| 02-11-2003, 07:50 PM | #1 |
I want to start a new multiplayer RPG. I'm still gathering ideas for it, but I will be looking for outside help on this one. -----EDITED----- * = changed features basic ideas: *-Defantly over 20 Hero types *-Tons of new spells to define the heroes -New type of quest log: Since when a quest is made in multi player all players receive it, Use a dialog menu to bring up quest requirments / hints, probly only allow a max of 6 quests at a time *-Map size will probly be 256x256 for the main land. Since we will have a much better way of encrypting passwords to help prevent cheating, we will make multiple maps -New hero models or skins would be a nice feature -many new items *-Hero stats system is being worked on -Unique spawning system so monsters can be killed over and over for more items / exp / cash -Hired computer controled mercanies (i got the basic code for this worked out already) -Using my password / encryption system to save a hero so a player can continue it from game to game (gotta work on the encryption part a bit more and add some formulated check digits) -Freedom options, be good and work with others to complete the hard quests or defeat the epic monsters. Or be bad and try to kill the other players -Death penalty will be gold and exp based on your heros level *-Extremely long game play. With the new exp system we are working on, there will probably be an infanite number of levels -Monsters, ranging from ez solo monsters, to tough epic monsters that will require stragity and good team play to defeat. Godly items will only be found off these epic guys. *-Good and intense openign cinema -Storyline: there has to be a reson behind you going out and gaining exp and fighting monsters... this part i have no idea yet and am open to suggestions What I would like is a small team that can work well with others in a somewhat timely manar. Skinners or Modelers, good terrain artists, programers. I can do terrain and program pretty well but would like some assistance. Programers must be NEAT with their code, sloppy code makes it hard to edit later I highly recomend using comments. *Team is looking for a modeler or skinner still, other postions are filled* Shots of terrain that will be used, the tileset will most likely be modifed |
| 02-12-2003, 03:19 AM | #2 |
Since your online I'll get your attention. I PMed youl. |
| 02-12-2003, 12:21 PM | #3 |
bump |
| 02-12-2003, 08:47 PM | #4 |
This sounds very good. I played your first episode, and I have a suggestion for the point system if you use it. Pressing the escape key (imo) was annoying. I don't know about other people but I press this when I decide I don't want to use a command I'm about to use, so I found I was pressing it often until I got used to it. Maybe putting it on a less pressed key would be better. But then again, it might just be me that presses the esc key to cancel things. O well... |
| 02-12-2003, 08:51 PM | #5 |
well the problem is warcraft 3 doesnt have key reconition, hitting Esc triggers the skiped cinimatic sequence, and that is why i used that. There are tricks to using items in inventory. The one thing i was looking at is the way Weaaddar did his dialog menu with a invisible peon that would bring up the icon. Maybe it was just my lazyness, but i didnt do it that way heh. as far as this new project goes, im typing up the game mechanics and hero thoughs, as far as storyline goes, I could use some help on this. The storyline will be basicly only a intro. Also quests, I would like to have many quests. I expect the credits to this map to be big, So even if you arent part of the team, but submit something we will use, you will get credit for it. So toss me your ideas! |
| 02-12-2003, 10:45 PM | #6 |
Well you can ask a person if they want to see the cinematic before it starts ala your previous works. Perhaps also people can only choose to go hostile at certain periods and also give the other player a warning, perhaps a short timer for the other player to consolidate their position. Ie. run away :P. As for the key recognition maybe a less commonly used normal key, like patrol or something. It's good to see this new type of RPG blossoming. I know that in addition to my own project that frOggiE is working on a D&D-style RPG with several similar game mechanics. I am curious however how the save character feature will work. I assume that a code will be generated based on the aspects of the character, but what about items? And Quests? Will a player be able to start off where they left off or have to start the storyline from scratch? Obviously this code system will be based on trust, as one could abuse it and generate a super powerful hero by simply typing in the right values. Just wondering how the whole thing works. I'd be quite willing to join the crew once my own project is completed. ~kharma --EDIT-- Omit a significantly large portion of that save character thing. I just read your post on it :P |
| 02-12-2003, 10:49 PM | #7 |
Guest | I would be happy to help if you need help. |
| 02-13-2003, 01:34 AM | #8 |
As far as using the patrol key to summon the menu, that only works after you give the order I.E. you need to click patroll then click on the map somewhere to issue the order, then the menu would pop up, i figured the ESC key was the easiest. For this new RPG project. I will be using a "hidden" peon type unit to bring up the idle peon icon. This menu will call up a dialog GUI for controling things such as alliances, quest log, bonus stats, and anything else that might be needed. As far as hostiling a player there will be a check, you will have to be X units away to declare hostility. Im writing up the heros right now, ill post it up here to get opinions. If you are interested what I need most is good terrain artists or programers that are ORGANIZED with their programing. If you want to help out, PM me, email me, check me on IRC, or AIM ( jbravo7478 ) and show me some of your work. |
| 02-13-2003, 03:20 AM | #9 |
OK i think we got a good team together now, but I will still be taking outside suggestions for map ideas, hero concepts, and other things you might want to see. Once we write up a good formal documentation on the RPG. I will share it with everybody to get opinions. To make a good successful map, you have to please your audience... |
| 02-13-2003, 11:02 AM | #10 |
Guest | sounds cool, but too big with too long loading times |
| 02-13-2003, 02:07 PM | #11 |
yes we though about that. I made changes to the feature list, we are probably going to go with a 256x256 for main areas. Since we have a working save hero system, once we improve upon it grealy we can add in expansion maps. THe hero will be able to be loaded into a new zone and played there, most likely the newer zones will be for higher level players and contain tougher monsters. Item rewards will have to be the same so items can convert from map to map |
