macfluffers
think tarots are reserved for timeline-jumpers. Besides, that would mean that you'd have to remove her field abilities, which were nice to hav
EternalLurker
econdary characters don't have Tarots. Mechanically, they are similar to Tarots that aren't attached to a summoner. In terms of the storyline, yes, they don't get Tar
athenas129
H poor emi.... well then i hope theres gonna be more secondary charact
joshyface
am going to make the assumption that there will be because, in DTRoT there were two spots for secondary characters unfil
rainen
1. at the end of the game instead of having the game end, send the characters into a split timeline scenerio where they are trapped in their memories. Why? replaying battles. Remove the stat and level cap and make it so that you cant transfer the save into the next game (if there is one)2a. a self buff for all main characters usable out of battle only. here's my ideas: nera- adrenaline rush, adds 1 to agility and movement, lasts 2 rounds (max effect is +2 to each) ,gely- sniper stance, adds 1 to range and improved hit rate by 10%, stays until he moves, nonstacking. sisily- nature link, adds 1 to magic, enemies do 10% reduced damage, lasts until end of dual, stacks twice2b. If you use this idea then perhaps you could make them look different out of duel. Nera gets a red glow on her feet that gets brighter if it's stacked, Gely changes into a sniper stance and Sisily gains a green a
mokona96
2a. This could work. I don't like it, but it could work.2b. I assume that by out of battle you mean not actively attacking some
joshyface
2a. An out of battle ability doesn't make sense; that's what secondary characters and tarots are for. 2b. I am against them being able to do this but, I believe that An mentioned a tarot having the ability to 'transform' a character with the soulbu
rainen
also when i say split timeline i mean you have the heros in this end game bonus thing but in another timeline, the real timeline, they are still doing things normally. How they would be tied together can be done in a variety of ways. Perhaps their memories of the second game were cut from their minds and locked away, or when they crossed timelines there was some sort of glitch (maybe the egg was infected or cracked) which caused an unusual ev
joshyface
QUOTE (rainen @ Sep 9 2010, 02:29 PM) quotec2b would only exist if something along the lines of 2a is implemented. And it's a self buff that can only be used on the character so its not exactly the same as the tarots and secondary characters. Also maybe instead of just having the ability, make it so that it's a different ability depending on the central perk.also when i say split timeline i mean you have the heros in this end game bonus thing but in another timeline, the real timeline, they are still doing things normally. How they would be tied together can be done in a variety of ways. Perhaps their memories of the second game were cut from their minds and locked away, or when they crossed timelines there was some sort of glitch (maybe the egg was infected or cracked) which caused an unusual event.QuoteEndQuoteEEndI understand that 2b wouldn't exist without 2a; I thought you would just like to know that there may be character outfit changes coming in the sequel. Also, I hope you know that all time lines are 'real' they are just not accessible by most people of our heroes world. Oh, and i still dislike the idea of one. What your describing is back to back battles, the battles in ge.ne.sis are fun but continuing them onto infinity would be annoying. And getting rid of the stat/lvl cap would also create way too powerful of characters. Our heroes alreay seem so be much stronger than their enimies. esspecially if you have created sound stratg
rainen
he only point of the endless battles thing is to get extremely high level characters and just beat the bosses senseless on brutal really. Maybe make it so it's only boss fights too instead of all fights. The whole thing could be done in the same style as the holy egg but instead of being new battles you're just replaying the old ones endlessly. and instead of using an egg you just advance a room or something. Going even farther then maybe you could make it a dungeon sort of deal and put it in the actual game as a final bonus. Have a memory of tale type boss then and have a sweet reward at the end of
joshyface
belive An has already told us about a replayable dongeon. But that is differnt that senslessly replaying battle you already beat at a lower
macfluffers
Besides, if An does leveling like he did in Down the Road of Tales, then a long string of battles won't result in awesome godlike power. In fact, that was something I liked in Down the Road of Tales: not only was grinding not needed, it wasn't even possible.And...what's the point of a "sweet reward" if you've just defeated the last boss? There's no one else to fi
athenas129
h i have a new idea since they are going into a new time line why dont you add a new element thats speical too that time line you know since their is blue for ice, Black for physical, red for fire, yellow for electricity, and white for..... uhm i think other, why dont you add like green for na
macfluffers
aybe it's just me, but I like the system in DtRoT. I don't think it needs more eleme
athenas129
QUOTE (macfluffers @ Sep 10 2010, 01:52 PM) quotecMaybe it's just me, but I like the system in DtRoT. I don't think it needs more elements.QuoteEndQuoteEEnd oh well never mind then /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif
blah701
The whole "chain" idea definitely made me smile. Just imagine Nera going forth 30 point combo, completely owning Creeps like there is no tomorrow...What I REALLY want is already semi-granted (sort of training system, but An and everyone else debated about that in the previous thread), so I got nothing that I really want in the game... but I really like chain idea.Oh wait, there is something that I want: more builds. I thought that the stats for Genesis was kinda limited. I mean endurance/atk for gely, magic for sisy (or atk... depends on the builds), and attack and speed for nera... or magic (again, depending on builds). The point was that I want to see more diversified stats to invest points in. Maybe I am just being a nerd, but I would really want to make sure that my character doesn't waste ability points on something that I don't want.One last thing... but more of a request than idea... can you make this ver. downloadable via... whatever? I have problem saving Genesis for some reason, and I wanted to know if I can dl the game and play it whenever. Or I need to somehow figure out what the heck must I do to keep the game from being delete
mokona96
#3 is happening, #2 probably won't, and #1 is iffy.Downloading would be nice. Might be hard to implement if working off other game saves, tho
joshyface
QUOTE (An @ Jan 16 2010, 12:08 AM) quotecWhen I have a couple more games in Genesis universe, I plan to release a premium down loadable content with the games all packaged together and non- compressed graphics/ sound. May be some extra features too. But that is way down the road tho =).On the second note, the second game in Genesis universe is about 40% done.QuoteEndQuoteEEndSo, yeah stragas, already planned... (although you will need to wait till )And on the comment of more builds, when we get new battle abilities our builds could change drastically. (i.e. if gely's strongest move is dependent on magic some people might change his stats.) Also, you can make gely a battery. I wouldn't advise it because then you are missing out on god damage. It's still a viable build though. I mean if you have a moon waltz or power nera, and agi or power/endurance sisly; i could see the use in making gely a battery. Battery roles can basically be filled by anyone, some are just better. The only character that i can see not using a certain stat(endurance) would be nera. And that is because her agi is so high that she really doesn't need endurance. Everything at the moment is speculation. P.S. The only reason i kinda think gely might get a magic move is because if you look at the trailer on newgrounds, you will see that at one point he throws his gun up mid-battle and it shoots these green thingies. (It doesn't look like a power move but who am i to jud
apjjm
I have been thinking about superboss battles, and i was wondering about constructing a boss to effectively have 3 interchangeable styles of attack. Imagine it almost as a character, with all its points, say, invested in agility and endurance. It can swap its stats between agility, power, and magic on the fly [have it switch to magic to gain points to use its other two approaches] (Though maybe doing a switch should cost a turn?); Also perhaps give it a summoning ability [not exactly a tarrot, something along those lines, maybe]. When the boss undergoes a stat changes, it can access different "perks" (or, in other words, change the characters attack style).Going to come up with an example here, (it is a rather cliche weaponset); but anyway, the character uses a separate revolver and sword. Depending on the characters build the attacks (and hence weapons) it chooses to use in combat change. From an attacks perspective: perhaps a few attacks for each of the 3 different "styles" (magic [magic], mele[agility] & ranged[power]). The most of the attacks for the that style would just be used in standard combat, though one may be reserved as an area of effect "revenge" attack, to counter soulbursting. I have only really quickly come up with some example ideas for the sort of attacks I'm thinking here, but i am hoping for something a little deeper than "does damage", so choosing when to soulburst becomes important.Sword: Large AOE sweeping attack damaging all foes within range depending on proximity. [Get him while he is far away]Gun: Ranged attack versus the offending player(s) reducing the target to 1/10 of their current HP (or perhaps less?) [So you'll want the High priestess alive for this]Magic: Spell which does something to the mana pool / buffs / debuffs or something.Obviously, changing how you approach this battle will massively change when you want to do what attack, this might mean a simple cyclic nature to the style change might be nescercary. Though an AI approach would be much more of a challenge (E.g, switch to "melee" style if health, points and distance permits). So yeah, i've slapped this idea into the post box; I don't really know how feasible any of this is with your combat system, or even how difficult it will be from a gameplay angle; make of it what you will - i guess that was why this topic was made though /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />.Aside from wanting some awesome and difficult battles, there are a few things I'd like to see changed. One would be to allow a dynamic number of savegames (this really isn't difficult to program, either); Oh & can you include some stats (such as play time, number of turns, number of retries, max damage etc)? Other than that, i'm just wanting another good game.quoteoQUOTE quotecOr I need to somehow figure out what the heck must I do to keep the game from being deleted...QuoteEndQuoteEEndSave files and stuff can be found in (windows 7 path here [note AppData is a hidden folder]) c:\users\[YOU]\AppData\Roaming\Macromedia\FlashPlayer\#SharedObjects\[RANDOMCHARS]\[WEBSITE]Though yeah, perhaps giving us the ability to save & load a specific location (or even the data converted into alphanumeric characters which can be copy & pasted in the worst case scenario) would be useful. With regards to transferring savegames, just do a simple encryption (Here is a simple one to implement which valve use, came across it just the other day) after pulling out the data and encoding it into some text format (like, 3 characters = 1 byte kinda stuff).Edit: Okay, i've fixed that codebox so it doesn't extent this post to infinity and beyond, but it still stretches a little. Sorry folks.Edit 2: Reworded post, on review it appears reorganising the post later didn't really work as well as i originally thought. & Thanks EL.(EL) Welcome back, apjjm.
athenas129
QUOTE (apjjm @ Sep 16 2010, 12:42 AM) quotecI'd like to see another superboss (or hell, hyperboss only unlockable after the superboss?), hopefully one harder than tale memory.I have been thinking about superboss battles, and i was wondering about constructing a boss to effectively have 3 interchangeable styles of attack. Imagine it almost as a character, with all its points, say, invested in agility and endurance. It can swap its stats between agility, power, and magic on the fly [have it switch to magic to gain points to use its other two approaches] (Though maybe doing a switch should cost a turn?); Also perhaps give it a summoning ability [not exactly a tarrot, something along those lines, maybe]. When the boss undergoes a stat changes, it can access different "perks" (or, in other words, change the characters attack style).Going to come up with an example here, (it is a rather cliche weaponset); but anyway, the character uses a separate revolver and sword. Depending on the characters build the attacks (and hence weapons) it chooses to use in combat change. From an attacks perspective: perhaps a few attacks for each of the 3 different "styles" (magic [magic], mele[agility] & ranged[power]). The most of the attacks for the that style would just be used in standard combat, though one may be reserved as an area of effect "revenge" attack, to counter soulbursting. I have only really quickly come up with some example ideas for the sort of attacks I'm thinking here, but i am hoping for something a little deeper than "does damage", so choosing when to soulburst becomes important.Sword: Large AOE sweeping attack damaging all foes within range depending on proximity. [Get him while he is far away]Gun: Ranged attack versus the offending player(s) reducing the target to 1/10 of their current HP (or perhaps less?) [So you'll want the High priestess alive for this]Magic: Spell which does something to the mana pool / buffs / debuffs or something.Obviously, changing how you approach this battle will massively change when you want to do what attack, this might mean a simple cyclic nature to the style change might be nescercary. Though an AI approach would be much more of a challenge (E.g, switch to "melee" style if health, points and distance permits). So yeah, i've slapped this idea into the post box; I don't really know how feasible any of this is with your combat system, or even how difficult it will be from a gameplay angle; make of it what you will - i guess that was why this topic was made though /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />.Aside from wanting some awesome and difficult battles, there are a few things I'd like to see changed. One would be to allow a dynamic number of savegames (this really isn't difficult to program, either); Oh & can you include some stats (such as play time, number of turns, number of retries, max damage etc)? Other than that, i'm just wanting another good game.Save files and stuff can be found in (windows 7 path here [note AppData is a hidden folder]) c:\users\[YOU]\AppData\Roaming\Macromedia\FlashPlayer\#SharedObjects\[RANDOMCHARS]\[WEBSITE]Though yeah, perhaps giving us the ability to save & load a specific location (or even the data converted into alphanumeric characters which can be copy & pasted in the worst case scenario) would be useful. With regards to transferring savegames, just do a simple encryption (Here is a simple one to implement which valve use, came across it just the other day) after pulling out the data and encoding it into some text format (like, 3 characters = 1 byte kinda stuff).Edit: Okay, i've fixed that codebox so it doesn't extent this post to infinity and beyond, but it still stretches a little. Sorry folks.Edit 2: Reworded post, on review it appears reorganising the post later didn't really work as well as i originally thought. & Thanks EL.(EL) Welcome back, apjjm.QuoteEndQuoteEEndWow thats quite a bit /ohmy.gif" style="vertical-align:middle" emoid=":o" border="0" alt="ohmy.gif