- Joined
- Aug 25, 2023
- Messages
- 19
- Reaction score
- 30
- First Language
- English
- Primarily Uses
- RMMZ
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.
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
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.
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.
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.
- 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.
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?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Tilesets:
Avery
Sprite Assets:
HiddenOne
Avery
Plugins:
VisuStella
Hakuen Studio
Aerosys
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