| 01-12-2004, 03:23 AM | #1 |
As I'm making one what are some suggestions you'd like to see? |
| 01-12-2004, 12:52 PM | #2 |
I'd like to see more details about your RPG before I offer suggestions on how to improve it. So what's this RPG about, weaaddar? |
| 01-12-2004, 01:27 PM | #3 |
Good story, good plot. Custom heroes. Custom skins. Custom creeps. Surprises. Multiple paths to take. Not only hack'n'slash'n'kill and done. Multiple quests, many of which shouldn't be just "kill this and this hero unit". |
| 01-12-2004, 01:45 PM | #4 |
well since most encounters are preplaced it should highly play tested and balanced. Also since you can plan things in advance you have the opportunity to make really interesting fights with some custom AI, funky spells, whatever. I don't mind if a map is linear; hack and slash is fine as long as it's good hack and slash. Fighting a well balanced dynamic group of challenging creeps is fun while fighting stuff that was placed carelessly isn't really. |
| 01-12-2004, 07:05 PM | #5 |
Is this multiplayer/singleplayer? |
| 01-12-2004, 07:53 PM | #6 |
I want to see very little lag (no, my computer does not suck. But 13,000 doodads is WAY TOO MANY. Etc.) I want to level up all the way eventually, and have USEFUL high level skills that are worth the wait to get. I basically just don't like to have the choose one skill path or another, because in some cases this can just leave you screwed by the end of the game. However, if choosing the skill path was implimented as part of how the game works (such as an idea I had to select a class of specialization magic in the beginning of the game, and one skill would permanently be bound to that type of magic), it would be welcomed. System should not be overly complicated, there's nothing wrong with the current overhead view, click ability, select target, etc. While enginuity is nice, unless it's pulled off VERY smoothly - a new system is likely not worth learning. Nice terrain is nice 8)). A few hours of gameplay, and maybe a different main quest / side quests depending on the character you choose in the beginning would be awesome (for some replayability). |
| 01-12-2004, 08:04 PM | #7 |
Well the complexity level is abit higher then normal war3. I'm using DT4:A to make a recreation of FF7 introduction reactor scene. It's going to be a spoof RPG so the difficulty level won't be that high. They're will be alot of secrets. They're will be something like 12 or 16 materia and four different weapons for cloud and barret. Depending on the equiped weapon it determines how much materia you can equip. I'm not sure what you will be putting skill points in when you level up. This is going to be 2 player (or 4). As far as how screwed you will be if you don't chose the right skill path. They'll be away to get atleast 8 of the materia through shops. if there are four though, the extra two won't get materia or weapons. They'll be standard fair heroes. Most of the secret materia and weapons will be one time find, and not having it on your main characters will really hurt you at the boss run. The equip system is very easy to learn so I doubt you'll be complaining. Most of the RPG main quest (destroying the reactor) will be pretty linear. you may need to use one of the mercenaries at certain points to let you complete the short puzzles that'll block your way. As far as music goes I'll use authentic mids. And the models well right now I have a model for the pick up weapons for cloud and barret. |
| 01-12-2004, 11:35 PM | #8 |
fight bosses as if you were in a platform game *not the view* but you can only damage them while they are in a certain state or you need to dodge boulders that they shoot in a line. Makes the game a little more than run the weak units away. |
