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	<title>Game Developments Blog</title>
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	<description>Chronicling the process of developing a game</description>
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		<title>Game Developments Blog</title>
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		<item>
		<title>they&#8217;re both wrong</title>
		<link>http://aquilivurbelkorin.wordpress.com/2010/04/14/theyre-both-wrong/</link>
		<comments>http://aquilivurbelkorin.wordpress.com/2010/04/14/theyre-both-wrong/#comments</comments>
		<pubDate>Wed, 14 Apr 2010 04:28:34 +0000</pubDate>
		<dc:creator>aquilivur</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[races]]></category>

		<guid isPermaLink="false">http://aquilivurbelkorin.wordpress.com/?p=90</guid>
		<description><![CDATA[Today&#8217;s topic is the approach to races that I&#8217;ve developed recently. Well, first off, I looked at this from the viewpoint of how to incorporate race into the game, numbers wise, and so forth. I have decided this is bad, and that keeping with my usual approach, it would be best to start extremely broad [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=aquilivurbelkorin.wordpress.com&amp;blog=9977047&amp;post=90&amp;subd=aquilivurbelkorin&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Today&#8217;s topic is the approach to races that I&#8217;ve developed recently. Well, first off, I looked at this from the viewpoint of how to incorporate race into the game, numbers wise, and so forth. I have decided this is bad, and that keeping with my usual approach, it would be best to start extremely broad with this, and let the weeding out happen during later processes.</p>
<p>In general, I want the usual fantasy-fare for races, as well as some completely unused creature types. Of course, humans are a given, because they always are. In keeping with usual fare, we also have modified humans, which Ive called strongmen and the ancient ones for now, which are, in essence, humans specialized for magic or martial purposes. With those out of the way, now we must address the non-human fare. At the moment, I feel we want to create a sense of uniqueness, so we&#8217;ve avoided the usual elf/dwarf/gnome approach. Instead, our first non-human race will be that of the beast folk. I know it&#8217;s not actually very unique, other games have had lizard and tiger and oxen races. I think we&#8217;ll be different through sheer number, however. We can use a large number of different possibilities, with little differences here and there. Race itself isn&#8217;t meant to comprise the majority of a character&#8217;s identity anyway. A  more unique branching of this that I decided I wanted after playing Shining Force is Tauric races. These are races that are part human, part quadruped. The typical example of this is the centaur. This gives us something very unique in an action rpg setting, not so much in a strategy rpg setting, but that&#8217;s OK. Since we&#8217;ve done a good deal of animal people, incorporating plant people shouldn&#8217;t be much of a problem either. The specifics of plant people is something that needs to be discussed, however. Departing from the organic side, I&#8217;ve taken a page from Eberron and decided that some sort of construct race would be cool as well. Almost forgot, we&#8217;ve got to include a dragon race for a friends sake. Finally, I just thought I&#8217;d like to have some insect-inspired races as well.</p>
<p>The list ends up being:</p>
<ul>
<li>Humans</li>
<li>Strongmen</li>
<li>Ancient Ones</li>
<li>Beast Folk</li>
<li>Tauric Folk</li>
<li>Dragon Kin</li>
<li>Plant People</li>
<li>Construct Race</li>
<li>Bug people</li>
</ul>
<p>Now, a final thought. I think this list is very much acceptable, however, I don&#8217;t think character creation will stop at this. In my intended method, the choice of race will supply an initial set of biological traits. However, after this, a character must choose an &#8220;upbringing&#8221; as well, which will complete the character creation process. So, in the end, a character at level one is a function of race, upbringing, and the interaction of race and upbringing (some races react differently to certain training). I totally stole that idea from Kurt Lewin, but its a good idea, so why not. Now, in order to apply this, we need to decide how each race lives, as well as the level of xenophobia present in their culture. We need to figure out who lives in giant cities and little villages, even though most of the races will probably have both. Also, the culture a character is brought up in will probably have a direct correlation with which power type is used.</p>
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			<media:title type="html">aquilivur</media:title>
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		<title>just a little</title>
		<link>http://aquilivurbelkorin.wordpress.com/2010/03/29/just-a-little/</link>
		<comments>http://aquilivurbelkorin.wordpress.com/2010/03/29/just-a-little/#comments</comments>
		<pubDate>Tue, 30 Mar 2010 03:45:23 +0000</pubDate>
		<dc:creator>aquilivur</dc:creator>
				<category><![CDATA[Fluff]]></category>
		<category><![CDATA[items]]></category>
		<category><![CDATA[Mechanics]]></category>

		<guid isPermaLink="false">http://aquilivurbelkorin.wordpress.com/?p=84</guid>
		<description><![CDATA[Ok, the results of today&#8217;s discussion were the decision to eradicate the duel energy bar system. Everyone&#8217;s energy is energy, and they have one bar of it. This makes magic weapons a whole lot easier. Now, the recent problem that i had with dex increasing the energy amount has been solved as well. Str based [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=aquilivurbelkorin.wordpress.com&amp;blog=9977047&amp;post=84&amp;subd=aquilivurbelkorin&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Ok, the results of today&#8217;s discussion were the decision to eradicate the duel energy bar system. Everyone&#8217;s energy is energy, and they have one bar of it. This makes magic weapons a whole lot easier. Now, the recent problem that i had with dex increasing the energy amount has been solved as well. Str based and dex based both train to use their energy, however, their bodies adapt because the training is different. However, they both increase power usage rather similarly. Also, armor types were addressed. the three types are characterized by a trade-off of mobility and damage reduction.  heavy armor provides the most protection with the least mobility, and light armor is the opposite. We&#8217;ve also decided that shields can void attacks from specific directions. Whether characters can move while defending has yet to be addressed, but it&#8217;ll probably happen.</p>
<p>Now, after this, we need to address the process by which our characters become stronger. Also, since we have an idea of our eventual controller, we can start thinking of control schemes. After that, we&#8217;ve more or less exhausted the mechanics side for now, and it would be appropriate to begin creating item and skill lists.</p>
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			<media:title type="html">aquilivur</media:title>
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		<title>About programming this nonsense</title>
		<link>http://aquilivurbelkorin.wordpress.com/2010/03/27/about-programming-this-nonsense/</link>
		<comments>http://aquilivurbelkorin.wordpress.com/2010/03/27/about-programming-this-nonsense/#comments</comments>
		<pubDate>Sun, 28 Mar 2010 00:29:57 +0000</pubDate>
		<dc:creator>belkorin</dc:creator>
				<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://aquilivurbelkorin.wordpress.com/?p=81</guid>
		<description><![CDATA[So I&#8217;ve been thinkin&#8217; about the approach I was taking previously towards the programming of all this nonsense, and I have come to the conclusion that I wasn&#8217;t going about it in a very flexible or scalable manner. I&#8217;m throwing out the old code and starting over, or rather, not restoring the old code from [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=aquilivurbelkorin.wordpress.com&amp;blog=9977047&amp;post=81&amp;subd=aquilivurbelkorin&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>So I&#8217;ve been thinkin&#8217; about the approach I was taking previously towards the programming of all this nonsense, and I have come to the conclusion that I wasn&#8217;t going about it in a very flexible or scalable manner. I&#8217;m throwing out the old code and starting over, or rather, not restoring the old code from before I wiped my computer and upgraded to win7.</p>
<p>Here&#8217;s the new approach -</p>
<p>A three &#8220;tier&#8221; software development model: Interface, backend, database. I&#8217;ll be tackling the back-end first, because that&#8217;s where the real &#8220;meat&#8221; of the code is.</p>
<ul>
<li>The backend communicates between the database and the user interface, but operates independently from any given implementation of either. This allows for easy testing and reusing of the engine in different situations. If it&#8217;s modular enough, it may even be reusable between different RPG sub-genre. It would be really convenient from a programming point of view to be able to reuse significant chunks of code between a turn based strategy rpg and a quasi-real-time action rpg.</li>
<li>The database tier will probably not actually be an actual SQL(or something similar) database, but instead some text files(or maybe XML files) loaded into representative objects in memory to be retrieved by the backend. This will hopefully keep the backend from being dependent on a specific data storage scheme, and make things all around more scalable, reusable, and flexible.</li>
<li>The interface tier will be developed last. At first, for basic testing purposes I&#8217;m going to use a simple text based interface, that can later be expanded to just about anything, because it will just get info from and send info to the backend.</li>
</ul>
<p>As I actually set out in writing this code I&#8217;ll put up some less vague information. My current conundrum is figuring out what language to program it in. The more I think about it, the more I think it&#8217;s stupid to be hating on XNA for not having the ability to draw 2D geometric primitives, because the finished product of this whole thing should be entirely sprite based anyway. It&#8217;s not like we&#8217;re making a vector graphics based system here. With the work that I&#8217;m doing in C# at my jorb and the requests that I&#8217;ve gotten for &#8216;troller support, XNA currently seems like the logical choice, but it makes cross-platform nigh impossible. Do we really need it to be Mac/Linux compatible when it will be Windows, xbox360(If I get one to develop on) and windows phone 7 compatible?</p>
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			<media:title type="html">belkorin</media:title>
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		<title>possibility</title>
		<link>http://aquilivurbelkorin.wordpress.com/2010/03/24/possibility/</link>
		<comments>http://aquilivurbelkorin.wordpress.com/2010/03/24/possibility/#comments</comments>
		<pubDate>Thu, 25 Mar 2010 01:46:04 +0000</pubDate>
		<dc:creator>aquilivur</dc:creator>
				<category><![CDATA[Fluff]]></category>
		<category><![CDATA[items]]></category>

		<guid isPermaLink="false">http://aquilivurbelkorin.wordpress.com/?p=78</guid>
		<description><![CDATA[so today I want to talk about our magic item problem. First off, the magic item are designed to avoid the usual coincidental path which offers the player items in order of increasing power.  Our idea is have mundane weapons which are constant throughout the game, maybe some unique materials, but most of the more [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=aquilivurbelkorin.wordpress.com&amp;blog=9977047&amp;post=78&amp;subd=aquilivurbelkorin&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>so today I want to talk about our magic item problem. First off, the magic item are designed to avoid the usual coincidental path which offers the player items in order of increasing power.  Our idea is have mundane weapons which are constant throughout the game, maybe some unique materials, but most of the more powerful weapons draw power from their users. Now, the problem I encountered, is that I explained super-human strength and speed as a result of the fact everyone has ki. However, this does not lessen the appeal of ki, because pure ki characters can go much farther along those lines than other chars, who make up for it with the uniqueness of their powers. However, Ki characters will have more of the &#8220;stamina&#8221; stat we intended to have certain weapons draw energy from. This would effectively place stronger weapons into ki users hands before other characters. I do not want this to happen.  And so, here is my proposed solution.</p>
<p>Along with a set amount of stamina/mp, a character will have a value which represents the maximal output in an instance. This is the highest amount of stamina/mp they can muster to one task at a given time. This stat would have to be determined as a function of the characters stats.  This way, even if a ki char has more stamina, the weapons they use are limited in the same way as other characters. The only problem I see here is that dex-based characters are now the ones at a disadvantage. This of course is unless we make dex and strength similar in their contribution to the ability to muster energy. Honestly however, this doesn&#8217;t make any sense to me.</p>
<p>Dammit, now I have another problem to deal with&#8230;whatever, Ill do it later.</p>
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			<media:title type="html">aquilivur</media:title>
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		<title>lists &#8216;n the like</title>
		<link>http://aquilivurbelkorin.wordpress.com/2010/03/20/lists-n-the-like/</link>
		<comments>http://aquilivurbelkorin.wordpress.com/2010/03/20/lists-n-the-like/#comments</comments>
		<pubDate>Sun, 21 Mar 2010 01:18:30 +0000</pubDate>
		<dc:creator>aquilivur</dc:creator>
				<category><![CDATA[Fluff]]></category>
		<category><![CDATA[Powers]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://aquilivurbelkorin.wordpress.com/?p=76</guid>
		<description><![CDATA[Today is just random lists of different things we&#8217;ve discussed recently. Nothing real original here, just some stuff. Weapons: We&#8217;ve more or less grouped weapons into three categories, based on method of use really. They are weapons reliant on strength, which are just really effin huge types. Then we have dex-based weaponry, not really compatible [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=aquilivurbelkorin.wordpress.com&amp;blog=9977047&amp;post=76&amp;subd=aquilivurbelkorin&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Today is just random lists of different things we&#8217;ve discussed recently. Nothing real original here, just some stuff.</p>
<p>Weapons: We&#8217;ve more or less grouped weapons into three categories, based on method of use really. They are weapons reliant on strength, which are just really effin huge types. Then we have dex-based weaponry, not really compatible with swing as hard as you can methodologies. Then the ones in between, which can function both ways.</p>
<p>Strength</p>
<p>large one-handed swords, axes, maces, picks, and katanas</p>
<p>heavy spears, lances, polearms, two-handed weapons and oversized two-handed weapons</p>
<p>heavily-weighted chain style (ie, big iron ball on chain)</p>
<p>dex</p>
<p>lighter one-handed swords and axes perhaps, light spears, small weapons on chains</p>
<p>katanas (used two-handed)</p>
<p>dagger,gloves, claws, katars, and similar weapons</p>
<p>I can&#8217;t recall many others, but the general idea remains. As for magic items, we decided that they grow in strength by drawing energy from the user. However, I need to rethink that after talking about the effects of ki yesterday.  ki users would typically have higher levels of one type of energy, because my statements make a second type of energy bar unneccesary for ki users. The only way I see to balance that at the moment is to make ki moves cost less to ki users, to allow them the same overall amount of skill usage with similar amounts of energy. it might work, Ill have to wait and see.</p>
<p>Damage types: this is just a list of possible sources of damage we can use in handing out resistance bonuses. We tried to be logical and base these on real existing dangers.</p>
<p>Fire: damage through heat</p>
<p>Cold: damage through cold, ie the removal of heat</p>
<p>acid: corrosive substances that interact with flesh is undesirable ways</p>
<p>sound: high-pitch frequency, since its unique</p>
<p>force: physical damage, telekinetic damage, concussive force, low-frequency soundwaves</p>
<p>necromantic: we&#8217;ve decided to make this a damage similar to radiation, just weaker</p>
<p>poisons: mechancis undefined, but things that interfere with biology</p>
<p>Thats what i remember for the moment</p>
<p>Power-type bonuses: this is based on the idea that different power types affect biology in different ways through mere presence.</p>
<p>Ki: ki users are hardy and enduring, they gain additional hp</p>
<p>Beast spirit: filled with overflowing life, additional hp as well</p>
<p>Demonic: additional mp, not really explained yet, but more or less think of it as this power tends to exist in greater amounts, due to being either more friendly to its users bodies, or trying to corrupt them I guess, even through I think we&#8217;ll go with something like the former.</p>
<p>Onmyou: its users also have more mp, maybe itll be something related to its inital training.</p>
<p>Smithy: naturally resilient, damage resistance</p>
<p>planet spirits: resistant to damage of various elements</p>
<p>ancestor spirits: Probably another physical damage reduction type, think of some ancestral armor or something</p>
<p>psionic: chaotic energy encourages and aids movement, increased movement speeds</p>
<p>Celestial: resistance to damage types, mainly due to battles with demonic</p>
<p>Thats where we are at, some may need some tinkering, but more or less its solid</p>
<p>in summary, we need to finalize magic weapons, ascertain power bonuses, and a discussion of ki as Ive defined it previously.</p>
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		<title>just thinking</title>
		<link>http://aquilivurbelkorin.wordpress.com/2010/03/19/just-thinking/</link>
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		<pubDate>Fri, 19 Mar 2010 04:04:48 +0000</pubDate>
		<dc:creator>aquilivur</dc:creator>
				<category><![CDATA[Fluff]]></category>
		<category><![CDATA[races]]></category>
		<category><![CDATA[skills]]></category>
		<category><![CDATA[stats]]></category>

		<guid isPermaLink="false">http://aquilivurbelkorin.wordpress.com/?p=72</guid>
		<description><![CDATA[ok, its time for something even more immaterial than the last couple of posts. This one is more or less just me ranting about various things loosely related to the game, if at all. First, addressing the classic angels &#8220;holy church&#8221; idea. We intentionally want to avoid racial good/evil biases. Differences in culture, education and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=aquilivurbelkorin.wordpress.com&amp;blog=9977047&amp;post=72&amp;subd=aquilivurbelkorin&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>ok, its time for something even more immaterial than the last couple of posts. This one is more or less just me ranting about various things loosely related to the game, if at all.</p>
<p>First, addressing the classic angels &#8220;holy church&#8221; idea. We intentionally want to avoid racial good/evil biases. Differences in culture, education and so on will indeed lead to differences in acceptance of aggressive behavior and so forth, however. That doesn&#8217;t mean the ppl we refer to as &#8220;celestial&#8221; in this game are a complete betrayal of the usual. Our celestials are a group banished to their own &#8220;realm&#8221; by a creator deity after their part in some sort of catastrophe with the demonic types. They are guilty of disobeying some ordinance or something, but since our deity is more or less a nice guy, the punishment is slightly different from the one the demonic forces received.  Their particular plane is much more accomodating and a lot nicer. This is a result of the creator showing favoritism in carrying out the punishment demanded of the earth spirit thingy.  Now, within that plane, we end up with different groups with varying amounts of zeal in their actions against demonic forces. For some reason, after so long I guess, travel between planes became an occurance/possibility, and so demonic and celestial forces got involved with mortal affairs. Now, for the most part, certain demons who retained their rage after being banished have various agendas in the mortal realm. For the most part, finding artifacts and ways to increase their influence in the mortal realm  are their top priorities. And then, specific factions among the celestial work with mortals against these ploys, when possible. Powers of the two while in the mortal realm are similar to moral denizens, ranging from really strong to friggin weak.  Therefore, their influence exists through various ways, such as possession, agents, alliances, and summoning spells. As for church types, like paladins, those tend to be related to groups who worship the celestials. They mimic the powers of the celestials to aid in the fight against demonic forces. However, this leads to the assumption that all from the demon realm are evil, and this is not true. Similar to the celestial realm, only the more motivated ones in the demon realm end up doing stuff in the mortal realm.</p>
<p>Next is a justification for super abilities without magic. Im going to put this one into a difference in biological adaptation.  As in, the process of improving physique in this world has a much higher ceiling than our own. Also, the actual anatomy of persons is different enough that their bodies can become more sturdy in response to repeated impact. Their muscles are composed of an enchanced version of our own, aided by supernatural energy. The idea is that everyone has ki, but the presence of another energy type diminishes the potential for ki usage, so that ppl using other energies can&#8217;t do the most extreme ki maneuvers. This also allows them to reach supernatural strength without the assistance of magic.</p>
<p>To be honest, I think that most classes apart form ki will want to invest in their own specific energy. Ki users will have a unique position, allowing them to ignore magic if they want to avoid any sort of subtle manipulation, as ki will respond to training for any type really.  Certain other types will allow super-natural strength to blossom tho, like celestial, and psionics indirectly. This means, apart from ki, most classes will consist of those who mix dex and magic, str and magic, all three, and pursue magic exclusively.  Whats the point of picking a power type you won&#8217;t use?</p>
<p>The magic itself is biological as well, if I haven&#8217;t said that. the bodies ability to store and use will be reflective of training. this lets us keep all the stats physiological and trainable.</p>
<p>Speaking of that, we haven&#8217;t decided on a leveling system. I know the standard is a set experience value gives you a level during which everything increases, but i don&#8217;t know if i agree with that. Anyway, first off, since I&#8217;m placing an emphasis on training, Im going to opt for different levels in skills, not gained through skill points, but usage. Also, I feel that since we&#8217;re reflecting training, and the bodies capacity for training increases as you train, we should have moves grouped into related sets, and the number of sets you have increases with level in some way. Also, stats should probably be more concerned with the characters actual defeated opponents. To be honest tho, the most sensiable way to handle stats is to have stats increase as you use moves based on that stat. Something like, the more strength based moves you use, the better you are at that. I don&#8217;t think our games will have a long enough time span to incorporate loss of stats through neglect, and things can&#8217;t go beyond the base levels, cuz the characters won&#8217;t age considerably in the course of one game, probably. In this setting, most of the characters customization comes from picking the skill sets, and the variations of those moves, which will probably be something that becomes available with more of the relevant stat. Also, since this is all move related, it seems easy to grind on little monsters endlessly. This won&#8217;t work, because progressive overload is needed (&lt;-bs btw), so monsters only lend suitable experience for increasing stats until a certain point, and then stronger monsters are needed.  think of it as doing the same thing endlessly does not lead to endless gains.</p>
<p>In a strategy rpg, this idea doesn&#8217;t work as well. Seeing this, I will say that a good idea may be two points per level, and a skill point, but we have to make sure they don&#8217;t get too many skills.</p>
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		<title>continuing from before</title>
		<link>http://aquilivurbelkorin.wordpress.com/2010/03/13/continuing-from-before/</link>
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		<pubDate>Sun, 14 Mar 2010 03:23:55 +0000</pubDate>
		<dc:creator>aquilivur</dc:creator>
				<category><![CDATA[Fluff]]></category>
		<category><![CDATA[Mechanics]]></category>
		<category><![CDATA[classes]]></category>
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		<guid isPermaLink="false">http://aquilivurbelkorin.wordpress.com/?p=69</guid>
		<description><![CDATA[And so, now that I have some time, Ill like to propose/elaborate on yesterday&#8217;s materials. First, the idea of magic weapons. Talking with Belkorin, I believe we&#8217;ve come to the agreement that a given character will have a meter representing magic points for magic, and &#8220;stamina&#8221; for martial moves. This gives each character three distinct [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=aquilivurbelkorin.wordpress.com&amp;blog=9977047&amp;post=69&amp;subd=aquilivurbelkorin&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>And so, now that I have some time, Ill like to propose/elaborate on yesterday&#8217;s materials. First, the idea of magic weapons. Talking with Belkorin, I believe we&#8217;ve come to the agreement that a given character will have a meter representing magic points for magic, and &#8220;stamina&#8221; for martial moves. This gives each character three distinct bars, for hit points, magic points and stamina. This offers one solution to our issue with magic weapons, in that a weapon can draw on either magic or stamina for its enhanced effects.  Whether a weapon can draw on either or one specific type has yet to be discussed. Furthermore, Id to state some things regarding magic items. A given item either adds a passive bonus at a cost to sp/mp, or simply adds whatever moves it has to the list of moves a character can perform. Also, turning off items is a free action. Some items may also activate &#8220;modes&#8221; during which they drain energy for some type of sustained benefit.</p>
<p>Now, having said what I will regarding items, my second idea from yesterday which i didn&#8217;t get much time to develop is the class idea. Now, this is inspired by an aspect of a game I like called shining force, in which characters can become &#8220;promoted&#8221; into new classes once they level up enough in their original class. Explaining why I like it can&#8217;t be done right now, its more an affective thing. Anyway, I like the idea, so i propose a way of using it. However, in our case, it should be like this. A character starts at level one, picks his initial stats and skills, buys equipment and so on. After leveling a while, he can focus his training towards a specific aspect of his fighting style which he likes. For example, a character who likes using rage skills can become a &#8220;berserker&#8221; and fine-tune his rage skills. The act of choosing a class involves prerequisites, and the fact they have to choose those over other possibilities makes using classes slightly narrowing, but not too much so.  Picking the class is similar to picking a passive bonus, and some classes may affect given skills, but overall not too much so. Now, in this system, I want to keep pre-reqs relatively broad, so characters can still be extremely diverse while having their areas of expertise. Also, if this system turns out favorably, we could add a second layer of more specific classes to give it an epic level feeling. One problem I foresee is that characters who don&#8217;t pick a class may feel like they lose out, thus keeping them broad so ppl can still do what they want while within a class. Second, I dunno what kind of fluff reasons to use to explain characters only getting one class. I guess its the idea of an area of expertise again.</p>
<p>Also, Belkorin and I have decided that within both magic and martial fighting, there are moves which have no actual cost, so that all chars can feel useful even without their energy points.  Think of it as things which have practically no exertion involved. Also, these moves will be upgradeable and such as levels go up.  Biologically, they tax the systems less than what is needed to produce a deficit in energy.</p>
<p>Elaborating on the stat pre-reqs for skills, I say each skills has a &#8220;level&#8221;, which is determined by the different between its pre-req stats and the original stats of chars, by the amount a char gets each level. The proportion of the stats needed is used to determine the type of skill, ie strength or magic or dex. Thinking of dex, it still strikes me as the weakest of my stat explained, but I decided to look at it as instead of a character using time to train their strength or magic capabilites, they are training their explicit skills, ie shooting a bow or practicing fencing.</p>
<p>Before I end this, one more question is on my mind. Given how I explained hit points, what relationship does hit points have with the stamina and magic points bars? This is just an idea, but I would say hit points in the basic amount of energy involved in keeping the char alive, while the other two are excess energies a char learns to utilize, and which improves as they train</p>
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		<title>some stuff I was thinking about</title>
		<link>http://aquilivurbelkorin.wordpress.com/2010/03/12/some-stuff-i-was-thinking-about/</link>
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		<pubDate>Sat, 13 Mar 2010 03:08:34 +0000</pubDate>
		<dc:creator>aquilivur</dc:creator>
				<category><![CDATA[Fluff]]></category>
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		<description><![CDATA[Alright, since I have stuff to say, and I can&#8217;t ever get hold of Belkorin, I&#8217;ll post some stuff I&#8217;ve thought of and let him read it later. Now, our latest discussion has dealt primarily with the stat system that&#8217;s been proposed, and so far accepted. The stats are as follows (Names are tentative). Strength:  [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=aquilivurbelkorin.wordpress.com&amp;blog=9977047&amp;post=67&amp;subd=aquilivurbelkorin&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Alright, since I have stuff to say, and I can&#8217;t ever get hold of Belkorin, I&#8217;ll post some stuff I&#8217;ve thought of and let him read it later. Now, our latest discussion has dealt primarily with the stat system that&#8217;s been proposed, and so far accepted. The stats are as follows (Names are tentative).</p>
<p>Strength:  This stat represents raw muscular power and general physical toughness of the character in question.  In dungeons and dragons terms, its strength and constitution rolled into one stat. Characters with high amounts of this stat can equip the biggest weapons and armor available, as well as deal large amounts of damage in singular swings.  The weakness of these characters is usually a lack of mobility, as well as a lack of accuracy. This is relative to other characters, because its not as if they miss very often.  Also, these characters tend to have the highest hit points and raw defense possible.</p>
<p>Dexterity: This stat represents muscular coordination, reflexive action, mobility, accuracy, and overall nimbleness. Characters with high amounts of this skill are highly coordinated fighters, either striking rapidly in a seamless flow of attacks, or striking out with significant results at a foe&#8217;s weak point. These characters are highly adept in moving themselves to avoid blows and positioning themselves favorably in battle.  They present high mobility and accuracy, however are lacking the ability to survive long against repeated enemy attacks.</p>
<p>Magic: This stat represents the characters level of training in using whatever power type he has chosen to master. While they don&#8217;t boast many martial abilities per se, characters with high magic are highly adept at using their powers to deliver massive blows and powerful abilities to defeat their enemies. These characters tend to employ a large array of different defensive and offensive capabilities as well. They also have the highest levels of whatever we call our magic point system.</p>
<p>Before I go on, I want to talk about the idea of stats in general. First, I wanted stats that were clearcut in their application, I didn&#8217;t want things to be blurry, something involves raw strength, its strength stat, advanced coordination, dex, and magic is magic. Also, I wanted things that were more quantitative and which could be directly trained. I don&#8217;t like the idea most of the mental stats in dnd involve. In my system, magic is akin to a biological aspect of living creatures. It runs in their blood. When they use it up, they have to wait for their body to replenish it. Its similar to aerobic exercise, push yourself too far, you have to rest up.  Strength is strength, and is simply characters getting stronger through training, and dex is characters practicing complex movement patterns to become more adept at them.  While both strength and dex involve neural components, one involves mapping optimum force production, while the other involves complex muscle memory.  If you want to compare, think of comparing a power lifter to a dancer. One is all strength, the other has just enough, and focuses on learning routines.  Also, I wanted to avoid having a lot of stats, which can be confusing to a player in the beginning. With this, you just think of what type of char you want and go, its simple.</p>
<p>Now I want to address the classic rpg construct of hit points. What hit points represent in classic terms is how much damage you can take before you die. This doesn&#8217;t translate that well into the real world, because its hard to quantify how much damage something actually does. Usually, we can either say it will kill you or it won&#8217;t.  For the sake of our rpg world, however, the construct of damage does exist, and is quantifiable. Hit points are a representation of the bodies resilience, how much wear and tear it can handle before it can no longer function. The reason it goes up with levels in this particular setting is the increased vitality that comes with training. Athletes have more hit points, as in their bodies can probably handle more stress than non-athletes.  Thusly, what im proposing system-wise is that increase in stats is increase in hit points. Not all stats are creating equal however. Strength obviously give more than dex, and magic  (since its biological as well) gives amounts varying with the type of power. Ki will reign supreme more than likely, while things like demonic and onmyou will be less.  Dex increases hit points to a lesser degree, through improved fitness and slightly improved muscular conditioning.  I mean, a female athlete or dancer is still in better shape than a sedentary female, right? Anyway, I know its weak in some areas, but thats my proposal for now.</p>
<p>Now, back to stats and their relations to characters.  I suggest chars get two points a level or whatever, and we use proposed averages to determine skill pre-reqs. What I mean is, if we want a strength skill available at x level, we assume a character has put roughly one point five points per level, so that only the strongest get it early. for the most part, melee chars will need a mix of various traits, so we plan that way, but magic ppl can go straight magic and still fight the way they want, so they need higher level prereqs, assuming two points a level most of the way. It might not make sense, but Im rushing cuz I want to go to sleep soon and this is taking longer than I thought it would.</p>
<p>two things before I go. one, magic items, if ppl of various levels have varying magic power, our initial system fails, unless some weapons draw on a general life-force,  which is kind of hazy and needs more dicussion. Second, I think we incorporate a different kind of class system, where the char starts as the same apprentice or whatever, levels the way he wants, then joins a loosely defined class later, like a char with high strength and beast spirits can become berserker types, and then maybe even prestige style class into some sort of specific animal themed character. These classes should give bonuses to certain skills and player attributes. Anyway, we can talk more on this later.</p>
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			<media:title type="html">aquilivur</media:title>
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		<title>Questies</title>
		<link>http://aquilivurbelkorin.wordpress.com/2009/11/28/questies/</link>
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		<pubDate>Sat, 28 Nov 2009 06:44:40 +0000</pubDate>
		<dc:creator>aquilivur</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[quests]]></category>

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		<description><![CDATA[moving the giant-ass turtle Lance gets the cold haunted house find the little girl find the medicine beat the stupid dragon ugly raiders undead onslaught fall in a hole in the mountain climb a mountain slay the tyrannical bitch opressor guy Help deliver the cargo capture someone explore the unexplored kill the unkillable row row [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=aquilivurbelkorin.wordpress.com&amp;blog=9977047&amp;post=62&amp;subd=aquilivurbelkorin&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>moving the giant-ass turtle<br />
Lance gets the cold<br />
haunted house<br />
find the little girl<br />
find the medicine<br />
beat the stupid dragon<br />
ugly raiders<br />
undead onslaught<br />
fall in a hole in the mountain<br />
climb a mountain<br />
slay the tyrannical bitch opressor guy<br />
Help deliver the cargo<br />
capture someone<br />
explore the unexplored<br />
kill the unkillable<br />
row row fight the power<br />
kill the fairies<br />
help the onmyou<br />
burn the sacred grove<br />
hunt for something<br />
find a ghost&#8217;s real body<br />
find the magic flute<br />
recover the wealth<br />
find the artifact<br />
climb the tower<br />
defeat the guard<br />
fight the tentacle monster<br />
defeat the hold<br />
find a jewel<br />
recover lost artifact<br />
find missing family member<br />
retrieve &#8220;experiment&#8221;<br />
siege the bad guy<br />
protect the wall<br />
protect the dam<br />
the mysterious desert tower &#8220;actually a cannon&#8221;<br />
deliver the medicine<br />
deliver the patient</p>
<p>quest categories: one particular object, find it, kill it, whatever. The object can be a place, person, thing, just any noun really. Defending a noun. siege mission. Search mission, search an entire maps worth. </p>
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			<media:title type="html">aquilivur</media:title>
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		<title>Various stuffs</title>
		<link>http://aquilivurbelkorin.wordpress.com/2009/11/28/various-stuffs/</link>
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		<pubDate>Sat, 28 Nov 2009 06:37:43 +0000</pubDate>
		<dc:creator>belkorin</dc:creator>
				<category><![CDATA[Fluff]]></category>
		<category><![CDATA[Mechanics]]></category>
		<category><![CDATA[attacks]]></category>
		<category><![CDATA[magical equipment]]></category>
		<category><![CDATA[monsters]]></category>
		<category><![CDATA[nonsense]]></category>
		<category><![CDATA[Storming results]]></category>
		<category><![CDATA[story]]></category>

		<guid isPermaLink="false">http://aquilivurbelkorin.wordpress.com/?p=52</guid>
		<description><![CDATA[Characters have a grudge. &#60;&#8211;this is important! Airships! GENERAL PLOT The party travels to hunt a veiled evil in the world. Part way through the quest, the bad guy realizes that he is being hunted. The bad guy wants an item, and the bad guy can&#8217;t get it, but for some reason, the party can. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=aquilivurbelkorin.wordpress.com&amp;blog=9977047&amp;post=52&amp;subd=aquilivurbelkorin&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Characters have a grudge. &lt;&#8211;this is important!</p>
<p>Airships!</p>
<p><strong>GENERAL PLOT</strong></p>
<p style="padding-left:30px;">The party travels to hunt a veiled evil in the world. Part way through the quest, the bad guy realizes that he is being hunted. The bad guy wants an item, and the bad guy can&#8217;t get it, but for some reason, the party can. The bad guy joins the party, and gains their trust, and leaves some underling in command.</p>
<p><strong>COMBAT POWERS</strong></p>
<ul>
<li><strong>Martial Techniques</strong>
<ul>
<li>Cleave</li>
<li>Stun</li>
<li>Power attack (restrict defensive options)</li>
<li>Knockback moves?</li>
<li>Leap attack</li>
</ul>
</li>
<li><strong>Ranged Techniques</strong>
<ul>
<li>Archery
<ul>
<li>Dual shot? (accuracy loss)</li>
<li>Precise shot (called shot) (pre-delay)</li>
<li>Rapid fire</li>
<li>point blank</li>
<li>trick shot</li>
</ul>
</li>
<li>Thrown
<ul>
<li>throw multiple</li>
<li>trick shot</li>
<li>ricochet</li>
<li>piercing</li>
<li>throw ally</li>
</ul>
</li>
</ul>
</li>
<li><strong>Power-type powers</strong>
<ul>
<li><strong>Celestial</strong>
<ul>
<li>Smite</li>
<li>Endurance buffs</li>
<li>Strength buffs</li>
<li>Energy Bolt</li>
</ul>
</li>
<li><strong>Infernal</strong>
<ul>
<li>Fireball</li>
<li>Freezing attacks</li>
<li>mirror images/other illusions</li>
<li>Electric attacks</li>
<li>transmutation</li>
</ul>
</li>
<li><strong>Psionic</strong>
<ul>
<li>Sonic attacks</li>
<li>telekinesis</li>
<li>ecto-slime</li>
<li>improved senses</li>
<li>mind altering drugs i mean moves</li>
</ul>
</li>
<li><strong>Planetary</strong>
<ul>
<li>weather based (instant summon)</li>
<li>water based (long term summon)</li>
<li>earth based(self/long term summon)</li>
<li>air based(self/long term summon)</li>
</ul>
</li>
<li><strong>Beastial</strong>
<ul>
<li>summoned strike (instant)</li>
<li>spores, vines (instant)</li>
<li>animal companion (long term)</li>
<li>wild/plant shape (self)</li>
</ul>
</li>
<li><strong>Ancestral</strong>
<ul>
<li>call warrior(instant)</li>
<li>call archer(instant)</li>
<li>call fencer(instant)</li>
<li>call strongman(instant)</li>
<li>call ally (as above)(long term)</li>
<li>buff (as above)(self)</li>
</ul>
</li>
<li><strong>Ki</strong>
<ul>
<li>powerful strikes</li>
<li>gashunk</li>
<li>punching snakes</li>
<li>super&#8221;human&#8221; speed</li>
<li>shockwave attack</li>
<li>self-purification/healing</li>
<li>warcry</li>
</ul>
</li>
<li><strong>Onmyo</strong>
<ul>
<li>throw exploding thing</li>
<li>make shikigami(instant, long term)</li>
<li>make taiyaki</li>
<li>barrier</li>
<li>light/dark</li>
<li>standard buffs</li>
</ul>
</li>
<li><strong>Metal</strong>
<ul>
<li>constructs</li>
<li>metal punch -&gt; rocketo paaanchu</li>
<li>sward arm -&gt; chainsaw arm</li>
<li>magitek armor</li>
<li>instantaneous &#8230;.hardening&#8230;.</li>
<li>magnetic barrier</li>
<li>sward enhancement</li>
</ul>
</li>
<li><strong>Lost Artes</strong>
<ul>
<li>Gravity</li>
<li>Time-Space</li>
<li>Outer Space</li>
<li>Portals/Planar</li>
<li>True Resurrection</li>
<li>Graffiti</li>
</ul>
</li>
</ul>
</li>
<li><strong>Sweet Moves</strong>
<ul>
<li>explosive punch</li>
<li>chinese archer batallion</li>
<li>terracotta army</li>
<li>firestorm spirit</li>
<li>breath weapon</li>
<li>explosive sward technique</li>
<li>separate attack (get out of here)</li>
<li>lions roar</li>
<li>flame wall</li>
<li>water-lightning beamu</li>
<li>earth punch</li>
<li>earth maw</li>
<li>maelstrom</li>
<li>stream of consciousness attack</li>
<li>ancestor army (instant)</li>
<li>animal stampede</li>
<li>psionic arrow cycle</li>
<li>phantom weapon/psychic weapon</li>
<li>alchemist&#8217;s fire</li>
<li>charging twins</li>
<li>phalanx fighting</li>
<li>grapple-spike-combo</li>
<li>staredown strike (iai strike)</li>
<li>weapon storm</li>
<li>4 ninjas strike</li>
<li>fluffy of blows</li>
<li>drop the hammer</li>
<li>crazy electric hammer</li>
<li>ecto-minotaur</li>
<li>annoying music</li>
<li>force from above</li>
<li>ice block</li>
<li>&#8220;send in the clones&#8221;</li>
<li>meteors</li>
<li>spider web</li>
<li>tongue strike</li>
<li>double jump</li>
<li>walk on air</li>
<li>swarms</li>
<li>&#8220;why does it always have to be snakes&#8221;</li>
<li>freeze time?</li>
<li>attack grass</li>
<li>quicksand</li>
<li>magma geysers</li>
<li>stumble</li>
<li>mass trip</li>
<li>toss into air and spike into ground</li>
<li>tentacle vines</li>
<li>hide in summons</li>
<li>blender</li>
<li>flight</li>
<li>block lance</li>
<li>what?</li>
<li>acid rain</li>
<li>home run</li>
<li>go golfing</li>
<li>chocolate rain</li>
<li>four jungle warriors</li>
<li>alter other</li>
<li>magnetism</li>
<li>induce rust</li>
<li>shrapnel attack</li>
<li>marduk&#8217;s muscles</li>
<li>fire bird shot</li>
<li>thorns aura</li>
<li>rainbow shikigami series</li>
<li>sticky grenades</li>
<li>construct pitching</li>
<li>metal sentries/sentry bots</li>
<li>10,000 needles/papercuts</li>
<li> land mines</li>
<li>uppercutting spike (combo)</li>
<li>ecto-sticky-sludge</li>
<li>attraction curse/boomer bile</li>
<li>crazy fire blades/destructo-disk</li>
<li>dragon&#8217;s breath</li>
<li>chain lightning</li>
<li>ball lightning</li>
<li>heavy arm launcher</li>
<li>juggernaut&#8217;s assault</li>
<li>firing squad</li>
<li>tsunami</li>
<li>guy w/ big hammer</li>
<li>earth wave</li>
<li>sonic cannon</li>
<li>megacondenser</li>
<li>samoflange</li>
<li>goblin chili</li>
<li>immolation arrow</li>
<li>cerebral bore(drill that pierces the heavens)</li>
<li>cerebral boar</li>
<li>cerebral bore</li>
<li>spear hair</li>
<li>spear hare</li>
<li>giant cat flop</li>
<li>free storm</li>
<li>whale drop</li>
<li>sleepy sheep</li>
</ul>
</li>
</ul>
<p><strong>Magic equipment</strong></p>
<ul>
<li>magical tattoos</li>
<li>parrots (lance)</li>
<li>small constructs</li>
<li>fire</li>
<li>ice</li>
<li>electric based weapons</li>
<li>cloak of invisibility</li>
<li>overwhelming seed</li>
<li>splitting ammo</li>
<li>boots of speed</li>
<li>juggernaut&#8217;s boots</li>
<li>combat awareness helmet</li>
<li>8fold visions</li>
<li>robe of eyes</li>
<li>robe of ears</li>
<li>robo-ears</li>
<li>shrunken voodoo head(constantly sings)</li>
<li>big head code</li>
<li>cursed items</li>
<li>living shield</li>
<li>reflective gear</li>
<li>lsd shield</li>
<li>led shield</li>
<li>throwing shield(returning)</li>
<li>captain america</li>
<li>commander&#8217;s helmet</li>
<li>raven&#8217;s headdress</li>
<li>boots of lovitation</li>
<li>magic pelts</li>
<li>snuggies</li>
<li>magic belts</li>
<li>trap orbs</li>
<li>portable holes</li>
<li>flamethrower gauntlet</li>
<li>chest-beam-armor</li>
<li>burning stick(everburning torch)</li>
<li>air cleaving weapons</li>
<li>vorpal(snicker-snack)</li>
<li>bombs</li>
<li>grenades</li>
<li>guns (limited)</li>
<li>sleepy sheep</li>
<li>tanglefoot bag</li>
<li>belt of (something strong)-strength</li>
<li>seismic weapons</li>
<li>autoheal equipment</li>
<li>size changin&#8217; weapons</li>
<li>extendo-staff</li>
</ul>
<p><strong>Monsters</strong></p>
<ul>
<li>zombies
<ul>
<li>zombie werewolves</li>
</ul>
</li>
<li>shield guardians</li>
<li>man eating plants (see other post)</li>
<li>angry animals</li>
<li>nightmare</li>
<li>turtlebear</li>
<li>oozes</li>
<li>terrasque</li>
<li>grue</li>
<li>rock scorpion</li>
<li>scorpion-folk</li>
<li>mutant bald eagles</li>
<li>flying&#8230;fish</li>
<li>wakwak</li>
<li>various abberations (tentacle fish thing)</li>
<li>abaddon</li>
<li>fomorians</li>
<li>disease golem</li>
<li>living spells</li>
<li>giant snakes</li>
<li>giant owl</li>
<li>goblins</li>
<li>lawn ninjas</li>
<li>spider monkey (is a spider)</li>
<li>trolls (more norse-ish)</li>
<li>water boars</li>
<li>kobolds</li>
<li>dryads</li>
<li>sirens</li>
<li>harpies</li>
<li>wendigo</li>
<li>other beings</li>
<li>crystal swarm</li>
<li>bugbears</li>
<li>flying squid</li>
<li>knolls</li>
<li>severed head knight</li>
<li>youkai</li>
<li>oni</li>
<li>possessed wepins</li>
<li>mimics</li>
<li>besoldahorus</li>
<li>spredunculus</li>
<li>metroids</li>
<li>walking shadows</li>
<li>giant burrowing worm-like creatures (tremors)</li>
</ul>
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