Rezanta 373 Posted October 19, 2015 Alright, time for some popcorn... Hey folks, today I want to present the idea of more than the basic four elements of life. (Being fire, water, earth, and air, if you're unsure.) For the main series I've been working on, I have elements like Nova and Spirit, as well as the basic Dark and Light. Some elements, like Nature and Chaos, are two separate elements that can be used as one. Nova, however, relates to stuff like stars, black holes, and all that fancy murdering stuff that you find on TV. Life focuses on the healing aspects of something or someone, while Feral focuses on the "beasts" of the land. In other words, should these elements stay within the main four, or should they keep their own dazzle? List of 15 Different Elements plus their backdrops Fire- Focuses on the destroying aspect of anything. Can cause the basic "burn" status which does the same as poison, but as a pinch faster rate. Water- an element that works with statuses like cleanse and breathless, Water tends to be more of a supporter than a offensive fighter, but can throw a few punches when needed. Wind/Air- Freedom and rejoice come with this element, and things like mass-effecting spells are pretty common. Additionally, the status infliction Tossed can render this element seemingly unbeatable. Dark- Focuses on the deep reaches of evil and can only be defeated by light in ancient tales. works with the basic Blind, but like Shadow, can throw a few Curses. Shadow- Deals with the unseen, untouched, and deadly secrets of unknown souls. Main statuses are things like Doom and Curse, but there's also Grip and Grappled to deal with. Nova- Basically spacial things. Feral- Wild is the way to go in this element. All creatures, living or dead, could classify, but the art truly comes from those who embrace, love, and control the life of animals around them. Celestial- Mainly the gods fit in this group. Lightning (Thunder for those who want to be blandish. No offense)- The unpredictable and quick fester here. Spark, Stunned, and Paralysis all fit. Earth- The ones as sturdy as the ground itself live under the Earth's umbrella. Poison, Intoxication, and some shared statuses are common here. Nature- Focuses, rather, on the aspects of the living around, but don't have a voice. Sleep, healing, and small, consecutive damage are found in this element. Spirit- Controllers of others, Curse, Sleep, and other mind-messing problems start here. Chaos- Light and Dark mixed together. Light- Focuses directly on destroying the dark. Regen effects are common. Life- Stated above. Now, you may be wondering about some of the states, like Grip. Here's a few examples: Gripped: Both the user and the target share damage until one dies. Intoxicated: Deals Lv2 Poison damage, and also deals bonus damage equal to the afflicted target's defense. Tossed: Causes the target to stumble, making all defenses and evasion 0 for a few turns. Sparked: Can be stacked to 4 times. Has a 25% chance to insta-kill a party member, and also deals small damage over time. Remember, any and all feedback is greatly thanked! Share this post Link to post Share on other sites
lonequeso 1,921 Posted October 19, 2015 I like games with lots and lots of states. When done well, it provides countless scenarios for the player. With that many elements and states it would hard not to have unique enemies. You didn't elaborate on Spacial. Is that a work in progress atm? How is the player going to use all the elements? How many playable characters are there? Can the player change or customize classes? 2 Share this post Link to post Share on other sites
Lord Vectra 414 Posted October 19, 2015 I'm a HUGE fan of status effects. I like it!!! I like games with lots and lots of states. When done well, it provides countless scenarios for the player. With that many elements and states it would hard not to have unique enemies. You didn't elaborate on Spacial. Is that a work in progress atm? How is the player going to use all the elements? How many playable characters are there? Can the player change or customize classes? I'm with Ion. Share this post Link to post Share on other sites
Cookie Ninja 374 Posted October 19, 2015 I love it. Wont the elemental weakness have to accompany the said status weakness? (weak to earth will have to be weak to poison?) I'm a big fan of lots of elements and the fact that you have given characteristics to them through states aswell. I just fear that it might impose a limit to your freedom as the developer in terms of how you might combine the 2. If you are aware of that and have a plan of how to still create varied encounters, then go for it! I'd love to see how it turned out and I think it could be a really creative way to approach elements and their role in your world 1 Share this post Link to post Share on other sites
Rezanta 373 Posted October 19, 2015 I love it. Wont the elemental weakness have to accompany the said status weakness? (weak to earth will have to be weak to poison?) I'm a big fan of lots of elements and the fact that you have given characteristics to them through states aswell. I just fear that it might impose a limit to your freedom as the developer in terms of how you might combine the 2. If you are aware of that and have a plan of how to still create varied encounters, then go for it! I'd love to see how it turned out and I think it could be a really creative way to approach elements and their role in your world I like games with lots and lots of states. When done well, it provides countless scenarios for the player. With that many elements and states it would hard not to have unique enemies. You didn't elaborate on Spacial. Is that a work in progress atm? How is the player going to use all the elements? How many playable characters are there? Can the player change or customize classes? The elements are the classification for Scalvose, the planet that most of my games fall in. For Scalvose, you're born under the element, but it's unknowingly your choice if you embrace it or not. As for the states and how to balance them between weaknesses, Earth actually bests fire, but the state effectiveness is affected by how they live. You may have a person, for example, who practices alchemy, mainly poisons and sicknesses. This backdrop would resist your problems against those. However, there are natural elemental status resistances and weaknesses. For example, albeit poor, is how Earth is weak to Fire, thus is weak to burn. Earth is both ways on Poison, due to how wide the term can be used. As for Special, it is a WIP right now, as I'm piecing the events in for the cards still, but otherwise all the states are ready. As for the weapons, all weapons have an "elemental profile", or what kind of damage it deals to a target. An example could be Kirue's Bounty Scythe. It deals Nature-based damage, but was forged and given by the Grim Reaper. Plus, Kirue's main setup has no element, giving even more of a variety. Share this post Link to post Share on other sites
lonequeso 1,921 Posted October 19, 2015 Nova being spacial makes me think of states like Slow, Stop and Haste. I can see Time magic being a part of it. Celestial being used by Gods makes thinks of states like Blessed, Curse, and Doom and revive and insta-kill skills. There's a ton of states you can apply when you have 15 different elements to play with. It sounds like each character will have a specific elemental alignment. (Golden Sun inspired?) I'm assuming that will extend to enemies, too. Are the characters just going to learn moves via leveling up or are there special skills or any customization? If you're going with the idea from your other post, the cards for your gambler being able to be bought, you'd want skills for other characters to be bought as well. It may feel inconsistent otherwise. 1 Share this post Link to post Share on other sites
Rezanta 373 Posted October 19, 2015 Crap, you found my first inspiration of stuff! I need to tie you up and stuff you in a closet, then run! Everything's ruined! ...Yes, Golden Sun did inspire some of what I do. Enemies all have their own elements (some not actually having one, like the dreadful Magic Cross), and skills/spells can be bought and used. However, this method is still in the works, mainly because I don't have a concrete way of going "Player chooses first party member to learn Heal, but it forces it on the third." Right now, I'm going by the character specifics, so yeah. I did forget to mention there's about 23 playable characters, which possibly may include Xerian. 1 Share this post Link to post Share on other sites