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Revision as of 14:52, 29 May 2007
Plague is the codename for this project Abwayax is getting the Knights of Meh to do. It's this first person shooter with nukes and ninjas and pirates and zombies and stuff. It also has The Bubonic Plague, son of Scourge.
Ideas and Such
Power level and experience
One of the ideas I'm planning is a power level (called that to distinguish it from game levels) of sorts that would rise if you gain enough experience (commonly called "Exp" or "Xp"), which is gained by killing people. This would have some bearing on how fast you run, how high you jump, what kind of powers you can wield, and what weapons you can handle.
To keep with the Pirate vs Ninja page that is often used to calculate the powers of certain pirate and ninja characters here on the Gammapedia (for example Captain Pie and Captain Planet), the maximum level possible is 50, although feasibly you would be able to get 45 if you killed 80% the enemies in each level, 35 if you killed all the enemies that you came across without searching the entire level. This also determines your rank, which probably has no real significance:
Ranks
Pirates
- Cabin Boy: 0 - 15
- Pirate: 16 - 25
- Dread Pirate: 26 - 45
- Captain: 46 - 50
Ninjas
- Apprentice: 0 - 15
- Ninja: 16 - 25
- Deadly Ninja: 26 - 45
- Ninja Master: 46 - 50
You'd either start out at 0 (pretty unlikely), 15, 16 (more likely), or 20 (probably not), depending on how long the episode is.
Naturally, when gaining Exp from a dead foe, the following should be taken into account:
- The weapon used to kill him. Naturally you expend more effort when picking them off with a pistol then when blasting them into chunks with the missile launcher.
- The damage inflicted on you during the battle. Here, less damage means more exp, although in some cases you can't avoid losing a few units of health.
- The enemy you killed, of course. Killing a boss earns more exp than killing a miniboss earns more than killing an advanced grunt earns more than killing a basic grunt earns more than slaughtering a wild dog.
The effect of power level on agility and fitness of the character will probably be minimal; however, the difference should be noticeable between the agility of the player at the beginning of the game and that of the player at the end.
Abilities in relation to power level
I suppose it would be awesome for players to be able to gain powers by advancing in power level. The eye beam and death nuke beam would be examples of this; originally, in the ninja episode, the Eye Beam was gained somewhere between level 7 and 9, and the player gets the death nuke beam on level 19. In terms of a story, however, the idea of a player suddenly getting the power to shoot lasers out of his eyes for no discernable reason is ridiculous.
Therefore, it may be possible to make it so that the beam powers are obtained upon reaching a certain level. For example, the death nuke beam would be available for use to a level 40 player.
Also, there should be more abilities than just the beams. These abilities would differ from ninja to pirate, and might look something like this:
Class Abilities
Ninjas
- Near-Invisibility
- Shadowy Assassination
Pirates
- Drunkenness (would have an extreme positive effect and a negative one)
- Steal Treasure
Extra Episodes
The game will feature a ninja episode and pirate episode, however, it may be good to add more than these two.
Cult of Mac
This would involve a soldier (an IzzConNet asssassin?) intruding the headquarters of the Cult of Mac. This gives me an excuse not only to create more outlandish level designs, but also to use the word "infidel". I love that word.
See also
Note: All information presented on Gammapedia regarding Plague is NOT final, and probably WILL change in the coming months.