Staredit Network > Forums > SC1 Map Production > Topic: Massive RPG
Massive RPG
May 17 2010, 7:51 am
By: Leeroy_Jenkins  

May 17 2010, 7:51 am Leeroy_Jenkins Post #1



Who here remembers Xuru RPG's save feature? I know I do. What I've decided to do is bring that back. Although not only will it store your combat EXP, but it will store separate money making skills such as fishing. I figure this will give b.net players the chance to play a little bit of this RPG whenever they want, join a randomly hosted game and load up their character.

I plan on making this like my "Middle of the Ocean RPG' map. Except much longer and for six players at a time. The game will have the usual RPG-quests that can be finished, and it will also have level-building for different skills. This will utilize the map's password-save feature. Upon joining the game, you can complete all of the quests; you can build experience for a certain skill; you can earn money and thus earn yourself equipment; you can build your combat skill by fighting NPCs; or you can even fight other players on a specially designated PvP island.

I've already got the hard part out of the way: the password system.


Specially designated spots give you the password needed to pick-up where you left off


One of the skills that can be built upon; is also a great way to make money


The inventory system. 15 spots. Burrow to use an item; burrow when in a store to sell.


The password entry system. Restores all of your skills EXP and your combat EXP from the last time you played.

Well, I would really appreciate ideas people! Thanks in advance.



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May 17 2010, 9:58 pm Azrael Post #2



I'd just say make the password system's triggers complicated enough that not just anyone can pop open Trigger Viewer and figure out what the password is for a maxed out character. Looks pretty promising though ^^




May 17 2010, 10:29 pm ImagoDeo Post #3



You do realize that within a few weeks of release anyone who's interested will have memorized a code to instantaneously get the max on every stat and they'll use it in every game and beat the RPG so fast solo that everyone else will find it totally boring and will hate them for it, right?



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May 18 2010, 1:08 am XGenesis Post #4



Interesting! :)
Dunno if the save feature is "safe", however.



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May 18 2010, 1:31 am stickynote Post #5



Protect it with tinymap 2 and no one will be able to open it with the editor.
@Imagodeo: They actually have to get to that point first in order to receive the code.

@OP: Good luck on your map. You seem to have gotten a lot done already; I know you're a much faster worker than I am.



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May 18 2010, 2:46 am Azrael Post #6



Quote from stickynote
Protect it with tinymap 2 and no one will be able to open it with the editor.
You can still look at the triggers with Trigger Viewer as mentioned above. The issue isn't with someone modifying the map, it's with them viewing the information which StarCraft reads anyways which isn't protected against with most protectors. That's why the triggers need to be complicated enough that not just anyone can open it up and figure out the password for a maxed out character. I just used high compression on a map with TinyMap2 to test it, and Trigger Viewer still works fine.

Edit: Alternatively, you could find out how FoxWolf1 protected Lizard 37, that's the only protected map I've ever tested Trigger Viewer on that didn't work.

Post has been edited 2 time(s), last time on May 18 2010, 2:59 am by Azrael666-.




May 18 2010, 6:27 am Leeroy_Jenkins Post #7



Assuming this map gains popularity:
  • The amount of people playing this game on b.net who are honest and/or do not have trigger viewer would far outweigh those who are/do not.
  • I already have death counts used in the password system that bounce all over the place, and would be extremely hard to figure out.
  • Some characters in the code displayed are even randomly given and do not affect how the code's input will be received.
  • The password triggers also have many other useless actions in them and appear to be the workings of a skill's level-up system.
  • In the rare occurrence that somebody unfairly gets a maxed-out character; it would not be that much of annoyance because: when a player 'wins' the quest-objectives of the game, it does not end play for other people; and there would be plenty of players that already have a maxed out character, so the game-play will need to be designed to make sure new players can have fun in a game with maxed-out characters
  • And, finally, I will look in to the protection used for FoxWolf1's map.




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May 18 2010, 7:53 am Azrael Post #8



Quote from Leeroy_Jenkins
In the rare occurrence that somebody unfairly gets a maxed-out character; it would not be that much of annoyance because: when a player 'wins' the quest-objectives of the game, it does not end play for other people; and there would be plenty of players that already have a maxed out character, so the game-play will need to be designed to make sure new players can have fun in a game with maxed-out characters
That's a good point ^^ Good to hear you've already taken steps to complicate the process though.




May 18 2010, 5:14 pm UnholyUrine Post #9



Oh noes.. Srsly??? D: ...

as long as the combat system isn't similar to Xuru, then I'm game.
The rest of it seem like a whole lot of work :C



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May 18 2010, 6:48 pm Cinolt Post #10



Any playable map can be easily "unprotected" by anyone who knows what they're doing, just to let you know. However as it's been said, with removed comments and a complicated system in general it would be discouraging.



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May 18 2010, 6:56 pm CecilSunkure Post #11



How do you plan to construct the password system? I can try to help you out with constructing that if you'd like some help in doing so. Depending on what you want to do it could require a lot of triggers (I can use ProTrg :D ).



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May 18 2010, 8:57 pm ImagoDeo Post #12



Ok, so maybe I was wrong. However, potentially you could set up an interdependent randomized system for the password. It would eat up strings to display it, but you could have a system that works like game keys - the game doesn't have a list of every key ever produced, it just has a pattern and a dependency system that it checks to see if the key fits. A simple example:

First letter is A-D;
Second letter is B if first letter is A, else it's C;
Third letter is D if first letter is D or B, else it's A.

Possible combinations would be ABA, BCD, CCA, DCD

Make sense?

On second thought, putting all the work into this isn't worth it for a map like this that will probably only rarely be played by anyone. =/



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May 18 2010, 9:22 pm Wing Zero Post #13

Magic box god; Suck it Corbo

Quote from ImagoDeo
On second thought, putting all the work into this isn't worth it for a map like this that will probably only rarely be played by anyone. =/

First of all, he said he already finished the hard part. Second, contrary to your belief people would definatly play this.




May 22 2010, 4:15 am Leeroy_Jenkins Post #14



Quote from CecilSunkure
How do you plan to construct the password system? I can try to help you out with constructing that if you'd like some help in doing so. Depending on what you want to do it could require a lot of triggers (I can use ProTrg :D ).

Haha, thanks, but the password system is already done!

P.S. I can use ProTrg too :P



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Jun 4 2010, 4:25 pm Tempz Post #15



Great Work :O
Very rpg long esque unfortunately if i want to ever post my entire replay ill have to string replays together XD



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Jun 4 2010, 9:35 pm Norm Post #16



Yo, man. Let me know if you need any help with anything, I always want good RPGs to play, and can help with anything (am good mapmaker)



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Jun 5 2010, 4:11 am stickynote Post #17



Are you still working on this?



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Jun 5 2010, 4:31 pm TiKels Post #18



If only there was a way to verify whether someone had actually ACTUALLY ever gotten a certain character...

This system was used in a wc3 map... when someone finally got the Ultimate Weapon thing, he just passed it onto his friend, who then saved his char and left. Both of them now have the correct code for the weapon. Item duping ftl. The original guy would just have to load an old character that had the weapon. Don't put rigged-ass weapons.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jun 19 2010, 5:23 pm Tempz Post #19



add in a custom string that will crash the map when trying to open the map(when unprotected :P)



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Jun 19 2010, 7:36 pm Aristocrat Post #20



EUD detect username and generate a hash based on it upon which you can create a password that works for that person and only that person.

Quote
woodcutting
Quote
fishing

What is this, RuneScape? xD



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