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Sorrow (working tittle) -- action RPG game

Art Style and basic design philosophy

im thinking something along the lines of Vagrant story meets Final Fantasy 7/8/9 with real time seamless combat!!

the reason i mention Vagrant Story is because first off i like their art style and their stylish dialog boxes, i like they way they used the in game engine to tell a lot of the story and the way they directed the scences i like the whole watered down platform concept implemented in an RPG style game too however i think the puzzle platform experiences should be dispersed more thinly in that it should still have all the typical RPG elements game towns, world map, ect with lots of open areas to explore and discover but with the platform experiences limited to being used mostly as an obstacle to get treasure and only on a few occasions should it be used as an obstacle to get to a new area if it is used as such it should be almost blatantly obvious leave the complex puzzle platform experiences for great treasure or a completely optional area/quest/task

enemy encounters

in this game there will be a mix of random enemy encounters and enemies pre populated on the field when the area loads....

the random enemy encounters is like kingdom hearts random enemy encounters but on steroids in that they will be way more cinematic and realistic like proper ambushes should be designed to surprise or scare the hell out of the gamer some of the encounters will be brief quick fast like they are in kingdom hearts while others will be epic drawn out in engine cinematic cut scenes with QTE events where if you have tap tilt shake gestures ect in sync with on screen animations and pop ups if you get it right you will get an advantage in battle, fail and you will immediately enter battle but you will be at a disadvantage this goes for bosses and random enemies too

the pre populated encounters will make up the majority of the enemy encounters that i want the gamers to experience in this game but instead of just mindless entities that freak out and attack when they notice your presence i want the pre populated encounters to be more realistic and have complex situations with complex AI and depending on what you do during each encounter for instances sometimes the enemies will not attack you unless you attack first and if you attack them they will now forever either attack you or run away dont attack them and you can run thru the whole game without having to fight that enemy type. Some enemies will run away if you start pwning the other enemies sometimes they will call for back up or run and then bring back up or you will walk into an area where the enemies are arguing with each other or fighting each other and depending on how you address the situation you can expect to have some enemies types to become short allies that will follow you and become a part of your party until they get killed off and thats just the tip of the iceberg :)

enemy types

i want there to be lots of awesome well designed enemy types that are more realistic then cartoonish and these enemy types will be everything from monsters to humans to humans operating vehicles (some you may even be able to jack then drive/operate until it gets destroyed) and of course both highly skilled human bosses and huge towering giant monsters as bosses too. Some of the types will be like mini puzzles and have immunity to attacks until you jump on top of them or you can only damage them from the front/back/in the air ect or you have to shoot them first then attack them in short range in alternating patterns

combat/controls

i want the combat to be fast paced so your character will have both long range, short range attacks as well as skills/magic

there will be 4 persistent on screen buttons across the bottom of the screen and 1 per instances that shows up when your character can launch skills/magic.

the layout is as follows:

-left/top item menu button (just tap to bring up the menu which will pause the game and allow you to change characters equipments, use items (if you have enough sp which works similar to Rouge Galaxy)

-left/bottom is the virtual joystick, for this game i want to use the virtual wheel

- left/middle of the screen right above the click wheel is where the skills/magic button will appear

- middle/bottom is the jump/dodge interface

- right/bottom is the action interface

Each of these interfaces will have the capacity to recognize multiple inputs in the form of taps and swipe gestures the inputs are as follows:

- virtual joystick -- gestures to move and rapid tapping to block and if you get the timing right you can parry

-jump/dodge -- tap to jump and use swipe gestures to dodge swipe in any direction to roll or flip in that direction ( up/down and left/right)

- action interface is a combination of a wheel and a button -- tap to do melee/short range attacks and combos which will differ depending on what weapon you have equiped and use the wheel and gestures to aim/fire at oncoming enemies like just hold your thumb on the interface and then rotate it to be in the position you want to open fire on

- when the skills/magic button appears slightly above the virtual joystick tap and hold to button bring up a hotkey with 4 set skills or magic (up/down/left/right) then slide your thumb in any direction to highlight the skill/magic then release your thumb to initiate the skill (gamers will be able to assign skills to the hotkey so it will only take secs so no need to pause the game)

this control scheme is awesome you will be able to easily aim/unload long range attacks in any direction a la idracula/mini gore style but when the enemies get close or you get close to them you can just start tapping the wheel to unload powerful melee attacks and since the wheel is already in place you can use the wheel functionality to aim melee attacks as well depending on where you tap around the wheel will dictate which direction you slash your weapon which will facilitate a system where you can attack enemies coming towards you in any direction even multiple enemies from multiple directions which is awesome and cant really be done with a controller that well which is why in 2D side scrolling fighters and action rpgs you have to be either on the right or left side of the enemy if your just a little bit above them and not directly in front of them your basically swatting air in this game you can circle around enemies and attack them from any direction because of the wheel

what do you guys think?
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