with nothing really new happening in towns, you can just catch up on side quests and find any items you missed, but there will be a bonus dungeon you can visit.
For game mechanics, since it is an RPG, the closer it stays to the Dragon Quest model, the happier I'll be.
I do believe the default battle system is based off Dragon Quest, just the portraits are on the bottom of the screen.
Due to the nature of RPG Maker XP, creating a "stat" aside from the original stats set is out of my abilities. I will try and find an old scripter that I worked with to see if this can be done, but otherwise I will have to find another way to do this. But if I could make said stat, this way would probably be the easiest.
Then why don't you make the stats life points/youki points(youki control/human consciousness/whatever)?
The youki releases themselves do not need a seperate mana gauge - a prolonged youki release will deplete mana just the same.
Saint Salty
2009-12-28, 14:51
Then why don't you make the stats life points/youki points(youki control/human consciousness/whatever)?
The youki releases themselves do not need a seperate mana gauge - a prolonged youki release will deplete mana just the same.
So what you're saying is that in battle, you have skills like "Release Minor Yoma", "Release Moderate Yoma", "Release Major Yoma", and each skill will have a different variable formula attached to them, so the chance of going over your limit is greater depending on the skill?
So what you're saying is that in battle, you have skills like "Release Minor Yoma", "Release Moderate Yoma", "Release Major Yoma", and each skill will have a different variable formula attached to them, so the chance of going over your limit is greater depending on the skill?
youki - not youma.
But yeah - something like that.
Say you tell your character to do a 10% youki release. Depending on their youki control stat, they may do 8-12% release that turn. If it's 11%, and since you only intended 10%, you get one youki "damage point" for that turn. You get enough youki damage points, you awaken and game over. If you increase your youki control stat, the chances of you going over you intended release rate goes down - thus you can release longer. The more youki you release, the harder it is to control of course, so a 60% release might have a +/- 6 damage point score (thereby the more/longer you release, the more mana damage you take). The amount of damage does not even have to be random (the control stat would then be inversly proportional to youki damage rate). (for example: youki control 75% = 25% damage rate. Doing a 10% release = 2.5 points of 'mana' damage - that kind of thing [a 60% release = 15 points of 'mana' damage], and someone like Galatea-sama with a 99% youki control stat, will only suffer 0.1 pts of mana damage when doing a 10% release [0.6pts for a 60% release]).
To make it even more like the manga - you might want to make it so that after a certain point, youki damage increases on it's own - even without further youki releases (like being poisoned in final fantasy/dragon quest games, expect it's for the 'mana' gauge, not the life point gauge). How or if you can restore mana damage, is up to you. Off the top of my head, if damage is < 30%, then it does down on it's own, if < 50% rest at inns/whatever will work. For <75%, damage will acrue slowly - youki supresants effective or inn rest recommended. For > 75%, damage goes up quicker and both youki supresants and bedrest are in order asap.
This is just an idea I had, but I think it could work. Feel free to expand on it, tweak it, add your personal touches, or anything else you like - you're the one making the game afterall. Experiment and find something like that which is fun and workable - yet true to the story.
edit:
Alternatively - damage taken during a youki release could count towards both life point damage and mana damage.
Saint Salty
2009-12-28, 22:31
youki - not youma.
But yeah - something like that.
Say you tell your character to do a 10% youki release. Depending on their youki control stat, they may do 8-12% release that turn. If it's 11%, and since you only intended 10%, you get one youki "damage point" for that turn. You get enough youki damage points, you awaken and game over. If you increase your youki control stat, the chances of you going over you intended release rate goes down - thus you can release longer. The more youki you release, the harder it is to control of course, so a 60% release might have a +/- 6 damage point score (thereby the more/longer you release, the more mana damage you take). The amount of damage does not even have to be random (the control stat would then be inversly proportional to youki damage rate). (for example: youki control 75% = 25% damage rate. Doing a 10% release = 2.5 points of 'mana' damage - that kind of thing [a 60% release = 15 points of 'mana' damage], and someone like Galatea-sama with a 99% youki control stat, will only suffer 0.1 pts of mana damage when doing a 10% release [0.6pts for a 60% release]).
To make it even more like the manga - you might want to make it so that after a certain point, youki damage increases on it's own - even without further youki releases (like being poisoned in final fantasy/dragon quest games, expect it's for the 'mana' gauge, not the life point gauge). How or if you can restore mana damage, is up to you. Off the top of my head, if damage is < 30%, then it does down on it's own, if < 50% rest at inns/whatever will work. For <75%, damage will acrue slowly - youki supresants effective or inn rest recommended. For > 75%, damage goes up quicker and both youki supresants and bedrest are in order asap.
This is just an idea I had, but I think it could work. Feel free to expand on it, tweak it, add your personal touches, or anything else you like - you're the one making the game afterall. Experiment and find something like that which is fun and workable - yet true to the story.
edit:
Alternatively - damage taken during a youki release could count towards both life point damage and mana damage.
An interesting idea, however, in the game, Youki is basically your mana, so any abilities you can perform, offensive and defense, take up Youki. Like Irene's flash sword. It's basically like skills in any game, such as WoW, Ragnarok Online, CABAL, ETC. The intended purpose of said Youki Release was to just have a control gauge with a set limit.
An alternative to this, is that I can make a gauge that you can raise your Youki power, but depending on your level and how far you are in the game, you can only raise it to a certain extent. The same bonuses I stated will apply.
I talked to some scripters, they said that creating a stat like this is very complex due to the nature of the formula that you speak of, I know they can do it, they simply just don't have the time to write the piece of coding.
Saint Salty
2009-12-28, 22:46
The only problem is, since you guys want this to stay true to the manga, the characters I have are not known to be capable of reverting from an Awakened form.
Miria, Helen, Deneve, Clare, Priscilla, Clare and Alicia are the only known Claymores to achieve this.
In the time of Teresa, reverting from an Awakened Being back to human was considered impossible, no matter how well the Claymore controls their Youki.
Saint Salty
2009-12-28, 22:53
true, i was thinking more for the ABs/AOs, if you were going to make this part of this game or another game, from their perspective
For the sequel, this can be incorporated, since Clare will be the main character.
However, for now I only see three alternatives, the original gauge meter that goes up to 80%, the "capped" gauge meter that has a limit based on level and storyline progression, and the third alternative is just to not have Youki Release and only have Youki Abilities that consume Mana (Youki).
An interesting idea, however, in the game, Youki is basically your mana, so any abilities you can perform, offensive and defense, take up Youki. Like Irene's flash sword. It's basically like skills in any game, such as WoW, Ragnarok Online, CABAL, ETC. The intended purpose of said Youki Release was to just have a control gauge with a set limit.
An alternative to this, is that I can make a gauge that you can raise your Youki power, but depending on your level and how far you are in the game, you can only raise it to a certain extent. The same bonuses I stated will apply.
I talked to some scripters, they said that creating a stat like this is very complex due to the nature of the formula that you speak of, I know they can do it, they simply just don't have the time to write the piece of coding.
Well, Irene's flash sword is a youki release - a 80+% in a single arm. Therefore it would cause "youki damage points" the same the "10% youki release" or "75% youki release" skills. Any skill that uses youma power would cause youki damage.
My proposal is that instead of having the mana pool be finite - make it basically infinite, but the consequences of tapping into it be the limiting factor (in essense, those a measure of those consequences would be the "mana" gauge). That way you can't play with a "60% release" the whole game and then try to compensate for it by artificially lowering defence or anything like that.
3 gauges might be ideal, but I think it's possible to get away with 2 this way.
Saint Salty
2009-12-28, 23:20
Well, Irene's flash sword is a youki release - a 80+% in a single arm. Therefore it would cause "youki damage points" the same the "10% youki release" or "75% youki release" skills. Any skill that uses youma power would cause youki damage.
My proposal is that instead of having the mana pool be finite - make it basically infinite, but the consequences of tapping into it be the limiting factor (in essense, those a measure of those consequences would be the "mana" gauge). That way you can't play with a "60% release" the whole game and then try to compensate for it by artificially lowering defence or anything like that.
3 gauges might be ideal, but I think it's possible to get away with 2 this way.
This was actually my first idea, to have an unlimited mana pool, however, this is known for a fact to be impossible in this program. Every stat/bar/value MUST have a limit. Wether it be 9999999999999999999 or 9999, it needs to have a limit.
EDIT: You know what? Regardless of the limitations, I will attempt this. I will keep you informed tomorrow on how the progress went. Thank you very much for the ideas, Cyclone, I appreciate them. Hopefully this will appeal to as many fans as possible. I can't be perfect and follow the manga to a point, since some fans want a "What If" storyline, but I will try and keep the global concepts intact.
The simplest idea I can come up with to put release youki into the game would be something along the lines of this (using pretty random numbers). Let's say a charachter has a base mana pool of 300/300. 10% release would allow her to access an additional pool, say 100/100. 20% release would include 10% release and grant access to a further 100/100 pool. Mana is taken "from the bottom up", base pool before anything else, 10% release pool before higher pools, then 20% pool etc. Each mana pools will refill with time independent of others. As soon as you release youki, you gain the option to cancel it (or drop to a lower level).
I liked Cyclone's idea of "self-control damage points" that, when too much recieved, will result in awakening. Let's say initiating the release would cause damage and then keeping up the release would cause damage over time. Each higher level would cause exponentially more damage, i.e releasing 50% for x amount of time would hurt more than releasing 10% for 5x amount of time (this is the strong vibe I got from the series - everyone is very reluctant to release a lot of youki at a time). I would like it if there was a permament component as well as temporary component to this. I.e let's say 100 damage is done. 1 of this is permament, 99 will heal over x amount of time. So after the 99 damage heals, now when you get 100 damage again, your total damage will be 101, 2 of this permament, 99 temporary. Let's say you've recieved 100 damage 100 times over a long period of time. You will now have 100 permament damage, meaning if you get 100 damage again, the total will be 200. It's the total that counts towards the awakening. This would mean that there is both "releasing too much in one moment" way to awaken (Priscilla, Ophelia), and the "worn out over long period of time" way to awaken (the whole black card business, like Elena if I remember her name right). The more worn out you are, the easier it is to awaken in the heat of battle.
So let's say our charachter uses up mana from her base pool down to 50/300 and releases 10% youki. Her mana will now become 150/400. Let's say she uses up a further 100 mana and cancels the release. She will now have 0/300 in her base pool and her 10% pool will be down to 50/100. If she now immediately releases 10% again, she will only gain that 50 mana again. After x amount of time has passed, her base pool will have 150/300 and her 10% release pool will have 100/100. After x/2 amount of time, her base pool will have 75/300 and 10% release pool 75/100.
So let's say
1) our charachter has used her base pool down to 50/300, and all release pools are full
2) then releases 10% for a total of 150/400
3) uses up 75 mana, so she now has 0/300 in her base pool and 75/100 in her 10% release pool for a total of 75/400
4) then decides she needs to use a move which costs 125 mana so she releases 20% for a total of 175/500
5) does that 125 mana move, ends the fight and cancels all youki release
6) she will now have 0/300 in her base pool, 0/100 in her 10% release pool and 50/100 in her 20% release pool; in order to have any mana at all she would need to release at least 20% youki
7) after x amount of time, base pool will have 150/300 mana, 10% release pool will have 50/100 mana and 20% release pool will have 100/100.
And one more idea is that some moves could require a lot of mana in the pool, but would themselves use up little mana (or maybe even no mana at all for passive skills). E.g some move could requie 500 mana to be available in the pool, but would themselves actually use up only 10 mana each time. This is another vibe I got from the series and it would add a further dimension to the whole youki release business.
Just some thoughts ^^ No idea if this is possible to do with this program. Numbers are all random and would of course require a lot of thinking and testing to get right.
Saint Salty
2009-12-29, 16:32
The simplest idea I can come up with to put release youki into the game would be something along the lines of this (using pretty random numbers). Let's say a charachter has a base mana pool of 300/300. 10% release would allow her to access an additional pool, say 100/100. 20% release would include 10% release and grant access to a further 100/100 pool. Mana is taken "from the bottom up", base pool before anything else, 10% release pool before higher pools, then 20% pool etc. Each mana pools will refill with time independent of others. As soon as you release youki, you gain the option to cancel it (or drop to a lower level).
I liked Cyclone's idea of "self-control damage points" that, when too much recieved, will result in awakening. Let's say initiating the release would cause damage and then keeping up the release would cause damage over time. Each higher level would cause exponentially more damage, i.e releasing 50% for x amount of time would hurt more than releasing 10% for 5x amount of time (this is the strong vibe I got from the series - everyone is very reluctant to release a lot of youki at a time). I would like it if there was a permament component as well as temporary component to this. I.e let's say 100 damage is done. 1 of this is permament, 99 will heal over x amount of time. So after the 99 damage heals, now when you get 100 damage again, your total damage will be 101, 2 of this permament, 99 temporary. Let's say you've recieved 100 damage 100 times over a long period of time. You will now have 100 permament damage, meaning if you get 100 damage again, the total will be 200. It's the total that counts towards the awakening. This would mean that there is both "releasing too much in one moment" way to awaken (Priscilla, Ophelia), and the "worn out over long period of time" way to awaken (the whole black card business, like Elena if I remember her name right). The more worn out you are, the easier it is to awaken in the heat of battle.
So let's say our charachter uses up mana from her base pool down to 50/300 and releases 10% youki. Her mana will now become 150/400. Let's say she uses up a further 100 mana and cancels the release. She will now have 0/300 in her base pool and her 10% pool will be down to 50/100. If she now immediately releases 10% again, she will only gain that 50 mana again. After x amount of time has passed, her base pool will have 150/300 and her 10% release pool will have 100/100. After x/2 amount of time, her base pool will have 75/300 and 10% release pool 75/100.
So let's say
1) our charachter has used her base pool down to 50/300, and all release pools are full
2) then releases 10% for a total of 150/400
3) uses up 75 mana, so she now has 0/300 in her base pool and 75/100 in her 10% release pool for a total of 75/400
4) then decides she needs to use a move which costs 125 mana so she releases 20% for a total of 175/500
5) does that 125 mana move, ends the fight and cancels all youki release
6) she will now have 0/300 in her base pool, 0/100 in her 10% release pool and 50/100 in her 20% release pool; in order to have any mana at all she would need to release at least 20% youki
7) after x amount of time, base pool will have 150/300 mana, 10% release pool will have 50/100 mana and 20% release pool will have 100/100.
And one more idea is that some moves could require a lot of mana in the pool, but would themselves use up little mana (or maybe even no mana at all for passive skills). E.g some move could requie 500 mana to be available in the pool, but would themselves actually use up only 10 mana each time. This is another vibe I got from the series and it would add a further dimension to the whole youki release business.
Just some thoughts ^^ No idea if this is possible to do with this program. Numbers are all random and would of course require a lot of thinking and testing to get right.
That will overcomplicate many many things and will lag the program to no end.
I have a fairly simple but effective idea using Cyclone's idea.
In battle, you'll have a bar on the side of the screen with a little pointer that goes up and down. The middle of the bar is 0. Depending on your Youki Control stat, the speed at which the pointer goes up and down the bar varies. The more Control, the slower it goes.
Each ability will consume a certain amount of Youki. Say Irene's Flash Sword will take 10. The bar will have values from -5 to 5. If the player stops the pointer above 0, the extra number, say he stops at 2 will be recorded.
First, the ability will consume 2 more Youki, so it will consume 12 instead of 10.
Secondly, you will gain a slight boost in attack power for that ability, so around 2% more damage.
Thirdly, that 2 will go into an "Awaken Meter" on the side. If it fills up in battle (Say to around 15) it will be game over.
Well, you know, I was just throwing that out there ^^ I like to think about game design :)
Saint Salty
2009-12-29, 17:38
Well, you know, I was just throwing that out there ^^ I like to think about game design :)
Of course, all ideas are welcome, because you never know what I may use. Your idea may possibly spark another one, so feel free to contribute :)
Darius of the mirror
2010-01-13, 00:50
dude I think this is an amazing idea, first off, I have a question about the whole power bar idea, does it only last 30 seconds in battle as well? I believe that instead of sacrificing defense, it should act like poison, whittling away at their health, while having all their stats raised, the more power you release at a time the faster it whittles, I truly believe you should be able to make your own claymore, and instead of weapon crafting, after a certain level allow your character to focus on one uber technique... like Irene's flash sword, or Jeane's 21 rotation drill, the rippling blade etc... but include new ones, brb to post more on what I would think would be cool
Saint Salty
2010-01-15, 21:00
dude I think this is an amazing idea, first off, I have a question about the whole power bar idea, does it only last 30 seconds in battle as well? I believe that instead of sacrificing defense, it should act like poison, whittling away at their health, while having all their stats raised, the more power you release at a time the faster it whittles, I truly believe you should be able to make your own claymore, and instead of weapon crafting, after a certain level allow your character to focus on one uber technique... like Irene's flash sword, or Jeane's 21 rotation drill, the rippling blade etc... but include new ones, brb to post more on what I would think would be cool
The power meter has already been sorted out. As for creating your own Claymore, again, it would over complicate the storyline. I already have some surprise Claymores not seen in the manga/anime that are incorporated in the storyline. The "uber" technique you speak of is only attained when your character completes vigorous training. It is not attainable by leveling, so no matter how high you level your Claymore, she will not learn the skill unless you progress through the storyline, where you will learn it after doing a hard task.
Thank you for your opinion.
Saint Salty
2010-01-22, 16:44
I am bumping this because I have made a major edit in the topic. I will be featuring a News and Announcements feed here, so everyone knows what's going on with the project. The full version will still be hosted off a website, but demos will be posted here, as well as any news that I have. Enjoy :D
Saint Salty
2010-01-26, 15:56
Jeez, people need to start posting more often, I can't keep double/triple posting like this.
Anyway, a new announcement concerning the game features has been released, please review and give opinions. Thanks a bunch! :D
MisterJB
2010-01-30, 09:15
I am very interested in your work and I hope I'll be able to play this game in the near future.
Saint Salty
2010-01-30, 14:21
Thanks for the support, I appreciate it. Feel free to ask any questions and I'll gladly answer, but only if it doesn't give away any surprises in the game. ;)
zato_1one
2010-02-01, 11:14
This was actually my first idea, to have an unlimited mana pool, however, this is known for a fact to be impossible in this program. Every stat/bar/value MUST have a limit. Wether it be 9999999999999999999 or 9999, it needs to have a limit.
Hmm I don't get what you will gain by having it unlimited. Basically, I think that nothing can be unlimited. This is not just apply to Gamemaker/RPGmaker. Everything will have a limit since when you declare a variable. It's just that different variable type have different max/min value. But I think that you can make the illusion of unlimited by freezing the value which I don't see the point why you want it. :eyebrow:
I'm also interesting in game programming. My thesis is about artificial intelligence in soccer game. I'm currently using Unity game engine to create a prototype. I hope that you can finish your work! :D
Saint Salty
2010-02-01, 11:40
Hmm I don't get what you will gain by having it unlimited. Basically, I think that nothing can be unlimited. This is not just apply to Gamemaker/RPGmaker. Everything will have a limit since when you declare a variable. It's just that different variable type have different max/min value. But I think that you can make the illusion of unlimited by freezing the value which I don't see the point why you want it. :eyebrow:
I'm also interesting in game programming. My thesis is about artificial intelligence in soccer game. I'm currently using Unity game engine to create a prototype. I hope that you can finish your work! :D
This idea was a BETA, the battle system has been taken care of and it will use a finite value.
I wish you the best of luck with your AI system!
Any plans to include some kind of ranking system and ability to advance through ranks?
Saint Salty
2010-02-22, 02:53
Any plans to include some kind of ranking system and ability to advance through ranks?
As in for the actual Claymores? Like going for #3 to #2? Most likely not, sorry.
Saint Salty
2010-04-25, 16:21
BUMP FOR GREAT JUSTICE!
Ok, guys, I know I've been dead for like, ever and this project hasn't moved along.
Here's a few reasons as to why:
A) School work become very vital, I'm nearing the end of the year so I gotta study for exams.
B) My scripter abandoned me for unknown reasons so I am currently looking for a new one
C) My computer was wiped, so I needed to find ALL my resources again. So all the sprites, tilesets, etc. Was a real pain in the butt.
My plan for now is to slowly slowly start recuperating from all the damage caused by the wipe and find a new staff to work with. I'll do my very best to release a demo by the end of June, I really apologize for all this delay, I'm trying my best.
This project IS NOT dead, I promised I would finish it, and I keep my word. Please, if ANYONE would like to help me, even in the slightest bit, I will gladly teach you the basics of the program so you can help me move things along, it'll be GREATLY appreciated. PM me if you're interested in being part of the project, thanks for your patience guys, even though most of you probably forgot this even existed :P
Thats great to hear Saint Salty!
How was you're comp wiped?
Good luck! http://www.yumetal.net/forum/public/style_emoticons/default/pivopije.gif
Saint Salty
2010-04-27, 16:25
My little sister downloaded some children's game onto my computer because for some reason it didn't work on her own computer. Obviously a virus came attached to it that deleted a vital file in my system32 folder, so my entire computer crashed. So I had to re-format my computer :P
Thanks for the support :)
Savannah
2010-04-27, 16:31
I'm looking forward to the final release, I got some questions though.
Is it going to cost something, to cover the time you spent? Or are you going to make it free? I don't know all the laws and rights that apply here, so I'll take any answer for true. :D
Is it going to be all 2D? Isometric? 3D world, 2D battle?
I root for you and the game! I generally would be interested, but I'm lazy and not dependable at all, so I'll spare you the trouble and only post my answers to some of your questions.^^
Here are my preferences for the game:
Generally close to the manga.
Hmm, I don't really want a crafting system, I say that the weapon should be the same, no matter what. Except the training version ofc.
The only exception could be some crafting system for armour, seeing as most Claymores' armour differs, at least visually, probably dependant on their body strength. This would also be a great way to introduce variable stats on gear.
Skills and new skill ranks should be based on two things: difficult fights like against ABs and large amounts of Yomas, and the main quest, probably some of the most important side quests. You might want to make the ABs respawnable, but any loot and skill points earned should only drop the first time that specific AB was killed. Or, have a different AB spawn every time, but tie the loot and skillpoint gain to the spawn area. Promote diversity, eliminate grinding.
Don't have Yoma pop up everywhere you just killed them a few minutes ago, make it a bit realistic. You should need to travel from a battle to the next one. Also I don't want to get interrupted in my travels back through a village by the same group of Yoma I killed the day before when I passed through it to get to the assignment. Keep it 'realistic'.
The Yoma power meter seems interesting, but first off, Yoma would be the wrong term, wouldn't it? Something like Power Release seems more fitting to me. The release needs to change the body of our Claymore too, obviously.^^
On the other hand, you might want to make the release more fluent too, make the exact amount only roughly guessable, improved by Youki Control and affected by emotional condition (Are you pressured? Are you tired? Did you get ambushed? In what situation were you with a span of time before the battle?)? Also, don't make it so that you can reach an ideal/desired condition, give each state a bonus and malus, so people can expierence more diversity once again.
You said your battle system was finalized, but for the sake of a good game, let me say some stuff anyway.
Make the battles a bit complex, but only so much that you don't need more than a few seconds to think up a viable strategy.
For example, instead of only HP, add the possibilty of removed limbs, time to regenerate, the way your movement or skills are affected by a missing hand or leg. Have your intact defensive warrior tank so your hurt offensive might take the kill? Or will you try and go for the kill with your defensive one, who should have more striking power now, that your offensive's sword hand has been cut off?
If your defensive warrior regenerates a limb in battle, does said warrior loose the ability to decrease it's release percentage for the rest of the battle? Or only for a certain time? Probably, depending which limb (arm, hand, fingers, reattached limb, completely regenerated limb). Can the rest of the party help an awakening warrior pull back over the limit, at the cost of a turn or reduced defense in the next attack for x members that helped in the process? Might be useful to regenerate a critical limb at 80%, even if it would deny you the possibility of reducing release during those 30 seconds.
One thing that is in my eyes absolutely mandatory:
Make the keybindings adjustable, I for one want my movement keys to be ESDF, not WASD. And have the important keys close to my left hand too.
I have way more ideas, but I guess I'll have to wait and see how far you go in implementing the other ones first.^^
Saint Salty
2010-04-27, 16:48
I'm looking forward to the final release, I got some questions though.
Is it going to cost something, to cover the time you spent? Or are you going to make it free? I don't know all the laws and rights that apply here, so I'll take any answer for true. :D
Is it going to be all 2D? Isometric? 3D world, 2D battle?
I root for you and the game! I generally would be interested, but I'm lazy and not dependable at all, so I'll spare you the trouble and only post my answers to some of your questions.^^
This game will be 100% free and under the Creative Commons Agreement. It is going to be similar graphically to a Gameboy Advance. If you need an image, feel free to ask.
I'm looking forward to the final release, I got some
Hmm, I don't really want a crafting system, I say that the weapon should be the same, no matter what. Except the training version ofc.
The only exception could be some crafting system for armour, seeing as most Claymores' armour differs, at least visually, probably dependant on their body strength. This would also be a great way to introduce variable stats on gear.
The idea right now is that you can get Youki Jewels. They do have a storyline so they're not just some random item you can get. Yes, you have one set of armour and weapon, but with said Youki Jewels, you can imbue the armour and weapon to give it different affects and attributes. That's the idea so far.
I'm looking forward to the final release, I got some
Skills and new skill ranks should be based on two things: difficult fights like against ABs and large amounts of Yomas, and the main quest, probably some of the most important side quests. You might want to make the ABs respawnable, but any loot and skill points earned should only drop the first time that specific AB was killed. Or, have a different AB spawn every time, but tie the loot and skillpoint gain to the spawn area. Promote diversity, eliminate grinding.
Don't have Yoma pop up everywhere you just killed them a few minutes ago, make it a bit realistic. You should need to travel from a battle to the next one. Also I don't want to get interrupted in my travels back through a village by the same group of Yoma I killed the day before when I passed through it to get to the assignment. Keep it 'realistic'.
Well, on the skills, the original thought was to have a skill tree like "Ragnarok Online", and then have special skills/signature skills only acquired by going through the main storyline and performing the main tasks. The skill tree will have different passive and active skills you can level up, and then once you acquire a signature skill, you can level that up further with the skill points you receive. Secondly, there will be random spawns. The storyline will be 'realistic' but, this is a game, this isn't a remake of the manga. I will be adding some 'unrealistic' elements to the game, since after all, it's an RPG, not some intense 3D hack and slash that replicates the Manga. There will be bosses like in every RPG, side quest monsters, and of course the regular encounters. However, there will be minimal grinding because I have added an incentive not to grind. In the game, the ways to heal are very limited. The more you fight, the more chance you have of a Game Over. Healing items are not some potion you drink, they are simple herbs you find in the wilderness, a stay at the inn, or another method I will include. If you want to grind, by all means, go ahead, just make sure you can survive the way back to the inn because escaping battle isn't as easy as pressing the "Escape" button. This'll make players choose gears for the environment carefully and be more aware of strategy than recklessly slashing and healing.
I'm looking forward to the final release, I got some
The Yoma power meter seems interesting, but first off, Yoma would be the wrong term, wouldn't it? Something like Power Release seems more fitting to me. The release needs to change the body of our Claymore too, obviously.^^
On the other hand, you might want to make the release more fluent too, make the exact amount only roughly guessable, improved by Youki Control and affected by emotional condition (Are you pressured? Are you tired? Did you get ambushed? In what situation were you with a span of time before the battle?)? Also, don't make it so that you can reach an ideal/desired condition, give each state a bonus or a malus, so people can expierence more diversity once again.
I can include states and such, and give bonuses/disadvantages. As for the power meter, it's not really called anything, you just see a bar with a bunch of numbers on it and an arrow going up and down on it. The speed at which the arrow goes up and down slows down based on Youki Control. It's a pretty simplistic concept but should add some strategy to it.
I'm looking forward to the final release, I got some
You said your battle system was finalized, but for the sake of a good game, let me say some stuff anyway.
Make the battles a bit complex, but only so much that you don't need more than a few seconds to think up a viable strategy.
For example, instead of only HP, add the possibilty of removed limbs, time to regenerate, the way your movement or skills are affected by a missing hand or leg. Have your intact defensive warrior tank so your hurt offensive might take the kill? Or will you try and go for the kill with your defensive one, who should have more striking power now, that your offensive's sword hand has been cut off?
If your defensive warrior regenerates a limb in battle, does said warrior loose the ability to decrease it's release percentage for the rest of the battle? Or only for a certain time? Probably, depending which limb (arm, hand, fingers, reattached limb, completely regenerated limb). Can the rest of the party help an awakening warrior pull back over the limit, at the cost of a turn or reduced defense in the next attack for x members that helped in the process? Might be useful to regenerate a critical limb at 80%, even if it would deny you the possibility of reducing release during those 30 seconds.
The limbs concept is out of the question. I cannot simply remove a limb off a sprite or something like that. Removing limbs and factoring in all those bonuses and such is too complex for the current engine and requires less limitation. Unfortunately, RPG Maker XP is quite limited with the combat system so you can only push it so far. And since this is turn based, there can't be a timer for effects.
I'm looking forward to the final release, I got some
I have way more ideas, but I guess I'll have to wait and see how far you go in implementing the other ones first.^^
Please feel free to email me at painshop@hotmail.com or send me a PM, heck if you're interested enough you can join the staff and I'll teach you how to use the program. It'll only take roughly an hour of your time. I can explain some more features in detail.
Savannah
2010-04-27, 17:02
Okay, thanks for the email, don't know how much use I will make of it.
These turn based RPGs aren't really my thing anway, I'll play this game because it's Claymore, not because of it's genre.
To explain what I mean, if I were to create a Claymore related game, I'd make it some kind of MMORPG, 2D from the side and very fast paced in battle, but lots of it automated so it's plenty fun but never overwhelming. There would be none to a minimal amount of grinding and to fight ABs you go on a hunt, very rarely you'll notice an AB walking past you in the city, wether you attack it or not would be your decision. Strategies are important for AB hunts, but not for the general Youma hack 'n' slash. Leveling up wouldn't change your stats, you'd have a fixed amount of stat points, and you'd put them wehre you want, offensive and defensive affect how much you are allowed in each comepared to the other. Symbols are customary, but have to follow the Claymore style and are reportable for breaches. No turns anywhere, everything is real time. That's teh basic set up, still missing lots of things like aura sensing etc.. :D
Saint Salty
2010-04-27, 17:07
Okay, thanks for the email, don't know how much use I will make of it.
These turn based RPGs aren't really my thing anway, I'll play this game because it's Claymore, not because of it's genre.
To explain what I mean, if I were to create a Claymore related game, I'd make it some kind of MMORPG, 2D from the side and very fast paced in battle, but lots of it automated so it's plenty fun but never overwhelming. There would be none to a minimal amount of grinding and to fight ABs you go on a hunt, very rarely you'll notice an AB walking past you in the city, wether you attack it or not would be your decision. Strategies are important for AB hunts, but not for the general Youma hack 'n' slash. Leveling up wouldn't change your stats, you'd have a fixed amount of stat points, and you'd put them wehre you want, offensive and defensive affect how much you are allowed in each comepared to the other. Symbols are customary, but have to follow the Claymore style and are reportable for breaches. No turns anywhere, everything is real time. That's teh basic set up, still missing lots of things like aura sensing etc.. :D
Like I said, an MMORPG 2D fast paced game is out of the engine capabilities of the program. This engine was made for turn-based 2D RPGs with leveling up and stats and what not. To take it to that extreme and replicate all the realistic concepts of Claymore is out of its reach. You need a language, not an engine to do what you are asking, and unfortunately, RPG Maker XP is an engine and thus limited to only what it was designed to do. Sorry for the inconvenience, I can't really make this some kind of epic 3D intense action packed commercial game that you play online with your buddies.
Savannah
2010-04-27, 17:13
Ah, don't get me wrong, I wasn't asking you to create that kind of game, I was only saying what kind of game I would create, using my knowledge, which is languages, not stuff like RPG makers.
Thing is, I'm too lazy and any project I'd begin gets frozen or stopped altogether not long into the coding. Never did any 3D anyway, I like 2D for such things better.
I'm great at creating ideas and concepts for my games, but I just can't stay with the "boring" part with it. :P
You make your game, I'll play it and the better it is, the more I'll play it. What I meant is, that I won't buy any turn based RPG, but if it's to a thematic I like, I'll play any free game.
If you want, I'll tell you what I'd like in it, or what I think shouldn't get implemented, but I don't really feel like taking much part in the work on a turn based RPG, sry.^^
Saint Salty
2010-04-27, 17:16
Ah, don't get me wrong, I wasn't asking you to create that kind of game, I was only saying what kind of game I would create, using my knowledge, which is languages, not stuff like RPG makers.
Thing is, I'm too lazy and any project I'd begin get's frozen or stopped altogether not long into the coding. Never did any 3D anyway, I like 2D for such things better.
I'm great at creating ideas and concepts for my games, but I just can't stay with the "boring" part with it. :P
You make your game, I'll play it and the better it is, the more I'll play it. What I meant is, that I won't buy any turn based RPG, but if it's to a thematic I like, I'll play any free game.
If you want, I'll tell you what I'd like in it, or what I think shouldn't get implemented, but I don't really feel like taking much part in the work on a turn based RPG, sry.^^
Ah, I see what you're getting at. Don't worry about it. All ideas are welcome, don't feel pressured into joining the staff, but suggestions and all that are appreciated and can be discussed at anytime. If only Cyclone would wake up and start responding to me on MSN again, we can start working on the project again :P
FormerAbyssalone
2010-04-27, 19:18
Hi, Im not a big fan of rpgs but would play ur game, because im a fan of claymore.;) Here is a few questions for u
1st: Will Alicia and Beth be in the game?:)
2nd: Will any of the Abyssal ones be a boss?;)
3rd: Who will be the end boss/final boss?:D
4th:Music: take a listen 2 sonic and knuckles music.:heh: that would be awsome if the music 2 the game was similer 2 it.:heh::eyespin:
Good luck on ur game and ur exams.:D:eyespin:
sowwy - you were always marked with big red unavailable dot when I saw it
Saint Salty
2010-04-27, 21:06
Hi, Im not a big fan of rpgs but would play ur game, because im a fan of claymore.;) Here is a few questions for u
1st: Will Alicia and Beth be in the game?:)
2nd: Will any of the Abyssal ones be a boss?;)
3rd: Who will be the end boss/final boss?:D
4th:Music: take a listen 2 sonic and knuckles music.:heh: that would be awsome if the music 2 the game was similer 2 it.:heh::eyespin:
Good luck on ur game and ur exams.:D:eyespin:
1. No, it's not going past the part where Teresa fights Priscilla. This is a prequel to Claymore.
2. Refer to question 1. Your answer is no. The bosses will be unique creatures.
3. That's a secret, it's a unique character new to the Claymore universe.
4. I'll take a listen to it, thanks for the suggestion :)
sowwy - you were always marked with big red unavailable dot when I saw it
I'm usually there, I just keep it on Busy to reduce spam.
quzqazqaz
2010-05-01, 04:56
three small question.....
1.so according to the 1st page there will be no custom charcters......so,everyone will have the same character?
2.will the character/characters be made according to the show or will they be random made characters?
3.will the character be only female like the anime or can you choose the gender?
Saint Salty
2010-05-02, 17:00
three small question.....
1.so according to the 1st page there will be no custom charcters......so,everyone will have the same character?
2.will the character/characters be made according to the show or will they be random made characters?
3.will the character be only female like the anime or can you choose the gender?
1. Yes, everyone will have the same core party. In terms of skills, stats and equipment, you can customize it to your liking.
2. All playable characters will be made according to the show, except for one, which I will not ruin, but it is an actual character in the Claymore universe.
3. Only female, yes.
quzqazqaz
2010-05-03, 00:38
1. Yes, everyone will have the same core party. In terms of skills, stats and equipment, you can customize it to your liking.
2. All playable characters will be made according to the show, except for one, which I will not ruin, but it is an actual character in the Claymore universe.
3. Only female, yes.
alright more questions
1.futher explain core party
2.skills,will they be based on the show?
3.so based on your answer to question 2,players will be able to use characters such as clare,irene in the game?
4.pls tell me that raki will not be in there
Saint Salty
2010-05-03, 19:35
alright more questions
1.futher explain core party
2.skills,will they be based on the show?
3.so based on your answer to question 2,players will be able to use characters such as clare,irene in the game?
4.pls tell me that raki will not be in there
1. Meaning you will have the same four characters throughout the game as everyone else.
2. Some will, you'll see signature moves like the Flash Sword, and you'll see made up skills to add depth to the game.
3. You will be able to use Teresa, Irene, Sophia and one more character.
4. Raki will not be in the game.
Savannah
2010-05-03, 19:48
4. Raki will not be in the game.
Cool. Wouldn't want some whiny Raki-chan smearing 'its' snot on Irene's boots.
Who was Sophia again? One of the Slayers?
Saint Salty
2010-05-04, 00:08
http://www.usaanime.us/Claymore/Images/Sophia.JPG
That's Sophia. She's a claymore from the Teresa arc sent to assassinate Teresa.
MemorableGame
2010-05-04, 11:46
Hi,
I am looking forward to play it Claymore is my favorite anime ever made. I am so sad that they stop making Anime for it.
anyway I have some questions:
the Frist one and the most Important Are you really going to complete the game and release it? because most of people say similar thing and they will disappoint you.
second is teresa there?
Best Wishes
MemorableGame
Savannah
2010-05-04, 14:17
Hi,
I am looking forward to play it Claymore is my favorite anime ever made. I am so sad that they stop making Anime for it.
anyway I have some questions:
the Frist one and the most Important Are you really going to complete the game and release it? because most of people say similar thing and they will disappoint you.
second is teresa there?
Best Wishes
MemorableGame
Hiya and welcome to the AnimeSukiForums.^^
To answer your questions, I suggest reading the rest of the thread first before posting, it's only 3 pages.^^
Well, I'll try not to be lazy and give you answers anyway: :D
1. If saying once, that one plans to complete their project and is doubted upon past expierences, what is the use of saying the same thing again? Wether or not the RPG gets completed or not, we'll have to wait until it's done.
Otherwise, I say it seems to come along well, so high chances it'll be done.
2. Yes, Teresa will be there, as was stated just 3 posts before yours.
Saint Salty
2010-05-04, 21:19
Thank you for clearing that up Savannah.
The reason why everything is going so slow is because I lack staff, so I'm doing this all by myself. It's very time consuming because I have to plan the story carefully, make the maps as realistic as possible, write all the dialog, make all the items, find pictures for characters, items, monsters, etc, balance the gameplay, so as you can tell, it's A LOT of work for one person. I want this game to be as polished as possible so I want to release a fairly well done demo and not some slap job.
MemorableGame
2010-05-05, 05:01
Hi,
Sav thanks for your quick repsond.
Saint, your hard work on this game is highly appreciated I am big fan of Claymore and once before want to make a game for myself using rpg maker xp. but I was lack storyline, scripting and map design.
Best of luck man, :mad:
Savannah
2010-05-05, 14:43
Thank you for clearing that up Savannah.
The reason why everything is going so slow is because I lack staff, so I'm doing this all by myself. It's very time consuming because I have to plan the story carefully, make the maps as realistic as possible, write all the dialog, make all the items, find pictures for characters, items, monsters, etc, balance the gameplay, so as you can tell, it's A LOT of work for one person. I want this game to be as polished as possible so I want to release a fairly well done demo and not some slap job.
I am glad that you are putting so much work into it, I totally don't mind waiting a few years. Really, once I'm doing better and can get myself to help you, I wouldn't mind doing some proofreading for the dialogues etc.. You know, all the bothersome minor stuff you don't want to waste your time on. And I'll promise you anytime, I'd put forth an effort equal to yours.
Totally offtopic:
Have you read this amazing Light Novel:
Utsuro no Hako to Zero no Maria (http://www.bakabt.com/152544-utsuro-no-hako-to-zero-no-maria-light-novel.html) on BakaBT.com?
You'll love it, and if you ever fall into a slump thinking up the story, read a volume of this and you'll certainly get into the mood again. Unless this is totally not your taste, which you shouldn't have to worry about as a Claymore fan, though. :D
Saint, your hard work on this game is highly appreciated I am big fan of Claymore and once before want to make a game for myself using rpg maker xp. but I was lack storyline, scripting and map design.
Best of luck man, :mad:
I'm with you on this.^^
MemorableGame
2010-06-12, 02:05
hey guys any update?
any news about this game?
Saint Salty
2010-06-20, 16:23
Here's your update:
Exams, family member died, demo is half way done, I'm almost on summer break.
In four days I'll be free for the summer. Hopefully I'll be getting a job, so I'll work on this if I have free time. Due to some recent events I've just had a temporary loss in motivation and will.
MemorableGame
2010-06-29, 15:16
F*ck man :mad:
I was know no one can complete the game :frustrated:
and I am really frustrated about this because I really like claymore. but it seems you you have many things to do in your real life Good Luck Man.
anyway can you please upload the game even if it's have done. you can call it ver 1 or demo or whatever.
waiting for your reply.:uhoh:
Saint Salty
2010-07-01, 15:33
Waiting on my scripter to finish the battle system and quest system. I can't upload anything without those two scripts, sorry.
MemorableGame
2010-07-06, 07:21
when do you think the script is going to be done?
Saint Salty
2010-07-15, 23:13
*sigh* Not for a while. My scripter's little brother spilled soda on his computer so he had to wipe everything.
Saint Salty
2010-12-19, 22:06
Hello everyone...so I haven't posted here in forever, and I apologize. I am VERY disappointed and I am sad to announce that my scripter quit on me, and hasn't had the balls to tell me that for the past half a year. So I have been blindly waiting for his scripts for half a year, trying to find alternative scripters to volunteer but no one has been taking this seriously at all. All of my work has been in vain and I cannot finish this without the battle and quest system. So unfortunately, I have to close this project. I'm not if it's closed forever, but for now, until I can find another scripter, I have to call it quits. I am really demoralized and very very disappointed.
I had a lot of faith in the project, and I had a lot done, and then my staff decided they had better things to do when I relied on them so much. Sorry guys, I know I said I would get this done, but I guess I have to admit that I lied to you in the end and I feel really bad about it. Hopefully I can find a staff in the future that can be relied on and can get some scripts done for me. If you know ANYONE who can script in RPG Maker XP and is willing to help me, I will appreciate it so much if you could get them to message me.
Thanks for reading this far everyone and thanks for the support from many of you. If you would like to get into contact with me, I can be reached at painshop@hotmail.com
Savannah
2010-12-30, 03:50
Hey mate, I just came back from a few months of "vacancy".
I feel for you and I'm not really hurt or anything about the broken promise. It's sad, but as you said, it can't be helped for now.
I would love helping you with the scripting, but I don't have any talent what so ever for this stuff nor do I have any experience. I'd be more of a disappointment myself...
Anyway, how are you doing?
Galateasrbb
2011-01-03, 05:24
You can visit the following forum if you change your mind to make an ACT game:
http://rpgcrisis.net/forums/forum/25-ig-maker/
Anyone heard of IG Maker(IGM/AtionGamemaker)?
Saint Salty
2011-01-12, 19:14
Hey mate, I just came back from a few months of "vacancy".
I feel for you and I'm not really hurt or anything about the broken promise. It's sad, but as you said, it can't be helped for now.
I would love helping you with the scripting, but I don't have any talent what so ever for this stuff nor do I have any experience. I'd be more of a disappointment myself...
Anyway, how are you doing?
Aside from this, I'm doing fine, thanks. I'm almost at exam time, so I'm studying for those. I found a scripter actually, but he's VERY busy, so he may or may not get this done. I'll keep my fingers crossed.
You can visit the following forum if you change your mind to make an ACT game:
http://rpgcrisis.net/forums/forum/25-ig-maker/
Anyone heard of IG Maker(IGM/AtionGamemaker)?
I'll keep this in mind, thanks. :)
so i'll be having some time, about a month or so
and i'd love to get back into scripting/programming xD
if you need help let me know :D
Mighty_frog
2011-05-03, 16:44
Hey i was actually planning to develop some kinda Claymore game as a project in my spare time but after reading this thread im thinking it would be smarter to assist in making one instead since i'm really not that big on artistic skills.
Im a recent Uni graduate so i don't have much on my plate apart from job hunting/ portfolio building. I majored in Enterprise Computing but software development has always been my forte. Im pretty well versed in Java, VB,C#,C++ and Actionscript 3. Even if you're using something else i dont think i'd have a problem adjusting, I'd even like that lol. Let me know if you need an extra hand.
Galateasrbb
2011-05-04, 10:05
Why not try GameMaker8.0?
Savannah
2011-06-16, 10:18
Hey Saint, how's it going? How're you doing?
I'm currently job-less, so I'd have some time doing some menial tasks. I could do proof reading or other annoying stuff. Anything anybody could do, but nobody wants to do. You tell me, I do it. With great care. :)
EDIT: I got a job again, so I can't help you out as of now. Sorry...^^
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