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What Are Your Status Choices?

jagvang

Villager
Xy$
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Stats have a very important role in the majority of roll-playing games. What comes to a creator's mind are usually the simple menu concept such as:

Hit Points
Magic Points
Experience
Attack
Defend
Magic
Resistance
Speed/Agility
Luck
etc . . . . .

I was wondering what will be your status choice for a game? Here is a rough list that I have decide that what I "would" like during the creative process in making a game. I will turn up a notch and rename and change some basic status to my liking of course. You can too. Please do share.

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Class (Title of the players choice of class. Title may change when mixing Class. Through mixing, a player can gain new Skills, Attributes and Abilities. Three Classes maximum)

Spirit Level (Display current level of the selected class. Level cap 150)

Experience (Self explanatory)

Hit Points (Amount of damages a character can take when attacking, under the effects of ailments or item damages. When HP reaches 0, the character faint)

Guard Break (Amount of damages a character can take when defending, summoning or casting. When GB reaches 0, the character faint)

Synergy (Cost to cast Magics, Runes, Elements and Summons)

Stamina (Cost to activate Abilities, Skills and Techniques)

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Chain Link (Chain Links grant the characters multiple attack and setup combos equal to or lower than its chain rank. Deplete link equals to the number of usage. Link varies within a multitude of classes. Bar fills up quicker from landing or taking critical damages, regular attacks and defeating enemies)

Burst Mode (Release Hidden skills. Different benefits for every classes. Bar fills up quicker from talking regular damages, defending players and consuming or using items)

Soul Release (-----------------------------Not sure what this will do yet . . . . . .)

Taunt (Disrupt the target and force it to attack the player instead. Thirty - sixty percent in canceling the target's Casting, Summoning, Healing Arts or Defending. Bar only fills up from talking to NPC, Inflicting or taking ailments of any kind and slowly during battles)

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Backpack (Slots for items and equipments. Amount of storage varies through main classes. Can be upgraded)

Partner(s) (View and modify status of Pacts, Companions, Pets and Creatures acquired from the player. Some Classes have this privilege)

Summon(s) (View and select a list of acquired Angelic, Demonic, Spiritual and miscellaneous summons. Some Classes have this privilege)

Kinship (Oh God; You know, your love life, family and best friends. . . . .)
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Attack – Defense (Physical Damage)

Tech – Block (Technical Damage)

Skill – Counter (Skill Damage)

Range – Dodge (Force Damage)

Mind – Sense (Soul Damage)

Rune – Null (Frequency Damage)

Magic – Resist (Spell Cast Damage)

Element – Harmony (Natural Damage)

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Hit Rate (Affects the percentage of closed quarter and medium attacks landing on the target(s). Also applies to strength and magical properties)

Accuracy (Affects the percentage of range and medium attacks landing on the target(s). Also applies to Strength and magical properties)

Evasion ( "------------------- " Affects the character chance to evade regular, skill and technical attacks)

Luck (Decreases the chance of landing critical hits as well as increases the character chances obtaining rare items or equipments. Higher rate increases the character resistance towards status inflicting move sets)

Critical (Higher critical rate increases a character to deal three to five times the damage. Higher rate also increases bleed damage and reduces all forms of regeneration)

Speed (Determines the order of actions of all characters. Higher rate has a chance for a multiple standard attacks. Random at will. Also affects the morale of nearby characters, speed attacks and evading Range, Magics and Elements)

Wisdom (Affects the character's resistance towards ailments and curses. Better increases in buff status and better level growth with higher rate. Increases better status reduction towards the battle target(s))

Knowledge (Changes the nature of AI battling against the player. Affects the AI’s difficulty and tactics against the player. Problem solving dungeons, maps, riddles and treasure hunting are simplify with higher rate. Increases the pool of Hidden Skills a character can learn)

Charisma (Affects the player’s ability to recruit characters and the ability of liking and getting help from NPC. Improves the effects of co-op attacks and enhance the character in gaining extra Class Points. Hidden skills are easier to obtain)

Fear (Affects the enemy/character hostility towards the target. Affects all forms of damage on a target(s) as well as increases casting rate and cancel actions . Decreases all forms of recovery with higher percentage)

Mental (-------------------

Parry (Higher parry rate increases a character chance to attack from incoming Physical, Technical and Skill attacks after evading)

Recovery (Increases recovering state in Synergy, Stamina, Abilities and Ailments. Recover from Status inflicting items, equipments and abilities quicker. Affects the amount of HP and GB restore from Healing Arts and other Skills. Decreases casting time)

Fate (---------------

Friendship (----------------

Biorhythm (Fluctuate through gameplay randomly. Affects the overall status of the character)


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Well this is all I have for now. More will come . . . .
 
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