Steam Punk Tactical RPG Jeremy Sheppard Zain Jafry Rob Wayland Will Woodyard Vincent Rogers.

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Steam Punk Tactical RPG Jeremy Sheppard Zain Jafry Rob Wayland Will Woodyard Vincent Rogers

Transcript of Steam Punk Tactical RPG Jeremy Sheppard Zain Jafry Rob Wayland Will Woodyard Vincent Rogers.

Page 1: Steam Punk Tactical RPG Jeremy Sheppard Zain Jafry Rob Wayland Will Woodyard Vincent Rogers.

Steam Punk Tactical RPG

•Jeremy Sheppard

•Zain Jafry

•Rob Wayland

•Will Woodyard

•Vincent Rogers

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InspirationsTiled RPGs (fixed positions)-

­ Wild Arms (hexagon)

­ Final Fantasy tactics

PS/PSP

Advanced(1&2)

­ Tactics Orge

­ Disgaea (all)

­ Jeanne d'Arc

­ Pokemon (kinda)

­ Zelda (older games)

Tiled RPGs (not fixed)-

­ Phantom Brave (only attacks are not fixed, location is)

­ Wakfu – free roam, until battle mode

Tiled Stratagy -

­ Advanced Wars

­ Civilization V (hexagon)

Board games (most are tiled) -

­ Settlers of Catan(hexagon)

­ Chess/checkers

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Wakfu Final Fantasy Tatics (PS)

Phantom Brave Civilization V

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Building Tools

• XNA Game Studio 4.0, with Visual Studio C# 2010

• Google SketchUp for 3D playing fields

• Photoshop, GIMP, and MS Paint for visuals

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Gameplay Overview

•Squad Sized

•Turn-Based

•Combat

•RPG elements

•Addition

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Squad Combat•Handful of individual Units

•Stressing:

•Tactical movement & positioning

•Skill management & synergy

•Unit composition & cohesion

•Terrain

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Turn-Based

• Order of turns is done where, depending on a unit's speed they accumulate their turn. When they accumulate enough, they get their turn.

• Turns are measured by when each unit does their turn. After each turn, all units' turn values are incremented based on their speed values.

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RPG elements

•Characters will have:

•Level

•Skills

•Stats

•Brief back story

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Character Statistics

• Health Points (HP) – amount of life a character has

• Material Pool (MP) – amount of material a character can use. Used for skills

• Attack (atk) – Increases possible damage done to an enemy unit.

• Defense (def) – Decreases the possible damage taken from an enemy unit.

• Material Attack (matk) – Increases possible effectiveness of material based attacks.

• Material Defense (mdef) – Decreases the possible damage of enemy material based skills

• Accuracy – Increases the possibility of hitting an enemy with a skill/attck

• Agility – decreases the likelyhood of an enemy successfully hitting you with a skill/attack

• Speed – the speed at which a unit's turn comes up.

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Damage Calculations

(and other formula ideas as well)**face = when facing opponent, what face of theirs do you see?

Faces: front = 0, side = 20, back = 40

Damage = (attack – (defense/4)) * 3 + random(30% attack) + face

Damage = (m-attack – (m-defense/4)) * 3 + random(30% attack)

Dodge = If (random(100%) > (accuracy * 6 – agility+face))

Dodge

Else ---> Hit

Turn Counter Increase += Speed/2

Skill Hit = (Skill's Accuracy + Character Accuracy) * 6 – agility + face

**used for skills like sleep, poison, and petrify

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Character Classes• The units a player controls are made up of different

character classes

• Each class has unique abilities that allows them to perform specialized roles

• Roles include: a tank (or defender), damage dealers (ranged riflemen and close combat warriors), material users (harvesters), and healers/medics

• Some classes may provide other utility that is secondary to their designated role

• A strong player will use characters effectively based on the unit’s class and the current in-game situation

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Classes (continued) Tank Class

• High: defense, health

• Average: strength, speed

• Low: m-attack, m-defense, accuracy,agility

• Used to protect other, more fragile units

• Healer

• High: m-attack, m-defense

• Medium: defense, speed

• Low: health, attack, accuracy, agility

• Can restore other units’ health at close range and at a distance

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Classes (continued)• Ranged Attacker (Riflemen)

• High: attack, speed

• Medium: accuracy, m-attack

• Low: defense, agility,m-defense

• Effective at dealing damage from a distance; will be at a disadvantage when close to the opponent

• Close Combat Attacker (warrior)

• Very high attack strength, and defense

• Most effectively used when protected by a tank unit

• Material User (Harvester)

• High: m-attack, m-defense

• Medium: accuracy

• Low: defense, agility, attack, defense

• Effective at dealing damage from a distance; will be at a disadvantage when close to the opponent

• Utility

• Some classes will have utility beyond their primary roles

• Utility might include, for example, putting opponent characters to sleep, or raising stat values

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Status Effects• Positive (increase stats):

• Atk, Def, MAtk, MDef, Spd Up (temp)

• Raise (recover lost unit)

• Negative (decrease stats):

• Atk, Def, MAtk, MDef, Spd Down (temp)

• Poison

• Sleep

• Petrify

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The End

•Any Questions or Comments?