Timelines. The time holds many dangers
A small snowball in winter, carelessly stepped toward the abyss , can trigger an avalanche . Just as a small, tiny misconduct in your own live ,can change the whole future to a negative one. What have those cases in common? If you could have foreseen the consequences of your actions , then you would have behaved quite differently ...
The possibility of time travel brings new opportunities - and of course dangers.
Basic concept
Time Lines is a game that is forming around the theme "Time Travel " . A motley crew of characters of different parts of the world ( up to eight playable races ) starts to travel together . The player slips into the role of the members. All have in common : They have the power to travel trought time. As such, they are able to open the door to five different eras , ranging from the medival to the distant technologically advanced future.The only problem: Alone, they are helpless - only the team can open the portals trough time. Especially for the strongly -developed multiplayer mode, this is of paramount importance .
By the time travel in timelines , the player can actively shape the future . These changes namely dynamic, depending on what decisions you've made in the past. You promote in the medival a already a given industry , eg the arms industry , so it is not surprising that in the future much better and more efficient models of weapons will be available - or that might even exist entirely new systems.On the other hand, could by the privileging of certain groups in the medival, entire cities are plunged into total poverty wiped out in the future or . Maybe you can reach through your actions to improve the quality of life in a particular place , but maybe it also raise racism ( at eight different breeds nothing unusual ), or even a global war produced .
Also, one should always be aware of it , in what era you are in. . The population of the medival determined not used to firearms - and you clearly want not to lead to riots or countless "witches" - burns ...
Game Systems
The game is build up around accomplishing a wide variety of quests . Depending on what quests to accept and how to perform , the future will change dynamically. Here, the questing is not turning exclusively to hack'n'slay tasks but be purposeful on more diplomatic ways.
Level System
The level system is relatively conventional. Opponents are classified with a rank of 1 to 5 and give according to rank different amounts of experience points ( EXP ) . The player can from those obtained Exp his improve his own skills individually( which also range from rank 1 to 5). The level of each skill has this effect on weapons, abilities, strength and other equipment.
Weapons , equipment and combat system
Weapons and equipment to own as well as opponents and Skills rank designation 1 to 5 Such items can therefore only be fitted if the associated skill have been sufficiently developed.
The combat system is dual of the factors " life points " and " Stamina " dependent. As in any other game of life bar should never fall to 0 - consequence is that one "dies" and is returned to the last checkpoint . In multiplayer mode, you can be in favor of other " revive" - only with a complete party wipe one is transported to the last checkpoint . Stamina , however, is consumed in each combat action - the bar fills up slowly again . A good Staminahausehold is thus vital and decisive battle .
Attacks and attacks
The combat system is also divided into different " attackmodi " : Normal standard attacks , Fast continuous fire attacks and strokes supercharged . What is it for one type of attack depends on the particular equipment,
a) Standard attacks
In the standard attacks are the usual games in standardized attack behavior : Simple beat, simple shot and the like. They consume only a small amount of stamina .
b ) continuous fire attacks
In the rapid-fire attacks is a very fast attack, which again and again repeated until the entire Stamina is consumed or the attack is stopped manually . Continuous fire attacks can be carried out by any kind of weapon : continued shot sequence , lasting sword stroke sequence ...
c ) Charged shock
In the charged strike is a single attack that , before it can be executed, a certain amount of time has to be charged long. He has a very large Gain / Loss Ratio: the one hand, he is very powerful, on the other hand it is rather unprotected during the charging phase .
In addition, still exist so-called Quick , block and Dashskills . The Dashskill is influenced by the worn armor and allows faster moving and dodging . In the Quick Skill is a Quick-Play Spell , which is often based magic .The block skill , however, is contingent on the equipped weapon : It blocks , as the name suggests, enemy attacks and must therefore be situationally activated.
closing statment
First, an arcade mode is completed for the game to provide the basic underlying mechanisms and ready to refine . In this it simply a question of rooms full of monsters to clear - as a reward you will randomly get a key, which determines the next room (medical room , heavy monsters, little monsters, treasure , or the like) .
Once this is completed , the main story is facing , to represent the midpoint in the quests , story and social interactions .
Until then, I hope that persists interest in the progress of this project.
Best regards,Ark626 & Team .
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