Kalvgv 2 - Pet Systems/Mechanics

chungsie

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Hi all.
I'm developing a game that is meant as a sequel to my first game written in ruby. To catch you all up:
Kalvgv is a mandrake, and a system for an interactive fiction I created first in ruby. The mandrake is a shaman who has a dream about a dungeon, wakes up in prison and escapes with his goblin companion to a dungeon.

There were several iterations of possible sequels and off shots based on Kalvgv, such as the doom like hack and slash 3d dungeon crawler where you play as a cleric. And a top down dungeon crawler where you play as a paladin.

In Kalvgv 2, you are an Elf, whose default class or main aspect is a monk. Kalvgv 2 uses a 3 stat, aspect based d100 system for combat and interactions that are probabilistic by nature. You have the main aspect, which has no stat value, that is essentially your class. You have 3 stats, that play into stat based aspects (3 of them). You also have 3 inventory based aspects.

I'm wanting to introduce a pet mechanic/system to the game, that would be a low impact on the core scripts overall. Pets would be a by chance achievement for the players that are willing to explore and not rush through the game. Basically a hidden door leads to a quest giving Faun King that rewards you a single pet of your choosing.

Pets essentially act as helpers for the player. They can communicate in up to 3 languages where common is always used. You will be able to converse with them as you advance through the dungeons, about npcs, rooms, or artifacts of the levels as you progress. Pets have all the same things that a character has, including a gear stash for holding discarded gear. They will passively raise a stat, stat based aspect, or aspect based on their personal main aspect level. You can level a pet by completing quests for blue berries.

If you trigger a trap, a pet will take damage if they fail the dc saving throw. If you are low on health, there is a chance that they activate their guard mode, a dc based on their mind and body stats, where they will take the damage instead of the player.

If a pet falls from having no lives and no hp, then the player will have to find a red berry to ressurect them at lives 1.

Basically, Body stat are the lives.

Now, I have caught you up with my game's mechanics and system.

My question is, should I punish the player for choosing a pet that doesn't complement a class type? (melee ranged and magic are the three class types). Or should I reward them for choosing a pet that complements a class type?

I have prepared a sheet for a possible pet

Kroatl - idea.png
Scalia - They were bread from the southern swamp wolves. As such they have a high aversion to magic folks. They will in fact negatively impact magic if you are a magic type. They have a heritage to the elder dragons of the northern plateaus, where few elves ever dare braved. Scalia can be found among the nobles of many a peoples, especially the Orcs. As they bring a great bonus to weapons and armor.
At level 1 they will improve +20 mainhand, and +10 armor.
At level 2 they will improve mainhand an additional +10 and hp +10 and armor an additional +10
At level 3 they will improve your attack by +30
At level 4 they will raise your body stat by +1 per enemy killed.
At level 5 they will raise your armor an additional +30

The Player’s Scalia:
Name: Kroatl
Main Aspect: Scalia
Languages Known: Dragon, Beast, Common
Backstory: Was raised and trained by the Faun King himself. Taught to obey commands of its master, but rely on personal choice to survive.
Stats: Body -> 2
Mind -> 3
Spirit -> -5
HP -> 20
Attack -> 30
Magic -> -50
Vulnerabilities: Weak to all forms of magic attack.
Stat growth xlevel -> (+1 body, +2 mind, -1 spirit)
anyways, would love any questions or feedback you can provide on my game's mechanics, especially pets.
 

Dororo

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...or give pets new abilities/opportunities that no class could own on his own.
That way you don't punish or overboost any pick.
 

chungsie

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yes! that could work, and avoid build bulk.
One suggestion was to have it so pets perk up a specific class type instead of punishing them.

Scalia could be the tank for a mage. where they always attempt to activate guard
Gryphons could be impervious to traps and could perhaps teleport the player to any point int he level.
Tree Fairies could be mischievous and do things like pickpocket npcs or hold npcs with vines.

I'll brainstorm some. Thanks for your point of view.

So here is my idea for them on paper

Scalia - Wolf hybrids are some of the most fearsome loyal companions there are.
Raises mainhand by +20, and raises armor by +10
Will always attempt to activate guard when in combat

Gryphon - Majestic magical creatures known for their brilliance on the field.
Raises your mind +2 and raises your attack by +10
Immune to traps, can teleport the master anywhere in a level.

Tree Fairy - Magical creatures that will guard and make you wiser.
Raises your mind +2 and raises magic +10
Can pickpocket npcs, and can activate a hold enemy in combat.
Scalia - They were bread from the southern swamp wolves. They tend to be so loyal to their handlers and owners that they are willing to sacrifice themselves for their masters. They have a heritage to the elder dragons of the northern plateaus, where few elves ever dare braved. Scalia can be found among the nobles of many a peoples, especially the Orcs. As they bring a great bonus to weapons and armor.
they still have the passive effects for now.

for balance the second level has enemies with stats that somewhat match the player's starting stats (as in when the level starts)

1602163117490.png
 
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slimmmeiske2

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I've moved this thread to Game Ideas & Prototypes. Please be sure to post your threads in the correct forum next time. Thank you.

 

Dororo

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How about having the pets be able to perceive some secret passage to unlock a couple of maps? The Scalia can sniff tracks while the Fairy can see fairy gates. The Griffon can reach a secret island by flying. You should be able to add more on the gameplay without too much effort, and extra replay value.
 

Finnuval

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Im in favor of having a bonus (perk) when the correct combination is made opposed to punishing when the wrong one is made - that's all xD
 

chungsie

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thanks so much.

I have this for pets so far
To level up a pet, you must find a blue berry. The maximum pet level is 5.
You may have only one pet.
Each pet will passively improve a character for as long that it is alive.
Pets take damage from traps. Pets can take damage from NPCs if their guard mode is activated.
Pets have stats, stat based aspects, main aspect, vulnerabilities, inventory, guard aspect, language aspects, and a special aspect for map navigation.
I was thinking that pets could have some other aspects too. Like I want them to really interact with the player a lot. I was thinking some kind of loyalty rating that improves when talking to a pet.

I also thought they should have a magical aspect that's like a spell they can cast outside of combat... like a healing ability, or magic replenish.
 

Finnuval

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I was thinking that pets could have some other aspects too. Like I want them to really interact with the player a lot. I was thinking some kind of loyalty rating that improves when talking to a pet.
That could work. Have it go up of the player talks to, plays with and cares for (maybe have a favorite snack to feed them) and decline if they neglevt their pet.


I also thought they should have a magical aspect that's like a spell they can cast outside of combat... like a healing ability, or magic replenish.
This could tie into the matching the class bit, I think. If they match this special passive ability kicks in when loyalty is high...

I dunno, thinking out loud here xD
 

chungsie

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so yes, the decision was made that pets will get a bonus based on class types (i.e. magic, melee and ranged), but no demerits.
NPCs will also have pets, to help balance things out.
I was thinking for an extra mechanic feat, pets can be used to solve puzzles in small miscellanies rooms. such as tile based puzzles.
Pets will have an initiative just like player and NPCs.
Likely the puzzles will be switch based modules, where the player controls the pet to try and solve a series of switches to unlock a door or chest.
Pets will have a single inventory slot for the player to stash something that can't be worn and isn't a key. The extra slot will be used for game story progression purposes for the pet specifically, meaning bonuses to pets.
Pets will be something the player can talk to and pet to help keep them comfortable. Pets will know common by default, or elvish in terms of the player. They will help explain their needs, and lore to themselves. Not talking to them will make them less loyal, and the less loyal they are the more likely they are to flee. Talking to them won't always produce lore about themselves, but can just be a way to get an understanding of their moods while raising their moods.
Just some ideas for now. This weekend I go to making the second level floorplan and getting waypoints programmed and plots made for the dialogue prints.
Then by monday hopefully I can make the pet system in the game and see about adding those misc rooms for puzzles.
 

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