Staredit Network > Forums > Null > Topic: What should an RPG have?
What should an RPG have?
Nov 29 2008, 10:55 pm
By: RISKED911  

Nov 30 2008, 5:21 pm RISKED911 Post #21



Thanks, all of you are cool.

I had an idea for a final boss...me. I placed high attack, defense, hp, just to test your final abilities.



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Nov 30 2008, 5:24 pm Fwop_ Post #22



Quote from RISKED911
I had an idea for a final boss...me. I placed high attack, defense, hp, just to test your final abilities.

Ooh, something not typical in a final boss. Good job.



None.

Nov 30 2008, 5:29 pm Devourer Post #23

Hello

Quote from RISKED911
Thanks, all of you are cool.

I had an idea for a final boss...me. I placed high attack, defense, hp, just to test your final abilities.

High attack, high armor, high hp IS SOOO TYPICAL!
why not making a weak one with guardians (not the unit, the word itself) which defends him, also give him spells....
it's kinda boring to attack sth without any action/speciallitys.....



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Nov 30 2008, 5:58 pm lil-Inferno Post #24

Just here for the pie

A boss with high of everything is just to make the players grind experience until they reach 255 upgrades in everything. And to test abilities? A boss like that, as far as I'm concered, would just be attacked with the usual SC battle engine, no strategy or anything.




Nov 30 2008, 6:57 pm Vi3t-X Post #25



Thats why you include timers.

Boss must be killed within (X)
Boss must be killed when you've killed (X)
Enemies dissapear when you've killed (X)
FOOD? NO MORE FOOD? OMG GET TEH FOOD.



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Nov 30 2008, 7:07 pm Fwop_ Post #26



Quote from Vi3t-X
Thats why you include timers.

Boss must be killed within (X)
Boss must be killed when you've killed (X)
Enemies dissapear when you've killed (X)
FOOD? NO MORE FOOD? OMG GET TEH FOOD.

That's a very poor solution. There are better alternatives to require strategy when fighting bosses such as spells for both players and boss or AI for the boss.



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Nov 30 2008, 7:33 pm lil-Inferno Post #27

Just here for the pie

A cool final boss in my opinion would be a big chase scene. The boss gets on a horse, and then everyone else has to get on one of the six horses conveniently located there, and you just go on a big chase. Hs men will be riding horses and ambush you, block bridges, etc. They'd try to horsejack you and what not, and then when you finally catch the boss and corner him by either blocking his path or having survived and reached the end you have an epic battle. Perhaps you could have three horses being ridden, but they hold two people (One rider and one person shooting arrows while going, maybe with a corsair's disruption web)..




Nov 30 2008, 7:40 pm RISKED911 Post #28



I have an idea where the boss is on the mountain guarded by very high level monsters and that he moves to a different location spawning guards with him and that he uses some spell with the protos scarabs. Did i mention that the final boss is infested duran?

How do I do the scarabs?

Post has been edited 1 time(s), last time on Nov 30 2008, 7:46 pm by RISKED911.



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Nov 30 2008, 7:52 pm payne Post #29

:payne:

For practical examples: http://www.staredit.net/topic/4533/ ;)



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Dec 1 2008, 9:08 pm Vi3t-X Post #30



Quote from Fwop_
Quote from Vi3t-X
Thats why you include timers.

Boss must be killed within (X)
Boss must be killed when you've killed (X)
Enemies dissapear when you've killed (X)
FOOD? NO MORE FOOD? OMG GET TEH FOOD.

That's a very poor solution. There are better alternatives to require strategy when fighting bosses such as spells for both players and boss or AI for the boss.

A time limit and boss spells are great additions. Why do you dislike the time limit?
In a modern setting: Oh noes, its a bomb, we gots 2 attack him n disarm it qwik.
In a medieval setting: Da prinses iz gettin' raepd. we gots 2 sve hr b4 she gets da pwnt.

You could apply them sparringly for altered gameplay.



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Dec 1 2008, 10:34 pm Fwop_ Post #31



Time limits just force the players to upgrade their character high enough so they can win before time is up. There are, of course, things you can do with a time limit, but when the situation is just "boss must be killed within (x)," there is nothing to it other than having a strong enough character.



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Dec 2 2008, 4:50 am RISKED911 Post #32



No really, how do I do the trigger where protos scarabs appear!? Do ido trigger where i get them created?
P
Player(1-5)
C
Accumalate at least 40 gas.
Current player Bring 1 scv to "x".
Player 8 bring 0 spell4 to "s".
Player 8 bring 0 cooldown to "x".
A
Comment "Mage spell 4"
Display text "☼☼☼You have just casted frost blast☼☼☼"
Subtract 40 gas.
Kill scv at "x"
Make scv at "y"
make spell 1 at "s"
Make 1 coodown at "x" apply properties.
Make 1 scarab at "z"


This is an example i made, and every character has 6 spells/skills.



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Dec 2 2008, 5:11 am Echo Post #33



Your classes and monsters are too generic. One game that tried or was successful in moving away from generic classes and monsters was the .hack series. You should study that and then make up your own. Snake, wolf, elephant, crab, those names aren't even really monsters.



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Dec 2 2008, 5:19 am Impeached Post #34



This will help you.



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Dec 2 2008, 5:28 am BlueWolf Post #35



Role playing games have become quite a popular topic. To the extent where an rpg clan was created. What matters is that you like what you created. If you do not like it, you'll be stuck on starcraft until you appreciate what you have created.



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Dec 2 2008, 8:50 pm Hug A Zergling Post #36



You should use monsters from H. P. Lovecraft. Cthulhu would be the boss of course ^^



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Dec 3 2008, 3:54 am Doodan Post #37



This topic is very generic... You're basically wanting people to think up the RPG for you. I think this is what Null was designed for. It's not totally pointless, but it just doesn't really fit anywhere else. If you have specific questions, then feel free to make a new thread in UMS Assistance.



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