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Thread: For fans of 16types Adventures! (Please read)

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    Default For fans of 16types Adventures! (Please read)

    Looking for dedicated RPG lovers to help me with the official 16types Adventures video game. (A game where people’s forum persona is in a real video game!) I know some of you have gotten pissed it's taking me so long to complete it - but I need a team of ppl to help me with it as I want it be really good and get done quicker.

    It will be made on Enterbrain’s RPG Maker 2003 engine as I feel that's the best- I have tried the modern engines and they just suck to me. You can do more things mechanically with them but the aesthetics piss me off - if you are creative, you can cleverly bypass a lot of the mechanical limitations of the rpg maker 2003 engine anyway and it has a more magical old-school feel that I enjoy.
    Let me tell you about the game to see if it’s something you want to be a part of. (this is a little long so grab some soda or tea) If the following sounds like something you'd be interested in help developing, then hop on board!

    Core Game Features:
    Each playable character has a town representing their own inner aura and personality. You will explore each town while learning about what that character is about, and recruit that character to your quest. So far there are 16 main characters but I might add a FEW more. If you are upset that your online persona didn’t make the cut of playable battle character, don’t get discouraged as there’s always sequels. I plan to make at least two Adventure games before I die IRL - but let’s get this one done first. Also just because you’re not a playable main character doesn’t mean you won’t be a NPC or even a boss etc.

    Names will be changed to protect identities and because I do not want to be sued- but it will be obvious who I am talking about if you read the book/go on the forums.

    Gameplay wise, it plays somewhat similar to Final Fantasy IV (the one with Rosa/Rydia etc) but with modern twists and challenges. It will not be a FF clone, but I drew most of my inspiration from that.

    The main storyline of the game is that we are sent to a Dream Planet known as Akliash, to collect Rainbow Crystals to defeat creatures known as ‘Ideas.’ The delicate balance between magic and reality is being destroyed by them, as every Idea attempts to destroy all of reality except for their own self. We’re also antagonistic with the real world government because a team of ragtag misfits is always beefing with the government. We also frequently clash with Politically Correct authoritative assholes and spoiled Celebrities who try to socially control everybody from a safe distance.

    There’s also many different races of beings, like Stoopid Magical Elves (Elves that are pretty and good-natured but also severely mentally challenged), Half-Demons, Adventurers (all Adventurers are essentially a sub-race of Half-Demon, Pure Demons, and Illuminati Reptile Demons. There’s also Normies (People with no superpowers except for the ability to be a Basic Bitch that gets the government to hate us even more- which is a superpower in and of itself) & Heterosexual Angels, those snobby holier than thou people who always think they are better than homosexuals. Cuz in some ways they kinda are. There is also a mysterious shadowy race of people known as the ‘Darks.’ Little is known about the Darks but they are thought to come from the land of Grimdarkia.

    The Jew Sages are also a race of people. They just want to live peacefully alone atop a mountain while telling everybody else what to do and exploiting others for money. But besides this, they are still morally good and can be helpful at times. Jew Sages annoy everybody because they are overpowered, but they felt they earned this due to adhering to their strict standards of Fi moral stern-ness.

    Each of these fantasy races live in the fantastical planet known as ‘Akliash’, that are in a war with the Ideas who are like these all-powerful Narcissistic gods that want to just change all of reality to just one thing. For example the Idea of Pickles wants everything to narcissistically be pickles but nothing else. The Ideas might occasionally inspire Adventurers and Heterosexual Angels and the demons to all start working together in order to take one down but it’s a rare feat as we all know we’re a bunch of selfish assholes that can’t get along with people! And that would be boring anyway.

    So the game itself plays somewhat similar to the FFIV game, but the challenge comes from that later on there is affixes like if just one party member dies (instead of all four) - it's game over. Or an affix where if the tank dies- so does the entire party, so it puts extra pressure on the healer or others off-healing to help out. So in addition to learning boss mechanics you must always keep the affix in mind. This change was primarily done due to the fact that traditional old school RPGs never challenged you on movement or live action-y stuff.

    Basically, I’m not changing the wheel here- but I am upgrading it and giving it a good haircut.

    Affixes will start appearing after the average adventurer level is 10 and the party defeats the first main boss in the game. The main character starts the game at lvl 1.
    There are usually no random encounters, except for in specially designed areas. The main quest path does not have them. Instead, you must clear all the enemies in the sub-section before being able to move on. You also must solve small puzzles and dodge crap on the ground. With increasing difficulty as you move on in the game.

    There are four Serpent snakes you will encounter that tell you roughly how challenging a fight will be: Green, Yellow, Red & Purple. Purple snakes are as hard as bosses, often even more so. Seeing a Red or Purple snake gives you a time to prepare and think of what to do before engaging.

    Will there be an optional dungeon cave with a shitload of Purple snakes for no life losers that still live in their mother’s basement? Like me? YES OF COURSE! There is stuff for all types of gamers. Casual to Hardcore. The main storyline lasts until the mid 50s. After that you can challenge yourself and go up to lvl 99 if you are a hardcore fan. Experience after level 42 though slows way down, and you start receiving levels much more slowly. This is done for gameplay reasons as everybody’s kit becomes complete at 42, and to make getting to lvl 99 a challenge.

    Traditional ‘Active Time Battle’ system will be used. Some Adventurers attack more often than others. The character my persona is based on, his Agility stat is slow- but his spells are potent and oomphy. Contrast this with Vero’s character, as her passive makes it so she’s under a permanent Auto-Haste effect. Cuz she’s a Lightning mage that is fast. However, to balance her- the raw damage of her abilities has been nerfed to compensate for how powerful her passive makes her. It also helps her to off-heal fairly well with items, and to assist others with her utility spells. (Some characters have no healing spells but they can still use a potion on others to assist the healer)
    Not every character will be able to use the Item command, as not being able to do is part of the character’s natural weak points. This makes them more dependent on others to refuel their own resources, and it is intended.

    There's also 'Super' negative status effects - that can never be gotten rid of. For example if you are 'Super Poisoned' you cannot get rid of it with an Antidote or Esuna-ish spell. You must use HoTs or just bear through it. Or even Super Stop/Super Petrify where you want to burn down the enemy ASAP so you don't lose the entire party to it.


    All classes are pretty versatile, albeit specialists at the same time. For example the Rogue class specializes in inflicting single target damage but can also help the party with the Reverse Entropy spell that removes most DoTs from the entire party. (More ‘traditional’ healers can AoE remove some debuffs but not DoTs really) I attempted to make every class feel unique, deep and fun to play.

    Every adventurer also has both a funny victory dance and death effect for comic relief. For example one of the game main’s tanks tears off his shirt like a porn star Chad when he wins a fight. I will raise my fist in the air shyly and cutely, a female character might wink and blow a kiss campily etc. The game will have tons of unique animations drawn personally by me. I will also use the generic crap the game’s engine gives me for some stuff- but I strive to be as creative as possible.

    Yes, there will be a few fights that are incredibly mechanically challenging and interesting where the slightest mistake is harshly punished with a Game Over screen - for the grimdark str8 male gamers that really want an extra challenge and do not want the game to be too fluffy and easy and gay. However, most of the boss fights strive to be in the bisexual ‘Medium’ difficulty range, with getting naturally harder as you go up. Fights past level 65 or so start getting ridiculously hard and can only be completed by understanding the nuance of everybody’s kit- even the ones you might not like. The penalty for losing a fight isn’t harsh though, you just lose time and can try again with a different strategy. Save points are usually generous and frequent.

    High level fights are designed for you to know the right combination of adventurers to use for every specific battle (creating a party of 4 characters), so you must also take time to level up everybody equally and understand them all (and do the quests for their extra abilities) if you want to complete high-end optional content. The game’s storyline though should, most of the time, be able to be completed with any variation you prefer.

    You can’t switch party members in battle, but you can do so more easily as time goes on with items that transport you to a special stage to quickly switch out party members, and then back to the area you were exploring. Getting access to this area is limited at first, but more doors will be opened to it as you go on. Movement speed is also gradually increased as you level up, to reflect your newfound confidence in moving throughout the world.

    Every class learns their Ultimate ability at lvl 40. This is clearly marked with asterisks and/or a special graphical icon it will receive. It ties in the theme of what the class is essentially about. Ie, my ultimate is a very powerful AoE healing spell/Vero's is a powerful single target lightning damage spell. After level 42, you don’t learn abilities by simply leveling up any more and you must instead learn them via items that you learn by completing side-quests. You can finish the game at lvl 55 if you like, or push harder and go to 99.

    An example of the game’s ‘same yet different’ philosophy: The Warrior class can Evade/Reflect the entire party with his Ultimate. Abbie can Evade/Reflect one party member with Obviation Shield, Nick/strrrng can Evade himself with Hide. Starfall can cast Reflect on the entire party but not Evade etc. Dolphin/Lily can Haste, Reflect & Evade but in weaker amounts - with her Evasion skills being the best. That is a main feature of her class, her kit is very well-rounded but a 'watered-down' version of what other classes can do because she's a Water Mage. Some classes can single target heal really well but not AoE heal, or vice versa. Some can self-heal very well, others so-so and some have no self heals at all. Traditional rpg stuff, you get it.

    I cannot Evade, Reflect or Haste at all- but I can AoE resurrect which is pretty rare and not many people can do this. I’m also the best AoE healer in the game. (Bosses hate me just like in real life!) My ability to dispel negative status effects isn’t too shabby either. I also can put a bunch of crap to Sleep with my Gay Rant ability so I’m excellent at Crowd Control. Gay Rant: Rant about gay rights, putting all foes to sleep. 10 MP.

    Certain status effects will have ranks to offer complication and layers and nuances to the battle. To make things a bit more interesting than durr I'll cast my Evasion spell now cuz this enemy physically hits like a truck. Yeah okay, but what rank of evasion bitch. As Dolphin casts Evade Rank 1-all, Nick Evade Rank 2 on himself- and Sean has both Rank 3 on himself and also the entire party at once. Abbie can Rank 3 Evade another player, but only a single target at a time.

    Rank 1 has a % chance to work depending on the target’s armor type (it priorities clothies then leather then mail and then plate as Dolphin is good at sticking up for people when they are vulnerable), Rank 2 is a flat 92% chance no matter what and Rank 3 (the strongest) always works. So you might go 'well I'll just use Sean's Evade then cuz it’s clearly the best’ but of course it has a much higher MP cost and you can't use it as often as the other ones. Sean’s MP also maxes out a much lower number compared to other classes cuz he’s a Warrior. So ya gotta time it better for when you really do need it.

    There are traditional elements like Fire, Ice, Earth and Holy etc. Classes that more or less considered ‘Pure DPS’ classes have an element known as Pure damage. Pure damage will always hurt as long as it’s not Reflected and cannot be resisted in anyway. Stacking three or more DPS classes in order to have the most pure damage might very well be a strategy on some fights, but the game is mostly designed around having one character being able to do this. But there will be enemies that are only vulnerable to a few elements (and healed by everything else) to make them more challenging to take down. I won’t troll people and make it so where you need a whole truckload of Pure damage for every dungeon, but there might be an optional challenging dungeon that is like this.

    There is also a mechanic on some fights where you must first debuff an enemy before damaging them is even possible. Like they naturally absorb Fire and Lightning and are immune to Earth- but you can debuff them to be normal vs. Earth so you can take them down.

    There is also an enemy-only element known as Triturate type damage. Only tank-type classes can nullify these effects. Triturate attacks are so strong that unless they are resisted, they will often wipe a party. (they must first be weakened so a healer can reverse the damage dealt by them) If you try to reflect a Triturate type attack it will always heal the enemy, making reflecting them inefficient. (There is also the Hindrance negative status effect that stops a player from Evading or Reflecting skills in the first place) Basically it is mostly the tanks and healers responsibility to handle Triturate damage.

    You will probably want at least one tank in the game at all times to handle this mechanic. The rest three are up to you. However, there will be bosses and areas where Triturate type does not matter. But 75-80% of the time it will be something to counter.

    Some characters working together will be better than others, especially cause every Adventurer as a special abilty at lvl 42 that only works on certain other adventurers that they are socionically compatible with. For example I can Full Cure other people- but only three other people. Another adventurer or two might be able to Full Cure somebody no matter who they are- but that is because they naturally specialize in single target healing whereas I do not. My single target heal in my base kit is semi-powerful but also on the average side.

    I personally destroyed and re-created the base class system about seven times to get it just right. Classes are constantly evolving and not that set in stone if I hear good improvements.

    Classes are balanced but remember that too much balance is also boring and stale- so there will be some clear 'best/better' choices. That is part of the fun of RPGs- finding the right party for stuff. Also depending on where you are and what you are doing and what your goals are - are what you will want for your party. There will be good party mash ups for boss fights, others if you are just trying to grind through enemies as quick as possible for a certain item etc. No class should completely suck though. The goal is for every class to be viable up until the main storyline ends. Knowing when to efficiently switch out party members is part of the challenge, but it also takes extra work at getting everybody’s level even and again, it is not really necessary unless you want to go after the harder optional stuff.

    It is just impossible to completely balance every class without making them stale and boring and giving them every single mechanic that works exactly the same way so they lose their identity.

    So with all that said, I am putting together an official ‘16types adventures development team' for those that are interested in designing a video game.

    If you think my book and idea sucked and want me to die and think 16types Adventures sucks ass - then that's okay, but obviously just ignore this post and carry on with your day. This is for people who want to be here.

    But I'm looking for at least 5 people that can:

    Dedicated artists to create monster graphics (2 slots open) I myself handle the animations for the characters, but I need help in creating a lot of random mobs and a few boss enemies. The style I’m looking for is humorous but also slightly creepy and wonderfully weird/unique. I also want a variety of styles for the enemies. Some cute monsters, others like ‘wtf’- and some really creepy and grimdark.

    Dedicated musician to create cool original sounds. (1 slot open) I already composed the Boss Battle theme and poli already helped a lot in this area- so only one slot open. I also want the music to be harmonious so only one composer is needed.

    Dedicated RPG fight mechanic specialists where I can personally go over fight ideas and get their input and a second pair of eyes. (2 slots open)

    Co-writers that can help me with dialogue, scripts. (3+ slots open) They will be tasked with writing certain parts of the story and then meeting up with myself and other writers to make sure it goes together smoothly.

    An editor that can review scripts, help with writing, and make it uhh idk a TAD more 'normie friendly' although I know we are allergic to them. Like a Human Resource person I suppose. A necessary evil in any company- my Te polr be damned.
    This person will also be responsible for balancing my own ego, narcissism. A delta quadrant person that I get along with is probably best suited for this.


    If I make money from the game- you will of course be properly compensated. So there is your own personal motivation to help me. But my motivation is not to make money. My motivation is to make an excellent game. If money follows from that or not- so be it.

    Also - remember that I am the lead developer. So it's okay to give me suggestions on things you need to be changed- but ultimately the decision lies with me. An IEI as the boss you say? Like that will ever work but hey I did start it =p. And I do know what I want, I just need more mechanical help to get there.

    So you can make improvements and suggestions as a team member, but just keep in mind the main vision of what I am going for: Final Fantasy IV-esque traditional old school rpg but with fun zany twists.

    Also in typical 16types adventures style, the dialogue should mostly be cutting, overly gay, politically incorrect and provocative - but also heartfelt & Fe-ish. With a few moments of bleak heartbreak and sadness but not like a zombie horror show. Do not try to turn my creative work into Game of Thrones, or Power Rangers or World of Warcraft or Hello Kitty Island Adventure or Fuller House or anything that it is not. It is 16types Adventures baby, it's own unique beast. You can be inspired by other crap but you must understand the gist of it and my own CEO narcissism. You can add your own twist and 'you' ness to it- as long as you are respecting mine. All changes to the game must be authorized and finalized by me.

    Understand the tone of the series and you should be fine.

    Thank you very much for listening and I am looking forward to your help!

    ((not every applicant can be on the team- I am limiting this to about 5-7 people at most that I think I will work the best with. Both personally and professionally.))

    To apply for any position, tell me what you want to do and why you feel you will be best for the role and also any previous experience you have at making games and designing crap.

    Serious applicants only. Thanks again!

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    Also Happy Birthday to me! Felt like this post was appropriate on my RL birthday!

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    Glorious Member mu4's Avatar
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    Dedicated RPG fight mechanic specialists where I can personally go over fight ideas and get their input and a second pair of eyes. (2 slots open)

    Co-writers that can help me with dialogue, scripts. (3+ slots open) They will be tasked with writing certain parts of the story and then meeting up with myself and other writers to make sure it goes together smoothly.

    I'm interested. I studied video game design a bit in college and well... I write too, especially robot dialogue.

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    Thanks @mu4

    Out of those two jobs, which are you most confident in. Or both equally?

    One person doing two things might be possible, depending on time/how many people actually want to assist. But idk yet. It's also more work for the person and I know there's only so many hours in the day.

    Anyway I have the general idea of how most of the boss fights will go over and stuff (as well as many of the 'regular' encounters) - and I could go over them if you want (via e-mail not here). But be prepared to read a lot.

    I know mostly what I want. I just have to actually do it and make it real. Typical IEI problems.

    Thanks again!

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    Glorious Member mu4's Avatar
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    Quote Originally Posted by BandD View Post
    Thanks @mu4

    Out of those two jobs, which are you most confident in. Or both equally?

    One person doing two things might be possible, depending on time/how many people actually want to assist. But idk yet. It's also more work for the person and I know there's only so many hours in the day.

    Anyway I have the general idea of how most of the boss fights will go over and stuff (as well as many of the 'regular' encounters) - and I could go over them if you want (via e-mail not here). But be prepared to read a lot.

    I know mostly what I want. I just have to actually do it and make it real. Typical IEI problems.

    Thanks again!
    I haven't used RPG maker so I'm not sure if you need technical help there as far as constructing the fights or just general design/translating design into mechanics. Either way, I have a programming background so I can probably figure things out in the software if you need help implementing.

    As far as writing, it's something I enjoy but I think I would be more limited here although I enjoy writing more than programming. With writing I see myself more tuning dialogue for certain characters that I might have a more ready grasp of than anything detailed so I see it probably as more part time.

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    @mu4

    I shouldn't need technical help like that. Maybe- but so far no. RPG Maker 2003 is idk... really friendly to people with two dimensional Ti/unvalued Te or something lol but if I am stuck on something I will ask.

    If you want to help out more with the writing that is cool. Basically I need more subplots and stories interwoven together although I got a few major points that maybe you could work around. I just need more smaller stories that tie into the major story to flesh it out more.

    Might PM you in a bit, later tonight or tomorrow.

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    @BandD could you also add character customization, at least using external data? Otherwise the 327 people who are active here today will feel left out. I know from experience it's easy to simulate the non-D&D or anything-else based Æther (OK, it's based on Kaluza-Klein theory, alchemy, and actual legends, but not anyone else's fiction) I use as an explanation for lots of magic and sci-fi elements. (In Kaluza-Klein theory, there's an extra dimension which is tiny and rolled up like a cylinder which is responsible for the transmission of electromagnetic waves, which I straightforwardly call Æther despite no one else seemingly having done this, since after all length, breadth, height, and time each have names already, so the fifth is æther. It seems like the most satisfying way to make an actual geography of parallel worlds as well as a pretty good science-fantasy explanation for many but nowhere near all "magic" effects, especially invisibility, phasing, teleportation, portals, light and shadow effects, electromagnetic and "energy" effects, kinetics/forces, and various eldritch and cosmic-type powers. However, it might worry some people that Kaluza-Klein theory hasn't been even close to proven wrong yet in light of what I make it do. Running fast enough to go through a wall seems to be fiction, moving parallel to it in the æther is possibly not.)

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    @coerleum

    It depends on time and resources.

    As far as Character customization goes- there is no like talent or specs or anything (felt too much like a rip-off of WoW and did not translate well to the type of game I am trying to make) but if I can get around to it there will be some transmogrify options for certain classes where u can change how they look entirely in battle.

    Like you can see me fight narcissistic hateful homophobic bullies in my traditional pink robe, or complete quests to unlock an upgraded shiny white robe. Dolphin will have a 'Dark Dolphin' form probably which is a gray palette swap and it might even change some of her Water type spells to Shadow. (which shouldn't be a big deal for endgame content)

    However- I do not have the resources or money or as much people as a triple AAA game of course lol- it's a ghetto indie game (but don't worry I still plan to make it very, very good) - so each class will probably only have 2[3 options like this and not like a whole bunch of them.

    I do want cosmetic things to collect. That might change up some battles/skills albeit in very subtle ways that are still for flavor. I don't want to like say, have an outfit give somebody a Haste spell that I don't want to have a Haste spell but they might get another minor ability that balances them a tad better. It will be very small tho.

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    Quote Originally Posted by BandD View Post
    @coerleum

    It depends on time and resources.

    As far as Character customization goes- there is no like talent or specs or anything (felt too much like a rip-off of WoW and did not translate well to the type of game I am trying to make) but if I can get around to it there will be some transmogrify options for certain classes where u can change how they look entirely in battle.

    Like you can see me fight narcissistic hateful homophobic bullies in my traditional pink robe, or complete quests to unlock an upgraded shiny white robe. Dolphin will have a 'Dark Dolphin' form probably which is a gray palette swap and it might even change some of her Water type spells to Shadow. (which shouldn't be a big deal for endgame content)

    However- I do not have the resources or money or as much people as a triple AAA game of course lol- it's a ghetto indie game (but don't worry I still plan to make it very, very good) - so each class will probably only have 2[3 options like this and not like a whole bunch of them.

    I do want cosmetic things to collect. That might change up some battles/skills albeit in very subtle ways that are still for flavor. I don't want to like say, have an outfit give somebody a Haste spell that I don't want to have a Haste spell but they might get another minor ability that balances them a tad better. It will be very small tho.
    I mean for people to make their own characters. Each character only having one outfit on a cheap indie game is fine. I made a character for myself and while I know I could make my powers since I've used an RPG maker before, I'm concerned if we do the version with all 327 (and possibly growing) members of this site. I don't think anyone here will want to play as someone else except as a curiosity.

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    @coeruleum

    It's fine if some people are left out. My novel wasn't all that popular lol. I was just unashamedly being completely my true self in it and its a kind of Fi thing so you either really liked it or you thought it was so horrible. It was my love for 'my people' as it were and a big 'fuck you' to everybody else.

    If you don't like the series and it repulses you, why would you want a character in it.

    Or you could just be neutral and not care whether or not I add you. But I think maybe it's also one of those things where you might secretly like it but you can't ever say that in public for fear of Normies judging you- but idk that's just my own narcissism talking. =D

    You don't have to have EVERYBODY. Just pick a large number and stop it. Because new people will always be coming by them time you got it done anyway, right.

    Stories are never about everything, but about an interesting finger that looks broken.

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