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Name:
The Wheel of Time: Falling Darkness Index:
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RPG Submitted:
3/25/2003 2:09:13 PM Written By:
ArcticSwan360 |
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The Wheel of Time: Falling Darkness
3/25/2003 2:09:13 PM
By: ArcticSwan360
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Category: RPG Games
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To start off I must explain what the Wheel of Time is. This is a series of Fantasy books, much like Lord of the Rings. It is written by the excellent author Robert Jordan. There are ten books in the series, and more coming. Now to get to the game:
Since this is a Fantasy series, it only seems right that it would be best to have it as an RPG. It could take place during the periods, of which the ten books take place, or before or after. It would be cool if there were three characters, each with a separate storyline until they all meet at one place. You would control each separately until then, following the path of which the plot takes you, every once in a while changing to the other characters. When you meet up and form an alliance, you would control all three at once. This happened Wild Arms for the PSX.
One character would be a female Aes Sedai – a type of people in the books. Aes Sedai can channel the One Power by reaching towards the True Source. Her name is Dominique Sedai. She has been sent from the White Tower on a mission to the city of Ebou Dar to retrieve a stash of ter’angreal that have been stolen by the Black Ajah. The White Tower is in Tar Valon. The White Tower is the home of the Aes Sedai, which is broken into different Ajahs. Dominique is of the Green Ajah. The Black Ajah is servants of the Dark One, though the White Tower doesn’t really have any control on them, and they deny their existence. Ter’angreal are objects that use the One Power for almost an infinite number of uses, depending on the kind. There are also angreal and sa’angreal. Angreal are objects that can give the user extra power, and sa’angreal are the same but much stronger.
On the way she will find some of these three objects. She will have MP or Magic Points. I will make an example of how the angreal and sa’angreal make her stronger. When Dominique has 100/100 MP, with the use of an angreal it would be 250/250 MP, and with a sa’angreal it would be 500/500 MP.
For every ten Magic Points she uses up with out the use of any of these two objects, she will loose a certain amount of SP – Stamina Points. With an angreal it would take almost twice as much MP before loosing that much SP, and with a sa’angreal it would take twice that. This produces some strategy to the game.
The One Power is divided into five sections: Earth, Fire, Water, Air/Wind, and finally Spirit. Through gaining experience and levels she can grow more powerful in some of the sections. For each level you would be given 5 OPP, or One Power points. In the books, it is very rare for channelers – magic users – to have much strength in four sections. So there would be a balancing rule for this leveling up. She would also get to level up in the “common” RPG sections, like strength, defense, and luck. By adding power to some of the five sections, she would gain a certain spell. And after using a certain spell a certain amount of times, it would be a Critical Spell. This simply means that when used it has a chance of doing a critical effect.
Through certain side quests, she could gain ter’angreal. Some would let her enter the World of Dreams. A main quest would be to gain a Dream ter’angreal so she could spy on bad characters, who were meeting in this World of Dreams, to gain information vital for the game, so she would know where to go. This could also lead to secret ter’angreal or angreal and sa’angreal. When spying, it would go into Stealth Mode, like in Metal Gear Solid.
The other two characters are both male. First I will start with the man, Kaine Darickson. He is from the nation Tear, so he is called a Tairen. He is a Hunter for the Horn, from the city Tear – the same name of the nation, obviously. The Horn of Valere is a legendary horn that can call back dead heroes to battle whoever the user commands them too. He finds a copy of an old manuscript that says the Horn is in Caemlyn, the capital city of the nation Andor. On the way there he gets caught up in battle with bandits and the like, with darkfriends and Trollocs and Mydraals. The final boss he fights before getting to Caemlyn is a Draghkar, who is a tall bat-like human monster. They can lure their enemies to them by putting them into a trance.
One of the main quests for him before this brings him to a bracelet that he finds, and then puts on. He doesn’t know it, but this a ter’angreal that makes the trance unaffected. It is not very powerful and it starts to wear away during the battle. This is a timed battle, and if he runs out of time, he is lured to the Draghkar and it kisses him, which is the always-fatal attack.
In the books, there a many, many sword attacks. They all have unique names: The Rising Sun on the Water, The Wind on the Willow, or something like that. Robert Jordan uses the names to describe the motion of the sword, and he many times links them together so they are like combo-attacks. So I have developed a battle system for this man. First of all, Kaine uses four main features.
The first is Attack, and he can pick from a large number of those moves, but he must learn them first. When he gains a level, he will have the chance to learn one move out of a list of three. If he doesn’t know what it is, he can push a button to see what it does and what it looks like. At the second level, he picks another of three, and so on. At level 15 he gains the ability Combo-A. Combo-A is the ability to link three of those moves together. To perform a normal move, you have to press a pattern of buttons, like Zell had to do in Final Fantasy VIII. If you fail to do so in a certain amount of time, you just attack with a slash, which does half the amount of damage it is supposed to do. When chooses an attack to learn he trains in a tutorial way, where he has to do the button-pressing 3 times right in a row. He can try as many times as he needs to learn, or save it for another time to learn.
If you fail Combo-A you will do a slash that is half the damage of what the Combo move should be. At level 30 he gains Combo-B. This makes it so you can link more powerful moves together, but only three. Combo Attacks take up CP – Combo Points which are equivalent to MP in a way. At level 50 comes Combo-C that can link more powerful attacks together, and a total of 4 at a time. When level 75 comes you get Combo-D that lets you combine more powerful attacks than the last, but still 4. At level 100 you become a Blademaster and you gain the Blade Master Combo that lets you combine any five attacks you want. So basically, an attack has a button-pressing maneuver.
You can gain 100 attacks that are organized into five sections. They are divided by their strength power. The next feature is Parry. Every 10 levels you gain, you get a Parry move. They are automatically chosen for you. If you choose it correctly and defend an opponent’s attack accurately through a button-pressing part like before, you can counter with 2 attacks! This does not happen much for it is very hard. When you attack twice, you can do Combo Attacks.
The next feature is Charge. Charge is much like a Limit Break in the Final Fantasy games. Once you perform a number of Combo Attacks your Charge bar goes up, and for performing Parry moves its go up too – but higher for they are much more difficult. Every 10 levels you get a new Charge Move. The bar also goes up very, very little for being hit with an attack, either magic or physical, and it is always the same, even if one attack takes more HP than another. The fourth feature is the simple Defend. It always works, but only with physical attacks. It does not block the attack completely. It decreases the damage based on your Armor Level and Defense Level.
The next and last man comes from Emond’s Field, which is the western part of Andor. Emond’s Field is in the Two Rivers part of Andor, which is barely ruled by Andor, since they practically forgot about their existence. His name is Jarrem and he his 24 and a very good bowman who wants to seek adventure and see the great cities of the world. So he journeys to Caemlyn. His main features focus upon the bows he can get and how he uses them.
Along the way he can get different bows and even different arrows. Jarrem was also a blacksmith, so at every village, town, or city, he can use things he found to even make bows or arrows. But this part has a catch. If he makes a bow, it will have a durability factor and he will have to fix it at forgeries he comes too; the arrows that he makes come in a limited supply. He time he makes arrows, he can use them 10 times, for they can be just as powerful as magic attacks. He can use these magic arrows with normal bows too. The main bows are from weakest to greatest: Shortbow; Longbow; Composite Bow; Archer’s Bow; Hawk-Bow; and finally Eagle-Bow. If a magic bow breaks, he can fix it, but he will have to do several mini-game things in the forgery. To fix a magic bow to its normal durability, the mini-games are unnecessary.
When attacking with the normal bow and arrows, he has to press the buttons really fast. For every five presses one arrow is shot. Depending on his attribute levels and the opponents level, the time changes. He could shoot five shots on a Trolloc, but only two on a Mydraal.
On his way he to Caemlyn he stops at Whitebridge. From the Two Rivers to Whitebridge he will encounter darkfriends, Trollocs, and bandits. On the way there, all his gold gets stolen from bandits, but he escapes, but without his money. The other two characters have money so they can buy food. Jarrem can’t. From there until Whitebridge, he doesn’t encounter any darkfriends or evil humans that carry gold. So he has to hunt for his food by the use of his bow.
When he reaches Whitebridge he is in terrible condition. A family takes him in and takes cares of his wounds. He recovers there for several days. On the fifth day, chaos breaks loose in the city. Darkfriends are killing people in the street. Jarrem with aid from two people, who join him for this short time, dispose of the darkfriends. Their leader is a Gray Men, people who have sold their soul to the Shadow. Since they have no soul, it is almost impossible to see them. With the aid of the two, it is still really challenging for them. Jarrem naturally would miss a lot with his bows. If he used his made arrows, he would have a better chance, but not much.
The two companions die in the battle and you survive. A Lord takes you in to take care of your wounds. For your greatness the city puts in money for you as a prize, and some armor and items. You can still hunt for game and sell the skins for money to merchants and peddlers. Then he reaches Caemlyn.
This is where the three meet. A good many days take place in the city. Kaine and the Green Sister – the Aes Sedai – fall in love, and Kaine gives her permission to bond him. He his now her Warder and she gives him a Warders Cloak. This makes the wearer camouflage with his surroundings. In the game, it will depend on Kaine’s Luck Level and depending on the enemy of course. If lucky enough, an attack against Kaine will miss or do Minimum Damage – half damage of what the attack would normally be. If even luckier, Kaine might be able to counterattack with a plain slash attack. Kaine meets Jarrem in an inn, and Jarrem describes what he has gone through, but Kaine says nothing for he doesn’t know if Dominique would allow it.
Jarrem goes to bed. When he comes down the next day, the Warder and the Aes Sedai meet him. She asks him to explain his story again, for Kaine told her about it. Jarrem tells her with reluctance, for Aes Sedai are very tricky people. She demands him to join them, even asks for him to be her second Warder. He declines to the Warder, but goes along with the rest.
From there they travel to Ebou Dar, encountering many huge quests. The last place is Ebou Dar, of course. The last boss is a Shadowspawn never before encountered by anyone.
To start off I must explain what the Wheel of Time is. This is a series of Fantasy books, much like Lord of the Rings. It is written by the excellent author Robert Jordan. There are ten books in the series, and more coming. Now to get to the game:
Since this is a Fantasy series, it only seems right that it would be best to have it as an RPG. It could take place during the periods, of which the ten books take place, or before or after. It would be cool if there were three characters, each with a separate storyline until they all meet at one place. You would control each separately until then, following the path of which the plot takes you, every once in a while changing to the other characters. When you meet up and form an alliance, you would control all three at once. This happened Wild Arms for the PSX.
One character would be a female Aes Sedai – a type of people in the books. Aes Sedai can channel the One Power by reaching towards the True Source. Her name is Dominique Sedai. She has been sent from the White Tower on a mission to the city of Ebou Dar to retrieve a stash of ter’angreal that have been stolen by the Black Ajah. The White Tower is in Tar Valon. The White Tower is the home of the Aes Sedai, which is broken into different Ajahs. Dominique is of the Green Ajah. The Black Ajah is servants of the Dark One, though the White Tower doesn’t really have any control on them, and they deny their existence. Ter’angreal are objects that use the One Power for almost an infinite number of uses, depending on the kind. There are also angreal and sa’angreal. Angreal are objects that can give the user extra power, and sa’angreal are the same but much stronger.
On the way she will find some of these three objects. She will have MP or Magic Points. I will make an example of how the angreal and sa’angreal make her stronger. When Dominique has 100/100 MP, with the use of an angreal it would be 250/250 MP, and with a sa’angreal it would be 500/500 MP.
For every ten Magic Points she uses up with out the use of any of these two objects, she will loose a certain amount of SP – Stamina Points. With an angreal it would take almost twice as much MP before loosing that much SP, and with a sa’angreal it would take twice that. This produces some strategy to the game.
The One Power is divided into five sections: Earth, Fire, Water, Air/Wind, and finally Spirit. Through gaining experience and levels she can grow more powerful in some of the sections. For each level you would be given 5 OPP, or One Power points. In the books, it is very rare for channelers – magic users – to have much strength in four sections. So there would be a balancing rule for this leveling up. She would also get to level up in the “common” RPG sections, like strength, defense, and luck. By adding power to some of the five sections, she would gain a certain spell. And after using a certain spell a certain amount of times, it would be a Critical Spell. This simply means that when used it has a chance of doing a critical effect.
Through certain side quests, she could gain ter’angreal. Some would let her enter the World of Dreams. A main quest would be to gain a Dream ter’angreal so she could spy on bad characters, who were meeting in this World of Dreams, to gain information vital for the game, so she would know where to go. This could also lead to secret ter’angreal or angreal and sa’angreal. When spying, it would go into Stealth Mode, like in Metal Gear Solid.
The other two characters are both male. First I will start with the man, Kaine Darickson. He is from the nation Tear, so he is called a Tairen. He is a Hunter for the Horn, from the city Tear – the same name of the nation, obviously. The Horn of Valere is a legendary horn that can call back dead heroes to battle whoever the user commands them too. He finds a copy of an old manuscript that says the Horn is in Caemlyn, the capital city of the nation Andor. On the way there he gets caught up in battle with bandits and the like, with darkfriends and Trollocs and Mydraals. The final boss he fights before getting to Caemlyn is a Draghkar, who is a tall bat-like human monster. They can lure their enemies to them by putting them into a trance.
One of the main quests for him before this brings him to a bracelet that he finds, and then puts on. He doesn’t know it, but this a ter’angreal that makes the trance unaffected. It is not very powerful and it starts to wear away during the battle. This is a timed battle, and if he runs out of time, he is lured to the Draghkar and it kisses him, which is the always-fatal attack.
In the books, there a many, many sword attacks. They all have unique names: The Rising Sun on the Water, The Wind on the Willow, or something like that. Robert Jordan uses the names to describe the motion of the sword, and he many times links them together so they are like combo-attacks. So I have developed a battle system for this man. First of all, Kaine uses four main features.
The first is Attack, and he can pick from a large number of those moves, but he must learn them first. When he gains a level, he will have the chance to learn one move out of a list of three. If he doesn’t know what it is, he can push a button to see what it does and what it looks like. At the second level, he picks another of three, and so on. At level 15 he gains the ability Combo-A. Combo-A is the ability to link three of those moves together. To perform a normal move, you have to press a pattern of buttons, like Zell had to do in Final Fantasy VIII. If you fail to do so in a certain amount of time, you just attack with a slash, which does half the amount of damage it is supposed to do. When chooses an attack to learn he trains in a tutorial way, where he has to do the button-pressing 3 times right in a row. He can try as many times as he needs to learn, or save it for another time to learn.
If you fail Combo-A you will do a slash that is half the damage of what the Combo move should be. At level 30 he gains Combo-B. This makes it so you can link more powerful moves together, but only three. Combo Attacks take up CP – Combo Points which are equivalent to MP in a way. At level 50 comes Combo-C that can link more powerful attacks together, and a total of 4 at a time. When level 75 comes you get Combo-D that lets you combine more powerful attacks than the last, but still 4. At level 100 you become a Blademaster and you gain the Blade Master Combo that lets you combine any five attacks you want. So basically, an attack has a button-pressing maneuver.
You can gain 100 attacks that are organized into five sections. They are divided by their strength power. The next feature is Parry. Every 10 levels you gain, you get a Parry move. They are automatically chosen for you. If you choose it correctly and defend an opponent’s attack accurately through a button-pressing part like before, you can counter with 2 attacks! This does not happen much for it is very hard. When you attack twice, you can do Combo Attacks.
The next feature is Charge. Charge is much like a Limit Break in the Final Fantasy games. Once you perform a number of Combo Attacks your Charge bar goes up, and for performing Parry moves its go up too – but higher for they are much more difficult. Every 10 levels you get a new Charge Move. The bar also goes up very, very little for being hit with an attack, either magic or physical, and it is always the same, even if one attack takes more HP than another. The fourth feature is the simple Defend. It always works, but only with physical attacks. It does not block the attack completely. It decreases the damage based on your Armor Level and Defense Level.
The next and last man comes from Emond’s Field, which is the western part of Andor. Emond’s Field is in the Two Rivers part of Andor, which is barely ruled by Andor, since they practically forgot about their existence. His name is Jarrem and he his 24 and a very good bowman who wants to seek adventure and see the great cities of the world. So he journeys to Caemlyn. His main features focus upon the bows he can get and how he uses them.
Along the way he can get different bows and even different arrows. Jarrem was also a blacksmith, so at every village, town, or city, he can use things he found to even make bows or arrows. But this part has a catch. If he makes a bow, it will have a durability factor and he will have to fix it at forgeries he comes too; the arrows that he makes come in a limited supply. He time he makes arrows, he can use them 10 times, for they can be just as powerful as magic attacks. He can use these magic arrows with normal bows too. The main bows are from weakest to greatest: Shortbow; Longbow; Composite Bow; Archer’s Bow; Hawk-Bow; and finally Eagle-Bow. If a magic bow breaks, he can fix it, but he will have to do several mini-game things in the forgery. To fix a magic bow to its normal durability, the mini-games are unnecessary.
When attacking with the normal bow and arrows, he has to press the buttons really fast. For every five presses one arrow is shot. Depending on his attribute levels and the opponents level, the time changes. He could shoot five shots on a Trolloc, but only two on a Mydraal.
On his way he to Caemlyn he stops at Whitebridge. From the Two Rivers to Whitebridge he will encounter darkfriends, Trollocs, and bandits. On the way there, all his gold gets stolen from bandits, but he escapes, but without his money. The other two characters have money so they can buy food. Jarrem can’t. From there until Whitebridge, he doesn’t encounter any darkfriends or evil humans that carry gold. So he has to hunt for his food by the use of his bow.
When he reaches Whitebridge he is in terrible condition. A family takes him in and takes cares of his wounds. He recovers there for several days. On the fifth day, chaos breaks loose in the city. Darkfriends are killing people in the street. Jarrem with aid from two people, who join him for this short time, dispose of the darkfriends. Their leader is a Gray Men, people who have sold their soul to the Shadow. Since they have no soul, it is almost impossible to see them. With the aid of the two, it is still really challenging for them. Jarrem naturally would miss a lot with his bows. If he used his made arrows, he would have a better chance, but not much.
The two companions die in the battle and you survive. A Lord takes you in to take care of your wounds. For your greatness the city puts in money for you as a prize, and some armor and items. You can still hunt for game and sell the skins for money to merchants and peddlers. Then he reaches Caemlyn.
This is where the three meet. A good many days take place in the city. Kaine and the Green Sister – the Aes Sedai – fall in love, and Kaine gives her permission to bond him. He his now her Warder and she gives him a Warders Cloak. This makes the wearer camouflage with his surroundings. In the game, it will depend on Kaine’s Luck Level and depending on the enemy of course. If lucky enough, an attack against Kaine will miss or do Minimum Damage – half damage of what the attack would normally be. If even luckier, Kaine might be able to counterattack with a plain slash attack. Kaine meets Jarrem in an inn, and Jarrem describes what he has gone through, but Kaine says nothing for he doesn’t know if Dominique would allow it.
Jarrem goes to bed. When he comes down the next day, the Warder and the Aes Sedai meet him. She asks him to explain his story again, for Kaine told her about it. Jarrem tells her with reluctance, for Aes Sedai are very tricky people. She demands him to join them, even asks for him to be her second Warder. He declines to the Warder, but goes along with the rest.
They travel to Four Kings, a city between Whitebridge and Caemlyn. Along this road, the bandits increase in numbers. They infiltrate a bandit camp that is trying to disrupt the trade between these two citys. The captain of the camp carries an eloquent sword from Shadar Logoth, which is really the old, abandoned city Aridhol. This sword gives him great powers of evil, so he is very strong. He uses the battle system that Kaine does, but also has a feature called Summon. He can summon several bandits to his aid, and he can use this several times. He has a move called Shadow Strike, which has a good chance of poisoning a character by means of evil - like Zombie spell in Final Fantasy.
After you defeat him a sequence will take place. The Aes Sedai in your party trys to make him tell your party information. He is a darkfriend obviously. After a while, he says he tell you information, but right after he falls dead. Dominique feels of a weave of that spell and where it came from. You head in its direction. It leads you to Four Kings.
Here she feels indentical weavings happening in a jumble. She explains to her two companions that it is a spell that binds the darkfriend to the Dark One. If they try and tell anyone of the light about their intentions, they immediately die. You search throughout the city, finding ten Black Sisters. Each one is in a different place. After you defeat them you hear that they were here to stop you from reaching Ebou Dar. You then take the road south to reach Lugard in the nation Murandy.
A plague and sickness has swept through Lugard. The only way to cure the citizens are to go into the den of which it came from. You head into the hills to search for rumored tunnels, a place where evil creatures live. There are Trollocs and Mydraals here, and stronger than before. The newest enemy are similar to Darkhounds. They are an expiramental breed of Darkhounds and Wolves, carried out by Black Sisters. Since Darkhounds can kill by one bite or even a scratch, and since Wolves are anti-shadow, they are weaker. They are called Fangers. It turns out that a Fanger attacked a child and when brought into the city, devoloped a disease that spread. You defeat many of the Fangers and come across a Darkhound with a ter'angreal collar that makes it more powerful. Since this is a RPG, the Darkhound can't kill by single hits. Dominique accidently uses balefire in a sequence after this when a Fanger leaps at you in surprise - this was the Fanger that bit the child. This balefire was so powerful that it burned the Fanger's thread so far back that the child never had the disease, and now everyone is cured.
From here you travel through Altara and finally reach Ebou Dar. The Black Ajah is sheltering in the Rahad District. You infilitrate there place, which is many buildings of the Rahad District. You encounter Mydraal, Fangers, Trollocs, Graymen, all sorts of Shadowspawn. There are many Black Sisters. The last boss is a Black Sister who claims that if she completes her task successfully, she will be named a Forsaken by the Dark One. Her name is Tionyael but calls herself Erithill. After this you recover the stolen ter'angreal and game is over.
Throughout the game, Dominique can develop some Talents. These are special abilities with the Power. A very common one is Healing. She can learn that so she wount have to use herbs and brews that she makes for the journey. For healing items, you can find herbs when you journey - a huge variation - then combine them to make a brew. Some for example can heal blindness or heal wounds. She can learn Earth Singing spells where she can cause extra-powerful earthquakes to damage enemies. She can learn Cloud Dancing so she can strike at enemies with extra-powerful lightnigh attacks. She can learn Delving to help find ores for Jarrem and Kaine so they can make better weapons. She can also use this ability to rust away locks on secret doors to find secret items.
Each character can develop Trades. For example, Dominique has the Trade - Healer. She can find herbs and brew them into potions, then sell them to merchants and peddlers, or even use them on people you find who are sick or wounded. You can get gold from this, and after a while gain Reputation Points. You can gain five Reputation Levels for each Talent. At Rep. Level 1, you can only make certain potions, and sell them only for a certain price. At level 2, you can make better potions, and people will buy your first made potions at higher prices because they know your good. This goes on in a pattern and ends at Level 5 - when you reach this level for Healer she is called Master Healer. With the Delving Talent, she can use the Trade called Fusion. This is where she can find minerals and metals and combine them to make them more powerful. She can sell them like the potions or give them to her companions so they can make weapons. At level 5 of this Trade, she becomes Master Ore-Smith
Kaine can bring in the Trade called S-Trainer. People can pay him for sword-fighting lessons. And doing enough of these he gains levels. Every level he gets, his prices go up for people to train with him. Another thing he gets for every level is a secret Sword Manuever. The next Trade he has is P-Trainer where he trains people in parrying. It goes the same way as the S-Trainer Trade, and he will get a Parry Manuever for each level. At level 5 of each Trade he is called Master Paladin.
Jarrem can bring in the Trade of Huntsmen. He can hunt food for people and they will pay him. Before he reaches the first level he is only allowed to hunt very small animals. At second level he gets paid more and can hunt better animals, and so on. At level five he is entitled as Master Hunter. The second trade is Bowyer, where he makes magical arrows and bows. He his limited to his pricing and what kind he makes by his level. He can keep them or sell them. At level five he is Master Bowyer. He is the only one to have a third Trade. It is called Fur Seller. He can skin animals after he hunts them and sell his furs to people. He his also limited to what kind and how much he can sell them for. At level 5 he his named Master Fur Seller. by gaining a level through the Trade Huntsmen, he gets much more accuracy in battle. For leveling up in Bowyer, he is able to make better bows and better arrows. For Fur Selling, he gets the abiltity, Barter +1, then +2, and so on. This helps when they are buying from people or selling to get better deals.
These Trades are put in the game to help to gold, secrets, cool moves and features, ect., ect. When Jarrem is hunting, it will be like Deer Hunter 4 or 5 - you get the idea. While you hunt you walk in that 3D view, you can climb trees to wait, making noises for animals to lure towards you.
This game would be in the Final Fantasy X format where it is turn-based.
This would be on Gamecube simply because of the e-reader. The Wheel of Time has a collectible card game that could be expanded to support this through the e-technology. They could even put the whole card game in my game. The e-cards could unlock secrets and minigames, different animals to hunt, different items to use for arrows or bows, different sword moves, different spells, angreals, sa'angreals, and ter'angreals, ect. ect.
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Add your comment to this Game Idea
Wow!
3/27/2003 5:07:18 PM
Comment by:
X Member
No offense but this has got to be over 1000 spaces. But it does sound like a cool game Idea.
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Thank You
3/28/2003 8:20:57 PM
Comment by:
ArcticSwan360
I feel gratified for your wonderfull thoughts. But I would also like to here more criticism, so I can try to make other ideas that are even better.
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Well
3/31/2003 10:27:15 AM
Comment by:
Dusty
X Member: There is no limit to how long an idea can be, the 1000 character thing is a minimum limit :)
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Thoughts
5/24/2003 10:41:00 PM
Comment by:
TheNewMan
Two things:
1) you are aware that there is a significant amount of repetition in your idea. Not sure if everything is said twice, or just some, but check please.
2) Apparantly, when the Wheel of Time game (as in the FPS released by Legend I think) was being put for Robert's approval, RJ insisted it could NOT be at the same time as his books (as they are still ongoing). As after the books would result in it happening after Tarmon Gaidon (or however it's spelt), there would be no enemies to fight (and possibly no world to fight in!), so I think this game will have to be set before the books.
Also, perhaps you might consider having far more combos available before level 100, each with different effects (stun, bleeding damage over time etc), to prevent the player from repeating the same short combo over and over each battle sequence, which would likely become repetitive.
Anyway, Big fan of the books (even if I can't spell names from it), so I definitely like it, but feel that it have the potential to be even deeper than the current scenario- false dragons, 'innocent' male channelers you must deal with, etc. It's a very deep world, use it! (I know you are, but MORE!)
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My Reply
5/27/2003 7:04:50 PM
Comment by:
ArcticSwan360
It would actually me possible to be after the series end, because the scholar said that when an Age comes again, it almost exactly like before. So if the Great Lord dies, what happens when the Age comes again? Could he be reborn? And also, you must realize a 100 moves is actually a lot for an RPG - that could be the most anyone has had in a game like this.
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6/6/2003 12:32:39 PM
Comment by:
TheNewMan
okay, firstly a clarification- I was not saying the number of MOVES was limited, I was worried that until level 100 you would only have three button combos to perform the combos, resulting in boredom. ie pressing the same sequence of buttons over and over again each time the fighter wishes to combo. Hope this clarifies that. The other point is not particularly important, but if you were to set it after the books you would probably have to wait 10 years (5? more books, 2 years a book) to find out how it ends or do it in something like 6 age's time (when you know the world is in one piece), which will likely have very little connection with anything in the books. Anyway, like I said, not a big deal.
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woohoo! WOT!
8/12/2003 6:57:12 PM
Comment by:
gabthereader
first off, excellent choice to model a game after! My suggestion is only you could throw in bubbles of evil to the maelstom, or maybe even a character from the black tower? The taint is cured after all! don't forget ghosts! (who would have thought he would have added ghosts to his series? I wouldn't have believed it if I hadn't read it!) The Seanchen and their filthy adam would be an excellent threat to the AS! Perhaps you could throw in portal stones and visit paralel worlds? who knows? could be fun! your game sounds great to me! but make it for PS2 as well!
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Good RPG Idea!
8/13/2003 5:15:47 PM
Comment by:
sparda590
I hate RPGs. I don't think I have enjoyed playing very many. However, your idea has perked my attention. I enjoyed reading this one cause the whole fantasy settings and characters remind me of my favorite fantasy stuff like Lord of the Rings and Magic: The gathering. Keep up the good work!
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GameDiscovery.com : RPG Games : The Wheel of Time: Falling Darkness
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