| 04-24-2009, 07:04 AM | #1 |
How the Idea Started After playing this awesome map TwinkleCraft(Now Divine Crafters), I was very impressed on it's system on how you can "Create a Hero". It featured an awesome system where you choose the hero's range, projectile art, scaling, tinting, special effects attachment on the hero. Also, you get to choose the stats and stats growth for that certain hero. So I thought; "Hey, with this system and a -save/load system, it would make a perfect RPG!". But the problem with usual RPG maps is that i see them barely hosted on Garena. And if they are, they are only hosted for a week, then the next week, either people go back to playing Tree Tag, Naruto Maps, Vampire Resurrection, Farmers VS Hunters or Tropical Tower Wars, which is one of the games I don't really enjoy(No Offense). The Save/Load System The concept is to have a -save/load game with a competitive AoS or Hero PvP Arena without saving any certain level value or item value. Just pure customization and your Wins/Losses (Which is earned every time you win a game) Game Length/Duration A map made from this idea should probably have a maximum length of 20-30 Minutes, and possible 60 minutes with a time extend command. Note: The 20-30 Minute Time Limit is to avoid those really long games then in the middle of the game, "Sudden Disconnection". You create a new profile, mainly a hero, but you can have two choices from creation; either you "Choose" a new one or "Create" one. "Choosing" This choice will give you choices from "Pre-Made" heroes. So technically, this command should only be for; first-timers, lazy people, and erm... LAZY PEOPLE who don't want to type down a 20-30 character code. Note: It will be up to you if you want these pre-made heroes savable or not. "Create a Hero" It will be the eye-candy for this map. You create a hero and you get to customize the hero as much as you can BUT, you cannot customize it's Scaling, Tinting, Projectile Art, and all those other customs for looks yet. Creating a hero at a start, you choose it's Model with a set-main stats, stat growth, and range. The projectile should have it's default depending on which model you chose. But remember, there should be a limit(You can check TwinkleCraft Map here on Hive and see how they have the system). Note: If we make the custom feature expandable, it is possible to avoid custom models as these would usually increase the file size. How do we get people to play this map? Here's an interesting feature; We will set the Lumber, or possible a not-used integer into Cash or Zeny or Zen or some other name of Currency(All up to you, lets have Zeny for now as an example). After every game, the winning team will get 100 Zeny and the losers will get 50 Zeny and probably an additional 30 Zeny for 3v3 and 40 Zeny for 4v4 and 50 Zeny for 5v5 so the more people, the more benefits a game gets. Should probably add 5 more Zeny for ever player starting from 4. So 5 players(3v2) will get +5 more. Zeny It will be used to customize your character/profile, and depending on how much Zeny you have, you can make your character Extra Small/Extra Big, Extra Flashier(With BIG Spell Effects Attachments:Such as Frost Wyrm Projectile, Big Bad Voodoo Buff Effect, etc). How do we use Zeny? You can create a sub-map for the customization map where it will be a small tiny map and have all the type of vendors you will need; from Fire Effects, to Frost Effects, Lightning Effects, Poison, Nature, name all the elements from Warcraft if you must! :) These vendors will be selling Customization Item/Effects from at least 400 Zeny to at most, 5000 Zeny(or whichever you prefer). 400 Zeny ones will be for simple tone-coloring. A simple projectile switch should be at least 750 Gold, so we can assure that the player wanting to make a simple projectile switch has played at least 8 games in his life :P Extreme Tone-Coloring such as 0-0-255, 255-255-0 or what ever should be from a range of 1500-2500, as i know allot of people will be attracted to 0-0-0 :P Transparency will also be up to you. But remember, the more expensive the good-looking items are, the more games the person will make. As what Hoernchen suggested: Titles can also be possible for purchase if necessary in customization. Pets will also be a great addition. (No, not the Hunter Pets) but Critter Pets. These pets will just follow you around and models that will probably be used for these pets are Warcraft 3 Critters like Rabbits, Frogs, Rats, etc. Name all the customs you want, and set it's price to whichever you want.:grin: Wins/Losses System After every game, as stated above, a player earns 100/50+ Zeny. Now, after a game, these should be recorded in your Wins/Losses profile. Really simple actually, but it will show how many games you have played in your life. This will also make the game more competitive, as if you loose, you will still have a downside of getting 1 Loss on your profile. Last Notes: -The game itself should probably be a one-laned AoS or atmost a 3-laned AoS with Item Recipes similar to DotA(as lots of players are already familiar with it). As much as possible, lessen the time's gameplay. -There wont be any "new but cheesy" feature(such as a complicated inventory system, attack cool down-damage system) in here as they can, no matter how complex or awesome they are to in-depth gamers, be a pain to casual gamers. -I doubt that there is any other map with this feature in it. But if there is, someone send me a link to it as I will really try it out. -This will have a multi-map system. Which means you load your characters on different maps (Rather than just putting all of them at one map making filesize and map size bigger) Tekken 6 by Namco(What?!?! The fighting game?!?!) Yes, the customize feature is based on Tekken 6 where on every Win/Lose you get, you get Gold and half the amount of gold for losers. TwinkleCraft by LaMBhE (NKA, DivineCrafters) This map has shown me that it is POSSIBLE to have your customization limits reach this far in-game. Their map amazed me allot. WoW Battlegrounds: Warsong Gluch by RuthlessReign A dead map, and a dead clan(I think) since their official site seems to state a "goodbye" or so. Their WSG Map featured the Kills/Deaths System similar to the Wins/Losses System i Stated above here. |
| 04-24-2009, 09:20 PM | #2 |
1. It sounds like you're not actually making the map, but suggesting an idea? If so this is in the wrong section I believe. 2. While it would be cool to be able to change cosmetics with this type of currency (and no, I have not seen TwinkleCrafts before), how are you going to do this with every single hero? That's ridiculous amount of work for ONLY cosmetics. The gameplay would have to shine for people to continue playing a game like this, which means it would take even longer for certain releases. 3. Wouldn't different versions screw certain things up, eg. if you bought a cosmetic and the price suddenly lifted in another version? It would be like buying, for cheaper. Also, if codes are not changed each version (because if they are no one would play the game), then what would stop players from playing previous versions, saving, and then going to the most recent one with more gold most likely (abusing a bug or something)? 4. Gameplay needs to be discussed more. There's nothing but cosmetic changes and that isn't fun if there's no gameplay ... or in this case, not even a game. |
| 04-29-2009, 03:28 PM | #3 | |
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1. The map is already started. Though, still on a stage where the file doesn't exist. I'm already looking for people slowly. I'm already requesting models. I'm already making a list of which items should be part of the game and which isn't 2. The main point of the -save/load IS the cosmetics. I am still trying to find out a system on how this will be done. Lots of ideas on my mind. I can make a linked unit to to the main hero unit so that the linked unit can be used to modify the main/primary hero. 3. Which is why there will be BETA and ALPHA versions before the game. About the thing about your "bug abuse". It's the same thing on other RPGs isn't it? If i didn't like what happened to my gold, stats, or whatever on this game, I simply don't save and load the previous one. 4. The gameplay for the map was still being thought of. And i've decided to use saperate maps. 1 Hero Survival Map. 1 Mini AoS Map. 1 etc. map. The aim of the game is to have a "customized" hero with out having huge imports. And then again, as mentioned in the first post, "Cash" is earned from playing the game, which means, you have to be playing the game lots of times to get what you "really want". I'm not sure if you're against my map or just "clarifying" about the idea, but thanks anyways ![]() |
| 04-29-2009, 10:43 PM | #4 | |
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3. No. How would someone's RPG account lower in gold or stats or something? I mean perhaps a penalty for death but you level etc. A bug I meant in this type of game is something like .. X item costs 50 gold. In the next version, you make it 75 gold to make it more balanced. Some abuser buys tons of X items in version 1, then loads in version 2, sells them, etc. This way, he can make a crap load of gold/cash/items. 4. If aim of game = have a customized hero, the game is going to most likely be crap. The gameplay should be what's attracting the players here (and in this case, cosmetics). This customization feature seems to be really just another attempt to hide a crappy gameplay map imo. Sure, my hero looks uber and has cool special effects! And a hero arena/AOS could really make my hero look more awesome, but I wouldn't play the game if the game was boring to play. It's like a game where you get all the best gear at a certain level, but to level to there you must grind 10000 monsters (and a lot of warcraft rpgs are like this, but that's another point). I'm not exactly against the map itself; customization is cool. It's just that customization is only cool with complimentary gameplay. |
| 04-29-2009, 11:58 PM | #5 |
The map could change the code string formula for the particular effect that had a price change, then "refund" game experience for that item. e.g. Shiny Hat costs 50 game exp in version 1.0, then in 1.1 it's increased to 75 game exp (probably on a whim, because cosmetics can't be "imbalanced" anyway). So the Shiny Hat piece of the code-generation algorithm changes for versions 1.1+, and a code containing the Shiny Hat from version 1.0 loads +50 game exp instead. |
| 04-30-2009, 08:09 AM | #6 |
Oh. I didn't mention? You can't "sell" the items you buy. And the "items" you buy aren't exactly "items". I will be using SFX Passive, non-effective spells for them like Sphere thingy for Bloodmage or Moon Glaive or whatever. So yea. The "abuse" you mentioned above can't be abused if you literally can't sell the items. |
| 04-30-2009, 10:28 PM | #7 |
Then people would be pissed when let's say they buy it for 50 gold in one version, and the next version it costs 25 gold? I guess it doesn't really matter though. |
| 05-01-2009, 01:34 PM | #8 |
I don't get what's so big about this "Price Changing" issue. Lots of online games do it. Even ORPG games can have price changes. Every game can have price changes! If from one version to another, a price changes, then players playing the map should just accept the fact that they did. Even if item prices can go down, they can also go up. So if a guy bought something worth 50 and it became 75 on the next version, then he should be happy. |
