chimchooree 2 years ago
commit 5474eb192b

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<h2>description </h2>
<p>Entities need IDs for serving translations (even English is pulled in through the TranslationServer) and judging comparisons. </p> <p>Entities need IDs for serving translations (even English is pulled in through the TranslationServer) and judging comparisons. </p>
<h2>structure </h2> <h2>structure </h2>
<h3>translation key </h3> <h3>translation key </h3>

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<p>The Armsman is one of the basic <a href="/blessfrey-gdd/job">jobs</a> available to the player and teammates. It is characterized by physical discipline and mastery of weaponry. The attributes are split between precise attacks with status effects and high mobility and slow, heavy attacks and high endurance. </p>
<p><a href="/char/Angel">Angel</a> represents the deliberate power of the Armsman, while her twin <a href="/char/Aries">Aries</a> represents the flexible alacrity of the Armsman. </p>
<p>Their perk is <b>Fitness</b>. </p>
<p>Their attributes are... </p>
<ul>
<li>Power </li>
<li>Artistry </li>
<li>Tactics </li>
</ul>
<h3>artistry </h3>
<p>stealthy, quick, and focused enough to sweep through places like you were never there and take out single targets easily</p>
<p>alternate paths by sneaking past security and efficiently assassinating targets</p>
<p>fight with bows, crossbows, daggers, martial arts. prefer to sneak through, only fight groups that cannot be avoided, and take out targets one at a time, drawing them out by priority. </p>
<h3>power </h3>
<p>master of martial combat, tough enough to take on a whole group of formidable enemies at a time </p>
<p>talents are high endurance, execellent combat form, and fighting with damage variety (blunt, slash, piece). Can use any weapon you pick up or fight open-handed.</p>
<h2>job comparisons </h2>
<h3>Brawler </h3>
<p>Both are physical combat-oriented, but Armsman has a disciplined approach grounded in tradition and honor, while Brawler uses an all-out, unconventional approach aimed to end combat swiftly. Armsman can train to use a variety of traditional weapons like swords, daggers, and bows, while Brawlers can make do with only their fists and environmental weaponry. </p>
<h2>ideabox</h2>
<ul>
<li> </li>
</ul>
<h2>previously</h2>
<p>Previous names: Warrior, Fighter, Soldier, Archer, Heavy, Light, Twinblade, Weaponsmaster, Weaponmaster </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>
<p>(Forcing profession and weapon combos was always lame to me in Guild Wars, even as flexible as it was back before they added the goofy Necro Scythes and stuff. Even if the meta would have enforced a monoculture of caster attribute spears anyway.) </p>
<p>I think Weaponmaster and Armsman capture the trained, disciplined approach, without restricting the class to melee or ranged combat. It also contrasts obviously with Brawler and other classes.</p>

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<p>Rambles about game design in general or in specific, as a dev and a gamer. </p>
<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>
<ul>
<li>when game ignores the lore - permadeath for the young and vigorous in a world with plenty of resurrection </li>
<li>losing control of your own character for an extended period - knockdown room </li>
<li>forcing player to act stupidly - story won't progress until you trigger an obvious trap, sign a bad contract, etc </li>
<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>

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<p>The Disciple 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 the power of the Holy Spirit, but this possible to obtain without salvation or a spiritual maturity. They perform miracles and receive spiritual healing and divine protection. </p>
<p><a href="/char/Chloe">Chloe</a> represents the Disciple class. </p>
<p>Their perk is Sanctification<b></b>. </p>
<p>Their attributes are... </p>
<ul>
<li>Power over Nature </li>
<li>Spiritual Healing </li>
<li>Divine Protection </li>
<li>Divine Protection </li>
</ul>
<h2>ideabox</h2>
<ul>
<li> </li>
</ul>
<h2>previously</h2>
<p>Previous names: Acolyte </p>
<p>Previous attributes: Smiting </p>

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<p>Scrapped idea. The model Elementalist was Ren or John David or whatever his most recent name was, a scrapped character. This job was blended into the <a href="/blessfrey-gdd/disciple">disciple</a>, particularly its <a href="/blessfrey-gdd/power-over-nature">Power over Nature attribute</a>. </p>
<ul>
<li>has basic control of the basic elements, which theoretically comprise everything</li>
<li>alternate paths by resolving elemental barriers - part the water, maintain air bubble to travel in water or space, put out fire, having superior DPS needed to down optional gatekeeper bosses </li>
<li>generally doesn't fight with weapons or hands, generally thinks fireballs are the only self-defense needed </li>
<li>The perk is Aether, and the attributes are fire - water - air - earth. </li>
</ul>
<h2>issues </h2>
<p>I was trying to find a way to overcome how games label all supernatural effects as "magic" by making another mage then find+replace all-ing all instances of "magic" with "miracle." </p>
<p>There are a few issues here. A general "magic" class overlaps with Disciple, who also uses "magic." DPS-oriented magic is usually given to jobs with names derived from real world witchcraft of some sort - wizard, sorceror, mage, witchdoctor, shaman, necromancer. I don't mind representing these cultures in my game, but I want to be intentional about it. </p>
<p>Elementalist is <s>from Guild Wars</s> not only apparently neutral but also comes with a clear design direction. But that isn't actually true. Water, Fire, and other 'elements' are central to the symbolic language of the Bible, sure, but the elemental world view is derived from worldly philosophers and is connected to Pagan worldviews. If I want a Christian mage, I really need to look to the Bible and church history. </p>
<p>I enjoy the term "power over nature." I thought including it as an attribute of the Disciple gave the Disciple more variety, but we'll have to see if DPS + support is just too overwhelming OP for people. It may have to be split into the Elementalist 2.0, but for now, it's just a quarter of the Disciple job. </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>. There are six standard jobs available to the <a href="/blessfrey-gdd/player">player</a>, but more can be discovered during gameplay. </p> <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>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> <p>The basic jobs are... </p>
<ul> <ul>
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<li>Tamer </li> <li>Tamer </li>
</ul> </ul>
<p>Another common job is Idle, an empty placeholder job. As a gig, it only shows the character's job. When a character has this 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 start out Idle/Idle, choose their first job like Brawler/Idle. After more gigs are learned, they can switch their gig to Idle to emphasize their dedication to solo-classing their job. Blessfrey takes after Guild Wars in a lot of ways, and solo-classing was always something people kinda wanted. Without it, we resorted to picking joke or confusion-inducing secondary professions, or we tried to spell out words like "Mo/P," "E/Mo," etc.</p> <p>The rest of the jobs, whether they were ever used or not, are... </p>
<ul>
<li>Elementalist </li>
<li>Tarot Mage </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> <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. The character can mix playstyles to define his own multiclass. 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>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. A class's perk is only available when it is selected as the job. 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 the lowest effectiveness. </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>
<h2>structure</h2> <h2>structure</h2>
<p>A character has a $Jobs node that contains all jobs as children. Information about its job, gig, and perk and attribute values are stored in this scene. </p> <p>A character has a $Jobs node that contains all jobs as children. Information about its job, gig, and perk and attribute values are stored in this scene. </p>
<p>The Jobs node has exported String variables first_job and first_gig for startup. Later, the jobs should be loaded from a save file, etc. </p> <p>The $Jobs node has exported String variables first_job and first_gig for startup. Later, the jobs should be loaded from a save file, etc. </p>

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<p>Specifically, how should Blessfrey be promoted?</p>
<h2>community events</h2>
<ul>
<li>Come up with default builds for teammates </li>
<li>Design a weapon, costume, boss. Or simply name them. </li>
</ul>

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<p>Sometimes you have to punish the player for their actions to maintain some illusion of society. </p>
<h2>ideabox</h2>
<ul>
<li>mall cop detainment - "collect" visits like Dragon's Dogma's sets of prisoner's rags </li>
<li>watch a gun safety video at the DMV-tier punishment for stray fireballs and arrows </li>
<li>activities/stories exclusive to jail - jailbreak; max affinity with the warden; Arnora, Gann-of-Dreams, etc; passage leads somewhere special and is only accessible from jail; jail-only faction </li>
<li>sent to jail for public nudity, so your friends have to bring you clothes but prank you by bringing a stupid costume </li>
<li>6teen mall cop nonsense is hilarious - "Friends don't let friends break the law!" (proceed to punish even the innocent bystander friends); "loitering"; "one false move & you're mine"; "I'll be watching you"; "Fire hazard!"; accuse mall Santa of loitering; made up violations enforced strictly </li>
</ul>

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<p>The Tamer 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 nature. Wilderness survival comes naturally to Tamers, and they have a practical knowledge of herblore and local fauna. They have a deep empathy for animals and can find alternate paths through by talking to monsters, calming them, and rallying them to their side. Also, they get to tame and care for pets! </p>
<p><a href="/char/Tessa">Tessa</a> represents the Tamer class with her animal companion <a href="/char/Choupette">Choupette</a>. </p>
<p>Their perk is <b>Animal Mimicry</b>. </p>
<p>Their attributes are... </p>
<ul>
<li>Survival </li>
<li>Command </li>
<li>Empathy </li>
</ul>
<h2>ideabox</h2>
<ul>
<li>Talk to animals like the elf in Neverwinter Nights 2 and gain new companions. Maybe miniquest, like soothe an angry beast by solving the root of its anger instead of killing it. </li>
<li>Where should the line be drawn between Tamer and Linguist? The most fair approach is probably for both to equally allow a character to learn Slimetalk, etc, though the precise mechanic and usage may differ. </li>
</ul>
<h2>previously</h2>
<p>Previous names: Ranger, Archer, Twinblade </p>

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<p>Scrapped idea. The model Tarot Mage was Blythe, a scrapped character who went into Tessa. If I kept this, I would try to blend it into some kind of job inspired by the Amalekites and focus on the randomness of Pur. </p>
<ul>
<li>understands intent and flow so well, almost seems like foresight </li>
<li>Dr. Stone mentalist, GW Mesmer or Paragon, FFXIII Saboteur </li>
<li>alternate paths by reading rooms + NPCs to determine favorable way forward - avoid combat, shorter path, more lively outcome, less dreary walk </li>
<li>buffs, nerfs, curses, healing, draining, mental tricks </li>
<li>Soothing Images, Waking Nightmare, temporary health or energy cap, Fear </li>
</ul>

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<p>The vision for Blessfrey <br></p> <p>The vision for Blessfrey <br></p>
<br> <br>
<ul> <ul>
% for i in ["achievements", "armor-rating", "attribute", "attribute-point", "cast", "character", "controls", "credits", "damage-type", "death-penalty", "design-philosophy", "dialogue", "docs", "gear", "gig", "groups", "highlight", "ID", "inspect menu", "inventory", "item", "job", "keyword", "language", "life", "marketing", "mechanics", "Mercur", "milestones", "miracles", "pathfinding", "perk", "pip", "proxemics", "punishment", "setting", "skill", "spirit", "status-effect", "story", "style guide", "terms", "vibe", "website"]:
% for i in ["achievements", "armor-rating", "attribute", "attribute-point", "cast", "character", "controls", "credits", "damage-type", "death-penalty", "dialogue", "docs", "environment-effect", "gear", "gig", "groups", "highlight", "ID", "inspect menu", "inventory", "item", "job", "keyword", "language", "life", "mechanics", "Mercur", "milestones", "miracles", "pathfinding", "perk", "pip", "proxemics", "setting", "skill", "spirit", "status-effect", "story", "style guide", "terms", "vibe", "website"]: % for i in ["achievements", "armor-rating", "attribute", "attribute-point", "cast", "character", "controls", "credits", "damage-type", "death-penalty", "dialogue", "docs", "environment-effect", "gear", "gig", "groups", "highlight", "ID", "inspect menu", "inventory", "item", "job", "keyword", "language", "life", "mechanics", "Mercur", "milestones", "miracles", "pathfinding", "perk", "pip", "proxemics", "setting", "skill", "spirit", "status-effect", "story", "style guide", "terms", "vibe", "website"]:
<li class="list">{{random.choice(['.','•','☆','★'])}}&#9;<a href=/blessfrey-gdd/{{i}}>{{i}}</a></li> <li class="list">{{random.choice(['.','•','☆','★'])}}&#9;<a href=/blessfrey-gdd/{{i}}>{{i}}</a></li>
% end % end
</ul> </ul>

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