Lirin
Jul 7 2012, 11:19 pm
By: Kaias  

Jul 7 2012, 11:19 pm Kaias Post #1





Lirin is the production name of the map I'll be working on.

Current plan:
A small 3-player Open World RPG that uses locked-screen 20x12 tile areas.
I'll be using a 2-pixel location grid that creates itself wherever is needed (it would take more units than is possible to exist everywhere at once).


Brainstorming:
What I'd like to know what kind of stuff that you'd like to see in an Open RPG (that I could reasonably do within a week).
I plan to make a VHS system where I can control the player's and unit's damages/healths through triggers (and so spells can do damage/heal, whatever), so keep that in mind.

Once I actually start working on the map (contest hasn't quite started yet) I'll post updates here and fill in my plans/progress as I go.

Screenshot:


Post has been edited 3 time(s), last time on Nov 12 2012, 7:52 pm by Kaias.



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Jul 8 2012, 1:34 am Vrael Post #2



COOL BOSSES THAT I CAN STEAL IDEAS FROM FOR MY RPG.

Also, bet you 50 bucks this won't really be an 'open' rpg, but just a regular rpg. Even with your vaunted mapmaking powers I don't think a real open rpg is possible on sc1 (well, at least one that isn't lame).



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Jul 8 2012, 1:53 am Oh_Man Post #3

Find Me On Discord (Brood War UMS Community & Staredit Network)

Open RPGs are zzzz just make regular RPG something like Fallen Memories.




Jul 8 2012, 3:41 am staxx Post #4



Choices made affect outcome of game ending/bosses/items/etc.



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Jul 8 2012, 3:45 am Dem0n Post #5

ᕕ( ᐛ )ᕗ

Yeah, make it like Fable/Dragon Age. What you do in one place or how you act towards someone has a great effect on something else in the rpg. Not sure if that works for open world RPGs, but it'd be cool if you did it.




Jul 8 2012, 7:01 am 3FFA Post #6



Don't make the player(s) have to grind for hours and hours in the same area just to be able to beat a boss. Make it fun. lol. That's all I can come up with for now.



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Jul 12 2012, 2:35 pm Sacrieur Post #7

Still Napping

Quote
A small 3-player Open World RPG that uses locked-screen 20x12 tile areas.

Hot damn I have some competition.



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Jul 12 2012, 4:44 pm UnholyUrine Post #8



Since there's only one week for it, I suggest that you stick to a linear RPG... Or at least an RPG with a single linear story, and have it open world in a sense that they can move anywhere, but there's only one way to progress the story.

Kaias, your talent in mapping is setting the environment and motives(**EDIT fatal spelling error) (and your ridiculous attention to details). I think you need to do what you do best - set up a story and an environment that will cause the players to lose themselves in it. I don't think that necessarily calls for an Open RPG, but you might need to make it so that the players have time to run around and enjoy the scenery/story.

Post has been edited 1 time(s), last time on Jul 12 2012, 6:48 pm by UnholyUrine.



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Jul 12 2012, 4:54 pm lil-Inferno Post #9

Just here for the pie

I don't get why everyone is telling Kaias what to do and how to do it.




Jul 12 2012, 5:19 pm UnholyUrine Post #10



Quote
What I'd like to know what kind of stuff that you'd like to see in an Open RPG




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Jul 13 2012, 3:10 am Azrael Post #11



I hope you shoot for something big and finish it after the contest in the event that there isn't enough time to complete it.

As an additional note, I'd like to see some player merchanting.

And the ability, and possibly a reason, to fight with and kill other players.

Post has been edited 1 time(s), last time on Jul 13 2012, 3:16 am by Azrael.




Jul 13 2012, 7:45 am Sacrieur Post #12

Still Napping

Yeah the "open" aspect of it leaves a more TES type of world. Lots of content and features. I hope you finish it.



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Jul 13 2012, 9:30 pm Kaias Post #13



Quote from Azrael
I hope you shoot for something big and finish it after the contest in the event that there isn't enough time to complete it.

As an additional note, I'd like to see some player merchanting.

And the ability, and possibly a reason, to fight with and kill other players.
This is probably what I'll do. I'm definitely not going to be able to finish by the end of the week and its a map that I would like to finish. Players fighting each other is something I'm unquestionably going to add. What do you imagine by player merchanting?

Quote from Sacrieur
Yeah the "open" aspect of it leaves a more TES type of world. Lots of content and features. I hope you finish it.
This is more of what I'm aiming for. I am limited by the map size though, I can only do at most 22 screens, which is 5,280 tiles of playing area (for comparison a 64x64 tile area is 4,096 tiles). I'm most skilled at making features and systems, and less so at enforcing a plot for players to go through.



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Jul 13 2012, 10:13 pm Azrael Post #14



For merchanting, it could be like having some kind of localized resources, which can be acquired in one area and taken to another area where it is lacking, and a profit can be made there. Also, it could be that the player has the ability to setup a store which stocks items of theirs, which other players can then buy from. It could possibly also be NPC vendors with semi-random buy/sell prices which fluctuate enough to potentially make money by buying low and selling high. If players have the ability to trade, I'm sure they'd figure some other stuff out.

Closely related to merchanting, especially the traveling kind, it'd be interesting if you could be a bandit, stealing someone else's things by killing them (or holding them hostage or something). Merchanting isn't as fun without some risk, and other players are unlikely to ever present adequate risk without it benefiting them. It might also be an idea to have actual stealing abilities, which can perhaps target currency or items, assuming they were skill-based or otherwise balanced to be somehow avoidable and to prevent unfair use.

I'd also like to see skills which you become more proficient with through use, although it'd make sense to impose some restrictions to stop senseless spamming (as an example, attack spells don't level up unless they land on an opponent).

And while I'm naming off random stuff, I'll throw on global quests and player-made quests. The global quests would be something everyone randomly gets at the same time, but only the person/group that accomplishes the randomized objective can get the reward. This would (should) be abusable in the sense that a single player could come in and finish off a "kill creature" objective with one hit after other players took the time to fight it, and receive the reward for themselves.

The player-made quests would just be some system in which a player can define/setup an objective of some kind, submit a reward, and then other players (and that player) could attempt to accomplish the goal set forth, receiving the reward immediately upon completion. This could potentially be combined with the global quest idea, allowing players to generate global quests as well. One use of this would be being able to place a bounty on someone else's head.

Oh yeah, and as an additional cool thing to see, player-made traps :kame:

Plus crafting, and enchanting (including cursing) objects.

Let me know how any of that sounds :P

Post has been edited 1 time(s), last time on Jul 13 2012, 10:19 pm by Azrael.




Jul 15 2012, 3:41 am 3FFA Post #15



In terms of a reason to kill each other, there are quite a few routes to go.
1) He cheated on me with ma girl!
2) She cheated on me with my guy!
3) He dare call me a noob?!
4) She dare call me a newb?!
5) So what if I am a noob... at least I know how to fight!
6) They dare mock my fighting skills just because I am a nurse?!? I Shall teach those fools!
7) I was told I had to kill these noobs. Let's get it over with, shall we?
8) That was disgusting.... he farted in my face! I shall not tolerate this!!!!
9) Nobody I'll get you!!! (Totally ripped :bye1:)
10) And more....



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Jul 16 2012, 12:10 am Kaias Post #16



Quote from Azrael
And while I'm naming off random stuff, I'll throw on global quests and player-made quests. The global quests would be something everyone randomly gets at the same time, but only the person/group that accomplishes the randomized objective can get the reward. This would (should) be abusable in the sense that a single player could come in and finish off a "kill creature" objective with one hit after other players took the time to fight it, and receive the reward for themselves.

The player-made quests would just be some system in which a player can define/setup an objective of some kind, submit a reward, and then other players (and that player) could attempt to accomplish the goal set forth, receiving the reward immediately upon completion. This could potentially be combined with the global quest idea, allowing players to generate global quests as well. One use of this would be being able to place a bounty on someone else's head.
I don't think the map will be big enough for player made quests. Global quests sound good though. I'd prefer to do it more along the lines of there being stuff to do and whomever gets it done first get it, rather than official quests for people to follow. For instance, a boss that just wanders around the map that you'll have to avoid until you're strong enough to beat. Whoever kills it first gets the loot.


Quote from Azrael
Oh yeah, and as an additional cool thing to see, player-made traps :kame:
Plus crafting, and enchanting (including cursing) objects.
Let me know how any of that sounds :P
Traps, definitely. Crafting and enchanting, maybe, if I can get to them.

Quote from 3FFA
In terms of a reason to kill each other, there are quite a few routes to go.
1) He cheated on me with ma girl!
...
10) And more....
If players choose to kill each other, it should be because they benefit from it, or because they want to, not because the map tries to contrive it.

Post has been edited 1 time(s), last time on Jul 16 2012, 2:28 am by Kaias.



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Aug 4 2012, 5:30 pm 3FFA Post #17



Any updates planned/in the works for this?



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