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conix
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Hey Iwaku!
I'm Joseph; I'm currently making an online browser game with my friend (who happens to be amazing at coding). A couple weeks ago, I stumbled upon Iwaku while looking for some pictures to help my artist visualize what I had in mind; one thing led to the next, and I found myself lurking around the forums since the quality of writing and creativity here is incredible!
I asked the staff if I could attempt to rally/hire some people on Iwaku to help me on the backstory and description of classes, since writing and being creative isn't my strong point.
So anyways, about the game:
It's an automatic turn-based strategy game with some RPG elements. In this game, players play as a "tactician" and manage multiple characters (each levels and changes classes individually), put them into formations, and battle them. It's coded in PHP/MySQL, but battle will use C++. If you've heard of MyBrute, it's kind of like that but slightly more brain intensive and customizable.
Players play as a tactician that manages characters. These characters can be arranged into a 3x4 formation (with max of 7 characters) and fight other players. Characters level up and change classes independent of each other (there are a total of 123 classes). As characters change classes, they gain abilities that affect their neighbors; some classes may help their allies become stronger; others may be incredibly strong individually but detract from their allies. Characters only have 2 equipment slots, weapon and armor, but it's like this to prevent players from becoming too confused, since they'll be managing lots and lots of characters.
Here is some sample art I have for the basic classes:
If you're interested in the class trees, here they are. Characters start as Novices and can change into either a Swordsman, Trainee, or Spellcaster. The parenthesized numbers next to the name of the class denote the required level.
Also, some interesting example classes:
Character concept: The Tyant falls under the "selfish" archtype. It decreases the stats of those around it, but has above average attack while having no apparent weakness.
Character concept: The buffs the Marauder provides allows his neighbors to strike first and more often, but only at the beginning of each battle. The Marauder also has relatively high attack but low defense, essentially making him a glass cannon.
Character concept: The Sorcerer gives defense to the characters in front of it while taking away defense to those behind it, which shows its mixing tendency. Players can take advantage of these effects by putting classes with very high physical defense in front of the sorcerer while putting classes that wouldn't really need physical defense anyways behind him.
If you'd like to take a look at what and how each class affects its neighbors, here's a spreadsheet of all the classes and their effects.
The game currently is structured around simply fighting other players; in the future, I hope to implement several things: A "Player Versus Monster/Computer" function, Guilds for players to group up in, and territories for guilds to fight over. I've thought up of a good way for the latter two, but they're currently not being pursued since the basics of the game need to be programmed. Battle is fully automated for simplicity, so the structure of formations is extremely important.
Some other random things in the game:
About the world: Since I'm planning to release a clan/guild function in the future (if this gets that far, heh) which is centered around fighting for land, I'd like a world that has many different types of terrain all in one place. A good example:
If you feel anything is confusing about the game feel free to ask me questions, I'll do my best to clear up confusion. I left out some things (namely damage types, stats, substats, effects, and how battle progresses) which I feel aren't as relevant at the moment, but I'm happy to talk about these if you're interested.
Thanks so much for your time!
I'm Joseph; I'm currently making an online browser game with my friend (who happens to be amazing at coding). A couple weeks ago, I stumbled upon Iwaku while looking for some pictures to help my artist visualize what I had in mind; one thing led to the next, and I found myself lurking around the forums since the quality of writing and creativity here is incredible!
I asked the staff if I could attempt to rally/hire some people on Iwaku to help me on the backstory and description of classes, since writing and being creative isn't my strong point.
So anyways, about the game:
It's an automatic turn-based strategy game with some RPG elements. In this game, players play as a "tactician" and manage multiple characters (each levels and changes classes individually), put them into formations, and battle them. It's coded in PHP/MySQL, but battle will use C++. If you've heard of MyBrute, it's kind of like that but slightly more brain intensive and customizable.
Players play as a tactician that manages characters. These characters can be arranged into a 3x4 formation (with max of 7 characters) and fight other players. Characters level up and change classes independent of each other (there are a total of 123 classes). As characters change classes, they gain abilities that affect their neighbors; some classes may help their allies become stronger; others may be incredibly strong individually but detract from their allies. Characters only have 2 equipment slots, weapon and armor, but it's like this to prevent players from becoming too confused, since they'll be managing lots and lots of characters.
Here is some sample art I have for the basic classes:
If you're interested in the class trees, here they are. Characters start as Novices and can change into either a Swordsman, Trainee, or Spellcaster. The parenthesized numbers next to the name of the class denote the required level.
Descriptions of the classes when I created them: http://dl.dropbox.com/u/2020953/iggly/class%20descs.xlsx
Please click on the links to open them in a new window, the lines don't show up well on Iwaku's backdrop
http://dl.dropbox.com/u/2020953/iggly/bubblus_Swordsman_Branch.png
http://dl.dropbox.com/u/2020953/iggly/bubblus_Spellcaster_Branch.png
http://dl.dropbox.com/u/2020953/iggly/bubblus_Trainee_Branch.png
Please click on the links to open them in a new window, the lines don't show up well on Iwaku's backdrop
http://dl.dropbox.com/u/2020953/iggly/bubblus_Swordsman_Branch.png
http://dl.dropbox.com/u/2020953/iggly/bubblus_Spellcaster_Branch.png
http://dl.dropbox.com/u/2020953/iggly/bubblus_Trainee_Branch.png
Also, some interesting example classes:
- Tyrant class:
Character concept: The Tyant falls under the "selfish" archtype. It decreases the stats of those around it, but has above average attack while having no apparent weakness.
- Marauder class:
Character concept: The buffs the Marauder provides allows his neighbors to strike first and more often, but only at the beginning of each battle. The Marauder also has relatively high attack but low defense, essentially making him a glass cannon.
- Sorcerer class:
Character concept: The Sorcerer gives defense to the characters in front of it while taking away defense to those behind it, which shows its mixing tendency. Players can take advantage of these effects by putting classes with very high physical defense in front of the sorcerer while putting classes that wouldn't really need physical defense anyways behind him.
If you'd like to take a look at what and how each class affects its neighbors, here's a spreadsheet of all the classes and their effects.
To show what location the effects are present, I used a number system.
1 2 3
4 5 6
7 8 9
5 is the character, 2 would be directly in front of the character, and 8 would be directly behind the character.
http://dl.dropbox.com/u/2020953/iggly/class stats.xlsx
P.S. If you're interested in numbers, the second sheet of the spreadsheet shows some simple statistics on how each class fares stats-wise
1 2 3
4 5 6
7 8 9
5 is the character, 2 would be directly in front of the character, and 8 would be directly behind the character.
http://dl.dropbox.com/u/2020953/iggly/class stats.xlsx
P.S. If you're interested in numbers, the second sheet of the spreadsheet shows some simple statistics on how each class fares stats-wise
The game currently is structured around simply fighting other players; in the future, I hope to implement several things: A "Player Versus Monster/Computer" function, Guilds for players to group up in, and territories for guilds to fight over. I've thought up of a good way for the latter two, but they're currently not being pursued since the basics of the game need to be programmed. Battle is fully automated for simplicity, so the structure of formations is extremely important.
Some other random things in the game:
- Characters have a specific affinity for an element. We are using the Chinese 5-element system (Water, Fire, Wood, Steel, Earth). Characters can deal extra or less damage based on its and its target's element; the affinity also gives small bonuses to make the character more "aligned" to that element, i.e. Fire affinity characters get +5% Attack and +1 speed.
- There are two ways to upgrade weapons: Refining and Imbuing. Refining adds simple stats (such as more attack for weapons and more defense for armor) while Imbues add special effects that have a range to keep players trying to get the "best" stats. Example: Desperation (Weapon Imbue): +20-30% Damage, +10-20 Critical, -3-2% Regen.
About the world: Since I'm planning to release a clan/guild function in the future (if this gets that far, heh) which is centered around fighting for land, I'd like a world that has many different types of terrain all in one place. A good example:
If you feel anything is confusing about the game feel free to ask me questions, I'll do my best to clear up confusion. I left out some things (namely damage types, stats, substats, effects, and how battle progresses) which I feel aren't as relevant at the moment, but I'm happy to talk about these if you're interested.
Thanks so much for your time!