Comments (2)
Hey! I see you want help. I can try to help if you want
podriaayudar si lo necesitasayudar si lo necesitas
Visual stars is a deep lore, skill-based, real-time combat, RPG that thrives on a hand crafted and open-world game. With skill, and perk trees with a seemingly low but high leveling system that balances the game in a singleplayer and co-op environment.
Econamy:
Visual Stars aims to be a living and breathing world unlike any other. Over time based on the players buying, and spending of items and their pre determinded value the games Vendors will adjust price inflation based on certain items. Example selling a Iron short sword over and over decreases its value in the Vendor specific area. Another example is buying a high priced item over and over waiting in game days to refresh the Vendors stock. The price will go up based on your Player(s) demand. This amoung other ingame events, random occurrences will effect the Econamy.
Combat:
Visual Stars combat is portrayed in real-time using the mouse buttons and number pad. Equipping moves that only pertain to your character or weapon through magic, enchantment, or stats. Criticals are started at a 0% chance at level 0 (obviously) but has a 3% increase per level insuring a pacing but noticable progression in the Player(s). Magic spells depend on 3 factors, level for damage flux, Health for possible spells to cast (Can't cast when your too weak), and Stamina for how many times it can be consistantly cast. Swinging a melee weapon, and using long range are effected in nealy the same manner but, level for damage flux, Health for counter acting the damage flux (can't swing like a lumberjack when you're almost dead), and Stamina for Sps (Swings per second)
Items & Drops:
Theres going to be around 8-10 base weapons and armor, with around 4-6 potions. This is where the drop system comes in and this will get a little complicated. So heres an example!
So we've defeated a difficult enemy, you click on it and in its inventory is a Steel sword.
Steel sword: +7DM 70% HC (Damage, Hit Chance)
Now once its droped theres 6 kinds of loot it can be. Common, Uncommon, Unusual, Rare, Legendary, and god-like. Heres the chances and the statistical bonuses.
Common: BASE STATS| 25/50| BASE PRICE
Uncommon: .5X BASE STATS| 20/50| .5X BASE COST
Unusual: 2X BASE STATS| 10/50| 2X BASE COST
Rare: 2.5X BASE STATS| 5/50| 2.5X BASE COST
Legendary: 3X BASE STATS| 3/50| 3X BASE COST
God-like: 5X BASE STATS| 1/50| 5X BASE COST
(All costs can change based on Econamy.)
(These effects apply to all items in the game
Character Creation:
Races: No disadvantages or advantages
Human
Orc
Elf
Dwarf
Classes:
Warrior Can't use magic, 100HP, Iron short sword, and iron armor.
Wizard Can't wear armor, 80HP 150 Mana, Iron Mace, 3 random (Completely) spells.
Healer Can't use Weapons, 110 HP 120 Mana, Chainmail, 4 random healing spells.
Gender: No disadvantages or advantages
Male
Female
Name:
3-16 Characters, no numbers and symbols.
Time:
Visual Stars to go along with its living and breathing world, has a time system 40 days in 1 year, 8 months, each week 5 days.
For now thats all I'll display here, theres much more stuff in our design document that can't be included like concept art. (Its physical) But we need staff espically experianced artists. We're looking to convey a earthbound, and fallout style of art not a isometric camera but a over the top. The game world is a single load. No extra town loading or store loading. Its made in Game Maker Studio: Professional and will be exported to both windows and mac. Anyone looking to help with this please Friend, and then PM me.
~Arkad