Omnimaga

Calculator Community => Discontinued => Major Community Projects => Escheron: Shadow over Ragnoth => Topic started by: Iambian on September 10, 2009, 09:46:31 pm

Title: LL2.5 Concepts
Post by: Iambian on September 10, 2009, 09:46:31 pm
So, Zera is working on the expansion for Lost Legends II, which is pretty much its own game that follows a shred of the storyline (more like extras). It's still quite a bit away since I still have loads more work to do with the LL2 engine. Compounded with the fact that the battle engine for LL2.5 will be much different, I'd say it'll be a long road ahead.

Still, that doesn't stop him from going ahead and planning for the future. These mockups are the result of that:
(http://img7.imageshack.us/img7/8366/combatkp.png)

(http://img195.imageshack.us/img195/2581/exodusc.png)

(http://img195.imageshack.us/img195/6227/corporealgorge.png)

(http://img197.imageshack.us/img197/7184/titlepr.png)

So... discuss.
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on September 10, 2009, 09:51:56 pm
Oh wow that looks awesome. Seeing the french title screen, will there be an english version? Not that it would be a major issue for some people here, but for many it might x.x
Title: Re: LL2.5 Concepts
Post by: Iambian on September 10, 2009, 10:03:13 pm
The title screen was done that way because he said it added "extra flair"

I'm thinking it's because what it translates to wouldn't fit on a single line.
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on September 10, 2009, 10:07:42 pm
Aaah ok I see. It looks cool indeed. As for translation, it would probably be "Rephaim: The Sunset Of Gods" or "Rephaim: The Gods Sunset"
Title: Re: LL2.5 Concepts
Post by: Builderboy on September 10, 2009, 10:17:14 pm
Oooooh wow, that tools awesome :D and the french title does give it a nice touch somehow.  Is the whole game going to be in French O.O
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on September 10, 2009, 10:22:18 pm
Nah, I doubt it, it's just the title that's gonna be, sort of. Kinda like Kalan_Vod's two Minesweepers games from 2006
Title: Re: LL2.5 Concepts
Post by: Iambian on September 10, 2009, 10:22:31 pm
Ehh. Something was certainly lost in the translation. Zera actually did it from English to French. I've got no idea how he came up with it, but the original was (from chat)
Code: [Select]
|09/10/09 10:20:20 PM| <Zera> That should be "The Twilight of Gods" :P
The game won't be in French. It's just teh title. It'll be in English. After all, that's the only language I know. Other than Z80 ASM :P

But, if you want a French version, someone's gonna have to translate, but Zera made a stipulation.
Quote
|09/10/09 10:23:12 PM| <Zera> I would be open to the idea of a French translation, but I would require a translator who could accurately represent all the medieval themes and accents. It wouldn't look the same in modern, colloquial French.
Title: Re: LL2.5 Concepts
Post by: Builderboy on September 10, 2009, 10:23:25 pm
hehe, just checking :D
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on September 10, 2009, 10:28:30 pm
oh that would be problematic, as I don't know much about old french x.x
Title: Re: LL2.5 Concepts
Post by: noahbaby94 on September 19, 2009, 08:52:18 pm
Wow
Title: Re: LL2.5 Concepts
Post by: megajake03 on October 06, 2009, 11:13:00 am
sounds like tons of fun
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on October 06, 2009, 12:26:28 pm
I hope this is still alive
Title: Re: LL2.5 Concepts
Post by: megajake03 on October 06, 2009, 09:15:47 pm
ya otherwise this game may not become a reality wich would stink
Title: Re: LL2.5 Concepts
Post by: Iambian on November 05, 2009, 09:28:46 pm
Zera is still planning out the game. A mockup of such works can be found here (Warning: Animated) http://img25.imageshack.us/img25/1465/vildegraas2.gif

What was said about it:
Quote
Guardians are summoned creatures that are procured by various means,
and will appear automatically depending on the condition of battle.
(essentially, they can't be summoned on command) Some are supportive,
and others are offensive. This is a brief overview of each guardian,
and a description of their functions:

Moncerus - a magical unicorn which heals minor infirmities and
restores the party's status.

Vildegraas - a ferocious dragon which unleashes a scathing breath
attack on all enemies.

Hajduk - a horseback highwayman whose crufiform cut deals a swift
demise to all enemies; however, his services come with a recompense...

Solomon - a fallen king whose arcane knowledge restores MP to the
entire party, and shields them from magical attacks.

Zhar-Ptitsa - a firebird whose ashes and embers restores the party to
life in desperate situations, and also scathes all enemies.

Prima Orsa - the abandoned ruler of the cosmos. Its favor is never
predictable, and it may either work to greatly benefit the party, or
put an abrupt end to their journey...
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on November 06, 2009, 01:38:30 am
HOLY CRAP!! I'm speechless now. That's freaking awesome. Pretty old skool at the same time too, due to the SNES/Genesis style, and looking better than many gameboy games. I am glad that FINALLY an ASM game will have better and more complex magic animations than ROL3.
Title: Re: LL2.5 Concepts
Post by: megajake03 on November 06, 2009, 11:04:18 am
WOW!!! Amazing this is going to be so cool when it is finished
Title: Re: LL2.5 Concepts
Post by: Zera on January 14, 2010, 02:30:50 am
I thought I would share a few more general details and features. I can't get into specific details about the plot, because this is a continuation of events after Escheron. I would be spoiling too much! Still -- I don't want to leave everyone hanging. In the meantime...

 - A dark and dismal world set against the political machinations of demonic rulers. Face death and destruction at every turn as you attempt to fight your way through hoards of demons and undead, and dethrone the Four Crown Princes of Hell. Only then will the plot of the Rephaim be revealed, and the forces that have scourged mortal existence for centuries.

 - An expansive, open-ended world. Many maps sport resolutions as high as 128x128 tiles. The world is 1:1 to scale, with no icons representing towns and dungeons; instead, the player seamlessly moves from one area to the next. Vessels can move in and over entire kingdoms and dungeons. In some instances, it is necessary to use a vessel to travel to sections of dungeons that can't be reached on-foot. A single dungeon from the world of Rephaim is practically larger than every map from Escheron put together.

 - Approximately 40 hours of gameplay. Moving to and from areas will demand extended exploration.

 - The ability to call upon guardians to change the tide of battle. Guardians also function as a proxy between the mortal world, and the world of magic. A character who equips a guardian will gain access to an array of magical spells.

 - A revamped approach to combat: Fully-animated spells and effects, and the addition of background graphics to note scenery.

 - A traditional experience-level system that defines linear character growth, providing a strict, strategic role to each player character. Characters also learn a selection of personal skills and merits.

 - An extensive selection of equipment, and the addition of equipment "sets" that provide synergistic bonuses when certain items are simultaneously equipped.

(http://img25.imageshack.us/img25/1001/exodusdialog.png) (http://img25.imageshack.us/img25/4110/zhar.png) (http://img109.imageshack.us/img109/1488/yaldabaoth.png) (http://img25.imageshack.us/img25/4296/orsa.png)
Title: Re: LL2.5 Concepts
Post by: jsj795 on January 14, 2010, 10:10:04 am
*BUMP!!!!!!!!!* (jsj795's jaw-dropping sound...)

That's a best graphic I have ever seen in Z80!!!!
WOW!!! I love the screenshots!
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on January 14, 2010, 01:39:22 pm
Darn these pics are incredible! This one would sure be only for the TI-84 Plus/SE and 83+SE models, given that LL2 might reach 100 KB. I don't mind large files, though, as long as TI-Connect won't give me connection timeout halfway through transfers :P
Title: Re: LL2.5 Concepts
Post by: ztrumpet on January 14, 2010, 02:04:27 pm
Wow!  Those graphics are incredible!  The story is great too, but those graphics are so incredible!
Title: Re: LL2.5 Concepts
Post by: simplethinker on January 18, 2010, 02:22:51 pm
Incredible graphics guys!

With the guardians, can anyone use them or only certain characters (like summoners)?
Title: Re: LL2.5 Concepts
Post by: Builderboy on January 18, 2010, 02:29:38 pm
Wow! Amazing graphics!  Not just the greyscale but also the type of art makes it look very good on a small screen!  This just keeps getting better and better!
Title: Re: LL2.5 Concepts
Post by: Zera on January 18, 2010, 04:49:19 pm
With the guardians, can anyone use them or only certain characters (like summoners)?

Anyone. Each character can equip any one guardian at a time. When doing so, they gain special abilities associated with that guardian. The actual guardian is only summoned automatically, when certain conditions are filled, and only once per battle. (such as the party reaching critical HP)
Title: Re: LL2.5 Concepts
Post by: JoeyBelgier on January 18, 2010, 06:09:48 pm
Mein Gott D:
incredible

Don't make the game too nice tho...
Or TI will make the price for it's calculators even higher! (AND be even MORE gready on memory chips!)
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on January 18, 2010, 11:28:32 pm
Lol I doubt the former, altough we never know about the latter. Games or not, though, I am certain if TI decided to find a way to cut down production cost by a penny, they would get rid of some of the 16 KB additional RAM on 84+ calcs or rewrite the OS so on newer calcs the additional memory is not needed at all for USB stuff. Who knows? Maybe they would even drop the user RAM to like 16 or 20 instead of 24. With TI, these days, we never know what they will do.
Title: Re: LL2.5 Concepts
Post by: mapar007 on January 19, 2010, 02:36:39 pm
Looking Great!

(btw, TI seems to have admitted that they cut down the size of physical RAM to 48 Kb)
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on January 19, 2010, 02:39:16 pm
Yeah I saw that UTI post, altough given that the user has 1 post and was newly registered, I was not sure if it was a legit quote or a troll.
Title: Re: LL2.5 Concepts
Post by: Iambian on January 19, 2010, 06:19:11 pm
Lol I doubt the former, altough we never know about the latter. Games or not, though, I am certain if TI decided to find a way to cut down production cost by a penny, they would get rid of some of the 16 KB additional RAM on 84+ calcs or rewrite the OS so on newer calcs the additional memory is not needed at all for USB stuff. Who knows? Maybe they would even drop the user RAM to like 16 or 20 instead of 24. With TI, these days, we never know what they will do.

Something like that is not likely. The new OS would still have to run on every graphing calculator that came before it and reducing the amount of RAM that you do happen to see would not only be difficult to do on their side, it would also go against the advertising that they do for their calcs. Next time you look at the package for one of these things, it should say something like "Has 23KB of user memory". It's a selling point because their OS actually uses it and it's been available for ages. It's what people expect. What wasn't expected was the lack of "extra" RAM because it was never advertised, therefore, they've got no reason to be held to it.

In addition, it wouldn't make much sense to cut memory down further in multiples that aren't 16KB, since the calculator has to map in pages in multiples of 16KB. It would be cheaper to have that memory in there than to add extra logic to appropriately map missing bytes from a page.

EDIT: While I'm on the topic of memory, I do plan on having that project remain compatible with the "crippled" newer calcs that seem to only have 48KB of RAM. The game would impose some steep memory requirements but after rearranging memory as needed, I can net myself a full 32KB of "saferam" in one flat memory model. ($8000 to $FFFF. w00t.)
Title: Re: LL2.5 Concepts
Post by: ztrumpet on January 19, 2010, 09:35:29 pm
Yay!  Although I have one with calc extra and one with limited, I'm glad you're letting those who have only limited play it.
Title: Re: LL2.5 Concepts
Post by: Iambian on January 19, 2010, 11:35:35 pm
You still need at least an 83+SE to play it. The BE just won't cut it.

If I get enough interest going, I might have this game programmed in time for the 2010 POTY voting :)

This time, it'll go a fair bit faster since I'll be reusing quite a few engines from when E:SoR gets done.
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on January 20, 2010, 01:43:29 am
What I think is that they may make the OS be able to detect which calc hardware it's installed on and if it's the new hardware, it will run different USB routines than if it's on old hardware

I would like to see this win POTY 2010 ^^
Title: Re: LL2.5 Concepts
Post by: Builderboy on January 20, 2010, 02:04:02 am
Rawr POTY 2010 is MINE!!  :P
Title: Re: LL2.5 Concepts
Post by: Zera on February 24, 2010, 03:55:28 pm
I thought I would share a working concept for one of the dungeons found in the game: (warning: high resolution)

(http://img38.imageshack.us/img38/4720/20091101000112.th.png) (http://img38.imageshack.us/i/20091101000112.png/)

This is a multi-sectional area: The Flowstone Eitr, the Corporeal Gorge and Castle Pandaemonium. In this area alone, there are 14 different bosses to be dealt with. (seven are optional, and guard a number of rare equipment)

The four Crown Princes of Hell, in their revised and empowered forms: Shaitan Redux, Livyatan Redux, Matanbuchus Redux and Ba'al Zebûb Redux. Each guards the entrance to the Corporeal Gorge. They must be destroyed to break their seal on the gateway. Then, there's the guardian of the Pillar of Souls: Là-Bas. The Pillar of Souls is a one-way trip to Castle Pandaemonium: The final resting place of fallen gods. There are seven optional, lesser demons of Hell who guard the Seven Weapons of Legend: Azazyel, (Zanbatou, nintou sword) Armers, (Mjöllnir, battle-hammer) Gadrel, (Ragnarök, knight sword) Yekun, (Phoenix Talon, claw) Barkayal, (Grand Vicarius, staff) Tamiel (Obelisk, lance) and Penemue. (Heavenly Strings, bow) Each of these items is quite powerful, but they cannot be carried out of this area. (one-way trip) Finally, there's a show-down with the final boss of the game, which I shall not spoil with too much detail.

There are a few save-points scatterd around the dungeon, but saving in this area means you'll never go back to the main world itself. I thought about implementing a sort of "Village of the Damned" here, where the party could at least have a place to rest, interact with NPCs and trade for equipment and supplies. It's large enough to be a world in itself. In fact, the dungeon is probably larger than the entirety of Escheron put together.

Other dungeons won't span quite this much area, but some will come close.
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on February 24, 2010, 04:02:22 pm
WOW! That's huge! Awesome man, how much time did you spent on these? o.o
Title: Re: LL2.5 Concepts
Post by: Zera on February 24, 2010, 04:46:22 pm
I can't even count the amount of time I've put into map design. This design spans several weeks.

I also wanted to share some more info on the Guardians found in the game. As I mentioned earlier, each character can "equip" a Guardian in order to use a selection of spells. Guardians are proxies between mortals and magic.

Each Guardian will automatically be summoned when specific conditions are met; such as party HP reaching critical. There are two different techniques a Guardian can unleash, depending on the conditions of its summoning.

Monocerus
The Eternal Lamenter

(http://img709.imageshack.us/img709/9417/monocerus.png)

Feat 1: Maiden's Cry - removes curse and hold status, and restores HP to the entire party.
Feat 2: Aurora - removes all negative status effects, and restores HP to the entire party.

Spell Inventory:

Vigora, -duas, -omnis
Panasil
Inviea
Bara
Visect
Viea

Zhar-Ptitsa
The Emissary of Purgation

(http://img638.imageshack.us/img638/4110/zhar.png)

Feat 1: Fires of Purgatory - minor, fire-elemental damage against all foes, and resurrects fallen allies.
Feat 2: Flames of Rebirth - resurrects fallen allies.

Spell Inventory:

Visrieon, -duas, -omnis, -ultimare
Vigora, -duas, -omnis, -ultimare
Visect, -ultimare
Panacil
Osma

Vildegraas
The Consignor of Fate

(http://img522.imageshack.us/img522/1279/vildegraas.png)

Feat 1: Scathing Breath - moderate, non-elemental damage against all enemies.
Feat 2: Bolide Airburst - major, non-elemental damage against all enemies.

Spell Inventory:

Visrieon, -duas, -omnis
Algara, -duas, -omnis
Helieon, -duas, -omnis
Ragnare
Tempre
Osma

Hajduk
The Unspoken

(http://img713.imageshack.us/img713/1193/hajduk.png)

Feat 1: Silent Blade - deals a swift death to all vulnerable enemies. Inflicts non-elemental damage against enemies that can't be slain.
Feat 2: Cruciform Cut - deals a switch death to all vulnerable enemies. (effective against stronger enemies, as well) Inflicts non-elemental damage against enemies that can't be slain.

Spell Inventory:

Algara, -duas, -omnis
Tempre
Necrosisect
Inviea
Bara
Viea

Solomon
The Bearer of Attrition

(http://img704.imageshack.us/img704/825/solomon.png)

Feat 1: Seal of Solomon - boosts attack, defense and resistances of all allies, and restores MP.
Feat 2: Dark Precepts - boosts attack, defense and resistances of all allies, and restores MP. (more effective)

Spell Inventory:

Toxisect, -ultimare
Inviea, -omnis
Bara, -omnis
Tempre
Viea
Osma
Necrosisect
Visrieon
Algara

Prima Orsa
The Demiurge

(http://img341.imageshack.us/img341/4296/orsa.png)

Feat 1: God's Left Hand - ends the game.
Feat 2: God's Right Hand - three successive, non-elemental attacks against all enemies.

Spell Inventory:

Visrieon-ultimare
Algara-ultimare
Helieon-ultimare
Vigora-ultimare
Toxisect-ultimare
Visect-ultimare
Invia-ultimare
Bara-ultimare
Necrosisect
Tempre
Osma
Ragnare-ultimare

------------------------------

Here is a brief run-down of spell effects:

"-sect" is suffixed to spells related to status

-duas : second level of power
-ultimare : highest level of power; usually with accompanying effect
-omnis : affects an entire group at once

Visrieon - Visrieon-duas - Visrieon-omnis - Visrieon-ultimare
Minor to major fire-elemental damage; add blindness

Algara - Algara-duas - Algara-omnis - Algara-ultimare
Minor to major ice-elemental damage; hold target

Helieon - Helieon-duas - Helieon-omnis - Helieon-ultimare
Minor to major lightning-elemental damage; hold target

Vigora - Vigora-duas - Vigora-omnis - Vigora-ultimare
Restore HP; cure poisoning

Toxisect - Toxisect-ultimare
Minor to moderate non-elemental damage and incur poisoning

Inviea - Inviea-omnis
Raises evade; raises party evade

Bara - Bara-omnis - Bara-ultimare
Raises defense; raises party defense; raises defense and resistance

Tempre
Temporarily raises a single ally's attack power

Panasil
Recovers status (poisoning, blindness)

Visect - Visect-ultimare
Resurrects a single ally

Necrosisect
Incurs instant death

Viea
Transports back to previous save-point

Osma
Drains target MP

Ragnare - Ragnare-omnis
Major, non-elemental damage
Title: Re: LL2.5 Concepts
Post by: ztrumpet on February 24, 2010, 05:07:04 pm
Wow!  Excellent work!  Great job!  I love the map. :)
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on February 24, 2010, 11:49:08 pm
wow looks nice, and I like the ideas for spells. For the last Guardian, does the "ends the game" thing means Game Over?
Title: Re: LL2.5 Concepts
Post by: Zera on February 25, 2010, 12:36:57 am
wow looks nice, and I like the ideas for spells. For the last Guardian, does the "ends the game" thing means Game Over?

Yes. It abruptly ends all existence. :P
Title: Re: LL2.5 Concepts
Post by: jsj795 on February 25, 2010, 10:04:38 am
WOW! Nice Concepts! It definitely is upto the level of the top games sold in Gamestop! I think they should be produced and sold :P
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on February 25, 2010, 04:27:56 pm
wow looks nice, and I like the ideas for spells. For the last Guardian, does the "ends the game" thing means Game Over?

Yes. It abruptly ends all existence. :P
Lol I'll be sure to save before using this then, especially if it is a bit random x.x
Title: Re: LL2.5 Concepts
Post by: Zera on March 04, 2010, 02:22:00 pm
I thought some people might like to peek at the data structure used in the game. It varies significantly from Escheron, in that characters have traditional experience levels, and learn their own devoted skills along the way. There is generally no real character customization this time around. You can equip each individual character with their own guardian, giving them access to various spells; but this isn't a permenant change to the character itself. Characters also have a limited equipment selection. They are only proficient with specific types of equipment, depending on their role in the game.

Characters now have a base resistance table, granting them some natural resistance to various elemental and status modifiers. In Escheron, this was more black-and-white, where a character only had three options: they fully resisted something, they were weak against something, or they were neutral toward something. Now there's an actual number to go along with resistances. If your defense against fire is 50%, for instance, then you will negate 50% of the total damage from any fire-based attack. Resistances are also derived from the items you're wearing, of course.

General statistics scale much higher now. In Escheron, character HP was based on an 8-bit integer. (255 was the highest attainable mHP) In Rephaim, character HP may be increased as high as 9999. (through the use of HP-boosting items) The most HP a character would have by normally leveling is somewhere around 2500.

Physical attacks function much the same, but there is a more substantial attack multiplier now. In Escheron, the highest attack multiplier was 3, which means your damage output was multiplied by the number of times you could hit an enemy with a single attack. (generally, your attack is calculated over and over until it either misses, or you reach your highest multiplier) In Rephaim, the multiplier is set to 8. Your multiplier depends on both your character level, and the type of weapon you're using. Each character has varying proficiency with the types of weapons they can equip. As a general idea, a melee character wielding a decent sword at level 32 might output somewhere around 800-1400 damage. The highest damage a character might be able to output with a melee attack would be somewhere around 2500.

Due to various limitations, I thought a 16-bit integer for experience would be appropriate. The max character level is 32. The experience table is the same for all characters, regardless of their class. Although the level max seems a bit low, characters won't be leveling all that often in the game. It might be more comparable to D&D, where a level 20 character is considered an immortal by normal standards.

/-----------------------------------------------------------\
| Global Experience Table                                   |
|-----------------------------------------------------------|
| 01 ... 00000 | 09 ... 00989 | 17 ... 04253 | 25 ... 18289 |
| 02 ... 00276 | 10 ... 01187 | 18 ... 05104 | 26 ... 21947 |
| 03 ... 00331 | 11 ... 01424 | 19 ... 06125 | 27 ... 26337 |
| 04 ... 00397 | 12 ... 01709 | 20 ... 07350 | 28 ... 31604 |
| 05 ... 00477 | 13 ... 02051 | 21 ... 08820 | 29 ... 37925 |
| 06 ... 00572 | 14 ... 02461 | 22 ... 10584 | 30 ... 45510 |
| 07 ... 00686 | 15 ... 02953 | 23 ... 12701 | 31 ... 54612 |
| 08 ... 00824 | 16 ... 03544 | 24 ... 15241 | 32 ... 65535 |
\-----------------------------------------------------------/

                     /--------------------------------------------------------\
[Edmund] Giovane     | Base Resistance Table                                  |
Protectorate, LV. 01 |--------------------------------------------------------|
0320 mHP  /  012 mMP | Level     | 01 | 03 | 05 | 10 | 15 | 20 | 25 | 30 | 32 |
Strength     ... 13  |-----------+----+----+----+----+----+----+----+----+----|
Dexterity    ... 08  | Fire      | 00 | 01 | 03 | 03 | 05 | 05 | 07 | 07 | 10 |
Constitution ... 15  | Ice       | 00 | 01 | 03 | 03 | 05 | 05 | 07 | 07 | 10 |
Wisdom       ... 05  | Lightning | 00 | 01 | 03 | 03 | 05 | 05 | 07 | 07 | 10 |
{LUCK}       ... *   | Magick    | 00 | 01 | 03 | 03 | 05 | 05 | 07 | 07 | 10 |
WPN: Bronze Sword    |-----------+----+----+----+----+----+----+----+----+----|
SHD: Bronze Shield   | Poison    | 00 | 01 | 02 | 03 | 05 | 07 | 09 | 12 | 15 |
HLM:  (none)         | Blind     | 00 | 01 | 02 | 03 | 05 | 07 | 09 | 12 | 15 |
ARM: Bronze Plate    | Hold      | 03 | 04 | 05 | 07 | 09 | 12 | 15 | 17 | 20 |
ACC:  (none)         | Curse     | 05 | 06 | 08 | 11 | 14 | 17 | 20 | 23 | 30 |
                     \--------------------------------------------------------/

/--------------------------------------------------------------\
| Status Progression Table                                     |
|--------------------------------------------------------------|
|        level 02 - 10      level 11 - 20      level 20 onward |
|--------------------------------------------------------------|
| mHP | +28-42 per level | +48-64 per level | +72-96 per level |
| mMP | +01-02 per level | +01-04 per level | +02-06 per level |
| STR | +01-04 per level | +02-04 per level | +03-04 per level |
| DEX | +01-02 per level | +01-03 per level | +02-03 per level |
| CON | +01-03 per level | +02-03 per level | +02-04 per level |
| WIS | +01-01 per level | +01-02 per level | +01-03 per level |
\--------------------------------------------------------------/

--------------------------------------------------------------------------------
At levels 05, 10, 20 and 32, a character receives the highest progressions.
--------------------------------------------------------------------------------

/-----------------------------------------------------------------------\
| Attack Multiplier per clv                                             |
|-----------------------------------------------------------------------|
| Sword | x | Nintou| x | Axe   | x | Pole. | x | Staff | x | Bow   | x |
|-------+---+-------+---+-------+---+-------+---+-------+---+-------+---|
| 01-04 | 2 | 01-04 | 2 | 01-04 | 1 | 01-04 | 1 | 01-04 | 1 | 01-04 | 2 |
| 05-08 | 2 | 05-08 | 3 | 05-08 | 2 | 05-08 | 1 | 05-08 | 1 | 05-08 | 2 |
| 09-12 | 3 | 09-12 | 4 | 09-12 | 2 | 09-12 | 2 | 09-12 | 2 | 09-12 | 3 |
| 13-16 | 4 | 13-16 | 5 | 13-16 | 3 | 13-16 | 3 | 13-16 | 3 | 13-16 | 4 |
| 17-20 | 5 | 17-20 | 6 | 17-20 | 3 | 17-20 | 3 | 17-20 | 3 | 17-20 | 4 |
| 21-24 | 6 | 21-24 | 7 | 21-24 | 4 | 21-24 | 4 | 21-24 | 4 | 21-24 | 5 |
| 25-28 | 7 | 25-28 | 8 | 25-28 | 5 | 25-28 | 5 | 25-28 | 5 | 25-28 | 6 |
| 29-32 | 8 | 29-32 | 8 | 29-32 | 6 | 29-32 | 5 | 29-32 | 5 | 29-32 | 6 |
\-----------------------------------------------------------------------/

--------------------------------=[ Abilities ]=---------------------------------

--------------------------------------------------------------------------------
Quickening: Rivening Sword

"Pious sword -- rend evil!"

Base damage is calculated by STR + WIS*3. Additional damage against undead
creatures. (Edmund's LV*24) Damage all enemies. No attack multiplier. Magical.
--------------------------------------------------------------------------------

--------------------------------------------------------------------------------
Passive Skills: +04% evasion with all shields; cover allies

If an ally is at critical HP and Edmund's current HP is 60% of maxmimum or
greater, then he will suffer damage in place of that ally. (physical attacks
only) Damage from the attack will be reduced by 15% total.
--------------------------------------------------------------------------------

 ------------
  Spellsword
 ------------

This is Edmund's initial command ability. Each character has a unique command
ability which either functions stand-alone, or allows the character to access a
multitude of special skills learned at later levels.

/------------------------------------------------------------------------------\
| Cleansing        | Hit% 100 | Level: 01 | MP Cost: 08 | Initiative: critical |
|------------------------------------------------------------------------------|
| Restore HP to the entire party (WIS/4 +6..12) and cure poison status.        |
|                                                                              |
|------------------------------------------------------------------------------|
| Bloodrend        | Hit% -30 | Level: 03 | MP Cost: 12 | Initiative: normal   |
|------------------------------------------------------------------------------|
| -30% attack; restore own HP equal to damage dealt. Use attack multiplier.    |
| Target single enemy.                                                         |
|------------------------------------------------------------------------------|
| Hallowed Strike  | Hit% *** | Level: 05 | MP Cost: 15 | Initiative: normal   |
|------------------------------------------------------------------------------|
| Attack and accuracy *2 when targeting undead creatures; 20% chance to fell.  |
| Use attack multipliers. Target single enemy. Cannot target non-undead.       |
|------------------------------------------------------------------------------|
| Vajra            | Hit% -10 | Level: 08 | MP Cost: 15 | Initiative: last     |
|------------------------------------------------------------------------------|
| Lightning-elemental attack, with 60% chance to hold enemy. Use attack        |
| multipliers. Target single enemy.                                            |
|------------------------------------------------------------------------------|
| Blood Eagle      | Hit% -10 | Level: 12 | MP Cost: 08 | Initiative: normal   |
|------------------------------------------------------------------------------|
| Damage self by -20% mHP; add result to attack. (per hit) Use attack          |
| multipliers. Target single enemy.                                            |
|------------------------------------------------------------------------------|
| Sanctuary        | Hit% n/a | Level: 14 | MP Cost: 02 | Initiative: n/a      |
|------------------------------------------------------------------------------|
| When used, prevents all random encounters until the party leaves the current |
| area. Not a battle skill.                                                    |
\------------------------------------------------------------------------------/

 ----------------
  Eldritch Sword
 ----------------

When Edmund undergoes his class-change, his command ability is changed to
"Eldritch Sword." All previous abilities are retained, and any abilities that
haven't been learned will still be acquired at their respective levels.

/------------------------------------------------------------------------------\
| Radiance         | Hit% 100 | Level: 16 | MP Cost: 18 | Initiative: normal   |
|------------------------------------------------------------------------------|
| Increase party attack 12..24. (stacking)                                     |
|                                                                              |
|------------------------------------------------------------------------------|
| Shieldwall       | Hit% 100 | Level: 18 | MP Cost: 18 | Initiative: critical |
|------------------------------------------------------------------------------|
| Increase party defence 12..24. (stacking)                                    |
|                                                                              |
|------------------------------------------------------------------------------|
| Hypostasis       | Hit% -10 | Level: 20 | MP Cost: 20 | Initiative: normal   |
|------------------------------------------------------------------------------|
| Standard attack with multipliers / ignores 24..48 defence per hit.           |
|                                                                              |
|------------------------------------------------------------------------------|
| Devotion         | Hit% 100 | Level: 22 | MP Cost: ** | Initiative: critical |
|------------------------------------------------------------------------------|
| Drains all current HP and MP. Restores all allies to full status.            |
|                                                                              |
|------------------------------------------------------------------------------|
| Ruination        | Hit% -15 | Level: 24 | MP Cost: 28 | Initiative: normal   |
|------------------------------------------------------------------------------|
| Inflicts poisoning and blindness, and brings enemy HP to critical if HP<1200.|
| No attack multiplier. Target single enemy.                                   |
|------------------------------------------------------------------------------|
| Inviolable Sword | Hit% -08 | Level: 28 | MP Cost: ** | Initiative: last     |
|------------------------------------------------------------------------------|
| Attack (WIS*3) and MP cost (WIS base) depend on wisdom. Use attack           |
| multiplier. Target single enemy.                                             |
\------------------------------------------------------------------------------/
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on March 04, 2010, 04:12:29 pm
I like it!

You would probably need to make sure later in the game, leveling up is not way too hard, though, noticing the curve gets more abrupt at the end
Title: Re: LL2.5 Concepts
Post by: Zera on March 04, 2010, 04:50:55 pm
I'm going to balance things so that it's fairly difficult to level at all. Ideally, the average party level should be around 20 at the end of the game, assuming the player doesn't make a habit out of fleeing random encounters. The point-of-no-return at the end of the game will be a suitable grinding spot for reaching max level, if the player wants to invest the effort. (this is considering the numerous boss fights that appear here, as well)
Title: Re: LL2.5 Concepts
Post by: ztrumpet on March 04, 2010, 05:25:44 pm
Nice!  I like it!

Zera, how long do you spend planing all of this?  You sure can plan really, really good! ;D
Title: Re: LL2.5 Concepts
Post by: Zera on March 04, 2010, 05:53:40 pm
Well, this is very much a hobby for me. Some ideas don't take very long to plan. I produced all of Zanken's assets in a couple of days. RPGs are usually an ongoing process of editing and expanding upon a foundation. Initial planning, (basic storyline, notes about the game engine, and some more specific features) only take a week or so to plan. Beyond that, I can't really count all the time I've logged into just editing and polishing everything. Escheron was some two years of planning before it moved into the coding stage.

I wish I could help with planning or creating assets for other projects, but I haven't noticed any requests on that behalf.
Title: Re: LL2.5 Concepts
Post by: DJ Omnimaga on March 04, 2010, 08:49:09 pm
Are you kinda good at drawing your very own sprites and tiles (not converting from SNES/NES/GB/RPG Maker)? If so, in some occasions, people here request graphics for their projects, but not in the pixel art section of the forums. Unfortunately, Omnimaga always lacked in the pixel artist area. Most were on MaxCoderz and the few we had and the many they had kinda vanished over the time. If you love drawing your own graphics from scratch, sometimes, it's good to scout active threads from time to time in case you would like to help.

Back to leveling up, try to not do it like Dying Eyes either. What I mean is for example, at LV 5, you get killed by a gargoyle in one hit and you do 1 damage, then when you reach LV 6, you pwn the shit out of that gargoyle.