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Arcadia: All older topics

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Arcadia: All older topics - Page 3 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 Mon Jan 04, 2016 5:52 pm

I think that if you have a five-star system that affects the amount of hits before a kill is a good way to go.
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Arcadia: All older topics - Page 3 Empty Momentum and Speed

Post by Aeon Lovejoy Wed Jan 06, 2016 7:54 pm

Hey guys, I am just very worried right now. You see, the game is designed to keep you going on your feet, like keeping your momentum and speed after passing obstacle to another. But I am starting to see problems with it also being a fighting game, since you need to stop every now and then to kill an enemy, which usually takes 3 hits, in order to get a perfect score.

What I mean by perfect score is by the new element in the game, called the Momentum Meter. This meter always stays full when you first start a level and you have to keep it up to get maximum currency and exp. In order to keep it up, you must keep running or fight enemies. If you goof around and just stand in one place for 5 seconds, the meter will go down, decreasing your score.

So, should does the momentum meter sound like a good idea? Also, will the gameplay suck a bit if it were a fast-paced game that keeps your speed going and you have to stop sometimes to fight an enemy?

(the momentum meter does not show in boss battles)
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Post by Elementar Wed Jan 06, 2016 8:03 pm

Yes.  That's a very good idea.  Is there a way to increase it at all?
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Post by Aeon Lovejoy Wed Jan 06, 2016 8:55 pm

increase the meter? Nah, it will stay like that the whole game since the only purpose is to keep score and exp. Also, did you answer my second question? I was asking whether fast momentum based gameplay would mesh well with stopping to fight enemies as well. Keep in mind that the momentum meter stays up longer when you fight enemies than when you run.

I am just afraid of killing the fun experience of the game, which is "the better you are, the faster you can play"
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Post by Elementar Wed Jan 06, 2016 9:41 pm

Well, maybe you only lose some if you aren't attacking or moving.  I haven't really seen a game with this feature, so I don't know if it would mesh well.


Last edited by 7JayDee7 on Thu Jan 07, 2016 1:40 am; edited 1 time in total
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Post by Aeon Lovejoy Wed Jan 06, 2016 11:49 pm

Well, I just thought of an idea for a level that absolutely requires momentum to enjoy.

Symphony Road: (gimmicks: drums to bounce you, piano sliding, and trumpets blasting you.
The way you play this level is like the video below, where the music in the background is played when you go through the level like mario does. The better you are, the better the background music is.

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Post by Aeon Lovejoy Wed Jan 06, 2016 11:58 pm

Also, I have decided to make Nari serious and solemn, but also shy at the same time. Her face is emotionless most of the time, but she smiles and blushes most of the time whenever I am around her. How does that sound? Her usual expression is like this:
Arcadia: All older topics - Page 3 Oad8y1
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Post by Woyaojinkela Thu Jan 07, 2016 11:17 am

sounds good!
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Arcadia: All older topics - Page 3 Empty Platform Style

Post by Aeon Lovejoy Fri Jan 08, 2016 2:25 am

Hi guys, I decided I am not making the game with momentum keeping, since it will just look like an uninspired version of Sonic the Hedgehog or Bubsy. So, how do I make a fun and addicting platform game that is still fast paced and meshing well with fighting enemies without disrupting gameplay?

-Platformer that is faster in running and combat, but also occasional stops to wait for platforms to come down or getting past obstacles. (keep in mind that the Momentum meter will be replaced with an action meter, which functions the same, but you get points only by combat)

-Platformer that is slower in running but faster in combat, much like the Shovel knight game except he can do fast combo attacks.

-What are your suggestions for a plaformer that is enjoyable and addictive in an adventure plot game?

-Or just keep fast momentum platformer?

Also, about the monster souls, they dont add to your stats, they act as portable power-ups that help you with certain obstacles. For example, bonding your soul with Infearnal will grant you the skill to breathe fire, which can be used to melt ice blocking your way.
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Arcadia: All older topics - Page 3 Empty Multiplayer

Post by Aeon Lovejoy Sat Jan 09, 2016 1:58 am

Hey guys, I am deciding that only Ace (my changed name) is the playable character. It is because I cannot think of any other good storylines for the other two to play in, it will just seem meaningless. But to make up for the lack of playable characters, I have made an idea for multiplayer.

In multiplayer mode, you get to play as other characters that don't have a storyline. You can change their appearance and attire to stylize on your own avatar. You can battle online with friends and rush through custom levels. You can choose the following characters:

Sword Player:
HP: ****
OFF: ********
DEF: ***
SPE: ****
JUP: *
STA (Stance, or how far you get knocked away. The higher the stance, the less the knockback): *****

Magic Player:
HP: *
OFF: *****
DEF:*****
SPE: ***
JUP: ****
STA: **

Speed Player:
HP: **
OFF: ***
DEF: ***
SPE: *******
JUP: ********
STA: *

Ghost Player:
HP: ****
OFF: ****
DEF: ***
SPE: *****
JUP: Floating
STA: ********

Shield Player:
HP: *******
OFF: **
DEF: *****
SPE: *
JUP: *
STA: *****

Gun Player:
HP: *****
OFF: *****
DEF: ****
SPE: *****
STA: *

(You can get customizable items to modify your character by beating each level with a specific secret item.)
(more and more classes coming soon)


Did this sound like a great idea? Well, it has been pretty far in the development period, so how good will you think the game will be?
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Post by Woyaojinkela Sat Jan 09, 2016 8:45 pm

Yeah, sounds great!
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Arcadia: All older topics - Page 3 Empty 3D Future Games

Post by Aeon Lovejoy Sat Jan 09, 2016 10:16 pm

Hi guys, I think this is my last request for answers, but maybe not. Anyway, I am thinking of a time when to make 3d games in the future after I make several other games. So, how do I make my 2d game ideas into 3d? Should I just make the 3d levels so wide and expansive that people can explore and be amazed? Idk, what are your ideas for 3d platforming?
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Post by Aeon Lovejoy Mon Jan 11, 2016 12:44 am

Thanks, and also for the cutscenes, how do I make them funny sometimes? I was thinking of constantly breaking the fourth wall, but is that it?
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Post by Woyaojinkela Mon Jan 11, 2016 10:31 am

The graphic designer probably have more idea, IDK?
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Arcadia: All older topics - Page 3 Empty Touch Screen Gimmicks

Post by Aeon Lovejoy Mon Jan 11, 2016 7:19 pm

hey guys, I thought of a way to make the games exciting with attacks, I decided to make touch screen attacks. You see, now you can use the nintendo NX gamepad (If they have one) to carry out attacks.

For example, if you want to use a hypnosis attack to put all monsters on the field asleep, you have to draw a swirl on the screen with your finger. If you want to do a slash attack, you just need to swipe your finger across the screen diagonally.

How does the idea sound?

it is like smash brothers, but using a touchscreen to do combo attacks. Or, it is like Youkai watch, except you can attack faster in a platformer game.
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Post by Woyaojinkela Tue Jan 12, 2016 8:57 pm

sounds good, as long as it is not too complicated
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Post by Aeon Lovejoy Tue Jan 12, 2016 9:11 pm

Is anyone even looking at this? I want to ask again, how do I make a game that is good on platforming and not so fast on speed but combat?
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Post by Woyaojinkela Wed Jan 13, 2016 8:30 am

Just looked at this, sorry. XD
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Post by Aeon Lovejoy Wed Jan 13, 2016 11:35 am

Does it have to be fast paced at all? I mean like I think platform running and fighting don't mesh well together. But
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Post by Woyaojinkela Wed Jan 13, 2016 10:32 pm

I have no idea XD
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Post by Aeon Lovejoy Thu Jan 14, 2016 9:10 pm

Well, here is the news now, I decided to make only 10 levels for the game, but each of the levels have stages, something like the worlds in mario saying 8-1. Each level has 5 stages, with the 5th one being a boss. Also, I am going to go back to having two playable characters for the game. Each level suggests which player will be selected.

Grassy Outskirts:
Stage 1: A fresh grassy setting with stone walls to climb on.
Stage 2: Much like Wheat Farms.
Stage 3: Much like Cursed Forest.
Stage 4: A flowery paradise with lots of bottomless pits. Use flowercopters to fly over them.
Stage 5: Malice Boss battle.

Urban Metropolis:
Stage 1: You rush through the city, bypassing cars, going on top of apartment buildings.
Stage 2: Much like meteor parks
Stage 3: Much like Plaza District, where you rush into a large shopping mall.
Stage 4: Much like Hood alleys, fighting your way through thugs.
Stage 5: Roguecoon boss battle.

Tropical Beach:
Stage 1: You surf on rainbow waves and rush through the beach, avoiding crabs and leeches.
Stage 2: Much like Isolated Island.
Stage 3: Much like Bay Ocean Level, where you avoid poisonous oil.
Stage 4: You enter an underwater cave, avoiding getting blown up.
by underwater volcanoes
Stage 5: Dread boss fight.

Grand Centre (London):
Stage 1: You go on top of castles to fight off runeshadows
Stage 2: Much like Royal Valley
Stage 3: Much like Computer Interface
Stage 4: Much like Big Barry
Stage 5: Gremgear Boss battle

Frosty Heights:
Stage 1: A blizzard blows onto you as you travel the trail. Avoid being blown into a bottomless pit.
Stage 2: You go into a snowy forest and avoid being hunted by Runeshadows.
Stage 3: Much like Frozen Mountain.
Stage 4: You enter an icy cave, avoiding dropping icicles and freezing water.
Stage 5: Misery Boss fight.

Desserts Galore:
Stage 1: You run across plains that is made out of cake.
Stage 2: You have to use a cookie to surf across a sea of milk.
Stage 3: Much like Desserts Galore Level.
Stage 4: You go into a castle to kill gingerbread soldiers.
Stage 5: Gingerking Boss battle

Mineral Trail:
Stage 1: Much like Rocky Ravine.
Stage 2: You have to jump across narrow platforms and use clouds to guide you
Stage 3: Much like Ash Volcano.
Stage 4: You go inside the heart of the Volcano, avoiding getting blown up by TNT
Stage 5: Grudge Boss battle.

Tempest Utopia:
Stage 1: You go onto cloudy platforms and avoid being pecked by birds.
Stage 2: Much like Avian Utopia.
Stage 3: The clouds are raining and you have to keep running since the clouds will shrink from the rain.  You also have to avoid thunder too.
Stage 4: You enter a foggy temple where you have to use light to navigate through.
Stage 5: Baphomace Boss fight

Illusion Caverns:
Stage 1: You go inside a crystal cave where you need to reflect light in order to solve puzzles.
Stage 2: You ride a mine cart to avoid getting run over by a giant rock.
Stage 3: A cave where reality is distorted and platforms disappear.
Stage 4: The cave is really dark, so you have to use a torch to navigate. You also have to avoid the mirror beings...
Stage 5: Doppelmirror Boss fight.

Doom End:
Stage 1: Much like haunted house
Stage 2: Much like Dark ruins (Agony Boss fight)
Stage 3: Much like Runeshadow base (Bukan boss fight)
Stage 4: Much like Ethos Castle (Ethos Boss fight)
Stage 5: Much like Corruption Dimension (Final Form Ethos boss fight)

That is all there is to it. Also, I might go back to making like 150 monsters now that there are 50 levels Wink
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Post by Woyaojinkela Fri Jan 15, 2016 9:51 am

That's so cool
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Post by Aeon Lovejoy Fri Jan 15, 2016 6:38 pm

Why do I feel like you said that sarcastically? 0_0
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Arcadia: All older topics - Page 3 Empty What do I do with the monsters?

Post by Aeon Lovejoy Fri Jan 15, 2016 8:39 pm

Hey guys, I finally decided that the game is going to be a medium paced hybrid of a platformer and beat-em up. Well, I don't really know what to do with the monster souls now since, here might be a scenario.

-player just rushes through level without defeating a lot of monsters.
-player can't clear later stages since they require monster souls to use.
-player might have to painstakingly retry the previous stage to get the soul.

What I mean by you can't clear some stages, I mean that like a wall of ice is blocking your path, so you have to get an infearnal from Stage 2 to get the fire breath skill. How do I prevent tedious back-tracking while having monster souls at the same time?

Or should I just completely remove catching monsters in the game? (I think that because catching monsters doesnt seem to fit a beat em up genre game.)
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Post by Elementar Sat Jan 16, 2016 2:13 am

I'm pretty sure he didn't. It is cool.
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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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