Creedles

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The Tower
"Somewhere that lies beyond the understanding of mortal minds stands an eternal structure with an unknown creator and untold mysteries. How one arrives at the structure is currently unknown. However, if you happen to find yourself there, you must have only one goal in mind. CLIMB!"
--- Kan'Kal, Rishiki Shaman. Highest floor - ???



---Synopsis---


The Tower is more than a simple structure. Anchored to nothing, it floats in the nothingness between the fringes of reality itself. It has no origin and no end. It stands before and after the reaches of Time itself. None have realized its true purpose, though many have speculated.

There is one fact that all who enter the Tower come to learn. All must Climb.



---Introduction to the setting---

Hi there, welcome to the Elodious Tower. As you may have guessed already, this game will be a Tower of Trials type of setting. For those who have not come across this yet, the Tower of Trials is a common trope among Manhwa (Korean Webcomics) where one enters the Tower of Trials to level up and gain power to counter whatever threat the Main Character encounters (the threats vary from webcomic to webcomic, but the tropes are all fairly similar, some form of video game apocalypse of some degree).

But wait, there's more! Has anyone been itching for a game we've all been teased with from the Overlord light novel/anime series? With Yggdrasil's advanced class/race system with a heavenly degree of customization, its a game one can only dream of in our current age. The only places I've seen a class/race system used that is anything similar to Yggdrasil are a few MUDRPGS I had to dig through the internet for, and even then, it wasn't as quite right to compare.

That's right. I'm going to create a Race/Class system inspired by Yggdrasil from Overlord. I will delve into this more further down the post.

Despite being called the Tower, it is far more complicated than that. What you need to know is that each floor is more than just halls and rooms. One floor may be deep underground in a cave system under the ocean. Another floor may be inside an active volcano inhabited by a dragon. Another floor may be in another realm, such as the Spiritual Plane, Demon Realm, or even the Heavens themselves.

"There is no telling what the Tower contains. There is no knowing how tall it reaches. There is no comprehending how it works."
--- Zaca, Goblin Tinker. Highest Floor - 87



---Welcome to Me and my Headspace---

Hi there. My name is Creed. I am an aspiring developer who just started not even 2 months ago. I have nothing to my name as far as anything outside what I've done with this project. I have no experience with the program outside the last 2 months. I say this knowing full well the weight of this project and how much work I will be putting in to make it possible. I have many shortcomings, and I have never done something like this before.

But! I have more than enough motivation to create this nigh impossible dream. Here in this thread, I hope to open up my headspace a bit so I can share my idea's, get input from other developers, and gain further insight and experience into the development process.


I have so many ideas and so many plans, but I also know I have a lot to learn. I thank you ahead of time for any insight you may give in the future.




---Plans for the Project---
As with any path to achieve ones dreams, one must have goals along the way. This list will contain things that I plan on having in the Tower for the player to have access to and different functions I want to include. The list below are things that I have the capability to include already, or already have an understanding of what I need and how it will work.
  • Multiple Races - Simple enough. I want the player to choose from a number of races that can influence their growth and playstyle. Utilizing plugins, I have already attained this capability thanks to VisuStella, though the list only starts with 12 at the moment. Further details will be explained further below.​
  • Multiple Classes - I will be utilizing a class system similar to Yggdrasil from Overlord. Further details will be explained further below.​
  • Character Customization - Yep! I already have my hands on a plugin that gives the player the capability to customize their character, with different options that are exclusive to that race! Curtesy of Hakuen Studio. All I need now are the assets to put into it, so that is a WIP for now.​

One day in the future, the items on this list will be crossed off, one by one as I put them into the game. Without further ado.

  • Secret Achievements - This will actually be done as the game is made, using a plugin or two from VisuStella.​
  • Hidden Lore - While I have many plans and idea's there are still things to work on, such as a solid lore for the Tower. The player will not start learning anything in detail until much later in the game, but it is still required for dialogue and timeline purposes.​
  • Death Penalty - This is still something I am debating on working with. I wanted to take the idea of "Death has consequences in this game" and apply it, but I am unsure how to work it and if it is worth it. This may be restricted to a difficulty option or something else in the future.​
  • A never ending ascent - I don't plan on calling this game complete for a long time. With how the game will be structured, it is more than easy for me to update the game with various chapters and additional content. Further detail will be explained further below.​
  • Crafting - While I know where to find the appropriate plugins, I have yet to design a crafting system as of yet.​



---What are Floors?---

Silly question, I know, but it is more complicated than one may think on first glance. While the first 9 floors resemble a simple cave-like dungeon, those floors are merely the tutorial. The 10th floor onwards lie the true essence of the Tower.

Each floor contains a Trial for the player to overcome. These Trials are the equivalent to Mainline Quests. Each floor will have a setting specific to that trial. For example, lets say the player reaches the 15th floor. The trial for that floor could be anything from save the forest from a monster invasion to uncover who murdered the count. The 15th floor could encompass an entire forest or just the domain of one nobles estate. Higher floors can range from entire mountain ranges to even a small country, though not all locations will be available for exploration due to me being one person.

On each floor, there will be a number of ways for the player to progress. How many? Who knows? There will be a number of subquests for the player to complete on each floor as well that will help the player progress in any number of ways.



---Races---

Probably one of the things I am most excited for, the Races. I have a total of 12 starting races that the player will be able to choose from at this time.

First up we have the 3 starting Humanoid Races. These are simple enough to understand, right?

  • Human - Everyone knows these. You are one, probably. Right?
  • Elf - Proud residents of Nature. Typically found in forests.
  • Dwarf - Strong and durable inhabitants of the underground.
There are a few other races I plan on adding as well, such as Gnomes, Halflings, Halflings, and others. I plan on expanding them with variants as well. For example, for Elves, there would be options for High Elf, Forest Elf, and Dark elf for just a few. There would be options for the other Humanoid Races as well.


Next we have the Beastkin Races. To put it bluntly, these are the furry races. These 3 are for the basic access, but more races will be added later, and a further expansion pack will be planned, developed, and released once a certain update has been reached and launched.
  • Shaktara - A cat-like people who wander as nomads in search of magic knowledge.
  • Wolfkin (Name in development) - A wolf-like people who are proud warriors who are often found as mercenaries.
  • Rishiki - A lizard-like who are reclusive and not often seen in suburban areas.
Other races would be for the other types of animals, such as Foxes, Elephants, Mice, Birds of various kinds, scaled creatures, hybrids, and more.


Next up we got some Monster Races to choose from. At the moment, I am reworking one of the races and it is still under development.

  • Slime - A monster that is often seen as an easy monster for beginner adventurers to fight.
  • Goblin - A monster that often live in groups in the forest, hunting wild game to survive.
  • Horned Rabbit - A monster that grazes open fields and defends itself from predators with the horn on its head.
Future Monster Races are still under development. As I don't know a whole bunch of monsters out there, I'm going to take this chance and ask a number of players and/or communities such as these forums, reddit, and (if I make one) a Discord group centered on discussing the game, for the players.


And finally, we have the Spiritual Creatures. These are entities who are not exactly native to the mortal plane as we know it. These creatures are often mistaken for creatures similar to angels, demons, and earthly spirits. So far, these are what I have.


  • Imp - A small impish creature native to the Chaos Realm.
  • Sprite - A ball of holy energy believed to be the genesis creature for being known as Angels.
  • Fire Elemental - A clump of highly dense Fire mana that has gained a degree of sentience.
  • Earth Elemental - A clump of highly dense Earth mana that has gained a degree of sentience.
  • Water Elemental - A clump of highly dense Water mana that has gained a degree of sentience.
  • Wind Elemental - A clump of highly dense Wind mana that has gained a degree of sentience.
I have thoughts for other races for this branch, however this branch in its entirety is in development still.


The classification of races is only temporary until I find a better way to organize them. For now, this version will be used.

Without getting into the fine details, each race will have a number of factors that will affect gameplay. These factors will decide what quests the player will have access to, along with growth path as far as classes and/or racial upgrades.



---Classes---

As far as classes go, this portion is still under development. I plan on building a class tree similar to the system used in Yggdrasil from Overlord.

For those of you who don't know or have a minimal understanding, here is a basic breakdown.

Yggdrasil had a level cap of 100. Each player could choose from 3 general types of race; Humanoid (Human, Elf, Dwarf, so on and so forth), Subhuman (Goblin, Orc, Beastkin, so on and so forth), and Grotesque (Slime, Undead, Insectoid, so on and so forth).

Humanoid races were decently balanced with no real extreme specializations or weaknesses. They only had access to Class Levels and required the use of an item to change their race, which could not be reversed.

Subhuman races were the races that took on a more monstrous appearance while still remaining mostly humanoid. They had some more variation than the humanoids, but didn't have access to dedicated Racial Levels.

Grotesque races had greater strengths and weaknesses than the other races and had access to Racial Levels that they could take in place of some Class Levels. These Racial Levels were exclusive to the Grotesque races. While they granted greater specializations in certain things, they had greater weaknesses to take advantage of. For example, Undead such as Vampires and Elder Liches were immune to poison and psychic attacks, but were weak to holy and fire attacks.

The point of explaining this is to point out what exactly I'm taking from this. I will be utilizing a class system that will be very similar to how the Yggdrasil version works, with Class Levels for the Humanoid and Beastkin races while adding Racial Levels and Evolutions to the Monster Races and Spiritual Creatures.

The classes themselves were broken down into 3 ranks. Base, High, and Rare.

Base classes were available to choose from for everyone. Think Mage, Fighter, Archer, so on and so forth. These classes could be leveled to a max of 15. High classes could be leveled up to 10, and Rare classes could be leveled up to 5.

Once a Base class is chosen, and certain requirements are met, the player can choose another class and another, up to the max level cap of 100. This allows a wide variety of playstyles.

Now, I will mention this here. This portion of the project will start small, with a few base classes such as the basic 3; Mage, Fighter, and Archer. More classes for Base classes will be available as the game progresses.

At some point, I will have a functioning diagram of how the class tree would look. At the moment, I am still working on the web for it.



---Warnings---

This game will contain content not suitable for all ages or demographics. Please understand that there will be content that includes, but is not limited to; violence of multiple kinds, blood and gore, drugs and alcohol, references to sexual acts, and the selling/buying of slaves. While the beginning stages of the game may not contain this content, it will be included in future releases.


---Progression Updates---
Listed below are things that I may make note of as I progress that I feel like is a notable achievement for myself and the project.
  • Obtained RMMZ Program - Yay, that was achieved just 2 weeks ago!
  • Obtained Character Customization Menu Plugin - I was ready to go through the long way to give even just a fraction of what Hakuen Studio's plugin does.
  • (FUTURE ACHIEVEMENTS HERE)



---Credits---

Listed below are those I credit with the creation of Tilesets, Sprite Assets, and Plugins that I have utilized so far. I thank them all for their contribution to my creation.

Tilesets:
Avery
Sprite Assets:
HiddenOne
Avery
Plugins:
VisuStella
Hakuen Studio
Aerosys
 
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Creedles

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Alright, and with that, the Introduction to the project has been revamped. As my second post for this thread, I'd like to talk about what I'm currently working on, as I need some insight from any who are willing to contribute.

I am currently working on the classes, or at least how I'd like to structure them. As stated above, I am taking inspiration from Overlord's game Yggdrasil. I can look at it all I want and understand how the class leveling system works all I want, but that doesn't help the issue I am dealing with.

I don't know how to build a class properly, at least not for how I want things to scale. At the moment, I know I want the player to have access to a number of Base Classes, such as Mage, Fighter, and Archer (other Base classes like Merchant and Tinkerer will be added later), but aside from Mage, I don't actually have enough experience playing as the others to know what is commonly in their kits as far as skills, passives, playstyles, so on and so forth. I have general knowledge, but not enough detailed knowledge.

What I am looking for help in particular right now however is a bit more abstract. I need help building a basic class tree structure with an even number of playstyles that would be available for each basic class.

For example;
If a player took Mage as their first Class level, they would be able to level it up to say, level 10 before they gained access to a number of what could be considered subclasses, such as Dark Mage, Healer, Druid, and Elementalism. Other subclasses may require specific items or questlines to acquire, such as a book of ancient magic to gain the class Warlock. If a player took levels in Fighter and Mage, they could take the class Magic Swordsman.
Screenshot 2023-09-07 152254.png

This is just a bare bones example of how I am trying to start organizing the classes to a degree. I put Human in the center just because. Don't read into it to much. It totally doesn't have any implications as to how things are gonna work maybe.

Anyways, yeah. If anyone has any insight or knowledge of a reference to something similar, please let me know.
 

Creedles

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So, I had a thought but don't quite know if it's ... well, I don't know. I said before that I am taking inspiration from Yggdrasil from Overlord when it comes to how the class and race system work, but there is something else I think I want to use from it too.

The Karma System, or as labeled on the character sheets, Sense of Justice. For those who aren't informed, the Karma System Yggdrasil used tracked the player's, well, Karma. They do something good, + Karma. They do something evil, - Karma. This feature was used for a variety of gameplay utility.

One example of this is a spell that one of the 41 guild members used that did more damage the lower the targets Karma rating was (Lowest rating could be -500, and the highest +500).

While I might not be able to replicate it perfectly, there are aspects I could use. However ... would this pose any issues with copyright or anything? I mean, its a made up game from an anime/light novel series, but I don't wanna pursue this if it makes any problems. I don't have money for legal fees, so I wanna play it safe and throw this idea out there just in case before I decide to do anything yet.
 

alice_gristle

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While I might not be able to replicate it perfectly, there are aspects I could use. However ... would this pose any issues with copyright or anything? I mean, its a made up game from an anime/light novel series, but I don't wanna pursue this if it makes any problems. I don't have money for legal fees, so I wanna play it safe and throw this idea out there just in case before I decide to do anything yet.
If you're just gonna borrow the mechanic, I think you're okay, honey!:kaoluv:As long as you don't explicitly refer to yo material, like use the same spell names and stuff, not gonna be a problem, I think.
 

Creedles

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If you're just gonna borrow the mechanic, I think you're okay, honey!:kaoluv:As long as you don't explicitly refer to yo material, like use the same spell names and stuff, not gonna be a problem, I think.
Well, I know it's referred to as the Karma System in the light novels, and I think once or twice in the anime, but the character cards wright it as Sense of Justice. I'm not the best with names, so I was kind of thinking of just calling it the Karma System in my game too. That is probably my biggest concern.
 

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Oh, "Karma System" sounds so generic I think you gonna be okay! :wub
 

Creedles

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So, been mulling this over in my brain for a while now, but since I don't have access to the plugins I want/need yet, it's not exactly concrete.

Classes. I am going to have a LOT, both easy to get and hidden. One issue I've been struggling with a lot is what the player gets as they level up. Skills, passive and active, weapon/armor proficiencies, stat buffs, so on and so forth. There is a lot one can do, and a lot I still have yet to go over.

However, I have come up with something that may help me start. Attached is a rough "rough draft" of one of the basic starting classes that will be available.

Screenshot 2023-09-21 004525.png

Pretty basic information, and by far incomplete, but something basic to understand.

Level 1, the player gets the basic weapons and armor that goes with the class along with one basic skill/spell, then the following levels will have other passive and/or active skills with each level.

Just so the context is there, the basic classes give 5 levels before the player can gain levels in another class. The class tree itself so far is a bit ... wide.

Screenshot 2023-09-21 010145.png

The basic classes will consist of Fighter, Mage, Ranger, Production, and Rogue. Each will have up to 6 classes that branch off, and each of those will have more classes that branch off, some will require specific classes or prerequisites to acquire access to.

Unfortunately, I am still looking for a program/website to properly map this all out with, but the one I'm using now will work for the time being.

If anyone is curious, the website I'm using for this is https://app.mural.co/
 

Creedles

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So, been quiet a bit. My bad. I got distracted. Its ok though, I still made some progress, however I do have to take a step back from the RMMZ program to solidify my plans as far as the story.

Right now, I am focusing hardcore on worldbuilding. I rediscovered the fact that I have access to World Anvil and have started to fill it out for The Elodious Tower. I have settled on the realization that my initial idea is flawed a bit and needs a major refocus on the setting, particularly everything about it.

I want to create a proper setting that has been fleshed out as far as I can take it. This means I'm filling out articles for each race, location, item, important NPCs, historical details, and other things that I find I can create, complete with all the details World Anvil has slots for (or at least all the ones that can apply).

To start things off, I have decided to start with the oldest races; Dragons, Titans, and Celestials. Spoiler alert, Titans may or may not be extinct. After those 3, I'm going to figure out where to go from there, hopefully in a smooth transition to keep the creative flow.

Who knows how it will go? I dure as hell don't. :3

I will continue to post updates on how it goes, with links to the World Anvil site that people can view, or with screenshots, idk yet. I'll cross that bridge when I get to it ^^"
 

Creedles

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So, small update, new name for the Felyne default name, Shaktara. Was just a spur of the moment bunch of sounds that somehow looked appealing, and i did a test with a small writing experiment and it seemed to work?

Thoughts are appreciated if someone has a better idea. Idea's for a replacement for Wolfkin is also needed if someone has thoughts on that too. I'm bad with names and so far just throwing sounds out in random orders is all I can seem to do.
 

Creedles

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So, there was a RMMZ game I played a while back that had a skill, Analyze, that pulled up a chart for resistances and the like in a lil circle chart of sorts. I wanted to ask if there was something similar that I could use to display the starting stats of the races so players can compare different races for what they each start with. Does anyone that knows something that could function like that or in a similar manner so I don't have to do dialogue boxes to list them?
 

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Help, I can't stop! :kaohi:

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I'm happy to join this community.
about this argument. I expressed myself badly, I did it on my own, my English was mixed with Google Translate. And I believe chatGPT didn't even exist in 2016
I have to take sleeping pills :rtear:
Now that the forum is running smoothly, I can run around and react to posts the millisecond they're posted.
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