Bound RPG
Dec 23 2009, 10:03 pm
By: Apos  

Dec 23 2009, 10:03 pm Apos Post #1

I order you to forgive yourself!

Here is the story:

In the city called Boundlantist (Atlantis), everyone bounds everyday. Everything in Boundlantist is about bounding.
In the city, there are three bound keys (Khalis Crystal, Khaydarin Crystal and Uraj Crystal) they are needed to hide the city from the rest of the world.
After the intro, you will see an explosion and the keys will be stolen. Your mission is to get them back in time before the whole world discovers Boundlantist.

Ideas:

In this map, the bounds will be a little different. You will have a life bar. When you are touched by the explosions, it will go down a little and when u get it good, it will go up. When your life bar is empty, you lose and need to restart. (I may give some passwords during the game so you can restart where you were in the last game instead of restarting at beginning.)

There will be some bosses to duel to get some hints to help find the keys. Each boss will have special abilities. I may make the duel bounds like RDM (RDM bound maker)

Some bounds will be survivals, cross to the other side, screen follow.
I can also make bounds with different exits to go at other places.

I was thinking about putting different music for different bounds. (It would make the map size bigger though so it would be better to download from internet.)

I am not sure yet when this will get done but I wanted to write it down so if I don't do it and someone else is interested they can use it.

As you can see those are only ideas. Comments and ideas are welcomed.




Dec 23 2009, 10:32 pm Neki Post #2



I always find mixing RPG aspects and bound aspects a bit of a challenge. You mention the life bar, but when most people are bounding, they usually only get hit once and restart, if you give them multiple tries over the same obstacle course, it will become too easy, unless you're willing to compensate for that. Bounds obstacles are usually made in mind that "if you make one mistake, you're dead.", so you're going to have to accommodate for that. Some people can probably blatantly run through the explosions because they have a life bar. The thing with I find with Bounds is that they are mostly one dimensional, it's usually go from A to B through these explosions. There are some deviations, such as Battle Bound, but that is the premise. The only RPG aspects you can incorporate into a bound is speed (which can be controlled by unit type and burrowed units), and health maybe. You could include cool aspects, like the ability to momentarily stop time so obstacles are easier, but that's up to you.



None.

Dec 23 2009, 10:49 pm Apos Post #3

I order you to forgive yourself!

Quote from name:Ultimo
You mention the life bar, but when most people are bounding, they usually only get hit once and restart, if you give them multiple tries over the same obstacle course, it will become too easy, unless you're willing to compensate for that. Bounds obstacles are usually made in mind that "if you make one mistake, you're dead.", so you're going to have to accommodate for that. Some people can probably blatantly run through the explosions because they have a life bar.

I think the point you are bringing is pretty good. Maybe I could detect using trigger to make sure it doesn't get run. I could also make a wall so it disappears after the bounder bounded for so long.




Dec 24 2009, 8:52 pm Super Duper Post #4



Just please, please dont make the bounds hard. Bounds nowadays are impossible.
I like it, though. Good idea.



None.

Dec 24 2009, 9:33 pm Apos Post #5

I order you to forgive yourself!

Quote from name:Ciara
Just please, please dont make the bounds hard. Bounds nowadays are impossible.
I like it, though. Good idea.

What I was going to to is make levels: make a bound with lots of explosions that are all on different triggers.
Then name a unit "Difficulty level" (Just so it's easier to explain).

If death is 1 then it's easy, if it's 2 then medium and if it's 3 it's hard.

In the trigger of the hard explosion:
If player has suffered exactly 3 death of "Difficulty level" do the explosion

In the trigger of the medium explosion:
If player has suffered at least 2 death of "Difficulty level" do the explosion

In the trigger of the easy explosion:
If player has suffered at least 1 death of "Difficulty level" do the explosion

That way, it makes that all easy explosions are going, and medium and hard depending on the level chosen.




Dec 24 2009, 11:43 pm Queen-Gambit Post #6



I would like to see more rpg based bounds where an obstacle would have multiple exits. Those exits vary in difficulty and would help/penalize you. Id like to see more units used for example if you finish a certain obstacle, u can use a inf terran. How about team bound obstacles like 2 players must reach two different spots simaltaneously.



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