Friaza
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| Joined: 26 Dec 2008 |
| Total Posts: 6229 |
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| 12 Feb 2015 01:12 AM |
http://www.roblox.com/OP-Akuma-Keiyaku-place?id=172736588 Post your ideas on which direction Akuma Keiyaku should go in.
Okay maybe that wasn't specific enough, or remotely helpful as an indication on what I'm asking so I'll elaborate.
Usually when I make games I go into a zombie trance where something tells me exactly what I need to do, and I just kind of listen to it and it always ends up kind of good. But for a long time I've been unable to access any of my old 'talents' so I'm kind of just the stupid Friaza.
Of course when it came to making a basic combat system and 50 DevilFruit powers, some boats, NPC templates and stuff, my experience from making my previous games made that easy. But when I consider something I haven't done before, like an RPG where you follow move paths and unlock new moves, but with some sort of restriction so you can't just play for 2 days and become perfect at everything (A.K.A Sanji kicks + Haki + Usopp range powers + Nami powers + All sword class attacks)
I want it to be so that you can unlock new moves using some sort of balanced system, with a way to unlock points by leveling up, or doing something like training (In some way). But I also want it to be able to diverge a little so that you can learn very similar techniques of another class, but lower leveled. Or that could possibly be a sub category.
Another problem is swords. I'm not sure whether it's better or worse to make hand to hand combat specialists weaker than normal players when using a sword. I've been really hung up on that in particular.
I couldn't highlight HumanoidRootPart in the ROBLOX Animation software for like two weeks after finishing all the devil fruits, so I lost the hype that I needed to make a good combat system, hence why the current moves are a plain left kick, right kick, right punch, left punch. +Sword slashes.
There's also another sword a lot of you don't know about. I made two swords with 5 techniques. The cutlass and the katana. I removed the katana because their were a lot of problems with both and I didn't want to try fixing them both at once anymore, so I focused on fixing up the cutlass.
Do you think different sword types (I.E Cutlass, Katana and other weapons like Staff, GreatSword, Cleaver) should be entirely different fighting styles, as with the martial arts like types?
I've also considered a different fundamental system for sword users where you buy sword techniques and can only equip 4 at a time + basic slash. I designed the Katana and Cutlass in a way that this can be easily done, but it kind of contradicts the martial arts styles. I've considered many a time having players able to follow both the weapon paths and the hand to hand combat paths, hand in hand. But this seemed flawed as you wouldn't see a martial arts expert like Sanji using a sword. And mastering them both seems kind of lame.
Also how would they fight evenly? If a sword has extra range wouldn't they always win? It's arguable that Sanji obtained Haki early OnePiece, like Ennies Lobby arc early OnePiece. But if we ignore that, the only alternative I can think of is using the system I've been using for Logia reflex and normal damage debounce for non devil fruit users (Allows them to restore health not damaged by Haki attacks)
Not that Haki attacks only stop the health regen if the attack is red or black and the right reflectance, which is why it works for the devil fruit but not the combat/swords. Because I didn't change your limbs/swords color or reflectance, but I did for the fruit attacks like Giraffe kick, and stuff.
Anyway, I've thought of some techniques having higher or lower offense and defense values, allowing it to focus on blocking and dealing small damage or maybe having no defense but having high offense. So if a sword user attacked you as you were doing a highly defensive kick, it would knock them back and only do like 20% damage to you because my recover system would check the defensive value of the attack and heal you by 80% really fast.
Also I've been wanting to implement a story into the game allowing unlocking new areas, starting in a tutorial like format so that only 'newbies' will be in the first area. So the first section of the story would be easy to complete.
The story so far is about a sensei like character that might have Haki or a fruit or something, and you talk to him and discover you're trapped in a Haze world made by a Haze logia, and he teaches you the basics in order to survive.
But there's a few problems.
The player would need to be able to leave the haze world in order to complete a series of tasks in the current map with the islands you've seen so far, probably ending at the cherry blossom island which has an identical dojo to the one in the haze world (Which is the only thing in the haze world.)
So maybe the point of that would be that to undo the haze, you need to go to that location in the real world, but that still doesn't explain how you temporarily got out. So I'm thinking maybe the 'master' character would have a fruit power that could explain that.
I'm also thinking that having about 4 objectives like daily things the player has to do on various islands each day to progress towards the next area and face the first boss. As after four days they'll have gotten good enough at fighting to defeat them.
By the way, I haven't forgotten about the original buyers. When the story is done and tested, I'll close the game for a few days to allow buyers to obtain the badge that a lot of people apparently missed, and I'll probably separate the main game from the current game when there's more to do, meaning that people will have their fruit and insta-haki in the current game, but not in the real game.
So that the buyers will still get their free fruit, in the final game where fruit are very rare because there will actually a substantial amount of things to do. I kind of just threw the current game together as a kind of Mine-Mine no Mi, which was my inspiration to start this project.
I also want the final game to have a lot of minigames, so ideas for those are appreciated. I've already thought of a few similar to Pokemon amie in the recent Pokemon games, as the head bop game is simple to make, and I can use my fifteen sliding block puzzle, I can also use my sudoku system if I feel it would fit into the game. But that's low priority of course, because there needs to be a game and desired items with effects in the game, before methods to obtain beli.
Also, for things like pirate bounty/marine respect. I don't like the format of existing games where you can get dropped on by a phoenix user and lose all your bounty, and stuff like that. So I was thinking of a system where you challenge an opponent/force them into a fight, similar to Barcode's pokemon game.
On the other hand, this feature of forced 1v1 battles arguably ruined Friazascape, so I'm not sure where the balance is between RKing and lack of excitement is. I mean, you would still be able to kill the player(s) without engaging into a 1v1, but you wouldn't get pirate(bounty) or marine(respect?)
I feel that this would make people less inclined to RK in the final game, but I'm also not sure how to go about making a good challenge system.
As players who possibly began to hate Friazascape due to my duel system, you might have some really good ideas in regards to this that I couldn't think of. So I'd love to hear your ideas on this.
As for devil fruits. In the final game how should fruits be obtained? I was thinking of a 1 player challenge system where the game sets up random encounters similar to Kaizoku Musou, and at the end there's a kind of boss, like a pirate captain or something. And rarely at the end of difficult ones, a devil fruit could be obtained? Don't get your hopes up though, it's just an idea. That depends largely on the game having a kind of shop system that would benefit from items that could be obtained via solo raids, like map sections, beli to buy swords with, medicine maybe? possibly key items.
Thanks for reading, and sorry the game has made so little progress these last few weeks. But do remember, I did not take a single break starting from august, before anybody even knew about the project. It took a toll on me lol.
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Freshy25
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| Joined: 23 May 2014 |
| Total Posts: 443 |
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| 12 Feb 2015 01:56 AM |
"As for devil fruits. In the final game how should fruits be obtained? I was thinking of a 1 player challenge system where the game sets up random encounters similar to Kaizoku Musou, and at the end there's a kind of boss, like a pirate captain or something. And rarely at the end of difficult ones, a devil fruit could be obtained? Don't get your hopes up though, it's just an idea. That depends largely on the game having a kind of shop system that would benefit from items that could be obtained via solo raids, like map sections, beli to buy swords with, medicine maybe? possibly key items."
I support this idea vey much! Also Im really amazed on how you made all 50 devil fruits!Did you script and make them all by yourself?
Also, can you add ship designing,boosting and repairing?Can we like add gears to it so its speed increases and all that and also can we furniture it? o: |
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Zartania
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| Joined: 23 May 2010 |
| Total Posts: 20067 |
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| 12 Feb 2015 08:02 AM |
Please do not add the 1v1 challenge system. Not only would that kill the sense of freedom in Piracy and create loss of excitement, but it would also give all players a fair advantage, which in a One Piece game, it's all about survival of the fittest. In the current anime/manga if you're weak, you shouldn't enter the grand line and mess with the top dogs, but if you're strong, you can. If a player is weak in this game and they really want to gain power there are many ways of doing so. By finding a df, getting haki, getting stronger, forming alliances, there are just too many ways to name.
The one advice I have to give is don't spoonfeed the players. If someone is rk'ing, then let him, if someone stronger wishes to step in and stop it, they should have the right to make that decision.
Other than that, I love your ideas. Keep it up! |
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Swurly
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| Joined: 03 Apr 2014 |
| Total Posts: 112 |
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| 12 Feb 2015 08:41 AM |
| I don't think you'd agree, Spawning with random wep's? like ussop slingshot nami bo staff katana combat |
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| 12 Feb 2015 09:25 AM |
Instead of the 1vs1 system, there could always be the typical ''Click a button and wait 10 seconds till safezone.'' thingy wich would prevent you from being rked, and if you try to hurt someone nothing would happen to them.
That's just an idea, but I wanted to talk more about the abilites, etc we will be able to use. Will there be a class selection in the beginning when you join the game, or something else? |
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| 12 Feb 2015 11:05 AM |
| ^and you cant pick up loot/df's while safezoned. and you cant move for five seconds while sf'd,and an alert goes to players in the immediate vicinity to keep ppl from spamming sf to escape an rker. Although it would aler rkers as well... Idk,just an idea. |
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IroSasori
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| Joined: 20 Jan 2012 |
| Total Posts: 283 |
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| 12 Feb 2015 12:58 PM |
my dino df is glitched so i cant tackle wat do friaza
ur closet is nice. |
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Jessie37
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| Joined: 09 Oct 2010 |
| Total Posts: 168 |
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| 12 Feb 2015 04:55 PM |
| I agree 100% with Zart. If the 1v1 system is added, I wouldn't even feel like a pirate anymore. |
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| 12 Feb 2015 05:22 PM |
No 1v1 pls like Zart said. Also, will the buyers who paid 1000 rbx get the same items as the buyers who paid 500 rbx? |
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| 12 Feb 2015 07:21 PM |
I don't think getting devil fruits from bosses would be a good idea. People would just grind bosses all day to get the fruits they want. Being able to randomly encounter them by luck is fine.
Also, I recommend like a global shop, where you can put a devil fruit you find on a bid so it can be auctioned and sold *Like the Ope Ope no mi on the black market*. This also means rather than selling certain items to NPCs for Beli, you can sell them to random players. A problem with this might be people selling devil fruits to their friends for a really low price, which is why an auction with random players would probably be better.
Anyways, this is just an opinion. |
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| 13 Feb 2015 01:58 AM |
^
This guy.. Is on a WHOLE NEW LEVEL.
Of suggesting amazing ideas. |
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Zartania
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| Joined: 23 May 2010 |
| Total Posts: 20067 |
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Zartania
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| Joined: 23 May 2010 |
| Total Posts: 20067 |
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| 13 Feb 2015 10:24 PM |
Again, like I said, having such organized things would ruin the sense of freedom and piracy. If anyone wants to host an auction, then so be it. They announce it to the community and who shows up shows up. If they want to sell it cheap to their friends guess who's loss that is? Not yours, it's theirs. If people want to be prideless and massacre everyone, including the weak, then so be it. Let someone stop it or let him give up. If someone wants to fight someone, they challenge them verbally, not through a gui.
Ideas: -Add hidden treasures, and caves. Such as ancient ruins, perhaps an island has a small entrance to an ancient underwater ruin or something. Add secrets, add mysteries, things to be solved, things that are almost IMPOSSIBLE to solve. Perhaps some of these ancient ruins could countain PoneGlyphs and if a player clicks on it the GUI pops up and tells the player what it says, and if a player reads all the poneglyphs he gets something. Or maybe the PoneGlyphs give clues to the whereabouts of other Poneglyphs in ancient ruins or something. Or perhaps the ancient ruins/caves/hidden treasure could very rarely contain a DF or a legendary weapon or a treasure map. -Add treasure maps -If you're going to add races such as Skypiean, Fishman, and stuff like that, make it so that when they first join the game they're automatically a human. They have to actually travel to the homeland of their desired race in order to become a part of that race. For example, a human travels to Skypiea, and if he wants to he becomes a Skypiean through a trainer or something. Same concept for Fishmen.
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Remember guys, the whole concept of One Piece is Piracy, and Piracy exists for a purpose; freedom. Why should a pirate have to be spoonfed? He spawns in game, and from there, he has many options. He can become a pirate, become a marine, become a revolutionary, find a df, create a crew, join a crew, make some friends, travel solo, explore, sit at the bar and drink all day and get into fights. There should be countless options and boundless and bare freedom. The Grand Line is a PIRATE'S paradise, if you hate it and are too weak and hate the rking, then leave it. Camp at a spawn island or sit at a bar and drink and cry all day with the Bartender.
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Also, Friaza, I don't think you receive enough of this. But thank you. Thank you very much for delivering to us this One Piece game. It's very fun and addicting, and it's a pirate's paradise. Keep it up, you have done an amazing job. |
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| 13 Feb 2015 11:08 PM |
Id like to see intelligent NPCs with many uses for them. For instance; You kill someone on an island. A group of NPC Marines on that island then chase after you for it. For this I recommend putting a marine base on every island. If you kill someone and you have a high bounty, stronger marines will come after you. If you kill someone and you have a low bounty, weak marines will chase after you.
The marines should also be able to jail you. This makes it so you can kill someone freely, but if you do it and have a really high bounty *from killing people in the first place*, you'll have really strong marines trying to kill and jail you afterword.
Another idea, that might be difficult to make, is making it so marines chase after you on ships. For instance; Someone with a low bounty of about 1 million being chased by a small group of marines in a tiny boat, and someone with an extremely high bounty of like 700 million being chased on the ocean by a navy fleet with warships and an Admiral/Vice Admiral.
Id also like to see World Nobles, and if you attack one, an Admiral and a navy fleet target you. |
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| 13 Feb 2015 11:13 PM |
| oh and also with the World Nobles, id LOVE to see them say snobbish things to annoy players. |
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Zartania
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| Joined: 23 May 2010 |
| Total Posts: 20067 |
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| 14 Feb 2015 09:53 AM |
I agree with Spooki's idea of NPC marines however I have an even more creative way of implementing them into situations. He suggested having a marine base in every island however that's unrealistic and ruins the excitement of pirates and people. Marine bases should be on a few islands and there should be a Marineford. However, in situations when a pirate kills another pirate, perhaps a few marines can jump out of the water and chase the pirate as opposed to it appearing there or having a marine base in every island. The marine npcs should be weak on some islands and strong on others. And they should get stronger if the pirate is strong too. And every ONCE in a while, a really powerful marine comes out at you, maybe with a df or a lw or haki, it doesn't have to be a marine from the actual show it can be an original character.
These are just ideas. |
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| 14 Feb 2015 04:37 PM |
| you took my idea and made it 100x worse. |
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| 06 Apr 2015 02:59 AM |
| My Milkshake Brings All The Boys To The Yard |
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nobodyidk
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| Joined: 04 Jul 2013 |
| Total Posts: 11 |
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| 07 Apr 2015 10:31 PM |
| Why don't you make it so, if you kill someone with a high bounty, there will be a global bounty for your head. So that players who choose to become a marine will be able to gain respect by killing you or jailing you. |
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