Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
Hello folks and fellas.
I'd like to give you a quick preview on what you can expect from a potential Gaias remake somewhen later this year.
Just to be clear:
That being said, here's what is planned in terms of features:
Heroes
Gaias Retaliation II will work with a much more flexible class system, allowing to combine two of a basic set of classes into a single character to build the class they like.
Players will be able to pick a race, then pick class levels as they progress in the game:
Also, the character level determines the maximum combined level of both picked classes.
For example, a level 50 character can be a 25 Warrior / 25 Cleric, being able to select a kit of 10 abilities out of all class abilities available for warriors and clerics (plus their respective synergy ability pool) until level 25.
A level 50 character could, however, also be a 40 Archer / 10 Mage, being able to pick from almost all available archer abilities, but only lower level mage abilities (plus synergy ability pool).
Someone who doesn't like multiclasses at all could also simply invest 50 levels into a single class and never pick a second.
There will be a much bigger focus on spell synergies in Gaias II. This will be achieved by streamlining some of the debuffs/buffs existing in the game.
For example, there will be a universal "bleed", "burning" or "poison" effect in the game. Spells can then provide extra benefits for hitting a burning or poisoned target, etc.
Stats and Equipment
Basic stats in Gaias Retaliation II will be a bit more flexible than what they were in legacy Gaias to accommodate for the enhanced focus on hybrid classes.
For example, spell power and attack power will be merged into a single stat to avoid putting a tax on physical/caster hybrids.
Armor will now be split into two different values:
Protection and Armor. Protection provides a percentual damage reduction, armor provides a point-based damage reduction just like in legacy Gaias.
Equipment will be semi-randomized by design. This means that stats might be allocated by RNG, but there are limits to what an item can have or not have. You will only pick random stats out of a pool of stats that actually make sense for that item. So you won't see useless drops in the game.
There will be different levels of quality just like in legacy Gaias, although the quality levels might get another layer or two to make up for the ability to enhance or level up items.
Item drops in dungeons will also only be semi-random to not shrink the game world artificially.
What this means is that in order to get a level 50 armor of a certain quality level, you need to kill a specific boss in a specific dungeon. You won't be able to get that armor class/quality level/item level combination at other sources.
So, no, just spamming the easiest endgame dungeon won't get you your loot.
As you can equip every piece of equipment in the game, item types will offer certain basic bonuses that will always be present to varying degrees. For example, heavy armor will always provide a certain amount of Protection and Armor that is exclusive to heavy armor. Cloth armor will always provide a certain power boost to offensive abilities, wands will always provide a ranged magic attack, etc.
Souls
Souls in Gaias Retaliation II will no longer be passive stat bonuses, but will basically replace the mercenary mechanic in legacy Gaias. There will be a big variety of these souls for all kinds of purposes.
Basically, players will be able to build a deck of souls that they can summon at any time. If a soul is killed in battle, it will go on cooldown and can be replaced by a quick summon of another soul of your deck.
Players can either have 1 soul out permanently or summon 2 souls at the same time for a limited time span.
Souls will always be the same level as your character and can only be obtained by clearing certain challenges in the game (dungeons, quests).
Souls can be ranked up, which improves their abilities and stats. This provides a certain amount of unlimited progression for souls beyond the maximum character level.
To rank up a soul, you need to find more of this specific soul and merge it with your soul.
Souls will be controlled by AI just like in legacy Gaias, but players will have better control over their behavior in combat. For example, you can put souls to passive mode, call them to your side as necessary, order them to only use ranged abilities, order them to stay at a certain point, etc.
And even if a soul dies in combat, you can always just summon a different one afterwards, so there is no need to babysit these 24/7.
The game will be balanced around the fact that players have and can use these souls in both solo and group content.
Randomized Dungeons
While the overworld of Gaias Retaliation II will be hand-crafted, dungeons will be randomized in both layout and challenges.
However, unlike Blackfire Deep, they will be a bit more rigid and stylized in design, increasing the visual fidelity while also reducing the amount of potential bullshit that can happen.
Final bosses of dungeons will always be hand-crafted.
There will also be random minibosses and rarespawns scattered around the overworld map, similar to the rarespawn mechanic of legacy Gaias.
Final words and design philosophy
As you can see, Gaias Retaliation II will offer both a bit more freedom on how to play, but also a more focused, tighter experience without as much feature bloat as the original game.
Features like crafting, gathering, souls (the old ones at least) and artifacts will be gone, to make way for faster creation of content and expanding on the features that define the core gameplay loop instead of providing distractions on the side.
This also means that once all the systems are up and running it will not take long for me to add new content everywhere and maybe even provide a tutorial on how fans can build their own content with the tools I provide.
Keep in mind that all these designs here are not final. I might add more systems later in development. This is just what the first beta release of the game will have.
To give you an insight into what will happen in chronology, here's a small feature roadmap I put together for the first couple of alpha releases:
Alpha 0.1 - Class System:
- Basic game UI done (inventory, stat screen, skill menu and group UI)
- Warrior and Cleric base classes selectable and playable with 3 abilities each
- threat system
- respawn system
- basic items with basic item stats implemented
- A barebones starting zone with some mobs for testing and leveling up
Alpha 0.2 - Soul System:
- Soul UI done
- 2 souls for testing purposes implemented
Alpha 0.3 - Item System:
- Loot UI done
- Shop UI done
- Shop NPC for testing purposes implemented
- item quality grades, item levels and random item stats implemented
Alpha 0.4 - Quest and Content:
- actual design of starting zone done
- first quest implemented
- Mage base class selectable and playable with 3 abilities
I'd like to give you a quick preview on what you can expect from a potential Gaias remake somewhen later this year.
Just to be clear:
- I can't make any promises about when I can get a working, playable version out, but I'll try to nail down the core features as soon as possible, to give you a playable demo
- I can't make any promises about if this will ever see the light of day either. I have a lot less time at my hands now than I had years ago when I worked on legacy Gaias. The basic design philosophy behind Gaias Retaliation II will be centered around minimizing the work I have to do to create new content, but that doesn't mean it's not a lot of work to get it playable. Also I don't even know if I like Reforged yet
- The current version of Gaias Retaliation will be discontinued. It's still working in Reforged as far as I have seen, but there won't be fixes or updates for it
That being said, here's what is planned in terms of features:
Heroes
Gaias Retaliation II will work with a much more flexible class system, allowing to combine two of a basic set of classes into a single character to build the class they like.
Players will be able to pick a race, then pick class levels as they progress in the game:
- After the creation of your character, you gain a class level which you can allocate into one out of a set of base classes like warrior, thief, cleric, mage, archer, etc., which will define your first class
- At each level, you gain another point which you can either use to upgrade your class by one level or pick a second class at level 1
- At certain level milestones of these classes, new class abilities will be unlocked
- Of these unlocked class abilities, you can freely select your set of active abilities on your Hotbar
- Class combinations will also provide a small pool of synergy abilities that are exclusive to your class combination (For example, selecting cleric and fighter will provide a fighter/cleric exclusive self-heal ability)
- Every invested class level boosts a set of base stats suited for that class, for example, a level in warrior boosts your health pool more than a level in Mage
Also, the character level determines the maximum combined level of both picked classes.
For example, a level 50 character can be a 25 Warrior / 25 Cleric, being able to select a kit of 10 abilities out of all class abilities available for warriors and clerics (plus their respective synergy ability pool) until level 25.
A level 50 character could, however, also be a 40 Archer / 10 Mage, being able to pick from almost all available archer abilities, but only lower level mage abilities (plus synergy ability pool).
Someone who doesn't like multiclasses at all could also simply invest 50 levels into a single class and never pick a second.
There will be a much bigger focus on spell synergies in Gaias II. This will be achieved by streamlining some of the debuffs/buffs existing in the game.
For example, there will be a universal "bleed", "burning" or "poison" effect in the game. Spells can then provide extra benefits for hitting a burning or poisoned target, etc.
Stats and Equipment
Basic stats in Gaias Retaliation II will be a bit more flexible than what they were in legacy Gaias to accommodate for the enhanced focus on hybrid classes.
For example, spell power and attack power will be merged into a single stat to avoid putting a tax on physical/caster hybrids.
Armor will now be split into two different values:
Protection and Armor. Protection provides a percentual damage reduction, armor provides a point-based damage reduction just like in legacy Gaias.
Equipment will be semi-randomized by design. This means that stats might be allocated by RNG, but there are limits to what an item can have or not have. You will only pick random stats out of a pool of stats that actually make sense for that item. So you won't see useless drops in the game.
There will be different levels of quality just like in legacy Gaias, although the quality levels might get another layer or two to make up for the ability to enhance or level up items.
Item drops in dungeons will also only be semi-random to not shrink the game world artificially.
What this means is that in order to get a level 50 armor of a certain quality level, you need to kill a specific boss in a specific dungeon. You won't be able to get that armor class/quality level/item level combination at other sources.
So, no, just spamming the easiest endgame dungeon won't get you your loot.
As you can equip every piece of equipment in the game, item types will offer certain basic bonuses that will always be present to varying degrees. For example, heavy armor will always provide a certain amount of Protection and Armor that is exclusive to heavy armor. Cloth armor will always provide a certain power boost to offensive abilities, wands will always provide a ranged magic attack, etc.
Souls
Souls in Gaias Retaliation II will no longer be passive stat bonuses, but will basically replace the mercenary mechanic in legacy Gaias. There will be a big variety of these souls for all kinds of purposes.
Basically, players will be able to build a deck of souls that they can summon at any time. If a soul is killed in battle, it will go on cooldown and can be replaced by a quick summon of another soul of your deck.
Players can either have 1 soul out permanently or summon 2 souls at the same time for a limited time span.
Souls will always be the same level as your character and can only be obtained by clearing certain challenges in the game (dungeons, quests).
Souls can be ranked up, which improves their abilities and stats. This provides a certain amount of unlimited progression for souls beyond the maximum character level.
To rank up a soul, you need to find more of this specific soul and merge it with your soul.
Souls will be controlled by AI just like in legacy Gaias, but players will have better control over their behavior in combat. For example, you can put souls to passive mode, call them to your side as necessary, order them to only use ranged abilities, order them to stay at a certain point, etc.
And even if a soul dies in combat, you can always just summon a different one afterwards, so there is no need to babysit these 24/7.
The game will be balanced around the fact that players have and can use these souls in both solo and group content.
Randomized Dungeons
While the overworld of Gaias Retaliation II will be hand-crafted, dungeons will be randomized in both layout and challenges.
However, unlike Blackfire Deep, they will be a bit more rigid and stylized in design, increasing the visual fidelity while also reducing the amount of potential bullshit that can happen.
Final bosses of dungeons will always be hand-crafted.
There will also be random minibosses and rarespawns scattered around the overworld map, similar to the rarespawn mechanic of legacy Gaias.
Final words and design philosophy
As you can see, Gaias Retaliation II will offer both a bit more freedom on how to play, but also a more focused, tighter experience without as much feature bloat as the original game.
Features like crafting, gathering, souls (the old ones at least) and artifacts will be gone, to make way for faster creation of content and expanding on the features that define the core gameplay loop instead of providing distractions on the side.
This also means that once all the systems are up and running it will not take long for me to add new content everywhere and maybe even provide a tutorial on how fans can build their own content with the tools I provide.
Keep in mind that all these designs here are not final. I might add more systems later in development. This is just what the first beta release of the game will have.
To give you an insight into what will happen in chronology, here's a small feature roadmap I put together for the first couple of alpha releases:
Alpha 0.1 - Class System:
- Basic game UI done (inventory, stat screen, skill menu and group UI)
- Warrior and Cleric base classes selectable and playable with 3 abilities each
- threat system
- respawn system
- basic items with basic item stats implemented
- A barebones starting zone with some mobs for testing and leveling up
Alpha 0.2 - Soul System:
- Soul UI done
- 2 souls for testing purposes implemented
Alpha 0.3 - Item System:
- Loot UI done
- Shop UI done
- Shop NPC for testing purposes implemented
- item quality grades, item levels and random item stats implemented
Alpha 0.4 - Quest and Content:
- actual design of starting zone done
- first quest implemented
- Mage base class selectable and playable with 3 abilities
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