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Fairy Tail: Awakening
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Topic Started: Aug 5 2014, 05:48 AM (365 Views)
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Apophis
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Aug 5 2014, 05:48 AM
Post #1
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Intergalactic Booty Opportunist
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I've recently obtained permission from Kaio to post on this section of the forums about the upcoming Fairy Tail game I've been working on.
Fairy Tail: Awakening  Fairy Tail: Awakening takes place in the year X400, four hundred years after the worldwide discovery of the existence of magic. Over time, magic slowly began to become a part of everyday culture, though there are still organizations and such that wish to wipe out all magic, calling Wizards abominations that defy God. The very first setting takes place in the city of Magnolia, known as the birthplace of magic. Magnolia was the first city to fully embrace magic, and from Magnolia came the first of the Wizard Guilds. However, Magnolia will not be the only area to explore, including several different towns and islands that make up the map of the Fiore Region. My main priority is the keep the game as realistic as it can be. Below are a list of systems that are to be implemented to give the game a more realistic stand point. Please feel free to voice your opinions on anything you read here. Customization An example of the incomplete appearance selection screenCharacter Customization is a very important factor to me. Everybody is different in reality, so why should they not be in game? I intend on adding systems that allow you to completely customize your character to whatever you desire! Not just in terms of appearance, but when creating your character, you get to design your starting build by dividing your starting stat points into four categories: Strength, Endurance, Agility and Magical Power. Strength determines a good bit of things, including the damage of your physical attacks, the amount of weight you can carry and a good bit of other things depending on the passives that you decide to master. Agility determines things like speed, accuracy and dodge rate. Endurance determines the amount of damage you can really take before you start to feel the effects. It's useful in terms of blocking attacks and reducing damage from attacks that you're hit with. Think of this as the Defensive Stat. Magical Power determines the maximum ability and strength of your magical based attacks. It relies heavily on your Magical Energy stat. For more on customization, see "Passive System" below. Passive System Very similar to NFF, FT:A will have a passive system. Each of the four major stats will have a passive tree, and the amount of passives you can access in a specific tree is based on the build you chose at creation. For example, if your character was born with very low strength, you'll be unable to access the higher level passives that the Strength Tree has to offer. This is set in place to sort of balance out builds, so that a High Magical Power user is unable to fully develop in terms of Physical Strength, and vice versa.
Passives are categorized by two things. Parent and Child. Parent Passives have low stat requirements, meaning most of them are accessible to all. Each parent passive branches out into a tree of child passives. Child passives have higher stat requirements to learn, therefore if you only have 5 points in Strength, you may be able to max Parent Strength Passives, but you'll be unable to access the child passives that follow parent passives.
Certain passives can increase your stats. For example, there is a Parent Passive called Bodybuilding, that can be trained and for each point you gain in that passive, your Strength buffs by (-insert number here-). Not every passive will have a stat gain, though. This allows for you train in separate stats by training your passives, but certain limits will be set so that a dominant strength user can obtain more power using the strength tree, than he could by using the Agility, or Magical Power trees.
There will also be a General Passive Tree accessible to all. The passives in the General Passive tree are not yet determined, but you get the idea.
Passives can be trained by 2 ways. You can grind, and train your passives manually, or you can put Passive Points that you have earned into your passives, to raise them.
For more information regarding Passive Points, see "Roleplay Rewards"
Roleplay Aspects Fairy Tail: Awakening has a system for roleplaying which allows the players who actively take plot in roleplay to really develop the future of the game. An example of this would be the founding of a new guild called Oracle Eye. Through roleplay, the guild would be established, and if it becomes a major part of the storyline(that the players help develop with their characters), it would eventually be coded in as a part of the game. Aside from that, I intend on adding a system for Age and Reincarnation, which basically means if you die, your character can be reincarnated, though as someone else. Age can also force a death if you reach your death age(Random between 60-100), causing that player to be forced to reincarnate. Not only does the RP Aspect of the game affect the players, but it widely affects the server as a whole, including the addition of a Time of Day system, that works with a date system(Day, Month, Year). Depending on the time of the year, there will also be a seasonal system that replaces certain turf in the map(For example, in the Winter Months, trees wither and die, flowers and grass die, becoming hidden under the snow. But as the Spring Months return, the trees return to life, blooming just as the flowers and grass will. Players will also be allowed to set their character's birth date, forcing a +age every time that birth date is met. Like I stated before, I want the game to be as realistic as possible, and these systems will help. The date system also will have certain events, such as Magnolia's Springtime Festival which only happens once a year, and stuff like that. Because of the date system, player wipes will become unneccessary, only occurring in rare cases, because eventually, all players will age, and they will die and be reborn. Because of the lack of P-Wipes, the storyline will grow, and certain players will be history. For example, a character named Argos in the year X400 will be marked in history based on his actions 100 years later(At X500). Roleplay Rewards
Players that actively roleplay to progress the storyline will be rewarded with certain things. For example, one of these things are Passive Points. Based on certain RPs, Passive Points may be rewarded, allowing a character to raise his or her passives without having to grind-train them!
PVP Aspects
PVP will remain a huge part of the game. In most cases, PVP will only be initiated through the beginning of an "IC Battle", which consents a certain amount of players to fight. Once an RP Battle is initiated, players will rely on their stats, passives and skills to survive in a fight. You will not have to emote your actions in an IC Battle, but instead, you'd fight as you would in any other PVP game, until the battle is over.
A battle is over when one party withdrawls(Attempts to escape, or ends the fight), or a player is defeated. Once a player is defeated, their opponent can decide if they want to kill, or spare the defeated player. If they decide to kill, certain variables will determine if the player will die, or survive miraculously somehow, depending on the situation. If a player is killed, they will be forced to die. Their character will be wiped, and they will be reincarnated, given a few special things to help them along their way.
Mock Up Screenshots These are screenshots taken to show examples of gameplay, and graphics. As I update the game, expect to see more screenshots posted here.  A small piece of Magnolia. A character in this is using the Fireball skillcard, which is currently a placeholder as I work on the magic and projectile systems.  A random cave in the forest. Who knows where it could lead?  Showing a bit more Magnolia  An updated fireball, and fire technique.
While I have myself and a friend programming, I am currently the only pixel artist and mapper(Other than occasional help from another friend) working on the project.
If you're interested in working with the Production Team as a Pixel Artist, Programmer, etc, feel free to contact me on skype! (Skype ID: ApophisDoe)
Edited by Apophis, Aug 9 2014, 07:01 AM.
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 The Reaper can swing his scythe all he wishes, but I am beyond Death's stroke now.

LOOOOOOOOL
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Rohan
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Aug 5 2014, 05:52 AM
Post #2
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Sage
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Looks and sounds good, support people. Join the team if you like Fairy Tail!
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 Made by Komoto
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Shokai
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Aug 5 2014, 06:45 AM
Post #3
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Sage
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I can't wait to work with Apophis on the game, I'll be helping out with mapping and iconning.
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Kid the Squid
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Aug 5 2014, 10:09 AM
Post #4
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Kage
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As much as I love Fairy Tail... and as literally godly as this sounds. (and im sure u can tell i love fairy tail as my picture is Gajeel)..
I hate RP with such a fiery passion that I don't think I can support this. However I'll give it a try just so I can be objective without bias.
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[rainbow](FusionReaktor) - Fuzion: I'd make a fat joke about Kamu but the sheer magnitude of it would be too much[/rainbow] [rainbow](Trayx23) - DraculaTav: DO I STAND BY MY VILLAGE OR RUN FROM KIRBY[/rainbow] [rainbow](Kagumi) - Kagumi: i dont like fighting you because you literally only fight me to test cheap shit[/rainbow]
A MESSAGE FROM PETA!
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Almighty
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Aug 5 2014, 10:53 AM
Post #5
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Student
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AAAAAAAAAAAAAAAAAAAAAAAAARRRRRGGHHHH IM FIRED UP!!!!!!!
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Reborn
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Aug 5 2014, 11:29 AM
Post #6
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Kage
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-.- Hurry up and code it already -.- All this time weasted posting and you could have coded !!! GET BACK TO WORK !!!!
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Dr. Snakes
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Aug 5 2014, 02:27 PM
Post #7
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Elite Jounin
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Lol. It feels like NFF has started something with the whole "Passive" system. A lot of people are adopting it as ways to train your character in specific categories, aside from the standard "Get this much Ninjutsu/Taijutsu to get a jutsu and/or beat the shit out of everyone." I think NFF was one of the first games to do this (correct me if I'm wrong).
While it shows that it's NFF inspired, just like Methodist's Bleach AfterLife, the deciding factor will be the gameplay. I have no idea how RPing is done, due to having little experience in that area. So my main focus will be the combat.
Is it fast or slow? Is it fast enough to be satisfying, while not feeling too fast and anti-climactic?
Spoiler: click to toggle For example, compare fights in Western Animation to fights in Anime. If you go watch shows like Teen Titans or Avatar on youtube, you'll notice the major difference in length of fight scenes, as opposed to any given anime fight scene, especially something like Naruto vs Sasuke, Ichigo vs Grimmjow, or Goku vs Frieza (That was a long ass 5 minutes). I'd personally aim for Western Animation here, since realistically, fights in a game won't take nearly as long as in the anime. Does combat itself have enough depth, allowing you to overcome "cheap" tactics with enough skill, preparation, and practice?
Spoiler: click to toggle I probably don't have to say how satisfying it is to take out people who use tactics that are believed to be "cheap". I think that every tactic should have some sort of way to overcome it, without having to remake your character to specifically have a counter to it. Though, the more accessible the means to overcome it, the harder it becomes to do so.
Will there be other events and such to do besides combat? (I'm pretty ignorant of RPing, so I won't bring it up at all here.)
Spoiler: click to toggle I realize that I did just say that I was going to focus mostly on talking about the combat, but I feel that Arenas and Events wouldn't cut it alone. Not to say that they won't be a nice edition as you're getting used to the game's feel, but I think innovative stuff like the Grand Magic Games should be included. I even read that the whole Grand Magic Games Arc was gonna be a standard Tournament Arc, but the Games aspect was chosen because it wasn't nearly as overdone.
In short, don't fall into the pattern that even NFF fell into; for all the new systems and ideas that it introduced, it got incredibly dull overtime since there wasn't anything really new introduced. Whenever I did come back and try NFF again, it was mostly to see how things changed up, who was there that I recognized, and try out new character build ideas that I may have had.
Lastly, what goals will we have?
Spoiler: click to toggle Another thing NFF suffered from. Once you make a character, you more-or-less have a clear cut goal to aim for: train your Genin character enough to the point that they're able to successfully pass the Chuunin. You train for a few days, capping some critical passives, learning progressively strong jutsu, and finally you enter in the Chuunin Exam and pass it, earning the title of Chuunin.
Well, now what? No goals after that are clearly stated. To NFF's credit, this can be kind of a good thing. You can rise among the ranks to possible Kage of the village, focus on training to become as strong as possible, mastering everything your character possibly can, form an Organization and make it as strong as possible, fight as much as you can to become the best player around, or any combination of these goals. It actually feels like a Sandbox game at this point, where doing whatever you want to do is it's own reward. Again, this isn't inherently a bad thing. Some people may actually enjoy this aspect of NFF. But personally, I dislike sandbox games. I personally prefer having both the freedom of a Sandbox game, and the clear goals of, say, an RPG. I want a game that gives me a goal, allows me the freedom of accomplishing it however I want, and rewarding me for achieving said goal, despite how roundabout I may have done it.
Just some random thoughts that I'd thought I'd state. You'll have to excuse the walls of text; just wanted to give you all something to think about, perhaps giving you ideas on how to combat some of these problems. Note that these are all my personal opinions.
tl;dr "It's good to be inspired by a game (NFF, in this case), but while developing, take care not to also inherit it's flaws. Make sure you capitalize on the weaknesses that were present in the game, and make sure that you're as creative as possible."
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xxxxyobdab
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Aug 5 2014, 02:38 PM
Post #8
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Orange
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depends what kind of rp. On universe of comics I used empath and made the enemy bi-polar.....he blew up.....and half the block went with it....good thing I was an astral projection...living ftw...my 2 partners died though...sucks for them.
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TheZane
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Aug 5 2014, 07:34 PM
Post #9
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Zane
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looks ike ur base icon needs to work out
also need to add spider magic that stuns
Edited by TheZane, Aug 5 2014, 07:35 PM.
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Apophis
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Aug 6 2014, 12:17 AM
Post #10
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Intergalactic Booty Opportunist
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- Dr. Snakes
- Aug 5 2014, 02:27 PM
Lol. It feels like NFF has started something with the whole "Passive" system. A lot of people are adopting it as ways to train your character in specific categories, aside from the standard "Get this much Ninjutsu/Taijutsu to get a jutsu and/or beat the shit out of everyone." I think NFF was one of the first games to do this (correct me if I'm wrong). While it shows that it's NFF inspired, just like Methodist's Bleach AfterLife, the deciding factor will be the gameplay. I have no idea how RPing is done, due to having little experience in that area. So my main focus will be the combat. Is it fast or slow? Is it fast enough to be satisfying, while not feeling too fast and anti-climactic? Spoiler: click to toggle For example, compare fights in Western Animation to fights in Anime. If you go watch shows like Teen Titans or Avatar on youtube, you'll notice the major difference in length of fight scenes, as opposed to any given anime fight scene, especially something like Naruto vs Sasuke, Ichigo vs Grimmjow, or Goku vs Frieza (That was a long ass 5 minutes). I'd personally aim for Western Animation here, since realistically, fights in a game won't take nearly as long as in the anime. Does combat itself have enough depth, allowing you to overcome "cheap" tactics with enough skill, preparation, and practice? Spoiler: click to toggle I probably don't have to say how satisfying it is to take out people who use tactics that are believed to be "cheap". I think that every tactic should have some sort of way to overcome it, without having to remake your character to specifically have a counter to it. Though, the more accessible the means to overcome it, the harder it becomes to do so. Will there be other events and such to do besides combat? (I'm pretty ignorant of RPing, so I won't bring it up at all here.)Spoiler: click to toggle I realize that I did just say that I was going to focus mostly on talking about the combat, but I feel that Arenas and Events wouldn't cut it alone. Not to say that they won't be a nice edition as you're getting used to the game's feel, but I think innovative stuff like the Grand Magic Games should be included. I even read that the whole Grand Magic Games Arc was gonna be a standard Tournament Arc, but the Games aspect was chosen because it wasn't nearly as overdone.
In short, don't fall into the pattern that even NFF fell into; for all the new systems and ideas that it introduced, it got incredibly dull overtime since there wasn't anything really new introduced. Whenever I did come back and try NFF again, it was mostly to see how things changed up, who was there that I recognized, and try out new character build ideas that I may have had. Lastly, what goals will we have?Spoiler: click to toggle Another thing NFF suffered from. Once you make a character, you more-or-less have a clear cut goal to aim for: train your Genin character enough to the point that they're able to successfully pass the Chuunin. You train for a few days, capping some critical passives, learning progressively strong jutsu, and finally you enter in the Chuunin Exam and pass it, earning the title of Chuunin.
Well, now what? No goals after that are clearly stated. To NFF's credit, this can be kind of a good thing. You can rise among the ranks to possible Kage of the village, focus on training to become as strong as possible, mastering everything your character possibly can, form an Organization and make it as strong as possible, fight as much as you can to become the best player around, or any combination of these goals. It actually feels like a Sandbox game at this point, where doing whatever you want to do is it's own reward. Again, this isn't inherently a bad thing. Some people may actually enjoy this aspect of NFF. But personally, I dislike sandbox games. I personally prefer having both the freedom of a Sandbox game, and the clear goals of, say, an RPG. I want a game that gives me a goal, allows me the freedom of accomplishing it however I want, and rewarding me for achieving said goal, despite how roundabout I may have done it. Just some random thoughts that I'd thought I'd state. You'll have to excuse the walls of text; just wanted to give you all something to think about, perhaps giving you ideas on how to combat some of these problems. Note that these are all my personal opinions. tl;dr "It's good to be inspired by a game (NFF, in this case), but while developing, take care not to also inherit it's flaws. Make sure you capitalize on the weaknesses that were present in the game, and make sure that you're as creative as possible." The Passive System is inspired by NFF because of the realism I feel it adds to the game. Rather than just relying on simple stats, there are tons are variables that effect those stats, which are passives. I intend to build the passive system up over time.
In terms of speed, I've noticed that since I started playing NFF, all other games just seem kind of slow to me. I want to make sure that FT:A is fast paced in terms of PVP Combat, because the game will heavily rely on the PVP and Combat System. Keep in mind, developing your character won't be able to be done in minutes, but it won't be so fast that it can be done in a day and leave you with nothing to do.
I don't want the training system to be "Sit here, spam this and level up". I want players to have to develop their characters by going through the game, including quests and other events and such that I plan to add. Keep in mind, I don't have everything planned out, because I'm taking things one step at a time.
Combat itself won't be "Get the most cheap, OP things you can and be good". I intend on adding counters to techniques that everyone can get, but certain counters will be specific to the type of magic you have. For example, movement can be a considered a counter for certain things. It all depends on the player. If they're able to move away from a technique in time, or if they're able to use their own technique to counter an opponents skill. An example of this would be fighting a fire user and using ponds and water in the area to kind of escape the flames. Strategy will be very important.
Combat isn't the only thing to do, though. To progress the storyline, at certain times, "Roleplay Mode" will be declared, and those who wish to participate in a group roleplay, or even section off their own roleplay with their friends will be able to. PVP will be 'disabled' in a way during Roleplay Mode. However, when it comes to fighting someone in a roleplay, a Roleplay Battle will be initiated through two emotes that explain the start of a fight. After a Roleplay Battle is initiated, PVP will be enabled for those in the area that wish to participate in said battle. Because of this "Roleplay Mode", players will be able to actually advance the development of the game, such as the roleplay of a new guild being formed. This new guild might actually become a main guild, being coded in depending on how the players feel about it.
Certain events, such as the Grand Magic Games, will be considered Roleplay Events. Guilds will be able to enter, and the winning guild will be rated the #1 Guild in Fiore, giving members of that guild certain perks(x2 EXP, 2x CD, I don't know yet, still thinking on it.). The Grand Magic Games would take place every 4 In-Game Months. The Grand Magic Games, however, won't be the only events that players can take part in. I'll also probably try to find Literary Admins who specialize in writing the storyline based on the actions of the players during Roleplay Events and Roleplay Mode. Basically, they'd write the history of FT:A
I intend not just to add new content frequently(Though I will. VERY frequently), but I also want to focus on endgame content that provides players something to do when they're finished training and aren't bored. Because of this, I'll have to rack my brain with ideas until something suitable comes along.
When it comes to goals, I want to make sure there is always something new to reach for, whether it is training your character, aiming to join a guild, becoming a guild master, or even eventually forming your own guild. If you choose a guild to stick with, your goal could also be keeping your Guild #1 in the Grand Magic Games and stuff like that.
- Almighty
- Aug 5 2014, 10:53 AM
AAAAAAAAAAAAAAAAAAAAAAAAARRRRRGGHHHH IM FIRED UP!!!!!!!

Aye, Sir! ;D
Edited by Apophis, Aug 6 2014, 12:19 AM.
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 The Reaper can swing his scythe all he wishes, but I am beyond Death's stroke now.

LOOOOOOOOL
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Zigo
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Aug 6 2014, 12:43 AM
Post #11
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D.J Zig
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Looks cool. I like Fairy Tail, I would definitely try it out when it comes out even if I'm retired from Byond.
How come nobody on byond tried making a Hunter X Hunter game though?
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Spoiler: click to toggle
 Credit to Deffy for the signature.
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TheZane
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Aug 6 2014, 01:41 AM
Post #12
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Zane
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hunter x hunter seems to broad to do
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Apophis
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Aug 9 2014, 06:59 AM
Post #13
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Intergalactic Booty Opportunist
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Fire Barrage
Not the quickest progress, but I'm slowly working more and more on the combat systems. Targeting is finished, along with basic melee. I also updated the fireball icon, and included basic Fire Magic Passives, including a hidden passive that allows you to use Fire Ball without delay, creating a massive barrage of fire. Whether that stays in or not is up to the testing phase. xD
Fire Magic Passive Tree
Updated this post to show a preview of the Fire Magic Passive Tree
 Upon making contact with a dense turf, fireballs now explode, creating an AoE of fire that burns whoever enters it.
Edited by Apophis, Aug 9 2014, 10:16 AM.
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 The Reaper can swing his scythe all he wishes, but I am beyond Death's stroke now.

LOOOOOOOOL
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