User:Dilsency/Sandbox/Game

=Full Game=

1

 * An action-oriented (action, adventure, action-rpg, anything with movement and without battle transition) game that works with time travel to a specific point in time.
 * Unlike Majora's Mask, however, is that there is no doomsday clock. The player simply needs to get information and items from the future in order to change the past.
 * Information mostly include text-input (such as secret passwords) and sequences to progress, meaning a new player with insider info can bypass this by inputting directly. Doing it in a normal run, however, has the phrase/sequence/code as a suggestion when text-inputting, meaning the player doesn't need to write it down. Sometimes the game is lenient with phrasings to, "Mother" can be substituted with e.g. "Mom" and is not case-sensitive.
 * Special inputs instead/as well?
 * By interacting with the environment in some way.
 * By performing a special input by holding the X button and then performing a motion with the control stick.
 * This conversation method is explained when the first is acquired and not before.
 * A prompt appears during the conversation / before, with the appropriate input, once it has been acquired. But the player who knows about it can do it right away (unless this is discouraged and the input is randomized), which may offer some unique dialogue.


 * Starting point.
 * At first, the player starts at the same place every time, right before a plot-significant boss battle.
 * Gaining more control later on, they are able to restart in more special points.
 * Boss Rooms?
 * Being like DSs bonfires?
 * Optionally, they can restart at any area.


 * Difference with MM is that the time constraint is much more limited, to a single day. This means the player may completely miss out on the beginning of events if starting from the beginning point, or at least will only be able to get there in time but not have the time to do anything else.
 * This makes restarting often very vital. And the low time makes it so that its not frustrating to have to wait to events further down the road.
 * Unless the player will eventually be able to restart at Dusk or something.


 * Items.
 * At first, nothing can be brought back save the player themselves.
 * Their consciousness enters their former body.
 * As their power grows, they can "time capsule" items.
 * This causes the items "that would have been" to be in the player's hands, in the form they were when they were encapsulated.


 * World impact.
 * At first, everything is reset.
 * As their powers grow, they can encapsulate locations, or bits of one, as well.
 * Uncapsulate as well.
 * Meaning that when their powers are superduper, they can lock in time two pieces of a puzzle but leave others unchanged, "reset" the room, and the puzzle can be solved.


 * Memories.
 * The ultimate abil.
 * Not only will their consciousness return to their body, others can as well.
 * This unfortunately affects the plot-significant boss as well, which gives them info you don't want them to have this early.
 * Could be used to defeat them? As they "die" the first time the Bonfire will appear, but the player can do nothing as they respawn. But by restarting in the same room they can bring back the damage they dealt to fight multiple cycles until defeat.


 * Time Stop?
 * Allow player to freeze time as well.


 * Design.
 * Time alteration is displayed in lighter grayscale.
 * The room freezes in gray, as well as all the people including the protagonist.
 * The protag is then disintegrated in rectangles.
 * The first room is loaded, in grayscale.
 * Time is stopped.
 * The protag appears in colour.
 * Color fades in and time starts.

2

 * The player is "living on borrowed time".
 * After 1 day they'll die, unless they reset time.
 * By defeating Bosses, they steal their "time", allowing the player to survive for another day.

Action-turn based

 * PvP game.
 * 2D, iso/overhead view?
 * The combat itself is action RPG.
 * The inputs however, are turn-based.


 * Hard to conceptualize.
 * Made to "TAS" as a player.


 * Example:
 * 1 Roadhog vs. 1 Mei (Overwatch)
 * As the two face off against one another, they can walk around in real-time.
 * Roadhog presses the input to fire off his chain.
 * The game enters turn-based mode.
 * The Roadhog player's inputs are now useless (because he's in an action-animation (+ this particular one doesn't allow for simultaneous movement, unlike shooting a gun)), so he's no longer a factor in the turn-base.
 * The Mei player is now able to consider her movement options.
 * Once she inputs/queues move(s), time advances (5 frames? wonder if people will want to use each frame (unless this can be specified by the user? probably better)).
 * For movement, aiming, she can click the point she wants to go towards.
 * In this case, her inputs failed and she was hooked.
 * Since both players inputs are invalid, the hooking is done in real-time.
 * Once a player can move, it enters turn base again.
 * Both players now input moves.
 * The time advance is the lower of the two selected advances.
 * Roadhog goes for the shot, and standing still.
 * Mei goes for her ice shield.
 * She has barely enough frames TAS advantage to avoid dying.
 * In other fighters' cases however, since their abils have big enough startup lag to not even be considered for the queue? They can input movement or any move without such lag, but if the Roadhog has selected a lower frame move, theirs are invalidized?
 * Applies to every case where the foe is faster? Or just display this for the player?

Overwatch Tile-based RPG

 * Square tiles, but allows for octogonal "direction".
 * Multiple-turn-based.


 * Each Hero has a set amount of "Action Points" to spend each turn, that determines how they may act.
 * They may go below this amount as well (by using an action at a low time, they cannot move at negative however), but this means they'll get their next turn later.
 * They may use multiple actions, and only after is the sequence execute.
 * No note is that turning, or changing directions, has additional cost.
 * They will turn automatically upon walking in a new direction.
 * It is therefore lucrative to backstab people, as turning 180 will give them less time to continue acting.
 * Enemies do not appear on the map until they are in a ally Hero's line of sight.
 * Thus, turning becomes far more important there as well.
 * LoS is a cone, not 180 degrees half-circle.
 * Change LoS depending on character?

Cardman

 * 3 cards at a time.
 * Square, Triangle and Circle.
 * Each card has a unique effect.
 * After activation, the card enters cooldown, for a period pending on the card used.
 * Some cards are 1-use only, they are immediately shuffled.


 * The player can shuffle a card back to a draw a new one at any time, by pressing L1+Triangle, etc.
 * Shuffling resets cooldown on that slot, and draws a new card at random.


 * Each card type has a set % chance of being drawn. Rare cards are more powerful.


 * The player can acquire up to 3 of the same card.
 * This does not affect the card's chance of being drawn in the first slot, but enables it to appear in the second/third slots as well.

=Mechanic=

Keywords

 * Like in the masks of Majora's Mask, or the symbols of the Alethiometer, represents one or more keywords.
 * The keywords can be represented by an object, item, symbol, etc., or even the spoken word itself.


 * In a game, presenting a keyword to an NPC might cause a reaction.
 * E.g. wearing the Couple's Mask when talking to the Mayor reminds him and his guests of family:


 * Equipables would be preferable.
 * Can equip up to 3 "symbols" at the same time?
 * Each gives a combat&/field bonus as well?
 * The NPC checks equipped (regardless of order) when choosing to activate.
 * It would be nice to have a visual representation of each symbol, however.
 * Better to have "usable"/"displayable" items instead?
 * Like C-items in MM.
 * ...might make less sense to just hold up something random and get a meaning out of it.


 * Inspired by Alethiometer:
 * Hourglass.
 * Time.
 * Death.
 * Change.
 * Sun.
 * Day.
 * Authority.
 * Truth.
 * Marionette.
 * Obedience.
 * Submissiveness.
 * Serpent.
 * Evil.
 * Natural wisdom.
 * Cauldron.
 * Alchemy.
 * Craft.
 * Achieved wisdom.
 * Anchor.
 * Hope.
 * Steadfastness.
 * Prevention.
 * Bird.
 * Messenger.
 * Spring.
 * Marriage.
 * Helmet.
 * War.
 * Protection.
 * Narrow vision.
 * Bee.
 * Productivity.
 * Sweetness.
 * Moon.
 * Mystery.
 * Cow.
 * Motherhood.
 * Femininity.
 * Worship.
 * Bread.
 * Nourishment.
 * Ant.
 * Mechanical work.
 * Diligence.
 * Bull.
 * Earth.
 * Power.

Clunk vs. non-Clunk

 * Max Clunk
 * Halt
 * Using an attack whilst walking completely stops all momentum, and performs the attack.
 * Influence
 * Movement or direction cannot be influenced in any way, and all user inputs are rendered invalid, unless for another button press in the case of natural combos.
 * Rigid
 * Cancellation frames (walk/roll) are non-existing. Unless the animation has completely ended, the user's inputs still won't do a thing.


 * Better
 * Halt
 * The user retains some momentum as they attack, but movement input is still negated.
 * Influence
 * The user may influence movement and/or direction with the control stick, either in the midst of an attack or inbetween.
 * Rigid
 * The user may cancel the attack in the startup lag and/or endlag. Some by rolling/dodging, some simply by movement.


 * Best
 * Halt
 * The user can still move freely as they attack. Think Link in Twilight Princess vs Ocarina of Time. Some movement, such as jumping, may cancel out attacks.
 * Influence
 * With full movement the player is never stuck in an attack animation.
 * Rigid
 * The user can cancel attacks fluidly almost at any point.

Bars w/ Level/Charges
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 * Level Mode
 * Charges between ranges (e.g. 1-2 & 3-4) levels the abil up when in the higher range, but consumes the entire bar.
 * Usage Mode
 * Each ability always consumes 1 charge.
 * Mix
 * Maybe not label it since it may be so specific to an abil and may have its own version?


 * Example
 * Overwatch
 * Tracer's ability stacks three times, meaning she can use it three times without waiting inbetween
 * Xenoblade Chronicles X
 * Abilities can be cooldown'd a second time, this usage increasing its potency, even if using it depletes both charges

   0    1   2
 * Charges, 2

   0
 * Levels, 2

     1

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 * Or opposite? 1st is Level, 2nd is Charges?

Regenerating Restorable

 * In e.g. Bloodborne the player has a finite amount of consumables, that restores an amount of HP.
 * In action-games this is a great feature, since:
 * It takes time to heal, meaning the player will have to be smart about when to do it.
 * They can do it from anywhere, meaning they won't have to go to a set location or run around finding hearts.
 * However, most (everyone I've seen) have 1 annoying limitation.
 * They are finite.
 * In Bloodborne, using up all 20 means you won't be able to heal yourself anymore.
 * Furthermore, you don't always have 20 available, which means in a tough spot you might not have all the heals you'll need.


 * Concept:
 * The player has a "base" restorable that restores an amount of HP on usage, after which it enters cooldown.
 * Any other collectible restorable will take precedence.
 * Blood Vials would always be used first.
 * After those have ran out, the player will have to wait e.g. 10 seconds before the base vial has been refilled and can be reused.

1: Unit-typing vs. specific attack/defense bonuses

 * Some Pokémon are Fire-type.
 * They are weak to Water.
 * They are resistant to other Fire-moves.
 * Fire-moves are empowered when they use them.
 * Fire-moves are strong against Grass.


 * In Svea, this would be represented by Fire-resistance and Fire-compliance.
 * A unit with Fire-resistance receives less damage from Fire-abils.
 * A unit with Fire-compliance deals more damage with Fire-abils.
 * No specific unit is weak against Fire unless they have low Fire-resistance, there is no "Grass-type".


 * Either keep the second (because it is far more versatile for the player characters), or combine the two, for Svea?
 * This would then be the initial grades? Can still level them until normal, or is this a final multiplier after leveling is accounted for? No matter how high you level it, it will always be half of what another Unit can get?
 * This is why typing is a bit flaky.
 * Also why typing would have soo many combinations, would not be possible to select one.
 * Unless each unit can have more than 2 types, but limiting this might not be a great idea either.


 * Types.
 * Fire.
 * Fire-resistance: <tt>x1.5</tt>.
 * Fire-compliance: <tt>x1.5</tt>.
 * Water-resistance: <tt>x0.5</tt>.
 * Water-compliance: <tt>x0.5</tt>.
 * Fairy.
 * Fire-resistance: <tt>x0.5</tt>.
 * Water-resistance: <tt>x0.5</tt>.


 * But then you would have typed moves too.
 * Hmm.
 * Can't be as generous as Pokémon when element-ing moves, but can be more giving as well.
 * Elementless = Normal(?)
 * Force/Brute = Fighting(?)
 * Brute may have intelligenceless connotations, might not be applicable for martial arts.
 * Fairy/Light
 * Not good to mix fairy with pure light I think. Fairy is softer and more fablic/fairytailish, and pink energy. Light is harsh white.
 * Soft? Glow?
 * Heat = Fire
 * Water
 * Chill/Cold = Ice
 * Aerial = Flying
 * Dark
 * Same argument as fairy vs. light. Come up with something else. Grim? Demon? Fiend? Shadow/Shade? Stark(?)?
 * Want to give a gray/dark gray/black impression.
 * Mare could work, as in nightmare.
 * Give fairy a "pleasant dream" theme then.


 * Mythical/Fablic/Whimsical = Fairy


 * Cosmic
 * Solar
 * Heat
 * Lunar
 * Chill
 * Stellar
 * Electric?
 * Mystic
 * Such as witchcraft


 * Just name many after superstitious "energies" like those above?


 * Dark
 * Matte
 * Fairy
 * Glow/Luster/Shine


 * No. Enemies themselves having types is too rigid, and won't make sense when leveling those offense/defense stats (where difference is fine).
 * So no.

2: Abil has multipliers against types

 * Each abil has damage multipliers against certain types.
 * No types in themselves.
 * Strongblow.
 * Deals additional damage against aerials.
 * Problem is then that the abils don't have types? So how could they get bonuses from unit's type-compliance?
 * It wouldn't be the case, so maybe not this?
 * Unless the body-kind typing as pending.
 * That could be a separate sets of types though. Unless that just confuses it.

3: Abil has a (1 per hit) types, targets have offense/defense stats against said types

 * How it must be.

=Concept=

Junk/Non-Quest Loot

 * The player can find diverse (potentially arbitrary/nonsensical) items.
 * When picked up, the item is immediately converted into currency.
 * The conversion can appear on-screen.
 * Alternatively, the loot can be converted into potential currency, and granted upon entering a city/store.

Core Stats

 * Survivability
 * HP
 * Phys Def
 * Magi Def
 * Evade?
 * Move Rate
 * Speed
 * Hit
 * Evade?
 * Attack Power
 * Phys Strength
 * Magi Strength
 * Support Power
 * Phys Support
 * Mag Support
 * Special Limitation
 * Stamina
 * Criticals
 * Luck

Pro/Con

 * You can't have physically/magically inclined Heroes.
 * Unless their movepool is such.
 * A mage would logically be good against magic attacks.

HP vs. Defs

 * If there is no distinction between magic and physical damage:
 * Constant Defs.
 * If there is:
 * Constant HP.

Constant Defs

 * An attack will always deal 100 damage.
 * You need to increase your Health beyond this to survive.


 * It will deal the same regardless of magic hero or not.

Constant HP

 * 1000 or 9999 or 10000.


 * Increasing Defs is the way to negate damage.


 * Allows for Phys/Mag Atk as well without looking weird.


 * "True damage" abilities will be difficult to add.
 * But they are so specific that this could be a worthwhile loss?

Thus: Player-levelable Stats

 * 8 in total.
 * Compared to 12.

Breakage

 * Row bonus is problematic.
 * For Front and Back, Assertive and Supportive can be increased, respectively.
 * For Center however, Break Power should be increased.
 * This can neither be done by increasing Stamina nor Speed.
 * So have a special case for that?
 * Special cases for all? Instead of increasing the stat itself, increase a multiplier? Would make more sense globally.
 * Or since break power is a result of assertive+supportive, this is already taken care of?


 * Break calculation
 * $$(assert+support) / max(abs(assert - support), 1)$$
 * $$(050+050) / max(abs(050 - 050), 1) = 100$$
 * $$(100+000) / max(abs(100 - 000), 1) = 001$$
 * $$(000+100) / max(abs(000 - 100), 1) = 001$$
 * $$(025+075) / max(abs(025 - 075), 1) = 002$$
 * $$(025+075) / max(abs(040 - 060), 1) = 005$$
 * $$(025+075) / max(abs(045 - 055), 1) = 010$$
 * $$(025+075) / max(abs(049 - 051), 1) = 050$$
 * Or
 * $$1 / abs(assert - support)$$
 * $$1 / abs(100 - 000) = 0.01$$
 * $$1 / abs(050 - 000) = 0.02$$
 * $$1 / abs(100 - 050) = 0.02$$
 * $$1 / abs(100 - 075) = 0.04$$
 * $$1 / abs(100 - 090) = 0.10$$
 * $$1 / abs(100 - 095) = 0.20$$
 * $$1 / abs(100 - 099) = 1.00$$
 * Or (linear)
 * $$max(assert, support) * (cap - (assert - support)) / cap$$
 * $$max(100, 000) * (100 - (100 - 000)) / 100 ~ 00$$
 * $$max(100, 050) * (100 - (100 - 050)) / 100 ~ 50$$
 * $$max(050, 010) * (100 - (050 - 010)) / 100 ~ 30$$
 * Variant
 * $$average(assert, support) * (cap - (assert - support)) / cap$$
 * $$(100 + 000) / 2 * (100 - (100 - 000)) / 100 ~ 0000$$
 * $$(100 + 050) / 2 * (100 - (100 - 050)) / 100 ~ 37.5$$
 * $$(050 + 010) / 2 * (100 - (050 - 010)) / 100 ~ 0018$$

Dragone Race

 * In an RPG with Races, able to choose the Dragone race.
 * They are far superior to every other class in the early to most of mid-game.
 * Higher stat average and generally maxes, and superior move pool.
 * However, in late mid-game and end-game, their growth will have slowed to the point where their maxes are trumped by at least 1 other Race, and their stat average is the lowest of all Races.

Mon' Party

 * Party consists of 3 'mons at a time.
 * Defeat enemies and they have a chance of joining you.


 * Big decide: Overworld.
 * Either:
 * Player controls an avatar, then in battle the 'mons are Summoned.
 * Makes NPC interaction much more reasonable, but you have to have a hume which might not be interesting.
 * The three 'mons are controlled in a caterpillar like manner.
 * How will this work with NPC interactions? The 'mons can't speak.

=Writing=

Role Exchange

 * A scruffy lone-wolf type protagonist (face).
 * Has a close female companion with standard "could it be"-type dynamic.
 * Their (eventual) relationship becoming romantic is not confirmed or stated.


 * However, the protagonist has an obvious and clear-cut past romantic history with a man.
 * Their dynamic is that of any broken up couple.
 * Neither is stereotypical.
 * Both have deep voices, too?
 * Neither is treated any differently or drawn attention to than other couples would.


 * The protagonist may also get into a romance during the course of the game, with applicable male NPCs.
 * Including the past relationship.
 * Same rules apply for those, and for any relationship.

(0)
...

Hetero Polyamory

 * The straight male protagonist can enter multiple relationships over the course of the game, and have concurrent flings, without ending any other relationship or preventing another.
 * While the partners in question might not approve of each other, they don't mind/do approve of the relationships.

=Example=

Plethora

 * ...though types shouldn't really reflect the animal types? That's what species is for.
 * Beast makes sense because it covers all animes. Mammals, reptiles, birds, fishes.
 * Wood covers plants.
 * ...though is that necessarily true? Aerial would be used for birds. Wood would be used for bugs.
 * There is no real reason to exclude water, except maybe Cold covers its abilities?
 * Water/Ice overlaps so much.
 * Except Water isn't necessarily cold I guess? Argh.
 * Rename Beast into Plains and have the first types represent habitats?


 * Thooough...
 * Types are really only supposed to refer to ability types, not the units themselves.
 * Otherwise most every unit would be Beast type, making it pointless.
 * A bite from a pisce would not be Water-type.
 * In that context, Water-type has minimal usage, their attacks could be covered by Beast or Cold.
 * Water is covered by Cold, Electric is covered by Bright (maybe rename for particles) and Cosmic.

Unit-Typing

 * Or just general guidelines when it comes to units and strengths/weaknesses.

Type Groups

 * Not really encouraged, but might happen regardless.