Toyz
Posted: August 1st, 2011, 4:15 pm
(Warning Wall of text incoming after Intro)
Introduction:
Hey there fellow Sandboxers, my name is Michael.
I am attempting to develop an RPG game named "Toyz "with the PAS game engine, I loved this engine ever since I tested a earlier version years back. Just wanted to get a second opinion on my WIP game design doc before I continue. I am still working out the kinks in the story but in do time
Not sure if you guys heard of these, but I am basing the game off of Walter Wick's ISPY book series. (Link to his website) http://www.walterwick.com/ispy_school_main2.htm I always said myself "Wouldn't that be cool if you can explore the pictures in the book" When I was a child.. Well that can come true with PAS. I love PAS's sandbox editing and also child friendly interface (It is good for a novice game designer so I can easily put a protoype easily.) I am also a graduate for digital design so the art centric part of the task (IE Models, Animated models ) Is not a problem for me.
Anywho here is the wall text for the game design document (WIP).
Ideas or critiques are quite welcomed.
PS ( The game of course is kid friendly as the per content of the game)
Game Doc:
Title: Toyz
Game Platforms: PC/MAC/Linux
Game Genre: First Person RPG
Target Audiences: KA (Kids to Adults)
Game Description:
Toyz is a first person view role playing game featured in an "ISPY" book inspired world. The purpose of the game is to relive the great "Vermin Wars" within the toy and small critter world named Blokz. Your objective in the game is to collect as much information as possible for your school research paper.
"Battle System:"
In the doing so the game will feature a battle system in which the player button mashes various abilities while dodging enemy attacks. Your character uses Kinnah (IE spells) to help alleviate your battles and to make your allies stronger.
There might be a small dodging system in place but this is still in the air.
Movement:
The player can move using the "WASD" keys. The direction the player can move in is left,right,forward, and back. Spacebar is designated for jumping. There will also be an option to turn on and off running and walking (Player Preference.) Walking can be a great movement option when crossing a narrow bridge or rope. Running is good to charge into battle or get somewhere quicker.
Dialogue: Dialogue is initiated by pressing "E" on the keyboard. When E is pressed a 3d menu pops up with potential talking options for your character. Depending on what your character says to others can affect the outcome your adventure.
Longevity:
The player has a health and mana bar. (might add a endurance bar also for running) When the player gets hit, the red bar on the top left corner will deplete. (IE become empty) When the red bar depletes to nothing the player will be KOed. In doing so, the player will respawn at the last recovery point.
Mana is also similar to this, except that the mana bars goes down when you cast spells. When you run out of mana, you can't cast spells until you recover.
Both Health, Mana, (maybe Endurance) can slowly but surely recover to full health if the player doesn't take no action or move for a extended period of time. (There are of course exceptions with certain characters).
Character Progression:
Since the Sandbox engine can allow meshes up to three parts (Head, Torso, and Legs) to be loaded in the game, gear and equipment will follow the same format. Players can get gear to improve their characters alongside with skills, abilities, and spells. As the player completes tasks or defeats enemy, they can get stronger in terms of experience (Leveling up) AP points (Alternate Progression) Skills/Abilities, and spells. The players has the choice to earn experience points and alternate progression Points to spend on various statistics such as Strength, Agility, Dexterity, Wisdom, and Intelligence (The latter changes based on profession or class) attacks, new spells and many statistical elements.
The max level or power limit the player can reach is level 50. Once the player reaches this level Alternate Progression (AP points) experience becomes unlocked for the player so they can specialize within sub classes within their profession.
Commerce:
Trading,buying, and selling can be done with any character that is not hostile to the PC(Player Character). The monetary system for the game is "Koin." Player can get Koin from quest rewards, loot for defeated enemies, Trades, Selling, and of course from finding it.
Equipment: (Continued)
Equipment such as weapons, armor, and jewelry can be found, purchased, rewarded or made (Eventually) for the character. The PC has six armor slots that can place found or bought equipment on the character.
1. Head
2. Torso
3. Legs/Feet
4. L Finger
5. R Finger
6. Neck
Character Customization: The player can customize the look of their characters at character creation or during the game at a barber shop. Head, Torso, and Legs/feet can be customized with pre built models.
Classes/Professions:
1. Scout: Scout classes are lightweight but agile classes meant to spy on enemy strongholds or to add extra offense to a warband. Their lightweight demeanor allows them to sneak and also be resourceful when opposed with problems as broken bridges, unreachable objects, locked doors, or spying.
Sub Professions:
Nurf Lancer: (Nurf Lancers are masters at light ranged weapons and also stealth however their lightweight armor and also fragile existence makes them easy targets for the vermin Berseckers. This can be easily offset by accompanying a Nurf Lancer with a MuscleFlex (Melee Tank)
(To continued)
Introduction:
Hey there fellow Sandboxers, my name is Michael.
I am attempting to develop an RPG game named "Toyz "with the PAS game engine, I loved this engine ever since I tested a earlier version years back. Just wanted to get a second opinion on my WIP game design doc before I continue. I am still working out the kinks in the story but in do time

Not sure if you guys heard of these, but I am basing the game off of Walter Wick's ISPY book series. (Link to his website) http://www.walterwick.com/ispy_school_main2.htm I always said myself "Wouldn't that be cool if you can explore the pictures in the book" When I was a child.. Well that can come true with PAS. I love PAS's sandbox editing and also child friendly interface (It is good for a novice game designer so I can easily put a protoype easily.) I am also a graduate for digital design so the art centric part of the task (IE Models, Animated models ) Is not a problem for me.
Anywho here is the wall text for the game design document (WIP).
Ideas or critiques are quite welcomed.

PS ( The game of course is kid friendly as the per content of the game)
Game Doc:
Title: Toyz
Game Platforms: PC/MAC/Linux
Game Genre: First Person RPG
Target Audiences: KA (Kids to Adults)
Game Description:
Toyz is a first person view role playing game featured in an "ISPY" book inspired world. The purpose of the game is to relive the great "Vermin Wars" within the toy and small critter world named Blokz. Your objective in the game is to collect as much information as possible for your school research paper.
"Battle System:"
In the doing so the game will feature a battle system in which the player button mashes various abilities while dodging enemy attacks. Your character uses Kinnah (IE spells) to help alleviate your battles and to make your allies stronger.
There might be a small dodging system in place but this is still in the air.
Movement:
The player can move using the "WASD" keys. The direction the player can move in is left,right,forward, and back. Spacebar is designated for jumping. There will also be an option to turn on and off running and walking (Player Preference.) Walking can be a great movement option when crossing a narrow bridge or rope. Running is good to charge into battle or get somewhere quicker.
Dialogue: Dialogue is initiated by pressing "E" on the keyboard. When E is pressed a 3d menu pops up with potential talking options for your character. Depending on what your character says to others can affect the outcome your adventure.
Longevity:
The player has a health and mana bar. (might add a endurance bar also for running) When the player gets hit, the red bar on the top left corner will deplete. (IE become empty) When the red bar depletes to nothing the player will be KOed. In doing so, the player will respawn at the last recovery point.
Mana is also similar to this, except that the mana bars goes down when you cast spells. When you run out of mana, you can't cast spells until you recover.
Both Health, Mana, (maybe Endurance) can slowly but surely recover to full health if the player doesn't take no action or move for a extended period of time. (There are of course exceptions with certain characters).
Character Progression:
Since the Sandbox engine can allow meshes up to three parts (Head, Torso, and Legs) to be loaded in the game, gear and equipment will follow the same format. Players can get gear to improve their characters alongside with skills, abilities, and spells. As the player completes tasks or defeats enemy, they can get stronger in terms of experience (Leveling up) AP points (Alternate Progression) Skills/Abilities, and spells. The players has the choice to earn experience points and alternate progression Points to spend on various statistics such as Strength, Agility, Dexterity, Wisdom, and Intelligence (The latter changes based on profession or class) attacks, new spells and many statistical elements.
The max level or power limit the player can reach is level 50. Once the player reaches this level Alternate Progression (AP points) experience becomes unlocked for the player so they can specialize within sub classes within their profession.
Commerce:
Trading,buying, and selling can be done with any character that is not hostile to the PC(Player Character). The monetary system for the game is "Koin." Player can get Koin from quest rewards, loot for defeated enemies, Trades, Selling, and of course from finding it.
Equipment: (Continued)
Equipment such as weapons, armor, and jewelry can be found, purchased, rewarded or made (Eventually) for the character. The PC has six armor slots that can place found or bought equipment on the character.
1. Head
2. Torso
3. Legs/Feet
4. L Finger
5. R Finger
6. Neck
Character Customization: The player can customize the look of their characters at character creation or during the game at a barber shop. Head, Torso, and Legs/feet can be customized with pre built models.
Classes/Professions:
1. Scout: Scout classes are lightweight but agile classes meant to spy on enemy strongholds or to add extra offense to a warband. Their lightweight demeanor allows them to sneak and also be resourceful when opposed with problems as broken bridges, unreachable objects, locked doors, or spying.
Sub Professions:
Nurf Lancer: (Nurf Lancers are masters at light ranged weapons and also stealth however their lightweight armor and also fragile existence makes them easy targets for the vermin Berseckers. This can be easily offset by accompanying a Nurf Lancer with a MuscleFlex (Melee Tank)
(To continued)