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6About Karsh

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- Birthday 10/21/1987
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The lore of the world will be collected, not given to you. Its all about piecing the story together with items/armor/scrolls/spells/NPC's and some additional things we are still debating on as a group.Weapons and armor will be upgraded via Blacksmith and require materials to do and the gear will have requirements to wield. There will be an NPC system of allies you may bring with you on area's. Currently, the plan is to have the player be solo and have the ability to bring one NPC that will assist in combat from either a central hub where you may pick and choose or I may have them in the area and you can talk to them to get them to join temporarily. (Team has not decided yet) Artorias salutes your dedication good sir! That is good to know, I do however have a follow up question. In regards to loot: When making said armors and weapons are certain armors or weapons going to be drop only items? As an example I'll use Dark Souls II: SOTFS. I was farming the Deseret Sorceress for their armor a few days ago and it took me well over five hours to get there full set and that was after I already despawned them all (and all enemies near them) I had to join the Company of Champions just to farm to get their gear. Are you and your team going to use a similar method or will every armor and weapon be available to be brought at some point? Same with the upgrade materials. Thanks.Sadly the great Artorias could not subdue the abyss and it overtook him, but praise be to the chosen undead who freed sir Artorias from his fate, Umbasa That's something I'll have to discuss with the team...The game is projected to be 15-20 hours. The drop rates I have in mind for items/weapons/armors/accessories (not 100% sure if we are adding this) will not be super low like the Souls series notoriously is. They will be under 10% but above 3%.As for what the items do, they'll be stat increases of course but I'm not sure how in detail we will go with the armor specifically (like changing how the player looks when they put on a new helm/body armor...Depends on our resources) but things like weapons and possibly shields will get some loving and altered looks depending on what you wear. We will have an ability to purchase armors/weapons from vendors and something we had in mind was bringing a trade system in similar to Straid and all the other boss vendors in the series. Instead of killing the same things a bunch of times to get a particular item, you just need to kill it a certain amount of times to get a special drop. Take the special drop and an offering of Anima to a certain vendor...And now you can trade the item+Anima for that particular item you need. So if you wanted the Soldier's Blade, you would need to fight Soldier's until you get (name not finalized) Soldier's Anima Fragment. You take that item and let's say 3,000 Anima to serve as the catalyst and the vendor can create the Soldier's Blade. Also with that fragment, you can make the Soldier's Shield/Helm/Chest/etc. The more suggestions we get in this thread, the more things we can try to bring into the game. I like the way you described your method for getting items, I'm also glad to hear the drop rate is above 3% as if memory serves the Balder Side Sword had a 1% drop rate and that was before you take into account the RNG of the drops and I remember the terrible time I had in getting that weapon for a pyro/dex build. But with the 3% to 10% drop rate, plus the added special drop you mentioned I can see the player farming for a set of armor and by the time they get the special drop they might just have a good amount of the set. I have a few more follow up questions if you are willing: How will leveling be? Will you level up at a set place like in the Souls Series or will be like in other games in which once you level up you choose which stat you put your points into? Personally I prefer the former. Will there be a main hub? One akin to The Nexus, Firelink Shrine, Majula and The Hunter's Dream Will you be able to warp between locations at some point? Something that was massively missing from BB. A last question for the moment anyway is the following: Will death be avoidable at all? As in if the player is good enough can death be outright avoided Thanks for answering my questions as a follow Souls vet I look forward to seeing your project in the future Leveling is something we have a few idea's about as a team and I will lay out brief type examples: Anima being spent at a Shrine Maiden. 1 point increases your stat. Price scales up each time you buy to a set cap (undecided yet) Character levels up and you are automatically given x point(s) to spend on a stat(s) of your choice. Character fights certain mobs who drop a specific stat item that can be used to level up (these would be special mobs or possibly bosses to prevent easy mode farming and there is only a set amount in the game) Special treasure chests drop items that allow you to increase your stats, but are difficult to acquire. Complete a series of events/quests/bosses/etc and be rewarded with stat points depending on difficulty. Nothing is 100% decided on yet. Will there be a main hub? Yes. There is a main hub and it will be a centralized location that controls everything you do. In this hub it will have vendors, NPCs, lore, the full gambit. Will you be able to warp between locations? Maybe, if we can figure out a rather painless way to get this going. If not, worlds can be connected in other ways. Will death be avoidable? Possible but unlikely. The enemies will be quite overwhelming and you can only take so much of a beating. If you are smart, have the right build and summon the right ally for the area, a lot of stress can be removed.
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The lore of the world will be collected, not given to you. Its all about piecing the story together with items/armor/scrolls/spells/NPC's and some additional things we are still debating on as a group. Weapons and armor will be upgraded via Blacksmith and require materials to do and the gear will have requirements to wield. There will be an NPC system of allies you may bring with you on area's. Currently, the plan is to have the player be solo and have the ability to bring one NPC that will assist in combat from either a central hub where you may pick and choose or I may have them in the area and you can talk to them to get them to join temporarily. (Team has not decided yet) Artorias salutes your dedication good sir! That is good to know, I do however have a follow up question. In regards to loot: When making said armors and weapons are certain armors or weapons going to be drop only items? As an example I'll use Dark Souls II: SOTFS. I was farming the Deseret Sorceress for their armor a few days ago and it took me well over five hours to get there full set and that was after I already despawned them all (and all enemies near them) I had to join the Company of Champions just to farm to get their gear. Are you and your team going to use a similar method or will every armor and weapon be available to be brought at some point? Same with the upgrade materials. Thanks. Sadly the great Artorias could not subdue the abyss and it overtook him, but praise be to the chosen undead who freed sir Artorias from his fate, Umbasa That's something I'll have to discuss with the team...The game is projected to be 15-20 hours. The drop rates I have in mind for items/weapons/armors/accessories (not 100% sure if we are adding this) will not be super low like the Souls series notoriously is. They will be under 10% but above 3%. As for what the items do, they'll be stat increases of course but I'm not sure how in detail we will go with the armor specifically (like changing how the player looks when they put on a new helm/body armor...Depends on our resources) but things like weapons and possibly shields will get some loving and altered looks depending on what you wear. We will have an ability to purchase armors/weapons from vendors and something we had in mind was bringing a trade system in similar to Straid and all the other boss vendors in the series. Instead of killing the same things a bunch of times to get a particular item, you just need to kill it a certain amount of times to get a special drop. Take the special drop and an offering of Anima to a certain vendor...And now you can trade the item+Anima for that particular item you need. So if you wanted the Soldier's Blade, you would need to fight Soldier's until you get (name not finalized) Soldier's Anima Fragment. You take that item and let's say 3,000 Anima to serve as the catalyst and the vendor can create the Soldier's Blade. Also with that fragment, you can make the Soldier's Shield/Helm/Chest/etc. The more suggestions we get in this thread, the more things we can try to bring into the game.
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The lore of the world will be collected, not given to you. Its all about piecing the story together with items/armor/scrolls/spells/NPC's and some additional things we are still debating on as a group. Weapons and armor will be upgraded via Blacksmith and require materials to do and the gear will have requirements to wield. There will be an NPC system of allies you may bring with you on area's. Currently, the plan is to have the player be solo and have the ability to bring one NPC that will assist in combat from either a central hub where you may pick and choose or I may have them in the area and you can talk to them to get them to join temporarily. (Team has not decided yet) Artorias salutes your dedication good sir!
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Made quite a big of progress over the weekend with the team! We have decided to use Falcao Pearl ABS Liquid V3 for our combat engine and have the entire story about 40% completed. Once we finish off the entire story line and tie up the lose ends...It's development time!
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Just finished some extra lore based things for my new game...Still has no official name oddly enough...Currently named Project Highwind.
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The Archdemon's were mainly sent to keep man from gathering too much Anima. There are 12 total Archdemon's around the world, each one protecting a very large storage of Anima. Human's need a massive amount of Anima to transcend humanity and pass into God's realm, which is what the Lord of Light fears. He believes if a human pushes into God's realm, they will be born as the Lord of Darkness and forever corrupt the world. It's not explained in the prologue cause it's going to be touched in the actual story lol. The Runestones the Archdemon's hold control the flow of Anima in a particular area. The Lord of Light gives them these to direct the flow of Anima across the world to maintain balance. Lord of Light is fully aware of the dangers here, but hasn't got a choice, which is why his 12 Archdemon's who are the strongest in his army hold them Runestones. In theory, if a human was able to gather all 12 Runestones, they would be able to bend Anima flows at their will, disrupting the world's balance, and plunging things into chaos. You know how us human's are, we love causing chaos There is however, a 13th Runestone which is a keystone. It requires the other 12 Runestones to activate, but it can allow passage into the heaven's...Which would allow Humanity to rekindle the link between Spiritus Mundi...Something the Lord of Light doesn't want until humanity pays for it's sins. Hopefully that clears up some stuff for you
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Cool! Let me know if you want to bounce idea's if you get stuck! And I'll bounce back if I get stuck
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Yea the shield saves your booty a lot in the Souls games. I'm going to be including shields as an off hand in this game as well but it's not going to give you any stats, just flat out block things and that's it. Going to see if I can incorporate a stamina bar with a script to reduced per block until it breaks so folks can't just shield wall to victory...Oh the work to be done!
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Karsh started following Karsh's Developer Blog
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Yea I'm still debating of just how I want to do it. A single map isn't going to work anymore it seems with the vision me and the team had. We are moving to creating an overworld map that you can travel on and the boss area's and combat zones are in separate area's your character can travel to via warp points or something. Haven't quite made up our mind on that yet. As for making it on RPG Maker, I don't think I'd be fighting against it to come up with things as the scripting is quite versatile. We mainly want to make this something folks can pick up and play and if the group of guys I'm making the game with enjoy it, I'm going to teach them how to really make a game using actual programming/coding skills. Figured we'd start off small, see if they like it before I smack them in the face with the realities of game creation lmao. Dividing the maps into a series of small maps interconnected to each other via transfer events would be the ideal solution :3 I like the souls series despite dying a lot from each game. (Bloodborne killed me like 120 times right now) ^~^ You just went up some points in my book! Always love a fellow Souls player. I agree with the smaller maps connecting via events. That will save tons on resources and time...I may also change it up and go with a random generator vs using pre-set maps to keep things fresh for players who decided to play the game a few times. I'll have to see what I can do about that. As for dying in Bloodborne, yea it's pretty rough, but I found it much easier than playing Demon's/Dark Souls because the controls are super fluid and tight compared to the clunky controls of the Souls series hahaha. This game is heavily influenced by Miyazaki's work...He's kinda my hero! I see you do sprite work and stuff...I may need you in the future =D
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Eons ago, when dragons still ruled the skies, Dwarves worked their mighty forges under the Earth and the Giants prowled the Northern lands; Man faced extinction. Man uncovered the root of all life, Anima. Harvesting the Anima of the creatures they vanquished, they imbued themselves with terrible powers. Man flourished under the power of Anima and waged war against all creatures different than themselves. When the dragons went extinct, the Dwarves sealed themselves away underground in fear, and the giants were no more; Man turned upon one another. These wars ravaged the land, entire cities destroyed overnight and countless lives were lost. Mankind was reduced to less than quarter of its populace. The Lord of Light became terrified at the idea of anyone consuming enough Anima to become a god, to stop the birth of this Lord of Darkness and punish their hubris, he severed the link between Humanity and the Spiritus Mundi, a great collection of Anima that gathers in the Heavens and controls the cycle of rebirth and death. Humanity could no longer age, they became sterile but they could die only to be reborn again. The countless corpses of those who had fallen during the wars were reborn as Anima-hungry demons, who hounded Man and stole their ill-gotten Anima. The Lord of Light released his 13 "Archdemons" upon the world to keep Man in check. They carry with them each a Runestone. It is said that anyone who can gather the 13 Runestones can end this terrible nightmare...
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Endgame Plot Twists - Generally unheard of in most games
Karsh replied to Hikitsu's topic in Theory and Development
I like that idea, it would work out pretty well to catch a player off guard. In an old PS1 RPG Maker game I had created about 12 years ago or so, I had a few major plot twists. The game was about 4 brother's who were determined to stop the 5th brother who had fallen into evil and begun ravaging the lands. The main antagonist (5th brother) ends up being a good guy who joins the party several encounters and hours of game play later. It was revealed during that time the true, unseen enemy was a different brother who ends up leaving the party and continuing the rampage by the 5th brother. More or less, one brother who was the good guy, was actually the bad guy cause he took over the good brother's mind to make him do bad things. A lot of my friends who played that game loved the concept and they all said they didn't see it coming. Felt pretty good! -
Awesome Yuugami, thanks for the response! Yes, the game is going to be extremely similar to Demon's/Dark Souls but varied JUST enough to avoid any conflict with FromSoftware on copyright issues. When I contacted FromSoftware, their direct response was a flat out no, not even for a fan made, 0 profit, 100% from loving the series type of game. It's sad to see a lot of Japanese companies have been following this trend lately! Anima - More or less something that humanity discovered that allowed them to combat the other races who were decimating their population. The downside of heavy Anima consumption for the human race was what caused the Lord of Light to basically doom them for all eternity. Anima is used in birth and death. When the Lord of Light severed the link between humanity and Anima, it essentially made human's immortal, but unable to have children or reproduce at all so their race is cursed to remain in the small population that's left (about 25% is all that remains) When a human dies now, their body enters into a state of Anima, then is whisked up to the heaven's, shown the gate and denied access, then brought back down to the planet and the process repeats infinitely until the link between Anima and humanity is restored. The idea came from a few places, but the major one that gave us the idea behind it was Full Metal Alchemist with the Homunculus, being damn near God-like beings, wanting to gain a soul and become human so they can see what it's like. Lord of Light - Absolutely based off of Gwynn and this is intentional! His overall plan and how things are done will be different in my version, but it's 100% based off Gwynn (Best Sunbro ever) Runestones - There are a total of 12 main Runestones and a 13th final Runestone (key stone) the 12 main Runestones will do varied things for the player when collected (Please don't hold me to this folks, there's a lot of idea's our team has, this is simply just one) Each Runestone comes with a special ability that will allow the player access to additional things. For example, one Runestone we wanted to create would give the ability to fast travel between locations. Another Runestone would allow you to gain access to area's previously off limits, such as lowering the level of water near a land mass to create a natural bridge. Another Runestone was going to increase the rate you can acquire Anima, ect. Again, these are just theories our team is bouncing around so please don't hold me to this post! The secondary feature of the Runestone is it's essentially a key that's required to gain access to the next area. So you need the Runestone of Fire to gain access to the area which holds the Runestone of Air, ect. I'm not 100% sure if I want to go through with this tho as it's forces the player to follow a singular path and we all know in the Souls game, no such thing exists. My plan is to basically keep all of the good from Demon's/Dark Souls mechanics and some lore and trim all of the bad. For example, dying reduces your total Anima by 50% vs losing everything and having to fight your way back. Boss fights will be pre-scripted with music turning on when you enter the area, giving the player a decision to fight or run. Each class is given a singular weapon type which may be upgraded that's unique to the class (Game isn't planned to be like 20+ hours, most likely around 10-12) I'm always open for feedback so please be brutally honest if something sounds terrible. I will not take any offense to it, I promise. I want to make this game for my friends and the Souls community! Sunbro Out!
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Just made an update to my game...Please give it a read here and some feedback! http://www.rpgmakervxace.net/topic/31725-souls-style-game/?p=217031
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Quick update to my current game progress. Here is the concept of the world and prologue. I will also be putting concepts of classes and spells. Please give it a read and some feedback my Sunbro's: Eons ago, when dragons still ruled the skies, Dwarves worked their mighty forges under the Earth and the Giants prowled the Northern lands; Man faced extinction. Man uncovered the root of all life, Anima. Harvesting the Anima of the creatures they vanquished, they imbued themselves with terrible powers. Man flourished under the power of Anima and waged war against all creatures different than themselves. When the dragons went extinct, the Dwarves sealed themselves away underground in fear, and the giants were no more; Man turned upon one another. These wars ravaged the land, entire cities destroyed overnight and countless lives were lost. Mankind was reduced to less than quarter of its populace. The Lord of Light became terrified at the idea of anyone consuming enough Anima to become a god, to stop the birth of this Lord of Darkness and punish their hubris, he severed the link between Humanity and the Spiritus Mundi, a great collection of Anima that gathers in the Heavens and controls the cycle of rebirth and death. Humanity could no longer age, they became sterile but they could die only to be reborn again. The countless corpses of those who had fallen during the wars were reborn as Anima-hungry demons, who hounded Man and stole their ill-gotten Anima. The Lord of Light released his 13 "Archdemons" upon the world to keep Man in check. They carry with them each a Runestone. It is said that anyone who can gather the 13 Runestones can end this terrible nightmare... Character Classes you can select at game creation, with stat parameters (no numbers yet folks, far too early) Class Name: Knight: Vitality High/Strength High/Dexterity Low/Arcane Low/Intelligence Low/Faith Med Cleric: Vitality Med/Strength Med/Dexterity Low/Arcane Low/Intelligence Low/Faith High Rogue: Vitality Med/Strength Low/Dexterity High/Arcane Med/Intelligence Low/Faith Low Sage : Vitality Low/Strength Low/Dexterity Low/Arcane High/Intelligence High/Faith Med Hunter: Vitality Low/Strength Med/Dexterity High/Arcane Low/Intelligence Med/Faith Low Hermit: Vitality Med/Strength Low/Dexterity Med/Arcane High/Intelligence Low/Faith Low Nomad: Vitality Med/Strength Med/Dexterity Med/Arcane Med/Intelligence Med/Faith Med Caster abilities are based off Arcane, Intelligence and Faith. Arcane allows you to cast Anathema Spells. These are debuffs on enemies which can slow them down, reduce their damage output, paralyze them, ect. Intelligence allows you to cast Sorcery Spells. These are fully offensive spells with only a handful of spells that are buff/debuffs. Lot's of AoE damage available here, but they have cast times which can get you killed if you aren't mindful of positioning. Faith allows you to cast Conviction Spells. These spells are mainly buffs and direct heals to the party. There are single target heals, AoE heals, cure status effects, ect with only a handful of offensive attacks. Here's about where I'm at with me and my team. Give me your honest feedback folks, we're making this game for our group of friends of course, but I also have my fellow Sunbro's in mind. Until the next update...
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