>I'M NOT LOOKING FOR A SYSTEM<
I'm trying to figure out how to handle a Dark Souls game, set in some alternate cycle of the Linking of the Fire. The plot will probably be a mix of II and III, with the players being Unkindled Ash rising in a new land with the toll of the Bell of Awakening with a few Lords of Cinder, or something like that (I haven't actually played III, but it seems the best set up).
While working out the details of how to start is important, I'm also realizing that the usual Dark Souls set up complicates things, specifically the abundance of junk you accumulate.
I know the first thing I'm doing is making pregen character packages for the players to choose, and weapons and spells will all be found in the world. I'll be using MP instead of spell uses, and the spells will have to be equipped at Bonfires to be used. Weapons and armour will also probably have special traits, to make them less samey.
XP is going to come in the form of Souls, and I'm going to make use of the Soul items as reward that DaSII seemed to do a lot more than the first. Souls will also be used as currency, so upgrading will be a choice between stat boosts or items.
Can I get some suggestions, or things I might not be thinking of?
>>52288724
you have a poise system right? poise was pretty important in balancing for the series.
>>52288724
A few other miscellaneous things:
-- Bonfires will be warp points, healing points, etcetera
-- Unlike in the first game, there'll be a dedicated level up lady; no leveling up whenever
-- There will be a Firelink Shrine area, possibly more a Majula style town of relative safety, where NPCs gather.
-- I'm not using the layout of any of the games, and probably not any bosses
-- I might have Patches in some sidequest
-- While players will effectively be immortal, I'm not going to make them fight through enemies over again if they die, that works much better in a video game.
-- I'm going more Dark Souls I in terms of NPCs: they'll all be friendly and inspiring, even if depressed, and helping fulfill their quests will probably make them go Hollow
-- Hollowing is all about losing your will to live, or having nothing left to keep you from going Hollow. It's sort of a Sanity meter, where dying and finishing things both make you lose it.
>>52288965
DaSIII didn't even have poise.
Also, while I'm not trying to perfectly mimic the actual combat, the system I've been making is all about resource management of Stamina when it comes to combat, with different actions having different Stamina costs, and things like turtling up also costing Stamina to maintain.
>>52288971
-- I'm not sure whether each player will have an Estus of their own, or if it will be shared among them and heal everyone, like it does in DaSI's co-op.
-- Narratively everyone will be in the same "world", but I might still have NPC Phantoms.
>>52289021
III has a Semi-Poise system with Hyper Armour, arguably worse as it's harder to balance hyper armour than it is straight up poise.
Also, i suggest having everyone to have their own Estus, but being unable to share it as they're almost but not quite from the same world.
>>52288971
One thing I'd like to see is only having bonfires when there's a firekeeper. Gives places a unique identity to have an NPC (and also a reason to protect them, and an explanation why the players can't just make new bonfires where they want).
This'd necessarily make bonfires more sparse, which is okay if you want teleport to be available between them anyway.
>>52289088
>an explanation why the players can't just make new bonfires where they want
Bonfires are linked to the First Flame.
>>52289088
A good idea, the uniqueness and strange quirks of the NPCs contrast well with the desolation of thw landscapes.
>>52288724
Do we need special mechanics for large-breasted giantess goddesses?
>>52298000
if you don't let your players at least attempt to play with those tits, they have a right to get up and pee in your drink.
lewd and outright erotic feelings and messages towards Gywnevere and women in general is a stable of this series if you play online.
in twenty years from now i full well expect to still be able to turn on dark souls 1 and read "amazing chest ahead" and "try holding with both hands" in front of big titty monster.
>>52298050
>found a large, heavy soul
actually now that i think of it, have a message system in the game, using dice to roll to see if it's useful info, a joke, or outright trolling.
>>52298278
>>52298050
I was thinking about doing messages, yeah.
I'm also likely to take some ideas from Deprived, a Dark Souls III webcomic
https://tapastic.com/episode/419171
Stuff like Souls being memories.
I believe /tg/ already made a Dark Souls homebrew, and one that was set in the future too. Look in the archives and check here:
https://1d4chan.org/wiki/Category:Homebrew_Settings
>>52298886
I see nothing. Also if by future you mean science fiction future, I'm once again reminded that /tg/ is dumb and their homebrew ideas are bad.
>>52300154
here is the sci-fi one.
I know there was a ORE variant called Soul-Hunters, but I don't have a copy.
>>52298050
Time for beating it to a pulp
>>52300525
That is definitely not something that interests me.
How is a robot game even Dark Souls related at all?
>>52301828
Just skim the thing, anon. You'll see. You might even like it.
>>52301849
Whether I like it or not, it's not exactly relevant here.
>>52289686
I believe they can also be linked to a Firekeeper.
I'm coming from only playing I and III, but in the first game, some bonfires are linked to specific Firekeepers. If that Firekeeper dies, then that bonfire dies with them.
Something to keep in mind and you're able to have more than one Firekeeper.
>>52304918
Yeah, I prefer the firekeeper bonfires massively. Especially if you don't know where the firekeeper is, or even what it is. Quelaag's sister being a firekeeper for example was very cool.
>>52304918
>>52304961
As far as I'm aware, they're all still linked to the First Flame, and you can't create a new Bonfire. Players won't be able to create Bonfires.