Posting mode: Reply
Password(Password used for file deletion)
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 3072 KB.
  • Images greater than 250x250 pixels will be thumbnailed.
  • Read the rules and FAQ before posting.
  • ????????? - ??

  • File : 1258886375.jpg-(98 KB, 320x480, quoteandcurly.jpg)
    98 KB Anonymous 11/22/09(Sun)05:39 No.6814110  
    /tg/, I've got some inspiration. For the past several weeks, I've been playing a ton of platformers: Spelunky, Metal Slug, Castlevania and especially Cave Story. Now I want to run a game like that, inspired by the games I've mentioned. 2D sidescrolling for combat in dungeon, done with Maptool. The Run & Gun system I found on 1d4chan sounds great, and seems like it can suit my needs, but it needs to be hammered into something more fitting first, hopefully with square by square tactical movement. Gentlemen, I need your help.
    >> Anonymous 11/22/09(Sun)05:42 No.6814129
    Whys she sticking her ass in the other robots face?
    >> Anonymous 11/22/09(Sun)05:47 No.6814157
         File1258886825.jpg-(85 KB, 775x666, 1256847456224.jpg)
    85 KB
    Fuck yeah, cave story.
    >> Anonymous 11/22/09(Sun)05:47 No.6814162
    Quote/Misery forever, damn you!
    >> Anonymous 11/22/09(Sun)05:48 No.6814165
    The boy looks EXACTLY like Ash Ketchum.
    >> Anonymous 11/22/09(Sun)05:50 No.6814175
         File1258887004.jpg-(89 KB, 321x480, kingvsdoctor.jpg)
    89 KB
    I'm thinking of giving the players a good deal of choices for races/species. Human, Combat Android, Robot, etc.
    I like the concepts of Gun dice and Melee dice of Run & Gun.
    I'm thinking of having each player have a base movement rate of 4 squares per round horizontally unless they decide to run. This can be improved through Talents and racial bonuses/items.
    I imagine a much more open-ended version of character progression than just Ranks based on how much XP the player has earned.
    >> Anonymous 11/22/09(Sun)06:04 No.6814289
         File1258887891.jpg-(101 KB, 321x480, balrog.jpg)
    101 KB
    While the dodge system in Run & Gun is interesting and good for its own gameplay, I'm imagining that slower projectile attack would force the players to move out of the way as opposed to simply making dodge rolls, penalizing them on their attacks and possibly pinning them down, forcing them to be incapable of doing anything if they wish to avoid damage or risk it.
    >> Anonymous 11/22/09(Sun)06:59 No.6814763
         File1258891190.jpg-(115 KB, 321x480, curly.jpg)
    115 KB
    Combat is a mix of movement and weapon use. Players can move up to 4 squares a turn, and moving up to that value gives you no penalty to attack. Players may high-jump up to 4 squares vertically, and up to 1 square horizontally, or long-jump for up to half your basic jump value and full move horizontally.
    Agility Dice: These come in d3's, and each player starts with 1. If you choose to forgo attacking in a round, you can roll your Ag. For every 3 you roll, you may move your character one square in any direction at the end of your normal movement, useful for acrobatics and dodging when you need some extra squares.
    Fall damage is minimal for cinematic purposes, but the typical Bottomless Pit approach works as normal for instant death. Combat Android are immune to fall damage short of the Bottomless Pits.
    >> Anonymous 11/22/09(Sun)07:01 No.6814778
    That fucking fish
    >> Anonymous 11/22/09(Sun)07:03 No.6814799
    This idea...it is nifty.

    I wish to hear more.
    >> OP 11/22/09(Sun)07:19 No.6814900
         File1258892360.jpg-(39 KB, 321x480, island.jpg)
    39 KB
    Oh god, that's what I thought when I tried to replay it. I killed it every time I came into that area.

    The setting I have in mind is a floating island, not unlike the one in Cave Story, but bigger. It has many different zones, each one very vast. Some areas are populated by flora and fauna right out of prehistoric times. Some areas look like they have never seen civilization. Others look like they were populated by ancient and primitive cultures. More then one, with distinct architectural design styles. Other places are much more high-tech, populated by sapient and non-sapient robotic guardians with the level of technology varying, though definitely much like what it used to be like- and what it's currently like on the surface, civilization having been knocked back to the stone age until recently due to some mysterious apocalyptic event, but clawed its way back rather quickly with help from off-world settlers. Some places defy physics in displays of magic that can barely be matched by the strongest mages.
    Some zones, especially those inside the island change frequently in unnatural ways. The process is not instant, and areas can hold the same form for weeks until any change is noted, but when it occurs it is sudden and dramatic. Think random level generation in Spelunky-- keeps the tileset and major features, but the layout is completely different. No one knows why or how this happens but it can make deep exploration frustrating to say the least. Rumours speak of stable tunnels and passages that never shift that lead deep into the island.
    >> Anonymous 11/22/09(Sun)07:20 No.6814913
    And let me guess, a witch named after an emotion and her giant toaster/lunchbox thing constantly harass the PCs?

    Because if so, that would be epic levels of win.
    >> OP 11/22/09(Sun)07:23 No.6814939
         File1258892636.jpg-(19 KB, 447x459, 1244075912070.jpg)
    19 KB
    Warlock named after a color, giant accordion that shouts "JUBILATION!"
    >> Anonymous 11/22/09(Sun)07:25 No.6814950
    >> Anonymous 11/22/09(Sun)07:27 No.6814969
         File1258892869.jpg-(6 KB, 148x171, jaf_mcduff.jpg)
    6 KB
    >giant accordion
    >> OP 11/22/09(Sun)07:31 No.6815003
    I'll be back in a bit. In the meanwhile, feel free to toss some suggestions for the system, game world, player races. I want it to have a light-hearted-with-crunchy-grimdark-bits feel. Not quite wholly serious, not quite completely cartoony. What sort of character would you play in a game like this? What would you want to be able to do? How did your character end up on the island?
    >> Anonymous 11/22/09(Sun)07:33 No.6815018
    On the grimdark-noblebright setting alignment axis, that makes this...

    >> Anonymous 11/22/09(Sun)07:36 No.6815046
    With a gun. Robot Ash, with a gun.
    >> Anonymous 11/22/09(Sun)07:40 No.6815088

    >How did your character end up on the island?

    I can think of a few options:

    * Part of scientific expedition tasked with exploring island
    * Treasure hunter/archaeologist looking for ancient civ
    * Bounty hunter chasing a fugitive into the heart of the island
    * Robot from invading army
    * Island civ citizen trying to find lost/kidnapped lover
    * Aspiring evil overlord intends to locate source of ultimate power inside island core

    Of course, there's the more ubiquitous amnesia option:

    * You wake up somewhere inside the island with no recollection of how you got here, why you got here, and who you are, and discover clues to your background in the course of the game.
    >> OP 11/22/09(Sun)08:17 No.6815417
    Back now.

    Ah, the chaotic good of campaign settings.
    Would it be censored by replacing it with a toy mallet, or by making it a squirt gun?
    So...only two of those concepts are not from Cave Story?
    >> OP 11/22/09(Sun)08:56 No.6815757
         File1258898197.jpg-(89 KB, 321x480, migimas.jpg)
    89 KB
    Now guys. I need some feedback.
    From the default Run & Gun rules I'd like to keep the Gunner die and Beater die statistics, but I've already stated that having to move to avoid the more slow-moving attacks instead of just rolling for them is preferred as to maintain the classic fast-paced platformer feel, but I'd like to keep player and character options open. Would it be better to keep the Dodge statistic? Do something else, like an Evasion talent that lets the character roll to avoid the projectile? Partially avoid it?
    The Agility die is supposed to represent fiddly manoeuvring skills players tend to have in platform games, and any fancy acrobatics the character might have mastered. What do you think about this potential mechanic?
    >> OP 11/22/09(Sun)09:07 No.6815862
         File1258898873.jpg-(58 KB, 321x480, outerwall.jpg)
    58 KB
    Melee weapons don't run out of ammo, cannot be easily avoided by quick foes, and can be mastered to the point of doing quite a bit of damage per hit. The only problem is, tough enemies that move around a lot are harder to hit, and a ton of enemies can fly. They're still an option.
    I'm thinking of limiting the number of weapons a character can have on their person at a time, with Traits used to increase that number.
    I...have no idea of what to do for random drops or weapon EXP.
    >> Anonymous 11/22/09(Sun)09:12 No.6815893
    Wish I could help OP, but I don't really know the RPG system that well.
    >> OP 11/22/09(Sun)09:13 No.6815902
         File1258899227.jpg-(124 KB, 322x480, jenkasdogs.jpg)
    124 KB
    Of course, random drops are a must in at least some shape or form, so are weapon upgrades. It can be done in many ways. The obvious way is story progression- from hermit gunsmiths finishing that weapon you've jacked from them to naked ladies coming out of lakes to touch your staff until it gets harder. Alternatively, weapons can earn EXP from kills on their own, and can be gradually but permanently improved.
    What does /tg/ suggest?
    >> OP 11/22/09(Sun)09:14 No.6815913
    You know know as much as I do.
    >> Anonymous 11/22/09(Sun)09:54 No.6816213
    You've mentioned mages. Would magic-use be available to characters?
    >> MonkeyToho 11/22/09(Sun)10:25 No.6816464
         File1258903509.png-(97 KB, 250x325, simon-belmont.png)
    97 KB
    rolled 76 = 76

    I know EXACTLY what I'd play.
    >> OP 11/22/09(Sun)10:26 No.6816471
    Likely. Sure, why the hell not. Probably in the form of special Talents bought with EXP.

    Good man!
    >> MonkeyToho 11/22/09(Sun)10:33 No.6816512
         File1258904015.gif-(3 KB, 136x227, CV_SyphaBelnades.gif)
    3 KB
    rolled 63 = 63


    Magic-users would probably be just like any ranged character, probably with Combo Killer, Gunner Die upgrade, and Spray Masters as priority talents. Tactical Mover would also be a wise choice.

    Maybe giving them some sort of Flight talent? Or at least hovering a little off the ground.
    >> Stranger 11/22/09(Sun)10:43 No.6816582
         File1258904608.png-(21 KB, 400x400, MetalSlug-RocketLawnchair.png)
    21 KB
    Wow, this kinda amazing, cause, well, I made Run & Gun (based of the quick Metal Slug system another fa/tg/uy made, of course).

    I just got home from work, so I need food, and have a filthy house and self. But I'm am curious as to where you want to go with this, so I'll read everything so far and try to get a clearer picture of it. The dodging vs movement idea is very interesting, and I am curious about the tactical movement. Any particular questions you have about what I have so far, as the system is still being worked on (though slowly). Hope to help you get the game you want out of it all.
    >> Anonymous 11/22/09(Sun)10:58 No.6816686
    Fuck you nigger, people who control reality > some faggot with a gun
    >> MonkeyToho 11/22/09(Sun)11:06 No.6816771
         File1258905978.gif-(2 KB, 94x102, Trevor.gif)
    2 KB
    rolled 68 = 68


    Real men whip the opposition.
    >> Stranger 11/22/09(Sun)11:10 No.6816835
         File1258906255.jpg-(133 KB, 640x450, 929660_20050901_screen012.jpg)
    133 KB
    Okay, a few random brainstorms that might help (or not). I thought about about strider and Joe Musashi (Shinobi) type characters. Since a ledge or wall might be too high for some characters, especially skilled characters or well equipped could possibly catch ledges, climb walls or wall jump. Damn, I'd type up my drafts for this but things are too crazy here. I'll try to type it up, maybe toss up my ideas here or on 1d4chan (if I take that long to make it happen).
    >> MonkeyToho 11/22/09(Sun)11:32 No.6817071
         File1258907562.gif-(10 KB, 320x224, s7-3.gif)
    10 KB
    rolled 40 = 40


    Walljumper: A character with this talent can leap between two pieces of wall terrain, so long as they are no farther than two squares apart. This does not count as taking up his movement, and may move up as many spaces vertically equal to his movement +1 (typically 5).

    Monkey Grip: Characters with this talent may climb up vertical terrain up to their movement value, and may hang onto such surfaces and still attack.

    Catch Ledge: If knocked off from a ledge or wall, a character with this talent can catch onto the edge or wall to save himself from falling. To do so, they roll a d6; if the result is a 4 or better, they successfully latch on and possibly save themselves from a squishy end.

    In addition, if they miss a jump by 1 square, then they may also try and latch on to the nearest edge.
    >> OP 11/22/09(Sun)11:50 No.6817242
    It's an honor! Why'd you make guns such a clusterfuck though?
    Movement is per square. This would be very annoying to play at an actual table, but with the wonders of technology, a tabletop simulator like Maptool would do a great job at this, since it easily calculates movements and the GM can create and edit stages on the fly one tile at a time.
    Don't worry, I love shinobi-style platformers and feel incomplete without a pair of climbing gloves in Spelunky. I planned to include every single one of those, though probably as a Talent tree of sorts.
    >> Stranger 11/22/09(Sun)11:51 No.6817253
         File1258908688.jpg-(334 KB, 1000x708, 1221448468446.jpg)
    334 KB
    Basically what I was going to go for, except the ledge catching idea I had allowed you to attack fully from the ledge, the climbing ability would include ceilings and allow wall jumping, if a double jump ability had been taken first. Still cleaning here like crazy, but that's my basic input with the amount of thought I can toss you right now.
    >> Stranger 11/22/09(Sun)12:03 No.6817329
         File1258909386.jpg-(10 KB, 179x200, 1181367199947.jpg)
    10 KB
    They are a bit of a mess cause I tried to use things a bit too straight from the metal slug system Squash monster's made (no offense to his work, at all). The main thing I've been working on lately is limiting the size of the dice (probably removing the d20 from the system entirely) and working on combat groups so a wave of enemies makes one attack roll with bonuses, instead of, for example, 5 knife soldiers making 5 wimpy rolls to attack. If you're playing with multiple people, I figure friend points will be useful for combo moves and such as well, from a hand up to a 'cannonball special' type move.

    I'll try to have the weapon creation rules worked on more later, but magic would probably use the special attack rules I still haven't finished. Basically it would be like a built in weapon that you use XP to upgrade. Spells however would probably have a bit more, either spell points that act as ammo (instead of a limited use like a special attack, spell points would be a pool of points to use any spell known). It's honestly something I haven't considered but now am a bit intrigued by it.
    >> OP 11/22/09(Sun)12:09 No.6817375
         File1258909757.png-(1 KB, 48x48, avatar115_13.gif.png)
    1 KB
    I'd propose a certain Agility requirement for those abilities, if we go with that mechanic. Wall Cling would allow for Wall Jumping of a sort, but taking the Wall Jump technique would definitely provide an advantage in that department, as would double jump.
    I propose organizing talents in a way that any special items that grant one talent without granting its prerequisites would not grant some things the prereqs would. For example, wall grip (megaman-style grip that lets one hold onto a wall, but you slide down gradually) allows one to hold onto walls and kick off them at their full jump. Wall-Climbing Gloves that grant Wall Climb but without the Grip, would not allow one to kick off for full jump, rather just 1 jump and normal fall control.
    >> Also, fuck that ninja boss. MonkeyToho 11/22/09(Sun)12:09 No.6817380
         File1258909777.jpg-(33 KB, 470x356, contra_rebirth.jpg)
    33 KB
    rolled 15 = 15

    >except the ledge catching idea I had allowed you to attack fully from the ledge, the climbing ability would include ceilings and allow wall jumping, if a double jump ability had been taken first

    Why the shit hadn't I thought of ceiling-climbing? I was JUST playing Contra ReBirth last night, goddamn.

    Yeah, shoulda added that you could attack from the ledge. Derp.
    >> OP 11/22/09(Sun)12:12 No.6817411
    Ah, I was going to mention the friend points. Love the idea, had a lot planned in that department, like helping someone jump, pushing them out of the way of attacks, and reduced penalties to lugging around wounded allies, allowing conscious and hurt friends to shoot while you carry them like that one part in Cave Story.
    >> OP 11/22/09(Sun)12:24 No.6817515
    Ceiling climbing should be called Ninja Cling or something. Yes.
    >> Stranger 11/22/09(Sun)12:35 No.6817601
         File1258911340.jpg-(469 KB, 1024x768, ms7_kabe_5_1024.jpg)
    469 KB
    Thinking on it a bit more, climbing might be great as a talent (climbing vertical surfaces) and equipment for doing in on the ceiling. I'll try to think of more ideas as the day goes on.
    >> OP 11/22/09(Sun)13:35 No.6818266
    I'm thinking that equipment could do what some talents are able to give you, but they do no provide or act as the prerequisites and may need some kind of fuel to run, or have limited uses.
    >> MonkeyToho 11/22/09(Sun)14:22 No.6818889
         File1258917768.jpg-(51 KB, 468x661, 1258415325168.jpg)
    51 KB
    rolled 40 = 40


    Maybe roll a d4 for how many uses it has?
    >> Stranger 11/22/09(Sun)16:14 No.6820394
         File1258924460.jpg-(23 KB, 368x333, cthulhu_tare-panda_metal-slug-(...).jpg)
    23 KB
    really odd items I can see having that, but most things you'll know how many uses you have out of it, though perhaps a recharge bar type mechanic to prevent over use. A stamina stat might be the way to go, if you're worried about a less inclined character wall jumping forever. So you could have stamina points that refill whenever you're not using them (or more limited, if you desire) and are expended every time you use certain abilities. So it would be like you're grip bar in Shadow of the Colossus or something, or for items, more like Master Chief's shields. But, of course, it's another layer of book keeping, which I normally suggest keeping to a minimum. So I'd say things that are upgrade style items are usable at all times, while powerup style items either work for a set amount of rounds or uses.
    >> Anonymous 11/22/09(Sun)16:16 No.6820419
    I have to wonder how long Sakuya's watch has left on it...
    >> OP 11/22/09(Sun)16:38 No.6820700
    So it'd be like a stat that gauges how long it takes for one's finger/thumb to tire out.
    >> Stranger 11/22/09(Sun)16:48 No.6820817
         File1258926492.jpg-(138 KB, 775x956, metslug03.jpg)
    138 KB
    Yeah, with items giving a bonus (or just unlimited use) if the character has the skill already. Like, you'd need a minimum amount of stamina to double jump, and a really amazing character could triple jump, but if you had a jump pack it could allow you to double, triple or super jump with no requirement (though probably a skilled character would be much better able to control it). Now I'm thinking of Marvel vs. Capcom 2 and Shadow Complex... which is an odd combination in my mind. Sad and crazy thing is, I have yet to play Cave Story. I should get on that, since everyone says it rocks, and it's free.
    >> OP 11/22/09(Sun)17:18 No.6821152
    You should get on that like a hentai schoolgirl gets on a phallic object.
    >> Anonymous 11/22/09(Sun)17:23 No.6821213
         File1258928637.jpg-(412 KB, 600x881, Cave-Story_Poster.jpg)
    412 KB
    Cave Story tabletop makes me all :D
    >> OP 11/22/09(Sun)18:55 No.6822209
    Like a cheap mashup of cave story and spelunky and such all at once.
    >> Anonymous 11/22/09(Sun)19:00 No.6822275
    >Now I'm thinking of Marvel vs. Capcom 2 and Shadow Complex

    Really? I got a more Devil May Cry vibe, and now want a Devil May Cry rpg... =(
    >> OP 11/22/09(Sun)19:30 No.6822631
         File1258936250.png-(368 KB, 1280x800, 20420e0e714125ffa0ea8b04f7ea2c(...).png)
    368 KB
    Right, just to recap.
    Characters start with:
    Gunner Die d4
    Melee Die d4
    HP 20
    Movement 4
    Jump 4
    Agility 1
    One Weapon

    These are all modified by the character's race where applicable.
    >> Anonymous 11/22/09(Sun)20:12 No.6823027
    Have you thought about stealth mechanics?
    >> Stranger 11/22/09(Sun)20:52 No.6823458
    I actually was thinking of an awareness stat and such a few days ago, but it's really rough stuff.

    OP, thanks alot. You've really lit the fire under this old homebrewer. I wish today wasn't so busy, or I'd have done more for you. I'll try to streamline the main system, and then you'll have something a bit better to work off of in the next week or two. Good luck with it all!
    >> OP 11/22/09(Sun)20:56 No.6823500
    Thanks a lot! I'd like to keep in touch, in case I need your help or advice. Do you got onto IRC?
    >> Stranger 11/22/09(Sun)21:10 No.6823651
         File1258942256.jpg-(22 KB, 252x475, p_fio01.jpg)
    22 KB
    Well, I tossed my secondary email in the field, so you can message me if you like. I've tossed myself in a lot of projects, but I'm trying to make sure I organize my devotion to each from here on out. You or anyone who wants to talk to me about Run & Gun can put it in the title of the email, and I'll try to keep you upto date on things.

    I do have hopes to get the special attack talent workable to make fighting game style characters, and any awesome air juggling with swords and guns would be in that. Still a big work in progress. My first idea after getting it workable for Metal Slug was to adapt it for Halo, but maybe I'll shift gears when I have more time for it. If I like Bayonetta enough, maybe I'll figure out a 'slutty' stat and 'librarian' stat.
    >> OP 11/22/09(Sun)21:22 No.6823796
    Great! Thanks. Now I just need someone who is better and faster at pixel art than me, haha.

    And some beta testers.
    >> Stranger 11/22/09(Sun)21:26 No.6823855
         File1258943187.jpg-(501 KB, 900x1200, 1246766588789.jpg)
    501 KB
    Oh, one of the ideas that I've been kicking around, but haven't used yet is the idea of only being able to use one die each turn (gunner, beater or dodge). Guess for a DMC style game, a talent tree would allow you to string together different attacks at level 1 (relying only on the weapon's die for the second attack) and use multiple dice as you grow. Hell, it's not a bad idea in general, so you could build a knifey, shooty, dodgy murder machine. The whole thing needs some refinement, I just need to get the whole system in my head again.

    Pic just cause I always have B.B. Hood on my mind.
    >> Stranger 11/22/09(Sun)21:44 No.6824082
         File1258944260.jpg-(36 KB, 400x557, halovania.jpg)
    36 KB
    Crap, I have been meaning to get into doing pixel art, and I'd love to beta test. I'd have to figure out the pixel art (never had the patience to get anything real successful done) so I'll tell you how that goes. I'll also try to make time to play it, as any use of the system basics helps me figure out new ideas and such. Honestly, I've been thinking about finding anyone to bounce ideas off of on this, and I felt bad drawing from Liberi Gothica's talent pool for my personal project.
    >> MonkeyToho 11/22/09(Sun)23:11 No.6825102
         File1258949496.jpg-(130 KB, 527x772, 5976e856d553392c9d3f106cb79f61(...).jpg)
    130 KB
    rolled 78 = 78


    I, too, would test this out if given the chance. Particularly the DMC-style combo system, as that sounds like the tits.
    >> Xom (OP) 11/23/09(Mon)00:32 No.6826006
         File1258954327.jpg-(105 KB, 320x480, ironhead.jpg)
    105 KB
    I don't know what Stranger has planned for combos in Run & Gun but I'd handle them as a Talent that grants various bonuses if you spend a BP then attack in a certain predetermined fashion.
    >> Anonymous 11/23/09(Mon)00:35 No.6826036
    I don't really care about what OP is saying, but I fucking love Cave Story and Spelunky. I can't find any games that measure up to them.
    >> Anonymous 11/23/09(Mon)01:58 No.6826956
         File1258959524.jpg-(18 KB, 200x200, juni-thumb.jpg)
    18 KB
    >>6817071 Monkey Grip: Characters with this talent may climb up vertical terrain up to their movement value, and may hang onto such surfaces and still attack.
    >> Xom (OP) 11/23/09(Mon)05:46 No.6829055
         File1258973188.jpg-(133 KB, 321x480, ballos.jpg)
    133 KB
    Time for some races.

    Humans, being the stereotypically most versatile races begin play with one talent of their choice, and depending on the type of game either an extra roll on the Background table (some random benefit of starting talents, proficiencies, equipment or plot devices) or some delicious EXP to distribute as they see fit.
    Life outside of civilization is hard for most humans, so anyone who tends to wander into the outside world will typically have a very mature attitude, take very little risks or at least bring along some escorts who do possess those traits and some very big guns. Their fashion sense tends to lean toward what is work related, sometimes with minor modifications for personal comforts and preferences.

    An offshoot of humanity who naturally develop very strong connection to supernatural forces. They have metallic gray skin, large, circular glowing eyes, strange natural hairline formations and a distinct lack of eyelids, lashes and brows. They tend to next to no body fat, their bodies storing energy metaphysically. As they grow in power, the distinction between their mind, body and spirit blurs. Powerful Oriols tend to disintegrate violently upon death. Human rumours suggest that holding a match or cigarette in front of a Oriol's eye socket long enough will light it.
    Oriols begin with the Inner Power talent for free, which automatically serves as a prerequisite for most supernatural Talents. They may forgo their starting weapon in exchange for an offensive Special Attack. Most possess minor powers of levitation from birth, granting them the Moonlander talent which represents their general dicking around with gravity.
    >> Xom (OP) 11/23/09(Mon)05:47 No.6829060
         File1258973237.jpg-(89 KB, 321x480, misery.jpg)
    89 KB
    Combat Android
    (Or Gynoid if you wish to be the little girl)
    An undeniable fact of history is that armies of artificial humanoid soldiers campaigned against unknown forces all over the world before the cataclysm. A great deal have been destroyed or corroded into uselessness by this point in time, and very few remain. Those that do have become self-aware and genuinely sapient, though can recall nothing at all from their past, including their very names, though some retain some tatters of personality. They are typically accepted into whatever society finds them, and slowly adopt to their norms. Isolated specimens tend to desperately seek social contact, while groups of them would band together. Curiously, while their body builds are nearly identical (with very minor differences in shape between male and female models) their purely cosmetic features such as hair and facial features are all unique to each individual. Even more curiously, while they were clearly artificially created their internal workings mimic those of human beings both in shape and function.
    Android characters begin with an upgrade to their Gunner and Melee dice, and an Armor score of 2 (from armor plates which were embedded under their skin during times of war). Their reinforced skeleton structure grants them immunity to fall damage.
    >> Xom (OP) 11/23/09(Mon)05:49 No.6829076
         File1258973347.jpg-(82 KB, 400x400, curly quote.jpg)
    82 KB
    However, these war-time upgrades have left them vulnerable to becoming waterlogged, and their body densities render them incapable of swimming effectively under their own power. While completely or partially submerged in water, all Android characters half their Movement and Jump values (round up), and reduce their Agility score to 1 (Or 0, if their agility is already 1.) If these temporary score reductions render the character unable to fulfil the prerequisites of Talents they already possess, said talents are unusable until they are out of the water. If the head is submerged, the character has 20 rounds until their body performs an emergency shut-down, at which point the character's HP drops to 0. If the character is to be taken out of the water, or provided a steady supply of air for a further 20 rounds, they awaken, HP returned to whatever value it was before shutdown (provided they take no further damage while unconscious.)
    If the android remains shut down under water for another 20 rounds, their body enters a critical state, too saturated to drain itself. It must be properly drained by an outside force within an hour, or the android will be damaged beyond repair, killing it.
    Android characters roll once on the Starting Weapon (Ranged) table at the beginning of play.
    >> Anonymous 11/23/09(Mon)05:52 No.6829113

    >So...only two of those concepts are not from Cave Story?

    Actually, you can find these concepts in most every platformer. I'd add "human soldier fighting off invasion army" to this as well, to get the Contra and Metal Slug games into it, but otherwise, that list should be pretty comprehensive.

    Also, holy shit this thread is still here what the fuck.
    >> Xom 11/23/09(Mon)05:52 No.6829121
    I think I neglected to mention that a steady supply of air will delay the shut-down as long as it lasts.
    >> Xom 11/23/09(Mon)05:55 No.6829147
    Well, they were not bad concepts.
    And yes, it's amazing, in under an hour it will be 24 hours old.
    >> Anonymous 11/23/09(Mon)07:38 No.6829989
    What about other robots? You've mentioned those earlier.
    >> Stranger 11/23/09(Mon)08:03 No.6830150
         File1258981388.png-(43 KB, 240x240, dom2-9.png)
    43 KB
    /tg/ is a pretty slow board at times. I'm pretty amazed it went this long, but I'm glad as well. Some weapon traits that can effect movement could be an interesting edition. I'm sure the number of people who played Weapon of Choice (a xbox indie game), but one character has a weapon that is basically a jet engine, meaning if he's jumping and attack in a direction, it pushes in the other direction. I should probably expand those traits, as I think I really only covered ideas I got from Metal Slug and Gunstar Heroes. My brain is too sloshy from work today, but I'll figure something out later.
    >> Anonymous 11/23/09(Mon)08:05 No.6830170
    I had a Spirit of the Century thread go for just barely 4 days. Shit got DONE, too. Just... slowly.
    >> Anonymous 11/23/09(Mon)08:18 No.6830284
    I'm having trouble visualizing how the range would work in this setting. Assuming you're doing everything distance wise in the same # squares as movement, how many squares would each be considered?

    I could see Intimate being adjacent or maybe within two, but I don't know what would qualify as the rest, especially medium and long in a setting that's likely either have a lot of stuff in the way (making the ranges almost useless) or not enough (making them overpowered)

    Thinking about it more though, you could use average movement to count as one range increment, except between short and intimate. That way the rules for closing and retreating actions would still move one step.
    >> Xom 11/23/09(Mon)09:02 No.6830650
    Haha, my brain feels like a hardboiled egg. This thread was created at the end of my night shift job when I was running on caffeine, and since then I only slept 2.5 or so hours.
    That's neat, could probably give a few squares of altitude when fired in the opposite direction, optional when on the ground. I was thinking whether knockback should be implemented too. Cave Story has a machinegun that is capable of lifting the character off the ground at full upgrade.
    The ranges would probably be completely replaced by a square-based system for this game. So instead of Intimate, melee weapons have a 1-square reach.
    >> Also, necrobump MonkeyToho 11/23/09(Mon)11:31 No.6831721
         File1258993916.png-(102 KB, 600x600, 40512572.png)
    102 KB
    rolled 11 = 11


    Intimate (base-to-base), Close (2 squares), Medium (10 squares) and Long (25 squares)?
    >> Stranger 11/23/09(Mon)12:01 No.6832014
         File1258995716.jpg-(274 KB, 1024x819, GunstarHeroes-1.jpg)
    274 KB
    A good basis to build off of. Close I might kick out to 4 in general, since I was thinking short flame weapons for the Metal Slug shotgun. That way range 1 is for most melee weapons, but polearms and such would have a range of 2. Honestly, once you get defined ranges like that, you could probably do pretty well just stealing the ranges from d20 modern and modifying to taste. Hell, half the reason I thought of the system was because d20 modern never felt RIGHT for running a Halo game (something I've long wanted to do) and I loved the idea of making a system that could handle really crazy stuff like this.

    Of course ranges are meant to basically be "effective ranges" and if you so desired you could have them go further with a penalty. I also realized some of the weapon traits would need to be modified into areas of effect instead of the more vague combat group idea. Not that they don't need to be reworded once I redefine how combat groups work, but ya know. Large blast and tight blast would have a basic area of effect, where as lasers would have a number of foes it could punch through (in the system as it is, both would have mechanically the same effect, which is why there is no difference in effect currently). Homing and indirect attacks would need a certain bit of work, homing would probably have to be divided into directed (you pick the target) and cruise (it automatically homes in on the nearest foe).
    >> Anonymous 11/23/09(Mon)12:06 No.6832063
    Juni can't attack anything though. She's the most pacifistic character I've ever known.

    ... She's still awesome though.
    >> Xom 11/23/09(Mon)12:43 No.6832434
    Fuck yeah, Gunstar Heroes!
    I've been thinking a lot about projectiles. I'm thinking of giving them a speed, how much ground they cover in a round. Homing ones should have an accuracy rating, and a manoeuvrability. Explosives would obviously have an area of effect. Spread weapons would be a bitch.
    >> MonkeyToho 11/23/09(Mon)13:10 No.6832698
         File1258999855.jpg-(74 KB, 666x675, 1256780330266.jpg)
    74 KB
    rolled 40 = 40

    >I'm thinking of giving them a speed, how much ground they cover in a round.

    Wouldn't that slow the game down a great deal? You'd have to keep track of a lot of those, and it'd complicate the game more than needs be.

    I can, however, see three main 'speeds' at play, and how they interact with the Dodge stat.

    Slow: Gain a +1 bonus to dodge it. Usually does heavy damage.

    Normal: No modifier here.

    Fast: Suffer -1 penalty to Dodge when trying to avoid it. Might do small damage.

    >Close I might kick out to 4 in general, since I was thinking short flame weapons for the Metal Slug shotgun. That way range 1 is for most melee weapons, but polearms and such would have a range of 2.

    Yeah, good point. Although a flamethrower is more a special case than anything else, as there wouldn't be too many guns that are like that (well, typically anyway).

    Homing seems like it'd be a total bitch to balance; I'd personally just chalk it up to a reroll to hit, to represent how hard it is to avoid the thing, but if you want to get technical about it go right ahead.
    >> Xom 11/23/09(Mon)14:17 No.6833382
    Well, in Run & Gun the dodging mechanic seems to just be a way of soaking damage, so minor bonuses would not do much. As I've mentioned earlier, I'm going to try like fuck to implement a dodging mechanic that's based on moving your character out of the way or destroying/blocking the projectile rather than rolling for it, which I'm thinking of including as a special talent. It would probably be a bitch to handle a lot of projectile movement, but they shouldn't exist 'on-screen' for more than a round or two at most.
    >> MonkeyToho 11/23/09(Mon)14:48 No.6833717
    rolled 64 = 64

    >Dodge: This number is subtracted from the attack roll of any enemy trying to attack you, for ranged or melee. Also used when taking a hit for an ally.

    It seems more on how to actually avoid getting hit period, actually. :d

    Perhaps a way to do the 'moving bullets' aspect is that you can fire x amount of shots in a direction. If the target is within range, well then they get hit; if they are not, then it 'travels' for X many rounds until it hits something.

    So, you can fire the Spread Shot, and possibly hit an onrushing horde of foes in the next turn while still going off and doing something else. You'd have to be careful not to break the game this way, as someone could just carefully lay down a curtain of fire and move out of range of being attacked.
    >> Stranger 11/23/09(Mon)15:13 No.6834004
         File1259007188.png-(118 KB, 500x500, 1210779063521.png)
    118 KB
    Dodging, in the basic system, is about as abstract as everything else (like the very abstract combat distances). It could represent taking actual damage, or simply how much you can get away with before your luck just runs out. The latter is much more like watching 2 different players play Metal Slug. Fio is a badass dancing french cook regardless of who plays her, but the better (higher level) player will get farther in the game then the more novice player. But even the greats have their limits, and he'll catch a stray tank shot, or miss that one knife soldier.... but it'll probably be after the other guy has died a few times. So it's all about how you want to see it. You can imagine Fio will only die covered in knife wounds, full of lead, with several aztec arrows in her, or that she'll fall the moment a bullet actually hits her foot, but mechanically it's the same thing.

    If Maptool is easy enough to use for the purpose though (I foolishly haven't looked into it yet either) then I can see the appeal of having moving bullets (which function more like enemies that autohit if they make contact) as it gives a wider purpose to movement. Also, there is a certain part of me that loves a good bullet hell. Only thing I see is having to make sure to standardize the path if shots will be going in any direction besides the 8 most basic paths. Basic obstacles are easier, as they would follow set arcs (like lava splurts or such).

    That does give me an idea for the indirect fire stuff. Probably a certain clearance would be needed to reach max distance. So you could toss a grenade a few squares by just whipping it, but to get your full throw you'll have to have 3 or so squares overhead for it to sail through.
    >> Xom 11/23/09(Mon)15:46 No.6834505
    It's as simple as drag-and-drop, and it can calculate paths for you. It would be simple to draw a line invisible to player which the projectile would follow.
    Here's some stuff in my head right now:
    Using Agility rolls to be able to dodge projectiles which would collide with you when it's not your turn. The only way to defend against an attack that would reach you on the same round its fired. Any Movement you have not used is dumped into Agility dice at a one-for-two exchange rate for the purposes of defence at the end of your turn, so spending your turn doing nothing but getting ready to avoid gets you a massive bonus. You may still fire off a snap shot at no penalty to defence. However, going all-out (imagine yourself moving right up to the enemy and jamming on the fire button like it owes you money) no movement is converted to defence even if any is left.
    I feel like I'm about to pass out.
    >> Anonymous 11/23/09(Mon)15:53 No.6834646
    >You'd have to be careful not to break the game this way, as someone could just carefully lay down a curtain of fire and move out of range of being attacked

    You could have certain weapons inflict movement penalties, so that you could move the full distance but not shoot, or move less but get to shoot as well.

    Also, the whole idea of dodging and getting out of the way of bullets in time sounds similar to the dodging system from the Armoured Core homebrew that got archived. (http://suptg.thisisnotatrueending.com/archive/4748059/)
    >> Anonymous 11/23/09(Mon)15:55 No.6834710

    Oops, wrong thread, thishttp://suptg.thisisnotatrueending.com/archive/5761657/ is the right one.
    >> Xom 11/23/09(Mon)17:00 No.6836002
    >You could have certain weapons inflict movement penalties, so that you could move the full distance but not shoot, or move less but get to shoot as well.
    Going for something like that with almost all weapons.
    >> Anonymous 11/23/09(Mon)18:42 No.6837618
    I support this thread. Moar please?
    >> Stranger 11/23/09(Mon)20:07 No.6838691
         File1259024872.jpg-(43 KB, 400x444, 1210788426163.jpg)
    43 KB
    I might fix up the wording of things, into stating that you have 2 actions, such as move/shoot, shoot/dodge, etc. That's more a refinement thing, but right now I have it too restrictive (I think I specifically say move and shoot or something).

    as far as moar... hell, I don't have a particular idea in mind at the moment, but this does remind me why I love coming to /tg/. Nothing quite like gettin' shit done.

    Delete Post [File Only]
    Style [Yotsuba | Yotsuba B | Futaba | Burichan]