Floordan Posted March 15, 2013 Share Posted March 15, 2013 (edited) There is a storyline for this that's all thought out, but I thought you might like to know about the gameplay first. Let me know if you want to hear about the story. This is completely different from the actual game, so you'll either like it or hate it I think. The idea is to make a platformer style game, like Jak and Daxter.GAME PLAY -GENERAL MOVEMENT- I would like to make the camera independent (not dictating the direction your character looks), and each directional key to cause the player to run forward, but in the direction pressed relative to the camera. Only when aiming the bow or spells will he strafe. The cross hair will also be removed unless aiming. (iHud most likely) In the beginning sequence, the player will run at the speedmult of 90, but for the rest of the game, at a pace of 115. Again, in the beginning sequence, he will jump at the default skyrim height, but later on jump at the height of 125, until receiving and upgrade later on. Fall damage is completely removed. I plan on changing the angle of slope the player can walk up to something like 40 (needs testing though), so that platforming works better; less catching on impossible footholds.There will be a huge focus on platforming and exploration. -COLLECTIBLES- Anything collectible is automatically picked up when walked near. When I say enemies "drop" something, I literally mean they drop it. You can't loot in this mod, the items are simply spawned above the defeated enemy in question, and fall to the floor. These collectibles are also made to have a more emissive material, so they are much easier to spot. COMBAT -HEALTH AND MAGIC- By default, the player will start with 8 health. Everything will be scaled to fit. For example, taking a hit from any standard hazard or enemy will deal 2 damage, and environmental hazards will deal 1 (for example, jumping in a forge). So, essentially you can be hit 4 times on average before dying. The player can gain additional health by acquiring armour, which is found throughout contextual parts of the story. Each armour piece will give the protagonist 2 extra health. 4 Health/2 Hit Points can be regained by using a health potion, and taking a hit will give a temporary 2 second invulnerability. The player will also have this kind of limit for their magicka, and all spells will only consume 1 magicka per cast. To begin with, the player will have 4 magicka (once the ability to cast magic is acquired) and telekinesis will not cost magic. The magicka capacity can also be upgraded through the game through story progression and finding or purchasing special items, and 2 magicka can be replenished by using magicka potions.ATTACKINGMELEE ATTACKINGMelee attacks are the primary offensive ability, with all attacks using the "sweep" effect, and swords having a bit longer range than they usually would. The protagonist attacks using a three hit combo, (left swing, right swing, downward strike), and will cause a stagger on medium enemies with each subsequent hit. There will be a one second pause between when you finish the combo, and when you can start it again. ARCHERYWhen the bow is equipped, the camera is forced into first person, and the player cannot move when the bow is drawn. Arrows can be used to distract powerful enemies, take down ranged attackers, and hit target mechanisms. Arrows will deal 6 damage, dispatching most enemies immediately, however they are rare and expensive. You can always retrieve arrows that you misfire, but if they hit an enemy, they are lost to you. COMBAT AGILITY AND BLOCKINGI would like to add the ability to do a small combat dash, that can be used to dodge magic or arrows, but is harder to use against melee. It would use a smaller effect version of whirlwind sprint, and can throw you whichever direction you are moving. This ability would replace the shout function. The shield can block any melee attacks completely, however it is ineffective against magic and arrows. You cannot move while blocking. ENEMIES Enemies come in different varieties, each having strengths and weaknesses. -WEAK ENEMIES- Skeever, Frostbite Spider, Mudcrab, Wolf, Dwarven Spider:These enemies are ambushers. They can be defeated with one hit, and attack in very large groups, and each one will deal two health damage. Ambushers only vary in speed, with wolves and dwarven spiders being of the greatest concern. They CAN be found wandering around by themselves in places like ruins and the swamp. Ambushers will drop one gold, and have a 1-20 chance to drop a potion. Skeleton, DraugrThese enemies can be defeated in one strike, but swing large swords with a sizable reach. They will drop one gold. They are found either solo, or clustered in a group of 3-5. Draugr can also come in "frost" variant, attacking with the ice spike projectile. They can only cast this once every 3 seconds, so they're fairly easy to rush. -MEDIUM ENEMIES- Bandit SwordsmanVery common in the early stages of the mod, and often found at outposts and forts in the forest region. Bandit swordsman wear fur amour, and all carry iron swords. These enemies will deal 2 damage to the player, and can take 3 hits (1 combo). They attack in groups of 2-3. Bandits occasionally come in a "heavy variant"; he wears steel armour and attacks with a longer sword than the other swordsman, dealing 4 damage. He's slow and easy to dodge when in a direct fight, but should be avoided until the other swordsman are dispatched. He takes 6 hits to bring down (2 combos). They can also come in a "shielded variant", which means he will block all attacks unless hit in the back. Dodge his attacks and hit him while he recovers. These guys go down in one combo. Bandits have a 1 in 8 chance to drop a health potion, and always drop 10 gold. Heavies might drop arrows or magic potions too. HagravenHagravens are found inside ruins, and roaming the swamps, although rather infrequently. The can cast an explosive fireball once every 5 seconds which will cause 2 health damage, and will try to run away when they can't cast. They can be killed with one combo, and will drop a sapphire on defeat that can be sold at the store for 50 gold. BearBears are found in the tundra, forest, and mountain regions. They won't attack unless provoked or you walk too close, but will knock you over when they hit you, and deal 2 health damage. They must be lured into traps to defeat, and will "drop" their pelt, which can be sold at the store for 50 gold. TrollFound in the swamp and cave regions. These are similar to bandit swordsman in that they attack in groups of 2-3, and take one combo to defeat. They also similarly deal 2 health damage, and drop 5 gold when defeated. Dwarven SphereOnly found in dwarven ruins, Spheres function similar to bandits, but sport 12 health (2 combos). However, when one is defeated, another will drop out of the pipes in his place. You can either continue to fight them until they stop (5 spheres) or disable the spawning pipe by shooting a fireball at the contextual "weak spot" on the pipe. If the player defeats the full 5, 50 gold will spew out of the pipe. If it is disabled, 10 gold will drop out of the pipe. -STRONG ENEMIES- Bandit archersThey appear in bandit camps, or when fighting large groups of bandit swordsmen. They fire very slowly, but do a great deal of damage. They are usually in positions that are high up, requiring the player to either find a way up to them, use ranged attacks, or the environment to take them down. They will always drop 2 arrows, and 10 gold. Bandit archers can be dispatched with one hit. The Sabre Cat It's a torpedo with fur, sporting 18 health. Its fast attacking means it will be staggered breifly after an attack, so dodge his attacks and hit him with a counter. They colse gaps quickly, making ranged attacks on them quite difficult. All Sabre cats will drop a tooth, which can be sold at the store for 100 gold each. CryomancersThey don't deal any damage, but their attacks will slow the player down immensely They are immune to all normal attacks due to their icy shield, so hit them with a fireball to break it. If the player does not have any magic left, getting up close and hitting them with the sword will steal some magic (1 point). They have 8 health. Defeating a Cryomancer will restore 2 magic points, they drop a magic potion, and 50 gold. -BOSSES [TO DO! ALSO NOT IN ORDER!]- GIANT--- CENTURIONThe arena will be a square shaped, lowered dwarven room with gates on three of the sides, and the other side being where you dropped down from. Behind each of these gates is one of those large dwarven crossbows. The player must dodge the Centurions attacks, and hit him enough times until he gets angry and starts doing a downward ground attack, which he will do repeatedly until he either hits you, or you lure him over the gate-open button and he hits it, he will be stunned for 15 seconds upon doing so, at which time a large amount of dwarven spiders will spawn out of the pipes. The player can then fire one of the crossbows, and deal damage to the centurion. When he's been hit, he'll stand up, and after a second or so, do a steam attack while slowly rotating to the players position. The player must avoid this. Once he's been hit with all 3 crossbows, he will die, dropping 1000 gold and triggering a wall behind one of the crossbows to lower. Every hit the centurion does will inflict 2 health damage, and you are unable to use health potions during this fight. Defeating a spider might cause a health cloud, however, which will restore 2 health. VAMPIRE---DRAGON--- BANDIT KING ABILITIES AND PROGRESSION As forementioned, the player will gain new abilities and gear as the plot progresses. Certain areas simply cannot be accessed without learning an ability first, or getting a certain piece of gear. As a few examples, the ice caves are simply too cold to enter, and the player will need to find warmer clothes before he can go there. The Vampires tower entrance is too high to reach, so the player needs to learn the primal leap ability first. And the bridge out of the village in the swamp is raised, and the player must learn telekinesis to bring the key for the crank over from the other side. I want the player to really feel like they are progressing, and all items purchsed and acquired will be permenantly equipped once they are acquired. Quite a few abilities and items are obtained by defeating a boss, whether that be from the boss directly or as a reward. ENVIRONMENTS AND EXPLORATION The environments will belong to their own cells rather than a huge open world. For example, the Ice region would be separate to the forest region, and a system similar to how one enters a cave would be how to move to another region. Or in this particular instance, activating the gondola to take the player up the mountain from the forest. There will be barrels and crates scattered around the world that the player can smash open, acquiring gold. Special crates might contain arrows or potions. -VENTS- Around the world the player can find clouds of energy seeping from the rocks. Depending on the colour, standing in these clouds will replenish magic, health, or even grant you a brief invisibility. -SOUL GEMS- Soul gems can be found hidden around the world, and are used to unlock special items within the temple, like the magic sword, or the regenerating quiver. There are a certain amount per region, and you can see these amounts by consulting the map. UI All use-able or equippable items are automatically put in the favourites menu. I would like to add hotkeys for selecting different weapons. I would also like to make it impossible to use the inventory, skills or magic menu, and just have everything availible through hotkeys and the favourites menu so that the game flow is never broken. -STORES AND ITEM PROGRESSION-The stores will sell a very small amount of items. CONSUMABLESHealth Potion 100GMagic Potion 100GArrows 150G Each -INVENTORY UPGRADES (each one unlocked consecutively)- QUIVERSArchers Quiver (increase arrow capacity to 10) 5000GHunting Quiver (increase arrow capacity to 15) 8000GSoldiers Quiver (Increase arrow capacity to 30) 15000G PACKSAlchemists Satchel (Increase health and magic potion capacity to 5) 3000GTravellers Pack (Increase health and magic potion capacity to 7) 7500GMerchants Pack (Increase health and magic potion capacity to 10) 18000G WEAPON UPGRADES SWORDSteel Sword (Unlocks 4 hit combo, removes iron sword) 2500GImperial Sword (increased range and swing speed, removes Imperial Sword) 9000GSilver Sword (Unlocks knock-over-strike, Removes Imperial Sword) 12500G BOWOrcish Bow (Knocks enemies over) 7500GElven Bow (Can move slowly while aiming) 10000G ARROWSFlaming Arrows 10000G SHIELDImperial Light Shield (Can move very slowly while blocking) 15000GYou can see a timeline of the items and abilities the player will acquire here http://floordan.deviantart.com/art/Item-timeline-358771584 however it's subject to change, and is definitely not the final list. Edited March 15, 2013 by Floordan Link to comment Share on other sites More sharing options...
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