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DUNGEONS & BOMBERS
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Plasma Bomber
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Post#1  Posted: Sat Jun 26, 2010 10:39 pm  Reply with quote + 
Guys, let's do this.

Here's what I've got so far:

[Collapse Text]
Characters

Bomberman

Fighter Bomber

Witch Bomber

Cleric Bomber

Thief Bomber

Archer Bomber

Fairy Bomber

Monk Bomber

Giant Bomber

Bishop Bomber

Paladin Bomber

Samurai Bomber

Ninja Bomber

Hero Bomber

Plasma Bomber

Pretty Bomber

Character Types

Standard Character - This character gains no special type benefits and suffers no special type issues.

Short Character - This character has a higher chance of evasion and jumping but lower health and lower defenses.

Big Character - This character has greater strength and defense but suffers in terms of speed, evasion, and jumping.

Character Classes

Bomb Specialist - Learns attacks that center around the use and manipulation of bombs and special types of bombs. Begins with average strength and health but lower defense and speed.

Elementalist - Learns attacks based on the four elements, earth, wind, fire, and water. Generally this character class will pick one particular element to specialize in and will have lower capabilities involving the other elements. Begins with average health and speed but lower strength and defense.

Cyborg - Learns attacks based on technology. This character class has the benefit of choosing whether to specialize in ranged attacks or close attacks. Begins with average health and defense but lower strength and speed.

Magic - Learns magical abilities that can be used to help allies or damage foes. Typically keeps its distance from the fighting. Begins with average speed and health but lower strength and defense.

Fighter - Learns melee attacks and relies on brute strength more than anything else. Begins with average strength, defense, and health but lower speed.

Ninja - Learns both ranged and close attacks but relies mostly on speed. Begins with average speed and strength but lower defense and health.

Ranger - Learns distance attacks and specializes in ranged weaponry. Begins with average speed and health but lower defense and strength.

Paladin - Learns divine abilities that boost stats during battle. Also is capable of some healing abilities. Begins with average strength, health, and defense but lower speed.

Status Effects

Bad Effects

Stunned - Unable to do anything. The length of this depends on the attack and situation.

Defense Down - While afflicted, defense goes down.

Strength Down - While afflicted, strength goes down.

Speed Down - While afflicted, speed goes down.

KO - On ground, occurs when player has no health but is not in a dying state.

Severe - On ground, unconscious and in a dying state. The amount of time until death is determined by the severity of the final blow.

Dead - Player is dead and inactive. Can not take action or be chosen for play unless he/she is revived.

Transforming - On ground, unconscious and slowly shifting into a different perma-status, such as Undead. Can only be revived if an allie cures the player, or if the player undergoes the transformation.

Undead - Unable to regain health, but defense goes up.

Burning - Slowly losing health, fire goes out eventually.

Poisoned - Slowly losing health, depending on the poison strength it may not go away naturally.

Confused - Great chance of hitting the wrong target, missing, or dropping weapons.

Frozen - Player is frozen in a block of ice, defense goes up but if the ice (which has its own HP) is destroyed before melting the player takes double damage than what he/she would have from the attack.

Stone - Player is invulnerable and immobile, essentially in a Dead state. Can be revived but any items carried by the character are rendered useless unless the character is revived.

Good Effects

Defense Up - While under effect, defense goes up.

Strength Up - While under effect, strength goes up.

Speed Up - While under effect, speed goes up.



Monsters

Ballom
Type: Wind
Size: Standard
Speed: 1
Strength: 1
Defense: 1
HP: 7-10
Strategy: Moves about at random and attacks players who get in range or attack it.
Attacks: Melee (1-2 points)

Onil
Type: Earth
Size: Standard
Speed: 1
Strength: 1
Defense: 2
HP: 7-10
Strategy: Avoids players but will attack them if they attack it first.
Attacks: Melee (1-2 points)
Vapor (Defense Down)

Trent
Type: Earth
Size: Large
Speed: 1
Strength: 2
Defense: 2
HP: 8-15
Strategy: Remains hidden as a tree block until approached or alerted. Picks one player and soley attacks him/her.
Attacks: Melee (2-3 points)
Weakness: Fire

Rockun
Type: Earth
Size: Standard
Speed: 1
Strength: 1
Defense: 3
HP: 8-12
Strategy: Remains hidden as a stone block until approached or alerted.
Attacks: Melee (2-3 points)
Rock Defense (Defense Up for one turn)

Crimson
Type: Fire
Size: Standard
Speed: 2
Strength: 2
Defense: 2
HP: 8-12
Strategy: Alerted from a great distance due to its flare. Attempts to light all players on fire by attacking them.
Attacks: Melee (2-3 points, has a chance of causing Burning effect)
Spitfire (1-2 points, has a chance of causing Burning effect)
Weakness: Water

Sea Balloon
Type: Water
Size: Standard
Speed: 2
Strength: 2
Defense: 1
HP: 5-10
Strategy: Hides under the floor and moves to another position.
Attacks: Melee (2-3 points)
Grapple Strain (1 point per hold)
Spit Ink (causes Confused effect)

Fish Man
Type: Water, Humanoid
Size: Standard
Speed: 2
Strength: 3
Defense: 2
HP: 12-18
Strategy: Keeps its distance and tries to weaken the party by targeting all players in order.
Attacks: Melee (2-3 points)
Spear Throw (2-5 points, can cause Stunned effect)
Spear Jab (2-4 points)

Pharaoh
Type: Fire, Humanoid
Size: Standard
Speed: 1
Strength: 3
Defense: 3
HP: 13-18
Strategy: Performs fire attacks at regular intervals, wanders aimlessly but attacks when in range.
Attacks: Melee (1-2 points)
Spit Fire (2-4 points, has a chance of causing Burning effect)
Fire Spread (2-3 points, has a chance of causing Burning effect, goes in a set range which can damage multiple targets)
Weakness: Water

Hurricane
Type: Wind
Size: Standard
Speed: 3
Strength: 3
Defense: 2
HP: 10-13
Strategy: Attempts to knock set bombs away, targets the closest player.
Attacks: Melee (1-3 points)
Repel (knocks opponent across the room, causes 1/2 damage for every tile the player is flung, rounded down)
Repel Bomb (punches a bomb away)
Whirlwind (causes Confused effect)

Pygmy
Type: Humanoid
Size: Small
Speed: 4
Strength: 2
Defense: 1
HP: 12-15
Strategy: Attacks from a short distance, picks a target to focus on unless the target is too strong, evades if taking too much damage.
Attacks: Melee (1-2 points)
Iron Ball (3-5 points, has a chance of causing Stunned effect)

Ice Tower
Type: Ice
Size: Standard
Speed: 2
Strength: 3
Defense: 2
HP: 10-14
Strategy: Moves about attacking when nearby, then stops and attacks those who get in its way. Breaks into four Ice Fragments upon defeat.
Attacks: Cold Star (4-5 points, ranged)
Freezing Breath (2 points, causes Frozen effect)
Weakness: Fire

Ice Fragment
Type: Ice
Size: Small
Speed: 4
Strength: 2
Defense: 1
HP: 4-7
Strategy: Chooses a random target each turn.
Attacks: Melee (1-2 points)
Weakness: Fire

Uggho
Type: Humanoid
Size: Standard
Speed: 1
Strength: 2
Defense: 2
HP: 9-12
Strategy: Moves about and attacks only if first attacked.
Attacks: Club (3-4 points)

Pass
Type: Animal
Size: Standard
Speed: 4
Strength: 3
Defense: 2
HP: 7-10
Strategy: Attacks the nearest opponent, moves quickly.
Attacks: Melee (3-4 points)
Bite (2-3 points, has a chance of causing Stunned effect)

Keep in mind that this was taken from a document that was the first rough draft, and has not been touched since I made it.

So... post ideas and such.

NOTE: The thing about the character selection at the very top was just an initial idea. It may be better if the player can just design his/her character with custom parts or whatever.

Title by Soniti.
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Soniti 254
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Post#2  Posted: Sat Jun 26, 2010 10:48 pm  Reply with quote + 
If the title isn't obvious enough, it's supposed to be a game similar to D&D, but with a Bomberman theme. That's pretty much all we got set in stone at this point.

If any of you guys would be interested in this potential project, please do say so. I'd be very much interested in seeing this if it all works out.

Perhaps later on, I could actually give some more worthwhile contributions, but it's late over here and I need to get some sleep. lol
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Post#3  Posted: Sat Jun 26, 2010 10:56 pm  Reply with quote + 
Yeah, whoops, haha. I forgot to mention that, in my haste. >_>

Some other things we've discussed:

* Character customization system - Possibly with things like armor pieces and whatnot
* Randomly Constructed Dungeon Mode
* User-Created Dungeon Mode

This is like a design topic. So we can all pool our ideas together. If we ever get something really concrete going, I or someone else may decide to actually develop a computer game of it in the future. If that happens, then artists, spriters, composers, etc. are all welcome to contribute. If you can't do any of those things... Then pick one of them and start learning. :P

So yeah, just design ideas for now.
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Post#4  Posted: Mon Jun 28, 2010 9:30 am  Reply with quote + 
Some character ideas I had while trying to sleep:

Since this is a Bomberman based game, any character should have the ability to use bombs. However, it'd get a bit dull pretty fast if that's all the players could use. So I figured we could have a light weapon system in the game. Weapons could also be attached to character classes, but we know that some people like to do unique things with their D&D characters, like giving a wizard character a sword, for example. Anyway, here's what I had in mind.

There would basically be three main types of weapons; cutting, shooting; and blunt weapons, while bombs would be their own catergory altogether. A example of what weapons would be categorized as such would be as follows:

Cutting
Swords
Knives
Spears
Axes
Whips (whips technically cut)

Shooting
Handguns
Rifles
Bow and Arrows
Shotguns

Blunt
Rods
Hammers
Unarmed combat

Another important factor to RPGs are attributes. After all, without attributes, every character would pretty much be the same. For the sake of balance, we could use a kind of point based system, in which a character is given a set number of points that would be placed for each and every stat. When a character "levels up," the player would earn some more points which can be used to further increase their stats.
Some basic attributes could include:
HP - Hit Points. The most obvious stat. Determines how much damage a character can take before becoming incapacitated.
MP - Magic Points. Determines how many special attacks or abilities can be used before the player can no longer do any.
Strength - How strong a character is. The higher the number, the more damage can dealt with cutting or blunt weapons. Could also affect damage with shooting weapons if needed. Could also be used outside of battle, like removing obstacles, for example.
Stamina - How strong a character's body is. The counterpart of Strength. The higher this number, the less damage a character can take from regular attacks.
Accuracy - How accurate a character is. The higher this number, the better chances are of hitting the target. Could also affect damage for shooting weapons.
Evasion - How quick and evasive a character is. Accuracy's counterpart. The higher this number, the more likely the character is to avoid attacks. Could also be used outside of battle, like how fast a character can move.
Magic - How good a character is with magic. This would determine how much damage one character can deal with magical attacks or how effective healing or supporting magic is.
Resistance - A character's defenses against offensive magic. The higher this number, the less damage taken from magic attacks.
Luck - How lucky a character is. This would determine things like critical hits. Could also be applied to some evasion, but not a lot. Could also affect certain mini games, such as games involving gambling (a character with higher luck would have better chances of winning, for example).

We would also need some stats for bombs as well, since this is supposed to be a Bomberman based game, every character should have the ability to use bombs. I'm thinking there would only need to be two, maybe three, key stats.
Firepower - This determines the strength of bombs. The higher this number, the more effective bombs would be. Basically, how much damage bombs can do. This could also be applied for uses outside of battle, like removing obstacles for example.
Bomb Supply(?) - This determines how many bombs a player can deploy at a time. The higher this number, the more bombs can be placed at a time.
Endurance(?) - This would determine how much damage a character would take from bomb based attacks. The higher this number, the less damage taken from bombs.

We could also have a element system, although this would apply more so to bombs. Characters can start with one of the basic elements to use, and the player could earn more elements to use by completing quests, some of which could be exclusive to completing quests. Here's some of the basic elements I'd have in mind:

Fire - The most basic of all the elements. Explodes with a fiery blast. Useful for most situations.
Ice - Ice Bombs would explode with a blast of cold air, freezing most things in blast radius.
Wind - Wind bombs could unleash a furry of winds that could blows targets away, but deal light damage. Could be used to cross over large gaps.
Electric - Electric based bombs would explode with a burst of electrical energy, shocking and paralyzing most targets within blast radius.
Earth - Earth Bombs could explode with a wave of magma. Basically more powerful then Fire, but to balance it, you only place hlaf as many of the bombs as most others.
Light - Light based bombs could serve as a means of lighting up dark dungeons.
Darkness - Dark bombs could release a black hole that would suck in anything and everything near the blast radius. To balance it, you can only place half as many of these bombs as you could most others.

I'd add more, but I need to get going. I'll add more when I get back here.
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Post#5  Posted: Mon Jun 28, 2010 9:53 am  Reply with quote + 
Awesome.

About bomb stats: Should these be consistent - as in, something to upgrade - or would the player have to collect Bomb-Up and Fire-Up items during a quest, and lose those upgrades once the quest is over?

Also, in Bomberman Wars, different character classes have a "Range" stat, which determines how far away, at max, the character can set a bomb (in one of the four cardinal directions). Perhaps this could be another bomb stat?

On elemental bombs: My original idea was for the Bomb Specialist class to be able to learn all kinds of different bomb types, while other classes would be stuck with the regular bomb (unless grabbing a powerup or something), except perhaps the Elementalist, who could specialize in even more powerful bombs of the elemental type (like a stronger Ice Bomb, for example, that the Specialist wouldn't have access to). However, this Bomb Element system does sound interesting. Perhaps they could be like the Bomb Elements in TSA - a collectable item, gained at the end of particular quests?
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Post#6  Posted: Mon Jun 28, 2010 1:04 pm  Reply with quote + 
Dark Zaphe wrote:
Awesome.

About bomb stats: Should these be consistent - as in, something to upgrade - or would the player have to collect Bomb-Up and Fire-Up items during a quest, and lose those upgrades once the quest is over?

I was thinking they'd be consistent stats. However, perhaps there could be limited time "power-ups" you'd get for quest purposes as well?

For example, let's say a player has 2 Firepower. But he needs at least 4 to blast a stone that's in the player's path. It wouldn't be very fair to have the player be forced to spend two level points to get the needed Firepower, right? Maybe he could have the option to find a power-up that would briefly increase his Firepower to the amount needed to remove the obstacle. After the player finishes the quest, the power-up would no longer be in effect and he'd return to having 2 Firepower.

That's only an idea.

Dark Zaphe wrote:
Also, in Bomberman Wars, different character classes have a "Range" stat, which determines how far away, at max, the character can set a bomb (in one of the four cardinal directions). Perhaps this could be another bomb stat?

I actually didn't think of this. Sounds good to me. Could be used for combat purposes or for removing obstacles.

Dark Zaphe wrote:
On elemental bombs: My original idea was for the Bomb Specialist class to be able to learn all kinds of different bomb types, while other classes would be stuck with the regular bomb (unless grabbing a powerup or something), except perhaps the Elementalist, who could specialize in even more powerful bombs of the elemental type (like a stronger Ice Bomb, for example, that the Specialist wouldn't have access to). However, this Bomb Element system does sound interesting. Perhaps they could be like the Bomb Elements in TSA - a collectable item, gained at the end of particular quests?

I was actually thinking of elements along the same line as TSA. You would get elements by completing quests, which you can then choose which type of element you'd want to use. They would have some combat uses, of course, while certain elements would be more useful in dungeons to solve puzzles or get past obstacles.

Players would probably start off with just Fire, although I was also thinking that the player could possibly choose one element to start with from a select few (as to provide balance from a gameplay point of view, it wouldn't be good if the player could just use, say, a Dark Bomb to get rid of most hostiles early on).

I like your idea of classes though. Perhaps some of those class characteristics could be there? A Specialist could, for example, make a pumped bomb that would be more effective then a regular bomb, but would cost some MP to use? Perhaps Elementalists deal more Firepower-based damage with elemental bombs then other classes, but bombs outside of the main elements would be less effective?
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Post#7  Posted: Wed Jul 28, 2010 8:39 pm  Reply with quote + 
This post has links in the comments to possible short premade D&D campaigns that we could maybe adapt to this idea if we ever get it off the ground.
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Post#8  Posted: Wed Jul 28, 2010 9:06 pm  Reply with quote + 
Soniti 254 wrote:
Dark Zaphe wrote:
Awesome.

About bomb stats: Should these be consistent - as in, something to upgrade - or would the player have to collect Bomb-Up and Fire-Up items during a quest, and lose those upgrades once the quest is over?

I was thinking they'd be consistent stats. However, perhaps there could be limited time "power-ups" you'd get for quest purposes as well?

For example, let's say a player has 2 Firepower. But he needs at least 4 to blast a stone that's in the player's path. It wouldn't be very fair to have the player be forced to spend two level points to get the needed Firepower, right? Maybe he could have the option to find a power-up that would briefly increase his Firepower to the amount needed to remove the obstacle. After the player finishes the quest, the power-up would no longer be in effect and he'd return to having 2 Firepower.

That's only an idea.

Say, what if there were two fire-related stats - the range of the blast, and the strength of the blast? We could even make both of them consistent statistics. Here's how it could work:

Fire Strength - Sort of like a regular strength statistic. It determines how much damage would be dealt to the enemy.

Fire Range - This would be sort of a more level-oriented stat. You could boost it with experience points, but it wouldn't increase in "level" until you hit a certain point. So, you'd start out with Fire Range 1, and say, at X experience points (allocated to the Fire Range stat), the Fire Range stat would go up to 2. Then, of course, you could pick up Fire-Up powerups in campaigns, which would go away at the end of the mission.

So Fire Strength would affect how powerful you are against monsters and, say, certain destructable obstacles, while Fire Range would be more for... well, the range of your attack. Other stats, like Bomb Range (how far you can set a bomb away from your character) and Bombs (Bomb Up? Bomb Max?) could work the same way.

Soniti 254 wrote:
I was actually thinking of elements along the same line as TSA. You would get elements by completing quests, which you can then choose which type of element you'd want to use. They would have some combat uses, of course, while certain elements would be more useful in dungeons to solve puzzles or get past obstacles.

Players would probably start off with just Fire, although I was also thinking that the player could possibly choose one element to start with from a select few (as to provide balance from a gameplay point of view, it wouldn't be good if the player could just use, say, a Dark Bomb to get rid of most hostiles early on).

I like this.

Hmm... Not sure about giving players different elements to begin with. Things like Ice or Electric would have special effects on enemies... It could work though, it's a good thought.

Soniti 254 wrote:
I like your idea of classes though. Perhaps some of those class characteristics could be there? A Specialist could, for example, make a pumped bomb that would be more effective then a regular bomb, but would cost some MP to use? Perhaps Elementalists deal more Firepower-based damage with elemental bombs then other classes, but bombs outside of the main elements would be less effective?

Pumped Bomb is a good idea. I can't believe I didn't think of that when I typed up that Specialist class. I like your idea on Elementalists as well.

Sora G. Silverwind wrote:
This post has links in the comments to possible short premade D&D campaigns that we could maybe adapt to this idea if we ever get it off the ground.

Nice find. Good source!
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Post#9  Posted: Wed Jul 28, 2010 9:30 pm  Reply with quote + 
I like the idea of having different stats for Fire Range and Fire Strength. Maybe they would level up differently depending on your class. We could also have an attribute (or some sort of status item or something) that affects how long it takes for the bomb to go off -- Bomberman Story DS had a slider where, as you leveled up, you could adjust more and more whether you wanted your bombs to go off faster or slower.

RE: Elemental bombs, you could have maybe basic elements that players could choose from, and then later they can branch out, either into other basic elements (a fire-user branching out into lightning bombs) or non-basic elements (an ice-user branching out into wind bombs). Then you could also have specialized bombs that you could get on a limited basis in a certain area, like the Salt Bombs from Hero that are used specifically to kill slugs.

For another idea: In Soraverse, bombers are born with their element, but by adjusting the ratio of chi (concussive) energy versus the elemental energy, they can alter the explosive power of their bombs. For example, a pyrokinetic like Bomberman can lower the elemental energy in his bombs and end up producing a smoke bomb instead of a full-fledged fiery explosion. So maybe for this, characters can have the option to gain an ability to learn to produce alternate types of bombs that are specialized to their element. (Alternatively, Smoke Bombs could just be a specialized bomb item.)

It would also be fun if some of the magic-users teamed up with, say, a Bomb Specialist, and churned up some really spectacular bomb concoctions in the process, like a more dangerous Dangerous Bomb or something. XD
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Post#10  Posted: Thu Jul 29, 2010 12:08 am  Reply with quote + 
Sora G. Silverwind wrote:
I like the idea of having different stats for Fire Range and Fire Strength. Maybe they would level up differently depending on your class. We could also have an attribute (or some sort of status item or something) that affects how long it takes for the bomb to go off -- Bomberman Story DS had a slider where, as you leveled up, you could adjust more and more whether you wanted your bombs to go off faster or slower.

Hmm, this is an interesting prospect. We haven't really discussed the way bombs go off yet, have we? I presume, since this would be based off of a game that uses turn-based movement and attack, that it would run much like Bomberman Wars - so a bomb on the battlefield would begin with a fuse of... I think 3? I can't remember now. Anyway, in Bomberman Wars, the fuse of all set bombs goes down by 1 after one side's turn is up. However, the order of turns in this game would be based more on speed or initiative or something. Also, potentially we could have several players controlling their characters, so it's not just a 2-player-board-game-esque sort of deal anymore. All I can think of is having the "standard" fuse of a bomb set to a number much higher than what it was in Bomberman Wars, and have the fuse go down at the end of every character's turn. That, or have the game count the number of "participants" in a battle, and have the fuses go down every time that half of the current number of participants have had their turns. This is, of course, something that could more easily be settled and decided upon after an engine is developed and testing ensues. Still, worthwhile to mention.

As for controlling the fuses, it could be an item... but perhaps it could be a skill/technique as well? There could even be multiple grades of it. For example, the lowest level of the skill would work the same way as a normal Bomb Set action, except that it would spawn a bomb of a lower/higher fuse (depending on what the player chose). A better version of the skill would simply change the character's Bomb Set fuse, adjusting every bomb set by that character to the new fuse setting. The slider could be incorporated in both of these; with a higher level of Fuse technique, the bigger the range you could get.

Also, yeah, different classes need to upgrade stats at different rates. This is something that definitely should have been brought up before.

Sora G. Silverwind wrote:
RE: Elemental bombs, you could have maybe basic elements that players could choose from, and then later they can branch out, either into other basic elements (a fire-user branching out into lightning bombs) or non-basic elements (an ice-user branching out into wind bombs). Then you could also have specialized bombs that you could get on a limited basis in a certain area, like the Salt Bombs from Hero that are used specifically to kill slugs.

Hmm, basic elements... so like, fire, water, wind, and earth? Or something else? I guess that the first bomb of each element would be rather weak in special effects - a Lvl 1 Fire Bomb wouldn't cause a "Burn" status effect on enemies, and a Lvl 1 Ice Bomb wouldn't cause a "Freeze" effect. They would still retain their traits, though, as a Fire Bomb would be more effective against certain enemies, obstacles, etc. and likewise with an Ice Bomb...

But first of all:

Sora G. Silverwind wrote:
For another idea: In Soraverse, bombers are born with their element, but by adjusting the ratio of chi (concussive) energy versus the elemental energy, they can alter the explosive power of their bombs. For example, a pyrokinetic like Bomberman can lower the elemental energy in his bombs and end up producing a smoke bomb instead of a full-fledged fiery explosion. So maybe for this, characters can have the option to gain an ability to learn to produce alternate types of bombs that are specialized to their element. (Alternatively, Smoke Bombs could just be a specialized bomb item.)

This is a really cool idea! Being a D&D-based game, we would need some kind of documentation about classes and such. This would be totally awesome.

Possibilities?

Fire Element
Starter Bomb - Fire Bomb

Higher Level Bombs:

Napalm Bomb - Burn effect, perhaps can leave random firey spots in its wake? On burnable turf, that is...
Lightning Bomb - Shock effect?
Smoke Bomb - Possibly sight or confusion related status effects? Probably wouldn't damage enemies

Water Element
Starter Bomb - Ice Bomb

Higher Level Bombs:

Frost Bomb? - Freeze effect
Water Bomb - Effective against fire enemies

Just a start, here. Feel free to revise/expand.

As for specialized bombs, here's a list of those that I can remember:

Salt Bomb
Pierce Bomb - Spiked bombs that penetrate multiple Soft Blocks, Items, etc.
Rubber Bomb - Utter madness, I don't need to go further here
Power Bomb - First set bomb has ultimate range
Remote Bomb
??? Bomb - These things were in the Irem arcade games... the blast turned when it hit walls...

I am sure there are more but I can't recall...

Sora G. Silverwind wrote:
It would also be fun if some of the magic-users teamed up with, say, a Bomb Specialist, and churned up some really spectacular bomb concoctions in the process, like a more dangerous Dangerous Bomb or something. XD

Bomb alchemy? :stun:  The possibilities... This sounds like something that should be further discussed.
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Post#11  Posted: Thu Jul 29, 2010 1:41 am  Reply with quote + 
Smoke Bombs can definitely be used to confuse enemies, or to make a getaway (Bomberman did this in the Aquanet arc of Fateful Meetings). And perhaps if you did a little bombchemy, you could produce Steam Bombs, which could burn or melt things/enemies in the event that your fire-user is decapitated or otherwise unable to do the job for you, or if there were an enemy or obstacle that wasn't affected by fire but could be affected by steam (though I can't think of anything off the top of my head). (It could also be used for cooking!) Lightning Bombs at different levels could paralyze enemies for different lengths of time. Like, if you're at a low level, it might just be more of a Taser Bomb, where it paralyzes an enemy for one turn. But as you gain more and more levels, you could paralyze an enemy for, IDK, five turns or something. And, like in TSA, you could also use Lightning Bombs to jump-start electrical machinery or something...although since this is based on a medieval fantasy world, maybe not. (Hooray for anachronism stew?) Lower-level lightning bombs and fire bombs can be used as flash bombs as well, startling or confusing an enemy.

Dark Zaphe wrote:
This is a really cool idea! Being a D&D-based game, we would need some kind of documentation about classes and such. This would be totally awesome.

Okay, here I'm going to toot my own horn, because I've actually come up with my own system for this, sort of. It's not completely worked out yet, and I don't know how well it'll work in a game setting, but maybe it'll give y'all some ideas.

BOMB POWER
There's three power levels that I use: Low, Normal, and Super. They should be fairly evident, although I should probably mention that a lot of the alternate bomb types like Taser Bombs and Smoke Bombs fall under the "Low" classification in Soraverse. Steam Bombs are a different story: the hydrokinetics in general in Soraverse are kind of a hard breed for me to pin down because I'm thinking of splitting them into the water bombers and the ice bombers, and it would be the water bombers (the hydrokinetics) who probably produce Steam Bombs at S-levels, buuuut that's a discussion probably best saved for another day.

MEASUREMENT
The actual qualitative measurement for a bomber's power level is referred to as her Bomb Power Indicator(1), abbreviated to BPI, and colloquially referred to as her "damage". BPI is measured in units called destrudos(2), abbreviated to "ds", which is a general unit of measurement for a bomber's chi. The equation for BPI represents the average amount of chi present within the core of an explosion produced by a bomber's N-level bomb.

Explosive power is considered on two different levels. The Standard Bomb Power Spectrum, abbreviated to "SBPS", starts at 0 destrudos and theoretically extends into infinite destrudos, although obviously no bomber can have a BPI of that magnitude (unless we're going to count the Angel of Light and Shadow as a bomber, lulz). The SBPS is the more "objective" method of measuring explosive power. I have numerical measurements for this, but I'm not wholly set on them, and again, they might not work for a game engine...but here, have them anyway in case they might be useful.

-

0-10ds
Little to no effect. May possibly produce a slight breeze with the explosion, if that. Leaves no trace of its presence.

11-20
Still very little effect, but begins to leave traces of its presence (e.g., a fire bomb will produce a faint charred mark on certain surfaces).

21-30
The lower end of L-level bombs, where explosives begin to display certain characteristics of L-level bombs, but aren't actually effective L-level bombs.

31-40
Normal range for L-level bombs.

41-50
Higher range for L-level bombs/lower range for N-level bombs.

51-70
Normal range for N-level bombs.

71-80
Higher range for N-level bombs/lower range for S-level bombs.

81-100
Normal range for S-level bombs.

101+
Higher range for S-level bombs.

-

I really should expand those numbers to 10,000 just so I can have an "OVER NINE THOUSAAAAAAND" joke when it comes to Bomberman.

Anyway, in addition to the SBPS, there's also the Individual Power Spectrum, or IPS, which represents a bomber's L/N/S-level measurements, and are colloquially referred to as her "numbers". The numbers for the IPS measurements may not match up with the SBPS numbers; for instance, a half-bomber's - or rather, in this particular context, a certain class's - S-level number is more likely to lie in the N-level range on the SBPS, while Bomberman's N-level number lies in the lower S-level range, even without the boost of the Fire Stone.

That should be the bulk of it. There's also some other stuff I came up with, but it's mostly related to chi control and such, so I don't think it's relevant to this conversation. :oops: 

(1) In the Real World(tm), "bomb power indicator" refers to something entirely different. http://en.wikipedia.org/wiki/Bomb_Power_Indicator
(2) In the Real World, "destrudo" is a Freudian term that describes the urge to "destroy oneself and everything else". http://en.wikipedia.org/wiki/Destrudo
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Post#12  Posted: Thu Jul 29, 2010 1:47 am  Reply with quote + 
Also, if we need more bomb types (because we always need More Dakka), here's a couple from Bomberman Story DS.

Blow Bomb
Needs a rename, because yeah. This splits into multiple bombs upon being kicked or thrown; the number of bombs it splits into depends on your max bomb capacity and whether you've set down any bombs before that.

Pile Bombs
Toss up to four in a pile to create a big-ass kablamafoo.

Barrier Bombs
Hold one up, and you'll be temporarily invulnerable to attacks. If you try to move while holding one, though, you'll move much slower than usual.

Bait Bombs
If you throw one of these, it'll attract the enemies towards it for some...odd...reason. IDK, but whatever. Toss one of these, distract the enemies, then blast them with regular bombs.
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Post#13  Posted: Thu Jul 29, 2010 9:58 am  Reply with quote + 
Gah, there's so much to read through here. lol

Two stats for Bombs is a good idea (Fire Strength and Fire Range). Allows for more diverse and unique characters to be made.

Well, like I said, it would only be from a select few elements one could choose to start with as to provide the game balance.

I like the idea of changing the fuse time for Bombs to go off.

I like what I'm reading here, but I can't stick around here for much longer. When I come back, I may give a more complete analysis. I do like the ideas in this thread though.
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Post#14  Posted: Thu Jul 29, 2010 11:16 am  Reply with quote + 
I actually think that could work in this. Different Bomb types could have Bomb Power ratings on them - Low, Normal, Super... So when the player considers selecting the Smoke Bomb, it would display as "Low", and probably a description of its effect(s) would also display (for Smoke, it might say "CONFUSION" or something).

I really like the terminology you chose for measurement ("destrudo" is a great word :flame:  ). I think, perhaps, we could do something like this, for example:

Smoke Bomb | LOW
Effect: CONFUSION
ds: 11

Let's say that a player has gained the Smoke Bomb ability. That player could allocate experience points or something to this particular ability in order to make it stronger. So perhaps, later on, this ability would show up as:

Smoke Bomb | LOW
Effect: CONFUSION, HAZE
ds: 28

In this example, a Smoke Bomb will always be considered a "LOW" class of bomb. Therefore, its ds limit would be... somewhere around 40 I guess? So the player can allocate experience (or perhaps some subset of experience points intended for enhancing special abilities) to increase the ds of the Smoke Bomb ability. As its ds increases, it becomes more powerful, and may even gain new Effects (a very low level Smoke Bomb would have a weak Confusion effect, while the stronger Smoke Bomb displayed above would have a stronger Confusion effect and probably a sort of weak Haze effect (Haze would obscure enemies' sight and allow for a getaway)).

Other bombs, such as the Fire Bomb, would be able to move through the power levels, going from, say, Normal to Super if enough experience is allocated.

What do you think?

---

I like the idea of cooking with bombs. Cooking could be a stat, and certain enemies may drop different types of meat (like Snake Meat).

Sora G. Silverwind wrote:
Blow Bomb
Needs a rename, because yeah. This splits into multiple bombs upon being kicked or thrown; the number of bombs it splits into depends on your max bomb capacity and whether you've set down any bombs before that.

Pile Bombs
Toss up to four in a pile to create a big-ass kablamafoo.

Barrier Bombs
Hold one up, and you'll be temporarily invulnerable to attacks. If you try to move while holding one, though, you'll move much slower than usual.

Bait Bombs
If you throw one of these, it'll attract the enemies towards it for some...odd...reason. IDK, but whatever. Toss one of these, distract the enemies, then blast them with regular bombs.

So I suppose the "Blow Bomb" is named thusly because it separates into multiple bombs upon being hit (a "blow", if you will). Okay, so... (gets out thesaurus) BANG BOMB. Wait, this isn't helping. Thrust Bomb? Damnit.

We need a word that means "collide", essentially. Crash Bomb? Would that work?

Beings that players can only set one bomb per turn, the Pile Bombs would be especially difficult to execute properly. That would take four turns to stack them all up, and then the player would have to get the heck out of there. And while the player is in the process of stacking, the other players would have to protect him/her. So if Pile Bombs appear, I guess what I am saying is that they should be really powerful when stacking is maximized so as to make the effort worthwhile.

As for Barrier Bombs, I guess if we let players end turns whlle holding bombs, it would be alright. I don't see how it could be abused if the player is unable to do anything other than walk while holding a bomb.

What happens when Bait Bombs explode? Do they just have no effect?

---

Ok, so let's figure out some specific "elements" of bombs. And possible names of bombs that could be made with them. Some bombs might be made with "bombchemy", but would still have a specific element (or two?). Let's just put those in their own categories - say, BombChemy 2X, BombChemy 3X, such and such.

Fire
Fire Bomb
Smoke Bomb
Napalm Bomb
Burning Fire Bomb? (Jetters, right? Can't remember)
Firecrack Bomb? (like a Flash Bomb)

Water
Ice Bomb
Frost Bomb
Water Bomb
Nitrogen Bomb

Wind
Wind Bomb
Cyclone Bomb
Zephyr Bomb
(Note: If this is to be a "starter element", then we need something that can do some damage.)

Earth
Brick Bomb
Mortar Bomb
(Note: If this is to be a "starter element", then we need something that can do some damage.)

Electricity
Lightning Bomb
Taser Bomb (don't tase me bro)
Flash Bomb
Plasma Bomb?

Light
Light Bomb
Holy Bomb? (curing effects/banish undead?)

Shadow
Shadow Bomb
Skull Bomb?

BombChemy 2X
Steam Bomb (Fire, Water)
Tempest Bomb (Water, Wind)
Dust Bomb (Wind, Earth)
Fire Cyclone Bomb (Fire, Wind)
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Post#15  Posted: Thu Jul 29, 2010 3:07 pm  Reply with quote + 
Zaphe, I like the idea of allocating ds to a bomb to alter its strength. Are we going to be treating ds as the MP equivalent in D&B, or as something separate? Again, to toot my own horn a bit: In Soraverse, every bomb has a reserve of chi that she can draw on for her explosives. Those reserves are measured both in how much a bomber has at full power (called a reservoir and measured in destrudos; typically represented as "Rds") and how concentrated the explosive power is (referred to as the reservoir reach and measured in destrudos per bomb unit). The former cannot be expanded, but it does contract when a bomber gets physically tired, preventing her from calling on the full extent of her powers. Reservoir reach can be enhanced through drugs or machines or other external help (like magic, in our case). When a bomber creates a bomb, she drains her chi reservoir, taking that power and forming it into a bomb. That chi does not return to the bomber until the bomb explodes. As such, there's only a certain amount of unexploded explosives that a bomber can produce before completely emptying her chi reservoir.

Again, this is just Soraverse -- for this game we probably don't need the rationalization for why bombers can only lay down a certain amount of bombs at a time, since it's, well, y'know, a GAME and not a faux-realistic story. But since you seemed to like what I posted previously, I decided I'd add onto it for consideration. Feel free to edit or discard as needed.

There's two things I can think of with Pile Bombs. One is that you probably wouldn't use 'em in battle, but you WOULD use them for, say, trying to destroy an entire tower or something like that. The other is that it would kind of be like the "Fly" move or something in Pokemon, where you have to spend a turn either being out of the way or taking a hit while you were charging or "stacking" your attack.

I can't remember whether Bait Bombs exploded or not. I think they might've just...petered out or something?

I guess we could rename the Blow Bombs to....Amoeba Bombs? It doesn't sound very menacing, but 1) the bombs do split into different bombs and 2) they look sort of...jelly-like...like amoebas. XD Or we could rename it to Bouncy Bombs (since that's what they look like) and just have the "splitting up" aspect be a side attribute that's affected by ds or something.

I like the idea of Holy Bombs being used on nombies, as well as being able to heal with Light Bombs. Bombing your allies to heal them is kind of amusing...it would kind of be like the last two panels in this 4koma of mine. At the strongest, you could use a really tricked-out Holy Bomb to revive a dead ally. "Return this soul from the abyss of death! RESURRRECTION! *KA-BLAM!!!!*"

For Shadow, what if we also had a particular bomb that opened up, like, a dark portal to hell, or a portal in general? You could use a Gravity Bomb to distort the time-space fabric and open a hole between dimensions! So say the party came across a a place where the ~*~barrier between dimensions~*~ was thin or compromised or whatever...they could use the Gravity Bomb to destroy that barrier and enter into another dimension. Alternately, you could use Light Bombs in, say, a temple level to activate a holy circle or something.

(lol, "bombchemy". I love that word.)
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Post#16  Posted: Fri Jul 30, 2010 11:08 am  Reply with quote + 
Hmm... I think that MP should be something different. It's been a long time since I played an actual game of D&D, and even then I only played maybe two or three times, but I almost think that there was no MP, and that spells had different requirements to be cast. But I kind of think, for simplicity's sake, and since this is Bomberman, we might just want to use MP anyway.

So MP would be used for casting spells.
We might want something like SP (strength points? special points?) for more physical techniques.
I guess some more powerful bombs may require MP in order to prevent abuse?

Due to the nature of the game, I think the idea of chi and resevoirs would fit in nicely.

As for Pile Bombs, I like the idea of charging the attack. The player could stand there, and after one turn perhaps a number would appear over his/her head (1), and on each turn that number would increase until it got to four and the attack was unleashed (four Pile Bombs tossed... in a pile). But the player could also opt to end the attack prematurely, and toss perhaps two Pile Bombs for a much weaker result.

Amoeba Bombs sounds funny, but I don't know that it would work well with the setting of the game (medieval times). Your mentoining of ds, though, makes me think... maybe this should be a learned Bomb attack rather than one gained from a temporary powerup? And the more ds the skill has, the more bombs it splits into, and the more powerful the split bombs are? If it looks jelly-like, it could possibly be a result of BombChemy, and be Water/Fire or Water/Earth/Fire or something.

As for the name... if it doesn't bounce, wouldn't Bouncy Bombs be sort of misleading? What about Gel Bombs?

Powerful Holy Bombs resurrecting a fallen ally would be AWESOME. Would you blow up the dead body, or would there just be a huge explosion and then when the smoke clears, the person is standing in the middle of the blast range? Actually, this brings up a good point. Will anyone/anything in this game leave a body behind? I almost think that they shouldn't. Perhaps, instead of a body, they would just disappear (as usual in Bomberman games) and drop things. I guess a player character would leave a chest or something, full of her/his inventory? Unless they are turned to stone or something. This needs to be ironed out.

A Demon Portal Bomb would also be amazing. I think there should be something like that which would release fire bats or little demons (Little Demons? lol) or something of the sort, strength and size depending on the bomb's ds, and would act as monsters on the player's side.

A general Portal Bomb would be nifty, perhaps the player could set up multiple portals (at a cost) and travel between them within the dungeon, for larger dungeons that require backtracking. They could look like the exit portals in SB4-5. Then, as you said, there could be areas where you could use a Gravity Bomb to destroy the barrier between dimensions, and perhaps set up a Portal Bomb in that area to create a special portal to cross through? I think that could make for some really interesting dungeon designs.

Light Bombs being used for holy purposes would be interesting as well.

A quick note - the Paladin class should probably not be able to use the Shadow element. Or, if they do, it should be at a detriment to their HP.

---

Some general player character stuff:

Character Name
Class
Level
Size
Gender
Alignment
Primary Element?
Secondary Element?

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

4 Weapon slots?

Speed (by tile)
Initiative (for dodging traps and, I think, determining order in battle)

Armor: Head, Body, Arms, Legs, Belt, Neck

Rings?
Shield?

Money
Items

MP
SP
Fire Strength
Fire Range
Bomb Max (Bomb Resevoir?)
Bomb Range

---

The Size would affect the player's build. Armor would affect how the player looks. These things would also affect how the character plays.

However, I think we should have some more personalization that is merely aesthetic. Determining the helmet shape (standard (Bomberman), round, bad-bomber-ish), face color (skin color or just dark (like a bad bomber)), eyes shape and color... And, of course, the helmet, body, arms/legs, hands/feet, and antenna color. Once the player decides upon these things, they should probably be set in stone for the rest of that character's career. Except perhaps armor colors.

Given this, the best possible route for this game may be to have the characters be 3D models, since it would be easier than having a whole lot of sprites. If 3D is too much of a problem, then perhaps only the player characters would be 3D, and all other things in the game would be 2D (faux 3D). It has been done before. Heck, there's a small segment about it on Ragey's page. Even if enemies and such are 3D, the maps don't need to be. Objects and characters can be displayed above a flat isometric background.

Of course, I have been thinking of this game as being isometric, a la Bomberman Wars. It doesn't necessarily have to be that way.
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Post#17  Posted: Fri Jul 30, 2010 1:28 pm  Reply with quote + 
It probably would make sense for MP to be something different, since bombs are integral to, well, "bombers". Magic would be something on the side -- as would physical techniques (like FALCONPAAAAAUNCH).

Good idea about the Pile Bombs.

I'm not set on the name. XD I like your idea of it being a learned ability, though, and if that's the case we could call it "Bomb Split" or something. It would definitely be affected by the terrain: the bouncing might be more predictable on a flat surface, but it becomes really haphazard on, say, a mountain.

If player characters die, we can make a YGO reference and say that their soul was sent to the Shadow Realm, LOL. (j/k) I think they should leave a body behind, though, just so we'd have something to use the Resurrection Bomb on. Although, if we're going to have a Resurrection Bomb, what would be the difference between this and say, a Cleric's advanced healing spells? Would it be that maybe only Bomb Specialists -- Bombardiers? -- can learn Resurrection Bomb, while Clerics learn just your basic advanced (lol oxymoron) healing spell? And maybe the Resurrection Bomb only works if the person is KO'd and it only restores, like, 60% of their health, while a Cleric's most advanced spell (along with a metric fragton of MP) works on anyone in ANY condition (cursed, paralyzed, stone) and brings them back to full stats. Both would be useful in different situations; the most obvious would be if someone KO'd your Cleric and another member of your party, and your Bombardier was still standing and still had some stats left, so he'd use Resurrection Bomb to bring back the Cleric, and then the Cleric would heal both him/herself and anyone else who needed it.

RE: game type -- Worst comes to worst, we COULD actually run this like an actual D&D campaign, with a DM guiding the story and such. It'd have to be done over chat, and we'd need to find an online dice generator thingy (but I can't imagine that would be too hard), and we wouldn't get pretty pretty graphics, but I think it would be less prep work in the end, because it would also be easier to improvise and make up shit on the fly if we ran into problems (although I guess that's what beta-testing is for).
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Post#18  Posted: Fri Jul 30, 2010 2:03 pm  Reply with quote + 
Split Bomb is a great name. Why the heck didn't it come up earlier. XD

I am fine with characters leaving bodies behind. Just wasn't sure about it since the only dead body I can remember being seen in Bomberman was Ashtarth's, and even that was blown up shortly.

Yeah, it would be a good idea for a class such as the Cleric have a more powerful resurrection ability than someone with just a Resurrection Bomb.

Even if we did it over chat, we'd need some way of visualizing the game board... which may require some special chat program in which the DM can move the character/enemy pieces on the board just for a graphical representation. In any case, I think we can manage making this a real game some time.
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Post#19  Posted: Fri Jul 30, 2010 10:32 pm  Reply with quote + 
I found an online forum that's formatted specifically for online D&D-style gaming: http://www.roleplaymarket.com/index.aspx You can click on the Game Index and choose a game's threads to look through to get an idea of how they're doing things.
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Post#20  Posted: Fri Jul 30, 2010 10:42 pm  Reply with quote + 
There's also some online tools and stuff here on the main Wizards of the Coast website that might be helpful as well: http://www.wizards.com/default.asp?x=dnd/arch/tools
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