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

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Presentation transcript:

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

Inspirations Tiled 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

Wakfu Final Fantasy Tatics (PS) Phantom Brave Civilization V

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

Gameplay Overview Squad Sized Turn-Based Combat RPG elements Addition

Squad Combat Handful of individual Units Stressing: Tactical movement & positioning Skill management & synergy Unit composition & cohesion Terrain

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.

RPG elements Characters will have: Level Skills Stats Brief back story

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.

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

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

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

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

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

The End Any Questions or Comments?