Staredit Network > Forums > SC1 Map Production > Topic: scwizard's last stand RPG
scwizard's last stand RPG
Jun 12 2009, 10:22 pm
By: scwizard
Pages: < 1 2 3 >
 

Jun 17 2009, 2:18 am r00k Post #21



Quote from Norm
The paths look very clunky Bullshit, its just another style.
and the town looks like it was just slapped together in 2 minutes. Agreed.
You should try to plan things out... who the fuck does that.
What you should do is have narrower paths when the terrain is linear, why is that? cause everyones going to do it since Diablo.
and more vast areas for the people to explore off to the side to find items/enemies/treasure. Enough space left and right side is a fucking water edge.

Quote from samsizzle
the story is pretty basic, i havent read it.
and the terrain is pretty basic is that so ? yes now that you say it, every fucking map i played today had this terrain. Bullshit.

I like the Terrain. pretty sure you will find out yourself what can be improved.



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Jun 17 2009, 2:20 am Tempz Post #22



Code
When the map revealer is in working w/e...
Say you give it to P1 when you get map revealer...
then you need 2 other computers, when the timer...

PLAYER
Player X

CONDTIONS
Timer Expire Switch Is Set

[b]ACTIONS[/b]
give all map revelers from p1 to p2


P3 is the player which the map revealers originally belong too thus you can detect whether the player has received it or not...



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Jun 17 2009, 2:23 am xYoshix Post #23



Why is everyone worrying about the terrain? This game is obviouslt in the very early stages and he is just puting in the outline of the terrain. He can just finish all the terrain later. I suggest testing out systems before the terrain, so if you run into a problem, the terrain won't be wasted.

I love the concept, though. But I'm not sure how it will turn out. Annoying or Innovative? :|



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Jun 17 2009, 2:37 am scwizard Post #24



Quote from Tempz
Code
When the map revealer is in working w/e...
Say you give it to P1 when you get map revealer...
then you need 2 other computers, when the timer...

PLAYER
Player X

CONDTIONS
Timer Expire Switch Is Set

[b]ACTIONS[/b]
give all map revelers from p1 to p2


P3 is the player which the map revealers originally belong too thus you can detect whether the player has received it or not...
I have no idea what you're talking about.

As for doing the systems before working on the terrain more. Yeah, that's my plan.
As for the town being slapped together in five minutes, I see what you're saying, but I'm not sure how to go about improving it.

EDIT: Scratch that. I know where to start, with doodad #3 lol >_>

Yeah I'll get around to improving the city after I finish day and night, time and lighting. One of the main reasons for this is because lighting at night is an important part of a city.



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Jun 17 2009, 3:04 am xYoshix Post #25



Quote from scwizard
Quote from Tempz
Code
When the map revealer is in working w/e... Say you give it to P1 when you get map revealer... then you need 2 other computers, when the timer... PLAYER Player X CONDTIONS Timer Expire Switch Is Set [b]ACTIONS[/b] give all map revelers from p1 to p2
P3 is the player which the map revealers originally belong too thus you can detect whether the player has received it or not...
I have no idea what you're talking about.
I think he was trying to help with something you didn't ask help for and you don't need help with :|


Quote from scwizard
...lighting. One of the main reasons for this is because lighting at night is an important part of a city.
What do you mean by "lighting"? Do you mean something like vision or do you have something innovative up your sleeve? :omfg:



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Jun 17 2009, 3:05 am Tempz Post #26



Read the post on pg 1...

Basiclly when you do lighting in the wilderness...
There are preset map revealers thus when you get 1 you unlocked that area and can see it for later reference.
"Working"

When the timer runs out you have timer expire switch set.
and switch it to night timer switch on.

EDIT : Well i was bored and decided to post lighting triggers...
and if you can't understand can someone help me -_-... jks lol but i've made it allite more easy to understand....

Seriously you don't know what a switch is?



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Jun 17 2009, 3:41 am scwizard Post #27



Of course I know what a switch is :/

As for lighting triggers, I don't want nor need your help. I'm doing it a different way than the way you proposed. I know what I'm doing when it comes to triggers.



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Jun 17 2009, 3:54 am Norm Post #28



Scwizard I was only suggesting that you should plan out and condense your terrain that you have so far. This would allow for more paths and areas to be fit in. Afterall, even 256 x 256 is not enough space when it comes to an RPG.



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Jun 17 2009, 4:02 am scwizard Post #29



Quote from Norm
Afterall, even 256 x 256 is not enough space when it comes to an RPG.
Spellsword begs to differ.

Also I did plan out the demo area. This is the way I see it, the demo area has three and a half areas. The forest path, the mine path, the haunted mine and the path out of the city. It's a 96x96 map, so a 256x256 map is seven times larger. Twenty four areas is plenty, especially if I plan on reusing them.

Also the way I see it, the sooner I run out of space the sooner I can finish this damn thing.



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Jun 17 2009, 4:05 am Norm Post #30



Haha, fair enough. I just hope it works out for you.

(You put forth a very good point, but only time will tell. Best of luck on your project.)



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Jun 21 2009, 1:42 am scwizard Post #31



decent progress until now, but hand hurt so delay

typing w/ on hand sux

had better post, but it got mtsql erroreded



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Jun 21 2009, 2:16 am xYoshix Post #32



Lies! This is what you posted in another thread like 4 minutes after this post..
Quote from scwizard
Neat idea.

You could also combine this with EUDs to detect when shields 0, to detect when hit, which would translate into where hit.
:omfg:



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Jun 21 2009, 3:21 am scwizard Post #33



I typed that with one hand.

I could theoretically work on it w/ a swollen finger, but i don't want to.

EDIT: My hands are better now. Getting back to work for now.

Post has been edited 1 time(s), last time on Jun 23 2009, 8:06 am by scwizard.



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Jun 29 2009, 6:49 pm Tempz Post #34



Well some EUDs crashes maps (Just saying =p) or when they get patched it doesn't work anymore...
Anyways I found that do did some ruins terrain on the high dirt path that's it =p.



None.

Jun 29 2009, 9:41 pm samsizzle Post #35



Quote from scwizard
Quote from Norm
Afterall, even 256 x 256 is not enough space when it comes to an RPG.
Spellsword begs to differ.

Also I did plan out the demo area. This is the way I see it, the demo area has three and a half areas. The forest path, the mine path, the haunted mine and the path out of the city. It's a 96x96 map, so a 256x256 map is seven times larger. Twenty four areas is plenty, especially if I plan on reusing them.

Also the way I see it, the sooner I run out of space the sooner I can finish this damn thing.

GOOD GAME!!



None.

Jun 30 2009, 12:23 am stickynote Post #36



I like where your going with this. I don't believe you've answered payne's question, which was:
Quote
8 hours in the game = how many seconds in RL?

I think this is extremely important, as it will make or break your RPG. If it's too long, you will not be able to achieve the effect of being pressed for time, but if it's too short, the game just gets ridiculously difficult, especially if your zealot has no speed upgrades. (That is, if you need to travel a lot.) And that brings up another point. I hate RPGs where you run around in an intestine-like maze. Have you played the RPG Sorceries II? This provides a great example of what is a good, realistic layout. It has open space to travel about, and the fastest way to down is generally the most linear path.



None.

Jun 30 2009, 1:02 am Tempz Post #37



A Really good thing i got for your map as idea is...

You beat the map in certain time and you get a different ending, so on and so forth with other side quests, and ect.



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Jun 30 2009, 3:25 am killer_sss Post #38



sounds great i agree game play should come before terrain which is why a basic layout is probably best. The concepts sound very cool in this rpg. also would like to know what the time conversion rate is as a couple have asked already.



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Jun 30 2009, 9:47 am Psionic_Storm Post #39



Quote from scwizard
Background:
What I don't like about RPGs is grinding. Where the challenge is trivialized because you can just do a basic action over and over to get as many resources as you want. The only video game RPGs I've really enjoyed are Nethack and Crawl. You effectively can not grind in those games, and they're incredibly challenging. You're constantly managing your resources, racing against the clock and fleeing from monsters.

I played those RPGs too and I completely agree with you. :)

Well, I'm not going to write too much here: In short, your concept and ideas are great and I would really like to see this map finished. I wish you best luck with your project.



None.

Jun 30 2009, 5:04 pm UnholyUrine Post #40



Read parts of the first post...

These types of RPG are always great. but It takes a lot of thinking and planning for the development team Person...
You must always tell the players the important dates but also try not to disclose too much so that they gotta figure it out themselves.. This way you get the element of time but also puzzle..
Also... The game should not be (but can be I guess) about beating the clock. If you beat the clock, you should simply get a better reward compared to if you fail to catch the ship for example.. Let's say you fail to catch the ship.. then you gotta wait like 2 more days.. and in these two days a celebration on the OTHER island would happen and there you COULD've gotten more money and stuff and quests maybe. But the celebration should not intrude the storyline..

Ahh I dont know.. sounds complicated :P.. but my point is you'd need planning...
and NO IT's not bullshit >=( you really do need planning!!



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