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Ryocchi
Really pumped for this one, I need my Cliff happy ending and Milo looks cute, I know it will probably come out after Colonial Defense and that's a good flow, anyway I'm very excited thank you Jack!!!
jack1974
Haha wow last post was over a year ago :lol:

So... making a list of items for the inventory now! weapons, items ,etc. Asked PSCD artist to do them since he's doing a very good job with Amber images.

Currently I'm planning to have a simplified inventory - no 8 slots like Loren/SOTW! :mrgreen:

Basically: weapon, armor and item/usable.



The list will look like:

Weapons - gun, rifles, machine guns, assault rifles, cannons/bazookas. Each one with variant: AP (bullets), explosive rounds, energy/laser, acid. A separate category will be for Psionics, even if I haven't decided yet how will work in combat.

Armors - like the first game I'll just have a good variety, and each one will have resistances or bonuses (I might also use a system similar to Qot where you place add-ons to add properties to the armor)

Items - grenades, vials, etc
Palmettogamer14
Cool. So I'm guessing it still has a ways to go correct?
Miakoda
Cool. So I'm guessing it still has a ways to go correct?


Yep. Writing on it will start early next year. If everything goes well, it may be ready late 2017 (no promises)
jack1974
Yes I don't want to promise it will be ready for sure next year because lot of things can happen. However it's fairly safe to say that we'll BEGIN working on it next year. Then as usual depends on a lot of factors. Could be also that I'm too burned out to code a new RPG so soon. We'll see :)
mastro
I'm a fan of PS1 and looking forward to this. Also, Undead Lily.

What system are you going to use? the system of Loren? For PS2 I am not sure it could work, since I think you said you wanted to have ammo (different ammo types) etc? who's going to code it?
jack1974
Haha so many questions :lol:

For Undead Lily I'm probably going to reuse Loren's system with some tweaks (tm) as usual :)

For PS2, I really need to wait for Anima to do the new system. He actually made a prototype for PS2 already, years ago, and was working (though not well tested). It was supporting all the stuff you mention (different ammo types, and so on).



I thought I could try doing something myself, I even made some prototypes for UL using a map. But unfortunately, I realized it would take AGES for me to do it. I am just one person, I can only do so much :mrgreen:



You need all to motivate Anima, it's your ONLY HOPE!!!!!!!!!!! 8)
mastro
I see. I think it's already mad what you do each year, so I understand, but I'm still sad.

Hopefully Anima (is the coder, correct?) will surprise us all this year ! :)
Jaeger
Haha wow last post was over a year ago :lol:

So... making a list of items for the inventory now! weapons, items ,etc. Asked PSCD artist to do them since he's doing a very good job with Amber images.

Currently I'm planning to have a simplified inventory - no 8 slots like Loren/SOTW! :mrgreen:

Basically: weapon, armor and item/usable.



The list will look like:

Weapons - gun, rifles, machine guns, assault rifles, cannons/bazookas. Each one with variant: AP (bullets), explosive rounds, energy/laser, acid. A separate category will be for Psionics, even if I haven't decided yet how will work in combat.

Armors - like the first game I'll just have a good variety, and each one will have resistances or bonuses (I might also use a system similar to Qot where you place add-ons to add properties to the armor)

Items - grenades, vials, etc


I thought Psionics don't have a special weapon anymore, or least that's what I remember from a early thread discussing weapons.



That being said, just to throw out some ideas, psonic ampliers could grant bonuses to debuffs, healing, or whatever unique abilities that you want to give.
jack1974
Ah I forgot about that discussion :lol:

But since I was going to do a big batch of items, I just did those anyway since I was at it. I think that maybe Psionics could be used even without an "amplifier" but as you said they could give bonuses :)
Jaeger
I don't blame you, the thread is a couple of years old. What role(s) do you have in mind for Psionics?
jack1974
Anima was doing the game design of PS2, heh, in those times we thought we had both time to do several things at once...then reality hit us :mrgreen:

Anyways the short answer is that I don't know: the main reason is that a lot depends if Anima manages to write the new RPG Framework in time.

So the rules will depend on the framework I've available, since the new one would have several interesting new features, like "casting time" and possibility of having "interrupt" and such. So a whole different world vs the existing Loren/SOW/QoT framework :)



In the original doc though, I remember each class was more specialized, so one offensive, one defensive, etc. I think for the psionics the best would be a sort of support class, like a bard in a fantasy game. But this is just an idea for now :)
Anima_
That was my idea as well. Basically Soldier and Guardian as the offensive and defensive front line classes and Scout and Psionic as the respective support classes.



And reality is really inconvenient. Someone should have have really though about usability before releasing it...
jack1974
That was my idea as well. Basically Soldier and Guardian as the offensive and defensive front line classes and Scout and Psionic as the respective support classes.

Ah good, I was remembering something I read in your doc then :)

And reality is really inconvenient. Someone should have have really though about usability before releasing it...

Time to code Reality 2.0 and release it!!! 8)
jack1974
https://pbs.twimg.com/media/DM7DffJW0AULXqw.jpg" style="max-width:100%">

so this evening was playing a bit with a new skills idea. :twisted:

The current thinking is to use one of those system with a starting base skill, and then they branch out in all direction (in the mockup I made them only on top but could be also on bottom.

A bit like the path of exile skills (but of course I wouldn't go so crazy like that one!!). I would also want to have it very open, which means that each character has some predefined starting skills, but you could customize it as you want (well maybe within certain limits though).



Anyway, just an idea for now but I like how the mockup looks and since hopefully next year I'll work on this game... for real this time... :mrgreen:
Palmettogamer14
Sweet! I've been curious about this game for a while and I hope we see some more stuff from it. :)