Hesoca
Full Squid
- Joined
- Jul 15, 2015
- Messages
- 51
This is more of a game-based rather than a story-based idea, but nonetheless....
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Something's Ominous in Octo Valley | A Splatoon Survival RPG
Description: Inklings living near the Octo Valley area have suddenly gone missing in a bizarre series of serial kidnappings. In response to these events, the Inkopolis Police has created a specialized task force to investigate Octo Valley and its belowground area - one that you (the player) have just volunteered to be a part of.
Gameplay: The RP runs on a dungeon-crawler-like engine. Players start on the beginning floor of the valley, working together to find kettles that bring them deeper into the valley's caverns. The deeper the go, the more the story progresses - and the harder things get for the task force.
Floors operate under two different phases: an exploration phase and a combat phase. During the exploration phase, players are free to roam around the area in search of clues, hidden areas, and resources. Useful resources that the players find (such as food or tools for the base camp), are held within their respective inventories, and can be used at any time to help the team reach its next destination. In addition, by exploring the area, players can activate random events, which either shower the crew in blessings or throw obstacles in their way, depending on how lucky they are.
Random events can activate combat, which shifts the floor to the combat phase. During combat, players are restricted to their immediate area, and pitted against a specific set of opponents. Opponent difficulty is rated by their level (on a 1 to 50 scale, just like Splatoon). Defeating a set of opponents nets the crew rewards - but if the enemy is too strong, fleeing is an option as well. Either way, both actions trigger the end of the combat phase, and the floor returns to being open and explorable.
Since enemies have levels, it makes sense for the players to have them, as well. During sign-ups, players choose what level from a set range they would like for their character. A higher level improves a character's ability in combat but makes them less likely to find important resources during exploration. Conversely, a lower level decreases a character's combat ability, but increases their chance of finding resources and discovering different areas. Ideally, since resources are necessary to crew survival, and the chances of finding resources diminish the further the team heads into the valley, lower level and higher level characters are equally important, and are necessary to each other's success.
The story itself is shaped by how the player's react to the obstacles they run into, with the design of new floors being based on what the player's discover (and not discover). Though I have an overarching plot in mind, most of the action takes place within smaller substories involving the events player's trigger and the crew's interactions with each other, with story-heavy content becoming more frequent the further the RPG goes.
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There's still a few mechanics that need fleshing out (inventory, permadeath, event triggering), but in any case, this is what I have so far. (Title is also tentative. =P)
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Something's Ominous in Octo Valley | A Splatoon Survival RPG
Description: Inklings living near the Octo Valley area have suddenly gone missing in a bizarre series of serial kidnappings. In response to these events, the Inkopolis Police has created a specialized task force to investigate Octo Valley and its belowground area - one that you (the player) have just volunteered to be a part of.
Gameplay: The RP runs on a dungeon-crawler-like engine. Players start on the beginning floor of the valley, working together to find kettles that bring them deeper into the valley's caverns. The deeper the go, the more the story progresses - and the harder things get for the task force.
Floors operate under two different phases: an exploration phase and a combat phase. During the exploration phase, players are free to roam around the area in search of clues, hidden areas, and resources. Useful resources that the players find (such as food or tools for the base camp), are held within their respective inventories, and can be used at any time to help the team reach its next destination. In addition, by exploring the area, players can activate random events, which either shower the crew in blessings or throw obstacles in their way, depending on how lucky they are.
Random events can activate combat, which shifts the floor to the combat phase. During combat, players are restricted to their immediate area, and pitted against a specific set of opponents. Opponent difficulty is rated by their level (on a 1 to 50 scale, just like Splatoon). Defeating a set of opponents nets the crew rewards - but if the enemy is too strong, fleeing is an option as well. Either way, both actions trigger the end of the combat phase, and the floor returns to being open and explorable.
Since enemies have levels, it makes sense for the players to have them, as well. During sign-ups, players choose what level from a set range they would like for their character. A higher level improves a character's ability in combat but makes them less likely to find important resources during exploration. Conversely, a lower level decreases a character's combat ability, but increases their chance of finding resources and discovering different areas. Ideally, since resources are necessary to crew survival, and the chances of finding resources diminish the further the team heads into the valley, lower level and higher level characters are equally important, and are necessary to each other's success.
The story itself is shaped by how the player's react to the obstacles they run into, with the design of new floors being based on what the player's discover (and not discover). Though I have an overarching plot in mind, most of the action takes place within smaller substories involving the events player's trigger and the crew's interactions with each other, with story-heavy content becoming more frequent the further the RPG goes.
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There's still a few mechanics that need fleshing out (inventory, permadeath, event triggering), but in any case, this is what I have so far. (Title is also tentative. =P)