Gemsinger Chronicles The Video Game is based off of a novel written by a talented fantasy writer named SparklingBlue. Here I will be explaining Gemsinger and how it works.
Alright, first let's get into some features of Gemsinger.
Geography: Now I have a rough draft world map which can be found here http://i884.photobucket.com/albums/ac49/moonlightstars430/WorldMapShokiyu.jpg
Note that this may not be the official map.
Battles: Battles are fought using the Side View Battle System, which resembles the Final Fantasy style battle system. There are many features of the battle system, which I will describe below.
Enemy Levels
This is a new feature I added a few days ago. Enemies will have levels, just like in Tales of Symphonia Dawn of the new world. Or even like Pokemon, where you want to keep your level near your enemies so you can stand a chance against them. Gemsinger enemies will be around the level you are. Train if you need to, so you can be at about the level as them.
Instruments
There will be instruments such as Arune's chimes which will aid in battle tremendously. Arune's chime attacks can raise the status of your allies and inflict status effects on the enemies. I will program other instruments which you can use to defeat your enemies. Miresa will probably have whistles or so. I will update this as I go along
Ability Symbols
Ability symbols will serve as an equip slot for your party. You can set Ability Symbols which will do various things such as raise the status of your allies or prevent your ally from getting inflicted by a certain status effect. Ability Symbols may also heal you little by little during battle as time goes on.
Note: I will add more to the battle system post after I get more features added into the battle system. Next I will be explaining my World Map System
World Map System
This is a unique world map system that I'm pretty sure no other Rpg Maker out there has. (Over the millions of Rpg makers out there in the internet, I could be wrong. But I'm pretty sure that no one has thought of this yet) Anyways, the map system is a "Select where you want to go" system. When you enter the map, you will only be able to travel to the places close to the said place. For Example, you cannot just move from Telrain all the way to Selance. The Forest of Dawn is in between the two, so you must travel through the Forest of Dawn to get to Selance. But once you get farther in the game there will be a teleporting shop that will open up in your city or outpost that you can visit. Inside there will be a mage you can talk to that will teleport you to other cities. I'm deciding whether or not to make you pay. I probably won't in the end, since money could be spent on more important things like supplies, weapons, and armor. That's all I have to say about that, unless I add in a new feature.
Dungeons
Now I will explain to you about dungeons and how they work.
Obstacles
Dungeons will have some mazes and etc. you have to complete to get through them. So they will come with a challenge. Not all obstacles will be mazes. There is also Boulder Pushing, and in an elemental dungeon, Miresa is required to learn a certain spell before she can continue on. She will learn it once she is required to go into the dungeon, this is only to prevent you from going into the dungeon early, and to add more fun into the game.
Enemies
Enemies will appear by on-screen encounter. Which means they appear as a sprite on the screen, moving throughout the dungeon. If you run into one, that means battle. I know most of you despise that overused random encounters. It's no fun if you can't go through the dungeon without all these surprised encounters. And with the on-screen encounter, you will be able to avoid the enemies if you are low of health. There is a variety of enemies in every dungeon. As you progress in the dungeon, you'll find stronger enemies. They will be at a higher enemy level than that ones at the beginning of the cave. So as you progress through the cave, you'll gain levels and you'll fight stronger enemies throughout the cave, adding challenges and interest. Personally this was my favorite new feature in the game, I'm quite pleased I thought of it while setting up my on-screen encounters, which enables me to do that stronger enemy feature.
Healing Orbs
When you enter a dungeon, you'll probably see a glowing orb at the beginning of the cave. That is a healing orb. They are crystal spheres filled with healing magia. They will completely heal your party up so you don't have to travel all the way back to your city if you are low of health. Healing orbs are usually located near the entrance of the cave, or at a checkpoint, or near the place of a boss battle, so you can heal before fighting the boss.
Supply Orbs
Supply orbs contain things like foods, waters, and other supplies that heal you or buff you. Make sure you have money on you, as the supplies aren't free. They'll cost just the same as on a store, so it's pretty much a store in a dungeon. These are located at a Checkpoint, or right before a boss battle, which allows you to prepare for an upcoming fight.
Checkpoints
You've probably read the word checkpoint in my earlier posts. Well here's that they are. Checkpoints are located usually in the middle of the dungeon, or at the place right before a boss battle. They'll contain a healing orb, supply orb, and they'll be isolated from enemies, which means you are safe inside of them. Enemies may wander into the checkpoint, but that's really unlikely since enemies will be programmed farther away from the checkpoint, allowing some space and safety in the checkpoint. Checkpoints will be in a room which is shaped like a square or rectangle. You'll probably know it's a checkpoint if it contains a healing orb, a supply orb, and is in a rectangular room. You'll know a boss battle is coming up if you see a checkpoint or an isolated healing orb near the end of the dungeon, or even at an unexpected place. Checkpoints are very useful because they contain supply orbs, healing orbs, and an enemy free zone. They are a great place to train as you can always travel back to the checkpoint to heal.
Stay tuned, more will be updated soon.
Friday, October 1, 2010
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