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chimchooree
2023-04-28 19:54:50 -05:00
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<p>Idea: Avoid getting caught -> Trigger interrogation scene if Night realizes you know about Abyss</p>
<ul>
<li>different clues have different values; add up to 100 and he is sure </li>
<li>clues like...
<ul>
<li>sell abyssal items </li>
<li>buy large amounts of equipment regularly without excuse </li>
<li>you 'die' without a nearby activated shrine (if anyone goes to doctor for help) </li>
<li>wear abyssal items around Night </li>
<li>the Mayor + Night boss fight in the Abyss (if low, zero until now, he is just shocked) </li>
<li>anyone has abyssal pets </li>
</ul>
</li>
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<h2>description </h2>
<p> <br></p>
<br>
<h2>challenges/known issues </h2>
<p> <br></p>
<br>
<h2>works for...</h2>
<ul>
<li>???✓ </li>
<li>???✗ </li>
</ul>
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</ul>
<h2>previously</h2>
<p>Previous names: Warrior, Fighter, Soldier, Archer, Heavy, Light, Twinblade, Weaponsmaster, Weaponmaster </p>
<p>Previous names: Warrior, Fighter, Soldier, Archer, Heavy, Light, Twinblade, Weaponsmaster, Weaponmaster, Athlete </p>
<p>A lot of games' equivalent of the Fighter class are either very general or very specific. I need a class distinct from the Brawler class and other classes that coincidentally use melee or weapon attacks. I also don't know if I want the association of Soldiers, Warriors, etc, and their real world equivalents. </p>
<p>My interpretation is merely a highly disciplined and fit person who can take a lot of hits, run really far, and carry heavy stuff. </p>
<p>I think it is clean to keep specific weaponmastery tracts in this job and otherwise keep the other jobs clean for more variety. For instance, I could dedicate a quarter of the Tamer's attributes and skills to the use of the bow of daggers. OR I could give the Tamer more generalized attacks that can be used with any weapon, then allow the player to pump bow and dagger up by multiclassing with Armsman and specializing into light, mobile melee and ranged combat. </p>
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<p>The Brawler is one of the basic <a href="/blessfrey-gdd/job">jobs</a> available to the player and teammates. It is characterized by its </p>
<p><a href="/char/Tessa">Tessa</a> represents the Brawler class. </p>
<p>Their perk is <b>Critical Eye</b>. </p>
<p>Their attributes are... </p>
<ul>
<li>Dirty Fighting </li>
<li>Improvisation </li>
<li>Survival </li>
</ul>
<h2>ideabox</h2>
<ul>
<li> </li>
</ul>
<h2>previously</h2>
<p>Previous names: Street Fighter </p>
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<p>The Chemist is one of the basic <a href="/blessfrey-gdd/job">jobs</a> available to the player and teammates. It is characterized by its connection to physical science and biology. </p>
<p><a href="/char/Night">Night</a> represents this job. </p>
<p>Their perk is <b>Immunity</b>. </p>
<p>Their attributes are... </p>
<ul>
<li>Pharmaceuticals </li>
<li>Toxicology </li>
<li>Materials Engineering </li>
</ul>
<h2>ideabox</h2>
<ul>
<li> </li>
</ul>
<h2>previously</h2>
<p>Previous names: Alchemist; Pharmacist; Druggist </p>
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<img src="/static/img/gdd/bodies.png" alt="(photo)">
<img src="/static/img/gdd/colmask1.png" alt="(photo)">
<img src="/static/img/gdd/colmask2.png" alt="(photo)">
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<h2>puzzles </h2>
<ul>
<li>playtest, so I include "obvious" solutions </li>
<li>range only - through ravine, chain-link fence </li>
<li>direct keywords only - through wall </li>
<li>lots of interrupts </li>
<li>high dexterity/dodge </li>
<li>high and increasing defense - Metapod </li>
<li>only accessible via teleport </li>
<li>slide puzzle - Monkey Madness </li>
<li>Tetris - Danger on Deception Island's books </li>
</ul>
<h2>things I don't like in games</h2>
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<li>when you "must choose a path" when everyone obviously is most incentivized to cheese and take both </li>
<li>can't use noncombat skills in noncombat areas - let me use my running skill in town </li>
</ul>
<h2>ideabox</h2>
<ul>
<li>range only - through ravine, chain-link fence </li>
<li>direct keywords only - through wall </li>
<li>lots of interrupts </li>
<li>high dexterity/dodge </li>
<li>high and increasing defense - Metapod </li>
<li>only accessible via teleport </li>
<li>slide puzzle - Monkey Madness </li>
<li>Tetris - Danger on Deception Island's books </li>
<li>burn webs, wood, paper </li>
<li>Light torches, candles, furnaces, fireplaces, campfires </li>
<li>Hasten past timed doors, flee impossible foes </li>
<li>Swap/Teleport past walls; move victims to safety, move obstacles, move heavy thing to desire spot </li>
<li>Skill block - some constant obstructing skill, shut down strong foe healer </li>
<li>Target energy buff - liven up a sleepy guy, recharge batteries </li>
<li>Target lose energy - put machine to sleep </li>
<li>Slow timed door, chasing enemy, scout foe </li>
<li>Transmute - instead of merching, crafting, Bones to Bananas (kill for food), process materials </li>
<li>Summon item - fill all jugs with water, summon apple </li>
<li>explore dark area, lighting torches - receive constant light skill </li>
<li>traverse zone by swapping with monsters. There is a victim who will be killed if you don't kill the monster with rangeed attacks or make victim invincible </li>
<li>Attract monster to follow you into triggering trap/moving into aggro range of other monster </li>
<li>charm monster to tame it </li>
<li>Oozespeak for taming, temp ally, info (level, monster, etc) </li>
<li>Security system runs on electricity - power down </li>
<li>Ask teammates for ideas - each has a perspective, expertise </li>
<li>Levitate over chasms </li>
<li>Truthvision - see unseen doors, paths, items, characters </li>
</ul>
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<p>The Hacker is one of the basic <a href="/blessfrey-gdd/job">jobs</a> available to the player and teammates. It is characterized by its connection to manipulation of people and technology. </p>
<p><a href="/char/Angel">Angel</a> represents this job. </p>
<p>Their perk is <b>Savvy</b>. </p>
<p>Their attributes are... </p>
<ul>
<li>Robotics </li>
<li>Social Engineering </li>
<li>Gadgetry </li>
</ul>
<h2>ideabox</h2>
<ul>
<li> </li>
</ul>
<h2>previously</h2>
<p>Previous names: Engineer </p>
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<p>Another common job is Idle, an empty placeholder job. For those with the Idle gig, only the character's job will be shown. When a character has the Idle job, no gig can be taken and no job or gig information will be shown. This is the only job a character can double up on. New players are Idle/Idle until they choose a job. </p>
<p>A character can switch their gig to Idle to emphasize their dedication to solo-classing. Blessfrey takes after Guild Wars in a lot of ways, and solo-classing was something people always kinda wanted. Without it, we resorted to picking joke or confusion-inducing secondary professions, or we tried to spell out words like "E/Mo," "Mo/P," etc.</p>
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<p>Defines the playstyle available to the <a href="/blessfrey-gdd/character">character</a> through associated <a href="/blessfrey-gdd/skill">skills</a>, <a href="/blessfrey-gdd/perk">perk</a>, and <a href="/blessfrey-gdd/attribute">attributes</a>. Your choices generally describe the kind of person you are and your approach to social interaction, puzzle-solving, combat, and life. <p>
<p>Most of the enemy NPCs will have the same jobs available to the player, so the player will learn both to use and defend against the same skills. </p>
<p>There are six standard jobs available to the <a href="/blessfrey-gdd/player">player</a>, but more can be discovered during gameplay. </p>
<p>The basic jobs are... </p>
<ul>
<li>Armsman </li>
<li>Brawler </li>
<li>Chemist </li>
<li>Disciple </li>
<li>Hacker </li>
<li>Tamer </li>
<li><a href="/blessfrey-gdd/armsman">Armsman</a> </li>
<li><a href="/blessfrey-gdd/brawler">Brawler</a> </li>
<li><a href="/blessfrey-gdd/chemist">Chemist</a> </li>
<li><a href="/blessfrey-gdd/disciple">Disciple</a> </li>
<li><a href="/blessfrey-gdd/hacker">Hacker</a> </li>
<li><a href="/blessfrey-gdd/idle">Idle</a> </li>
<li><a href="/blessfrey-gdd/tamer">Tamer</a> </li>
</ul>
<p>The rest of the jobs, whether they were ever used or not, are... </p>
<ul>
<li>Elementalist </li>
<li>Life Priest </li>
<li>Tarot Mage </li>
<li>Traffic Control </li>
<li><a href="/blessfrey-gdd/artist">Artist</a> </li>
<li><a href="/blessfrey-gdd/elementalist">Elementalist</a> </li>
<li><a href="/blessfrey-gdd/geometer">Geometer</a> </li>
<li><a href="/blessfrey-gdd/gunner">Gunner</a> </li>
<li><a href="/blessfrey-gdd/jinx">Jinx</a> </li>
<li><a href="/blessfrey-gdd/life-priest">Life Priest</a> </li>
<li><a href="/blessfrey-gdd/linguist">Linguist</a> </li>
<li><a href="/blessfrey-gdd/martial-artist">Martial Artist</a> </li>
<li><a href="/blessfrey-gdd/necromancer">Necromancer</a> </li>
<li><a href="/blessfrey-gdd/shape-shifter">Shape-shifter</a> </li>
<li><a href="/blessfrey-gdd/slayer">Slayer</a> </li>
<li><a href="/blessfrey-gdd/tarot-mage">Tarot Mage</a> </li>
<li><a href="/blessfrey-gdd/traffic-control">Traffic Control</a> </li>
</ul>
<p>Another common job is Idle, an empty placeholder job. For those with the Idle gig, only the character's job will be shown. When a character has the Idle job, no gig can be taken and no job or gig information will be shown. This is the only job a character can double up on. New players are Idle/Idle until they choose a job. </p>
<p>A character can switch their gig to Idle to emphasize their dedication to solo-classing. Blessfrey takes after Guild Wars in a lot of ways, and solo-classing was something people always kinda wanted. Without it, we resorted to picking joke or confusion-inducing secondary professions, or we tried to spell out words like "E/Mo," "Mo/P," etc.</p>
<h2>multiclassing</h2>
<p>A character can have a job and a side gig. All associated skills and attributes will be available to the character from both jobs. This mix of playstyles defines a custom multiclass and lets players be creative. An Armsman/Disciple can be played like a paladin or cleric, a Hacker/Brawler can be played like a spy or assassin, and a Chemist/Tamer can poison his arrows using field medicine. </p>
<p>Perks are a special attribute. Only jobs come with perks. It bestows a constant boon on the character, which increases in power as the perk is increased. Although a character cannot increase a gig's perk's value or gain its boon, he will have access to all the perk's associated skills, albeit at their lowest effectiveness. </p>
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<img src="/static/img/gdd/projectiles.png" alt="(photo)">
<img src="/static/img/gdd/bodies.png" alt="(photo)">
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<h2>xp gain</h2>
<p> </p>
<h2>level up </h2>
<p>As a character's XP reaches >= level ceiling, he levels up. </p>
<p>Current level: (current XP - 1400) - 600 </p>
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<h2>xp gain</h2>
<p>The XP Bar fills to the next point of progression. If lots of XP was gained at once, the bar is filled faster as time progresses. </p>
<h2>level up </h2>
<p>The XP Bar has a 'level up' animation if the new score fills the bar before settling on the new point of progression. </p>
<p>Current level: (current XP - 1400) - 600 </p>
<img src="/static/img/gdd/level.png" alt="(photo)">
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<ul>
<li>Player Home - always safe; messy -> clean; decorate over time (reflect style + story) </li>
<li>Neighborhood - lots of florals; coyotes, hawks, fire ants, turkeys, rabbits rats, turkey hawks; mostly safe, like pre-Searing </li>
<li>Church - neighborhood church; forest clearing church </li>
<li>Lake - reflect sky, characters; creanes, egrets, pelicans, swans, herons </li>
<li>Castle - Not grand, royal family is well-known figurehead; not a lot of royal power or wealth in Mayor's shadow; damage or new additions; royal family fractured </li>
<li>Shopping Center - obviously infeasible; lack of shipping, delivery entrances, roads; really nice accomodations </li>
<li>Mayor's Mansion - self-glorifying; conspicuously grand compared to castle </li>
<li>Forest - native plants, animals; light danger; natural shrines </li>
<li>Buffer - wild, uncivilized lands; unintellible artifacts and trash foreshadowing Abyss levels; Rune, Bless, horde living in hiding </li>
<li>Mall Basement - tons of slimes; lots of security tech (hackable); obvious hints that supply is from deeper levels; no delivery trucks from above </li>
<li>Apothecary - full of charms, talismen, fung shei, etc; Night doesn't believe half of it but palys it up for tourists; supply fresh yet foreign (only obtainable in Abyss - he tests you by asking for Abyss materials) </li>
<li>Atelier - experimental, overly functional fashion; leather, chainmail, composites, scalemail; created equipment and researched unclassified materials for French agents; front </li>
</ul>
<h2>Mall</h2>
<ul>
<li>Mall Basement/Storage/Underground Entrances to Stores </li>
<li>Slime Kingdom/Buffer </li>
<li>Santa's Workshop/Packaging/Shipping </li>
</ul>