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View Full Version : Reddigachu's Weeblemons - the blueprint


Reddig
25-05-2004, 12:38 AM
Ok. This here is a prototype of a game. I don't know if this will work. In order for it to work I'll need support from you lot, some good advice and at least a bit of enthusiasm. What you see here is another thread to loose your rupies, only that this time you don't get them back unless you resign from the game. You loose everything you had in the game and get all the money back except the entry money (£50). If the whole game doesn't turn out to work, you get all your money back. This game will probably be VERY rupie-eating, but you have my word, that when you'll want to resign - you'll get your money back.

The idea of this game is to own, train, equip and use against another players (if you want of course, but there is no other point in training and equiping) little weeblish creatures - weeblemons. It works something like pokemons probably, although I have never played in any version of pokemons (pokemons are for the kids. This here will be a manly game for alpha males and alpha females). The training proces is meant to be rather slow, also I won't let you buy too many skills or equipment at once. If this turns out to work and I'll have more than 8 players, I'll make something like championships - with prizes for the winners probably. The championships period will also be a non-training and non-buying period.

Ok, let's start with the rules (I hope these won't be too complicated). Before the game starts (if at all) any suggestions are welcome.

1. THE WEEBLEMONS

It's up to you to name them, create their images and so on. I take care of their stats and their belongings. Because each creature will have his own set of stats, I rather won't be able to keep all of them displayed in the thread. Each creature will be stored on my computer, his stats and skills will be available to anyone who'll ask me through PM and the equipment will be known only to the owner. Every time a creature will change it's stats or belongings I'll send a PM with the current looks of a creature.

Here are basic stats which will describe your weeblemons:

STRENGTH - Decides how much a weeblemon can carry, how much damage does it deal in meele and what equipment can it use. The most important skill of all.
ENDURANCE - Hit Points. Probably no skill is as important as this one.
AGILITY - Describes how fast is a weeblemon, how can it dodge attacks and it's chance to hit in meele. Don't leave home without this skill
INTELLIGENCE - Learning skills. Maybe magic and Magic Points if I decide to throw magic in. Your life depends on this skill.
PERCEPTION - Decides which weeblemon starts the combat (afterwards it's up to agility who attacks first) and the ability to hit in ranged combat. Extremely important!



The next thing are skills. A list of skills is currently being made (I'd be very gratefull for suggestions!). A weeblemon can learn only those skills which are of an equal or lower level than their intelligence. This means intelligence, although not important in combat itself (unless I add magic... but maybe I'll add a SPIRIT stat then to describe magic skills?...), might become very important if you want to get your hands on some supreme skills. But then again... maybe not? Anyway, the skills will look more or less like this:

SKILL LVL 1 (requires intelligence of 1)

RATHER HANDY WITH FISTS - +1 str when fighting unarmed (£30)
I TEND TO NOTICE THINGS - +1 per when determing who begins combat (£20)
ANY STICK WILL DO - you get a baseball bat weapon for the cost of the skill. (£15)

Each weeblemon will be able to posses a fixed number of skills of each level. You can't erase skills once you obtain them (unless they'll be flawed in some way of course). Also, I'm thinking about installing a level system into the game (for example - a won battle + lvl number x 50 rupies = lvl up), and each weeblemon will be able to gain a random number of additional skills on each level (very few though).

The last thing that will describe a weeblemon will be equipment. There will be all kinds of stuff - things to be used once and things of infinite use. Weapons and armor. Increasing or decreasing skill stuff. Whatever I (or anyone who could help me on this) thinks of. Everything would have it's requirements, so training will be prime to equipment (although the latter will influence the combats more). You will be able to sell these to me for half price or trade them with other players. Trading an item with another player will of course require notifying me.

Oh yeah, and spells. I'm not concerned about adding them - these would complicate the game additionally, more work for me etc. You decide.


2. THE BEGGINING

At the beggining you pay me £50. This gives you a hatchling. In the reason for a donation I'd want people to write "hatchling, [Skill 1], [Skill 2].
[Skill 1] stands for your primary skill. You can't choose intelligence for it. Your primary skill gives you a d6 bonus for that skill at the beggining.
[Skill 2] stands for you secondary skill. You can choose any skill here. You get a +1 bonus in this skill at the beggining.

After I get your donation, I randomly create your weeblemon. I'll use my trusty, thrusty dice to do that. The prototype looks like this:

STRENGTH = d6
ENDURANCE = 20 + d6 - d6
AGILITY = d6
INTELLIGENCE = d6
PERCEPTION = d6

If three or more dice throws will be 1, I'll repeat the throws.
If you are not satisfied with your weeblemon, you can:
1) Give it back to me for £25. I'll put it in an orphanage, where anyone will be able to buy it for £25. If you do so, you HAVE TO buy another hatchling.
2) Scrape it. The hatchling dies, you get no refunds, but you don't have to buy another hatchling.

After you obtain your hatchling, you'll be able to start training and equipping it. It's up to you what path you will choose for your weeblemon.

3. THE TRAINING

Training will be rather easy. Each round you'll have a possibility to train you weeblmon in one certain skill. You will be able to choose between simple training (cheeper, least effective), advanced training (expencive, effective) or master training (available only when you reach a certain level in a skill. Can be used only once, very expencie, very effective)
I haven't decided yet how it will exactly look. Probably like this:

Basic training (cost - £25)

Strenght - 3-d3
Endurance - 4-d3
Agility - 3-d3
Intelligene - 2-d3 (if you score less than 0, you'll just gain nothing)
Perception - 3-d3

Advanced training (cost - £75)

Strenght - d3
Endurance - 1+d3+d3
Agility - d3
Intelligence - +1
Perception - d3


Master training (cost - £250)

Strenght - 1+d3+d3
Endurance - 3+d6+d6
Agility - 1+d3+d3
Intelligence - +4
Perception - 1+d3+d3


4. THE COMBAT

I take the combat counting on myself. You only get to see the fabularised version which I'll present you. You'll have probably no influence on the combat itself (it'll go more or less random), although you can equip your weeblemons before the combat. I had came up with a rather awkward combat system, but I can't find the paper I've wrote it on. When I have more time, I'll reconstruct it and post it.
If you wish, you can bet rupies on whomever should win. You donate them to me, and after the combat I donate them to the winner. No cheating.
A special form of the combat will be the championships. You won't be able to train your weeblemons during the championships, or buy them skills and/or equipment. Except preparing your weeblemons to battle, the rest will go more or less on auto-pilot. I'll donate the prizes from my own account + handy gifts for the winners.

5. THE ROUNDS SYSTEM

Every once in a while I'll call for a new round. This might happen once in a day, might happen twice, might happen once in three days. Depends of me and how much time will I have. To make it more fair for people, who don't sit in front of the glowing blue all day, everyone will be able to store up to 4 rounds (this will happen automatically). This person will be able to use all his stored rounds at once.

6. RUPIES

As I said before, only the £50 you give me at the beggining I keep. The whole rest you donate me, you'll get back the moment you decide to resign from the game. You loose your weeblemon permanently then. I put him in a "elderly weeblemon's house of fame", where everyone will be able to view how powerfull he was in his younger days.
Trading weeblemons is not allowed. You can trade your weapons, and only after notifying me that you have done so (since all information is stored on my computer, It'd be impossible to cheat).
I haven't decided weather to let people have more than one weeblemons. Probably there'd be nothing wrong with that. I can even imagine having a whole familiy of those...

What you see above is a prototype version of the game. What do you think about it? Would it work? Would you take part in it? Do you have any cool ideas how to change it and make it better? Should I add magic? Or maybe I should just forget about the whole thing, because it sucks manly organs?

jonffm
25-05-2004, 01:05 AM
Hmmm..an intresting idea.

You should make it so you get a picture of your 'weeblmon' too. So when you start, you get a choice of three or more different looking creatures. I'd be hapy to do em for you in flash.

Looks like a good idea though, and not too expencive for the new members. Maybe think of dropping it a tad..but its ok as it is I guess.

Reddig
25-05-2004, 06:42 AM
The thing is, it has to be expencive enough to prevent the rich forumates from extremely dominating, while cheap enough for new players. I thought to make the basic things - basic training, lowest skills, basic equipment, hatchlings rather cheap, while making the more advanced stuff far more expencive.

You should make it so you get a picture of your 'weeblmon' too. So when you start, you get a choice of three or more different looking creatures. I'd be hapy to do em for you in flash.

I'd be most gratefull if you did. I'm rather very poor at graphics of any sort, so any help in this matter will be welcome.

PoofBird
25-05-2004, 07:54 AM
i really like the sound of this game

we can never have enough of these fun ideas on the forums!

go for it!

(and i'd like to see magic as well :) )

Reddig
25-05-2004, 08:53 AM
Ok, while doing some shopping I came up with another idea. This would make the game practicly rupie-independant and adds a possibility of another cool addition:

When buying a weeblemon hatchling, you'd recieve 100 bobs (bob is the weeblemon currency). Or 200. Or 1000, we'll see how it'll work out. Theese would be your starting bobs.

You could do various stuff to earn bobs.

Method 1 - Raids.

You can go on a raid. This would probably be the most popular way of gaining money (+some items from time to time). You tell me on what kind of a raid do you wan't to go (you'll have a set of raids to choose from - from the easiest to hell ones). I'll perform a raid for you then, tell you what monsters have you fought (these will be random chosen from a list of characteristical ones for a particular raid), how many times have you won and what did you get during a raid.

You can go on a raid every once round, but if you decide to do so, you can't train or buy anything that round.

Method 2 - Fighting other players

You can have a duel with someone. Pretty obvious. You'd just have to remember to tell me, so that I can perform that duel and give the money to the winner.

Method 3 - Barter

Some things found on raids will be useless to some, and precious to others. Some items will be grate for begginers, but only a burden for experienced players. Sell. Buy. Trade. Do whatever you want.

Method 4 - Rupies 2 bobs

Should I implement that? Let's say every round a player would be able to choose, to change... say... 10-1000 rupies into 1-100 bobs (unfortunatelly I'm not rich enough for this to work the other way). As you can see it's only for those, who want to have fast money without making a raid or dueling anyone. Expencive in rupies, but at least you are sure, that you'll win something.

Ok, so that's another question. Rupies or bobs?

Oh, and since PoofBird wants magic... I'll try to think a system for that.

jonffm
25-05-2004, 09:39 AM
Sounds good :)

Tell me what you want me to draw and I'll do it.

Reddig
25-05-2004, 11:05 AM
Ok, this is how a combat would look like:

1. You choose what weapons your weeblemon will be equipped with and what type of combat will you want to perform: Hand-to-hand, meele, ranged or magic. Each weeblemon can be equipped with a certain number of items/spells. This is how the equipment would more or less look like:

Head - helmets, caps, googles, stuff like that. These will mostly be either defencive things, or skill altering.
Body - armors, clothes, cloaks, robes... you get the picture. Mostly defencive and/or skill altering.
Left/right hand - you could put a weapon in each hand (or use a double handed one). Magic rocks to cast spells. Some special items to do various things.
Legs - boots and stuff like that. Mostly skill altering.
Misc - potions, throwing stuff... actually anything that you can't wrear and/or is of a single use.

Very simple and non-original, but I don't want the rules to be too complicated.
After you prepare your weeblemon to a battle, the rest goes autopilot, and depends on what stats/skills/equipment your weeblemon has and what type of combat you've chosen.

2. Combat.

The initial strike is made by the weeblemon with the highest perception skill. After that attacks are one after another, first the weeblemon with a higher agility, than the weeblemon with the lower one. This means a weeblemon with high perception and agility can deal two blows in a row at the beggining.

a) Hand to hand combat. I take the attacker agility and lower it by half of the enemies agility stat rounded up, than multiply it by 5% and add that to 15%. That's a chance to score a hit (it can't be lower that 15%). Then i make a d100 throw to see if the attack hits. If it does i substract the attacked weeblemon's armor (if it has any) from the attacking weeblemon's strenght (which could be boosted by various stuff) and add d6. That's damage, which is substracted from the attaked weeblemon's HP. End turn. Hand-to-hand always attacks first (no matter the agility).
(to hit - (Ag1 - Ag2/2) x 5% +15% [can't be lower than 15% and higher than 85%], damage: Str1 - Def2 + d6).

b) Meele combat. Hitting works the same way as hand-to-hand, but doesn't have the "first strike" bonus. If the attack hits, it deals streanght of the weapon - attacked weeblemon's defence damage (stenght doesn't change the damage, although you'll need it high anyway in order to use some bigger weapons).
(to hit - (Ag1 - Ag2/2) x 5% +15% [can't be lower than 15% and higher than 85%], damage: WeaponStr - Def2).

c) Ranged combat. I take half of the attacker's perception skill (rounded up) and multiply it by 5% - that's a chance to hit a shot. If the attack hits, the rest goes as in meele. In ranged combat you can't dodge enemy attacks (that means meele fighters have a far higher chance to hit).
(to hit - Pe1/2 x 5% [can't be lower than 15% and higher than 85%], damage: weaponStr - Def2).

d) Magic combat. I guess It'll look like this - each player befor combat can choose three spells - an offencive spell, a defencive spell and a permanent spell. Attacks will be made with the offencive spell obviously. The spell can't miss, but can be misspelled - they can just "not work". The higher level of a spell, the higher chance of a spell to be misspelled. The higher "SPIRIT" stat of a player, the lower chance for a spell to be misspelled. I'll describe it later. If the spell is succesfully cast, it's effect... takes effect.
(to hit - I don't know exactly yet, damage: various.)

There we go. That isn't to complicated, right? Generally it's up to me to make the combat "run", you will only see a description of what has happened, and see the effects.

If a weeblemon wins or looses nothing particulary grate or mallicious happens to him. All weeblemons have very efficient regeneration skills.
When it comes to raids, I won't write you a hole description of a battle, I'll just present the effects. HP doesn't regenerate itself during a raid. Your raid will end after a random number of battles or when your weeblemon's HP drops to zero.

I hope it makes sense.
Comments?

ShortFuse
25-05-2004, 11:37 AM
Sounds like a great idea but I think you should start a different thread after all the rules and such are worked out so that people don't have scroll through a load of posts saying "Can I join or How does this work?"

I shall sign up when its ready to go. I shall now go and start creating a picture of my Weeblmon unless someone wants to make me one. please....

:D

Reddig
25-05-2004, 11:42 AM
JohnyFFmaster promised to make a few. Of course anyone can make his own, the pictures have no influence on the game (yes, even Jams and Yams will be able to wear shoes). The only rule is to make three pics: one pic of a hatchling/baby weeblemon, one pic of a mature weeblemon and one pic of a master weeblemon.

And yes, after the rules will be finished, I'll make the official Weeblemons thread, with complete rules, combat descriptions etc. etc.

jonffm
25-05-2004, 11:43 AM
Reedig, do you mean like this..

http://www.finalfantasym.com/weeblmon.gif

And you get to choose its colour, pattern ect.

Obviously there will be other species, but this is just an example.

EDIT: That was just a quick version, the actuall pics will look alot better.

Reddig
25-05-2004, 11:46 AM
That's fabulous! Yes, that's exactly what I was thinking of! Although the master form could be even more manly... You know, a horn here, a fang there, one or two spikes etc. Manly. But it's grate anyway.

[edit] Oh, and one more thing: what's a better name? Weeblmon or Weeblemon?

jonffm
25-05-2004, 11:47 AM
It was just an example, so gimme a while and I'll make a decent one in PSP.

*draws*

ShortFuse
25-05-2004, 12:14 PM
Weeblmon, I think is a better name.

So our characters have to be Weebl and Bob related? or can they be anything because I was just going to steal some sort of monster pictures off google and then change there colours around.

Reddig
25-05-2004, 12:26 PM
I'd prefer Weebl and Bob related, although if you want a non-Weebl related creature it's fine as long you make it at least a bit weebl-like. Also I'd rather suggest something more or less avatar sized.

jonffm
25-05-2004, 12:33 PM
Like this?

www.finalfantasym.com/monkey123.png

Abit OTT but hay

Reddig
25-05-2004, 12:57 PM
Yeah, I think that's ok.

Skills:

Every weeblmon can buy a certain number of skills (cost in bracets):

LVL 0 skills - infinite number (50 bobs)
LVL 1 Skills - 4 (20 bobs)
LVL 2 SKills - 3 (35 bobs)
LVL 3 Skills - 2 (50 bobs)
LVL 4 skills - 2 (65 bobs)
LVL 5 skills - 2 (80 bobs)
LVL 6 skills - 1 (120 bobs)
LVL 7 skills - 1 (200 bobs)
LVL 8 skills - 1 (350 bobs)
LVL 9 skills - 1 (600 bobs)
LVL 10 skills - 1 (1000 bobs)


I think that's more or less fair, although who knows how many more levels will be added. I'm also not sure about the costs yet.

To obtain a skill a weeblemon has to have (int/2 rounded up) at least as high as the skill level. You can have as many skills, as your int level. This means with int=7 you can have up to seven skills from levels 0-4.

Some skills for a start:

Skill level 0:

LICENCE TO SHOOT - Weeblmon can use ranged weapons. (without this skill all ranged weapons get -15% to hit)
PRRRRRESTO! - Weeblmon can use magic.
THAT'S HOW YOU HOLD IT - Weeblmon can use meele weapons (without this skill all meele weapons get -15% to hit)
IT'S HEAVY, BUT YOU'LL GET USED TO IT - Weeblmon can use armor (without this skill Weeblmon can wear only light armor)
LITERATE - Weeblmon can benefit from reading books.
ONE HANDER - Weeblmon can use only one handed ranged weapons. He gets a +3 PER bonus when using a ranged weapon.
HEAVY BRUISER - Weeblmon gets a +3 HtH damage bonus, but -1 AGI.


Skill level 1:

RATHER HANDY WITH FISTS - During a hand-to-hand combat Weeblmon gains a +1 Strenght bonus when determing damage.
I TEND TO NOTICE THINGS - +1 per when determing who begins combat
ANY STICK WILL DO - you get a baseball bat weapon for the cost of the skill
MAGIC LVL 1 - Weeblmon can use lvl 1 spells.
THICK-SKULLED - Weeblmon has a natural +1 def. Each helmet he wears gets -1 def.
KNIFE LOVER - Weeblmon gets + 1 AGI ant +1 Str when using a knife.

Skill level 2:

BASHER - Weeblmon deals + 2 damage every time he hits with a double handed meele weapon. Requires str skill of 5+
DODGER - Weeblmon gets a +4 Agi bonus when dodging attacks. Needs AGI of 5+
STINKY - Weeblmon stinks! Enemy gets -1 PER and -1 AGI in the first three turns of combat.



Skill level 3:

TOXIC AURA - Weeblmon has a nasty toxic aura arround himself. During a combat enemy looses 1 HP each turn. Toxic weapons don't deal damage.
MAGIC LVL 2 - Weeblmon can use lvl 2 spells.


Skill level 4:

EVIL EYES - Weeblmon has very scary and evil eyes, which stun his enemies. Enemy looses his first combat round.
RAIDER - During raids Weeblmon always fights one additional battle.

And so on, and so on.


Oh, I've forgotten one thing about combat earlier - dice. I've changed it already, so for the updated rules for combat see above.

When I'll be done with equipment and spells, I'll start a beta-test thread to see if it works at all. It will have just a few skills, spells etc., but I just wan't to see if it works at all.

Shave
25-05-2004, 05:06 PM
sonds good. i'd be interested when it's up and running

Reddig
26-05-2004, 03:11 PM
Hmm... I'm half way through the equipment stuff, but I'm beggining to wonder... isn't all this a bit too complicated? So much stuff, so much to do... Maybe I should make the rules a bit simpler (like for example - delete the skill things... or not implement magic... or just make it about training and fighting? Anyway, if you all think it's ok as it is, I'll carry on with the equipment and magic and begin a prototype game.