Brief description:
Tactic Turned based RPG battle engine with a new twist. (World game play is still in discussion).
You know how in RPG games all you do is attack... attack and attack... maybe
heal a little bit... but most of the time, you attack or get attacked.
But now, I've designed an Offense-Defense system that will make RPG battles much more challenging and especially rewarding for future hardcore players that enjoy tactic games.
Let's say you predict that A will attack low on his next turn. So what can you do? You can do two things to avoid it in order to increase chances of winning: one is to block low, two is to jump. But A already knew that you will think that way, thus A will just charge up, letting you waste your turn doing nothing.
In a nutshell, the game will reward those that mind reads their opponents and counter it strategically. At the same time, if you get it wrong, you might get punished. Reward-punishment is essentially what makes a game fun and addictive ; this is why gambling can become very addictive.
Goal: To make a tactic game fun for everyone and very addictive, yet uses simple mechanics. Another goal is to encourage low lvls PVP against high lvls, while actually allowing weaker players a chance to win. Epics lvls might always have better gears, but in a game that requires some extra brain cells, outcome might not be so easy to predict.
Finally, we'll try our best to avoid bloating the game with "staff-items" or "staff characters." From past experiences, projects tend to get slowed down because of all the fancy features request from staff. For this project, I'd like to put these fan-services aside and try to stay on track.
Target aim:
Shareware/Freeware/retail/
To start off, Beta testing will have to be Free-to-play, then when traffic gets high enough, we'll add a pay-to-play area with extra features for those who supports us. Finally, if Free-To-Play starts to exploiting the game a little too much with alternative accounts and hogging maps using bots, then we'll start getting rid of Free-to-play areas.
Compensation:
I will offer a percentage of potential revenue (although I'm really not in it for any profit). But I think it's only fair to reward those hard working staff once it does become a hit in the gaming business.
Technology:
Target system: PC
artist tools: Photoshop, 3D Max
sound tools: Note Worthy Composer, Fruity Loop, Gold Wave
Talent needed:
Need 3D modelers. Although 3D models do not require fine detail in this project, some levels of professionalism is needed as some conceptual designs might be a bit complex and intimidating. Thus modelers must discuss with concept artists to either modify the design or think of an alternative solution.
Need concept 2D artists that is very creative and original in designs.
Need 2D pixel artists for item and eq. representations.
Team structure:
Team Work is very important for any project, it's very important that you let me know if there seems to be some kind of problem so we can resolve it early.
The following are people who are currently in the team
agentspinhead: music
Blind: pixel artist
(me)kokocipher: Concept Artist, Pixel artist, composer
Shabadage: music
straydoginc: web development, writer for concept documents.
Contacts:
Forum: http://cipher.owns.it
Email Address: kokocipher(at)gmail.com
AIM: kokocipher
MSN: c3ooo@hotmail (use it once a week)
Additional Info:
Since most people judge things by how they look rather than how it actually works, I'll post my concept art for the monsters here.
Concept drawings:
item pixel arts:
Music samples (incomplete)
<a href="http://www.unc.edu/~c3ooo/MQ/Battle%20stage.mp3">Battle</a> by kokocipher
<a href="http://www.unc.edu/~c3ooo/MQ/Dune.mp3">Desert</a> by kokocipher
For more detailed descriptions of these monsters, please check out the conceptual section of our forum. You'll be glad that you did, I'll guarantee it.
Feedback:
ENCOURAGING ONLY