A LOOK AT THE CRAZEMIND: KEYWORDS
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Shamelessly swiped from D&D 4e in my current project are keywords, single words or short phrases that are used to easily describe exactly what the hell something is. They go in descriptions to tell what an object/power is and to connect it to other objects/powers/functions. A common example are elemental attributes - Fire/Water/Blunt/etc. Another common term is Field item, and the counterpart Battle item. A simple enough concept, to be sure, but a concept that can be taken to streamline development extremely well. In this post I'll explain why by using my project as an example.
First off, here is a list of almost all of my keywords. They are sorted into categories of similar keywords.
Statistics Health Points (HP), Energy (EN), Brawn, Dexterity, Mind, Wisdom, Tenacity, Skill, Focus, Weapon, Channel, Essence Points (EP)
Weapon Types Claw, Blade, Ranged, Spear, Massive, Implement
Off-hand Equipment Types Rogue, Mystic, Guard, Attack
Armor Types Cloth, Light, Chain, Plate
Essence Types* Spells, Buffs, Debuffs, Recoveries, Weaponskills, Off-hand skills, Armorskills, Synergies
Creature Types Undead, Mages, Demons, Beasts
Other Critical, Weakness, Resistance, x-based, damage, healing, to one, to all, for the user, for one, for one, to x random, with a/an x, with a/n x weapon, with off-hand x equipment, with x armor, passive, transfer, chance of being targeted, +x buff, in/decrease, in/decreasing, incoming, outgoing, physical/magical critical and evasion chance, enter a stance, enter a rage, action speed, life capacity, regenerate, degenerate, accuracy, seal x's magic, put x to sleep, paralyze x, charm x into fighting for you, cure x, unconscious
*This category is invisible - I use it for developmental and organizational purposes only.
These keywords are used to patch together descriptions that are standardized and consistent. Here are some examples of object/power descriptions that make perfect sense:
Def+ Buff Decrease incoming damage for one.
Domination Debuff Charm an enemy into fighting for you.
Fire Spell Mind-based Fire damage to all.
Chain Armorskill Enter a stance with chain armor, decreasing incoming magical damage.
Implement Weaponskill Passive +5 Focus buff with an implement.
Blade Weaponskill Brawn/Wisdom-based damage with a blade to one that deals extra damage to mages.
Mystic Off-hand skill Transfer Energy to one with off-hand mystic equipment.
Warpriest Synergy Passive +2 Brawn/+3 Wisdom buff with an implement and plate armor.
Now, how does this work off of the paper? With some script edits to some popular scripts, you can make this work perfectly in RMVX and most likely (although I haven't tried) RMXP. Not only does it make your games easier to understand, you (the developer) don't have to do as much work figuring out how to make hammers different from spears. Just choose a few keywords to focus on for each and run with it!
-<3 Craze
First off, here is a list of almost all of my keywords. They are sorted into categories of similar keywords.
Statistics Health Points (HP), Energy (EN), Brawn, Dexterity, Mind, Wisdom, Tenacity, Skill, Focus, Weapon, Channel, Essence Points (EP)
Weapon Types Claw, Blade, Ranged, Spear, Massive, Implement
Off-hand Equipment Types Rogue, Mystic, Guard, Attack
Armor Types Cloth, Light, Chain, Plate
Essence Types* Spells, Buffs, Debuffs, Recoveries, Weaponskills, Off-hand skills, Armorskills, Synergies
Creature Types Undead, Mages, Demons, Beasts
Other Critical, Weakness, Resistance, x-based, damage, healing, to one, to all, for the user, for one, for one, to x random, with a/an x, with a/n x weapon, with off-hand x equipment, with x armor, passive, transfer, chance of being targeted, +x buff, in/decrease, in/decreasing, incoming, outgoing, physical/magical critical and evasion chance, enter a stance, enter a rage, action speed, life capacity, regenerate, degenerate, accuracy, seal x's magic, put x to sleep, paralyze x, charm x into fighting for you, cure x, unconscious
*This category is invisible - I use it for developmental and organizational purposes only.
These keywords are used to patch together descriptions that are standardized and consistent. Here are some examples of object/power descriptions that make perfect sense:
Def+ Buff Decrease incoming damage for one.
Domination Debuff Charm an enemy into fighting for you.
Fire Spell Mind-based Fire damage to all.
Chain Armorskill Enter a stance with chain armor, decreasing incoming magical damage.
Implement Weaponskill Passive +5 Focus buff with an implement.
Blade Weaponskill Brawn/Wisdom-based damage with a blade to one that deals extra damage to mages.
Mystic Off-hand skill Transfer Energy to one with off-hand mystic equipment.
Warpriest Synergy Passive +2 Brawn/+3 Wisdom buff with an implement and plate armor.
Now, how does this work off of the paper? With some script edits to some popular scripts, you can make this work perfectly in RMVX and most likely (although I haven't tried) RMXP. Not only does it make your games easier to understand, you (the developer) don't have to do as much work figuring out how to make hammers different from spears. Just choose a few keywords to focus on for each and run with it!
-<3 Craze
:(
This is incredibly helpful advice, people.
Discuss, dammit.
This is incredibly helpful advice, people.
Discuss, dammit.
This is good because in your last project "What everything was" was about as clear as mud. : P
Some questions:
*Are the keywords the things in bold? I made that assumption when I clicked in. Maybe that was a bad assume!
*Where do these "keywords" go? Do they go in the game? If so, where in the game do they go?
*I do not feel your "off-hand equipment types" actually tell me anything about what I'm equipping...at all.
*I am intrigued by both the paucity of creature types and the fact that mages are included. Care to explain?
*I don't consider a charm/confu/domination effect a debuff because it doesn't reduce stats...more of a Status Effect.
*The differences between some of your stats (Mind vs. Wisdom) is really unclear.
*The latter object/power descriptions on the list are really hard to understand.
As a designer of tabletop as well as videogame RPGs, I am a huge fan of this approach, and I am always dedicated to attempting this.
Some questions:
*Are the keywords the things in bold? I made that assumption when I clicked in. Maybe that was a bad assume!
*Where do these "keywords" go? Do they go in the game? If so, where in the game do they go?
*I do not feel your "off-hand equipment types" actually tell me anything about what I'm equipping...at all.
*I am intrigued by both the paucity of creature types and the fact that mages are included. Care to explain?
*I don't consider a charm/confu/domination effect a debuff because it doesn't reduce stats...more of a Status Effect.
*The differences between some of your stats (Mind vs. Wisdom) is really unclear.
*The latter object/power descriptions on the list are really hard to understand.
These keywords are used to patch together descriptions that are standardized and consistent. Here are some examples of object/power descriptions that make perfect sense.
As a designer of tabletop as well as videogame RPGs, I am a huge fan of this approach, and I am always dedicated to attempting this.
The keywords are after the bold.
They go wherever the hell you want them to go.
Rogue-types are ropes and parrying daggers, Mystic-types are orbs and wands, Guard-types are shields and Attack-types are extra swords and whatnot. Also, these are just examples from a project, not a ABSOLUTE YOU MUST USE THESE KEYWORDS type of deal.
Again, those are the creature types used in this unique project. They have nothing to do with the article necessarily.
They are debuffs because I fucking say they are debuffs. Organize your own keywords however the hell you want.
The differences between stats are unimportant. This is an article showing examples of keyword usage, not a MAKE MY GAME or THIS IS HOW MY GAME'S INNER WORKINGS COME TOGETHER article.
Really? The example Mystic Off-hand Skill lets you gift EN to an ally when you have a Mystic Off-hand equipment on the character. The Warpriest Synergy gives you a boost when you are wielding both an implement and wearing plate armor. What's not to get?
They go wherever the hell you want them to go.
Rogue-types are ropes and parrying daggers, Mystic-types are orbs and wands, Guard-types are shields and Attack-types are extra swords and whatnot. Also, these are just examples from a project, not a ABSOLUTE YOU MUST USE THESE KEYWORDS type of deal.
Again, those are the creature types used in this unique project. They have nothing to do with the article necessarily.
They are debuffs because I fucking say they are debuffs. Organize your own keywords however the hell you want.
The differences between stats are unimportant. This is an article showing examples of keyword usage, not a MAKE MY GAME or THIS IS HOW MY GAME'S INNER WORKINGS COME TOGETHER article.
Really? The example Mystic Off-hand Skill lets you gift EN to an ally when you have a Mystic Off-hand equipment on the character. The Warpriest Synergy gives you a boost when you are wielding both an implement and wearing plate armor. What's not to get?
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