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Arcadia: All older topics

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Arcadia: All older topics - Page 4 Empty Arcadia: Some unexplained stuff

Post by Aeon Lovejoy Tue Nov 17, 2015 12:40 am

First topic message reminder :

Yeah, if you read one of my comments, us players also fight in battles. Also, the "evs" are widely different in this game. They are Skill Points that are used to power up certain skills.

Say for example, I grew 2 levels, then I would gain 1 skill point to put into a wide variety of skills I currently have. I can deposit the one skill point into the Yggdrasil Pistol skill to get 200x damage, and 200x (equivalent to a 20 base power move) is very weak, since this is the 1st stage of this skill. However, if I level up the skill to max level (5), then the skill will inflict 900x damage (which is equivalent to an 90 base power move).

Be cautious about your skill points though, like Ev's, there is not enough to level up all skills, so use them wisely. However, as you level up to the max, Also, when I level up, only my hp stat goes up, the other stats remain same just to keep gameplay balance.

You can also get new skills when you level up to 50 and 100. (Class change like maplestory did).


About the monster elments, they are not damage modifiers, but instead ability modifiers. Like a monster's potential is to gain 1 ATK for every light element monster on the field.

Did I explain everything?
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Post by Elementar Sat Jan 16, 2016 7:02 pm

Good storyline. I still like that name change Wink
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Arcadia: All older topics - Page 4 Empty Parkour skills

Post by Aeon Lovejoy Sat Jan 16, 2016 11:19 pm

Well, I was thinking of making the game exciting by making Jack do parkour skills like wall jumping, Somersaulting, crossing over obstacles, or something like the videos of people freerunning. Idk, how do you make the game more exciting besides doing the fast combat? But it has to do with Jack's agility and reflexes much like the parkour skills.
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Post by Elementar Sun Jan 17, 2016 12:16 am

Good idea. Add it in. It will give the game more stuff to master and people will have with it.
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Post by Aeon Lovejoy Sun Jan 17, 2016 6:14 pm

So how do I make the beat em up elements go in effect? Something like, you cant go from the area until you beat all monsters? If yes, then I will have to remove parkour since there is no use for stop then go, stop then go.
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Post by Woyaojinkela Sun Jan 17, 2016 8:54 pm

the idea sounds cool
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Post by Woyaojinkela Sun Jan 17, 2016 8:57 pm

How are you so good at these things
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Post by Aeon Lovejoy Sun Jan 17, 2016 11:36 pm

So how would parkour fit in with the idea with a beat em up game? I dont want to make the pace all sluggish and stuff, it will just look like sonic boom shattered crystal. Should I just make all the enemies die in one hit or something? Or just I shouldnt just add parkour at all?
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Arcadia: All older topics - Page 4 Empty Wonderland's Origin Heroes

Post by Aeon Lovejoy Mon Jan 18, 2016 1:37 am

Hey guys, since most of you ignored the fact that Arcadia takes place centuries after the events of Alice in Wonderland, here are the original heroes that stopped the first Wonderland dictator.

Alice: Obviously you know her. She is a brave yet kind soul who uses her vorpal blade to stab her foes. She has a relationship with Mad Hatter.

Mad Hatter: A young and handsome boy who has been cured from his madness under the queen's reign. He uses a cane to quickly damage his foes and he uses March Hare to side by his attacks.

Cheshire Cat: He takes on the form of a human most of the time to pet female cats lecherously. He can disassemble his body parts to use them as weapons to attack you.

Anyway, I made a post-completion level of Alice Garden, a level that contains only 3 stages. You fight these three heroes one by one and they are ridiculously hard. After you defeat them, you get a choice to pick an Alice, Mad Hatter, or Cheshire Soul, to which they give you certain skills to fight in other post-completion levels.
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Post by Elementar Mon Jan 18, 2016 2:50 am

Dodging and defense uses.
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Post by Aeon Lovejoy Mon Jan 18, 2016 12:16 pm

You know what, that's a pretty good idea, but wont the dodging look a bit too much like Bayonetta? Well, I am also using Parkour to get past obstacles like backflipping over them since it is a platform game also.
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Post by Elementar Mon Jan 18, 2016 5:26 pm

Good idea too. I think the dodging is cool for fast enemies.
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Post by Aeon Lovejoy Mon Jan 18, 2016 6:07 pm

so is it going to look too much like Bayonetta with the dodging? Sorry, I just don't want to rip off of bayonetta, I want to make the game as epic and as cool as Bayonetta 2, but not ripping off of it's style.
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Post by Elementar Mon Jan 18, 2016 7:04 pm

It won't make it look like Bayonetta. It'll be a cross between many games including Mario, SSB and other platforming games.
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Post by Elementar Tue Jan 19, 2016 3:23 am

This topic has been solved and is now closed.
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Post by Aeon Lovejoy Wed Jan 20, 2016 12:20 am

Well, maybe I can just leave the souls like Mario Power ups? Or should they just be rewarded regardless after you complete the level? Or should I just keep the mechanic that you need a certain amount to go into the bonus level.
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Post by Elementar Wed Jan 20, 2016 1:46 am

I like the bonus level idea.
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Post by Aeon Lovejoy Wed Jan 20, 2016 2:35 am

ok, so how do I make the monster souls obtainable. What I mean is like if a person forgot to bring a infearnal soul from Ash Volcano, then he has to back track to that level painstakingly and do the whole level again and a bonus level that will add to tediousness. So how do you want them to be obtained without back tracking?
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Post by Aeon Lovejoy Fri Jan 22, 2016 2:42 am

Alright, I have some changes for the momentum meter. First of all, you can only raise the meter if you perform parkour skills, fighting enemies, or using the gimmicks. You can no longer raise it by jumping or running. If you max out the momentum gauge, you enter Unleash mode, which makes you run faster, jump higher, attack stronger and faster, and many more to come.

Also I want to talk about jack's traits for a second. He is fast, flexible, and defensively durable at the same time. But the drawbacks he has are the low knockback and subpar attack strength. Also, since he is very lightweight, he gets knocked away very easily. However, he makes up for the subpar attack by having lots of fast combo skills. The skills he throws out may be weak, but since he is attacking so fast, the enemy has already taken lots of damage before they know it. He can dodge your attacks easily with parkour or by using defense. He is more of like a hit and run attacker.

If Jack was in smash bros, which tier would he be placed in with these traits?
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Post by Elementar Fri Jan 22, 2016 6:12 pm

I'm not sure about his SSB rating, but what about some customization that affects his stats. Like Fire Emblem Awakening. You can choose if you are a child, in your 20's or older. You can choose your strengths (such as Magic, Defense, etc.) and Weaknesses (same choices). Stuff like that can change your experience and how you play, such as being strong or fast. SSB4 does the same thing with character customization. That might be a good feature.
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Post by Aeon Lovejoy Fri Jan 22, 2016 7:27 pm

Yeah, I guess I could add some ev like customization for him, but how is the new momentum meter system? What do you think about unleash mode?
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Post by Elementar Fri Jan 22, 2016 8:15 pm

I think it is terrific. Perfect for the game. It reminds me of Fifa a bit.

Do certain things increase the meter more than other (eg. Parkour to fighting)?
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Post by Aeon Lovejoy Fri Jan 22, 2016 9:44 pm

yeah, when you perform combos, they multiply your score on the meter. Also, when you are in unleash mode, you can perform exclusive skills you can only perform in your unleash mode.

Also, I was thinking that Jack can also use attacks involving with playing cards? I am thinking of using a sword made out of poker cards and using the poker cards to spring yourself up to higher platforms. Would that fit with Jack's attacks?
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Post by Elementar Sat Jan 23, 2016 2:47 am

Does that mean that he is sort of related to the Queen of Hearts from the Alice in Wonderland timeline?
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Post by Aeon Lovejoy Sat Jan 23, 2016 1:41 pm

Well, no. You see, Seungli teaches him this technique because Seungli's great grandfather was the King of Spades. He taught from generation to generation his card triicks for combat.

If you don't like the card idea, what should Jack have as a skill gimmick for himself?
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Post by Elementar Sat Jan 23, 2016 5:45 pm

The card idea is good. Maybe it could be a special unlock though. You start off normal, then you can unlock this technique. From then on, you can choose which one to use.
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Post by Aeon Lovejoy Sat Jan 23, 2016 6:32 pm

Well, I was thinking of having finger sword, god fist, and card tricks all when you begin the game. But different skills will be unlocked later on, how does that sound? Also, should I use just card tricks? I need them in the beginning of the game since they are used for jumping up for platforms and running across gaps with a bridge made of cards.
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