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rpg ideas

09-26-2004, 04:31 PM#1
311
Anyone have any cool rpg ideas that they dont mind giving out?
Im makin an rpg and trying to have some unique stuff in it, more then just killing, trying to really make use of switches
ex: I got a boss thats invisible and you gota hit switchs to reveal the area for 10secs so you gota keep hitting the switchs to kill him
another example: Not 100% what im going to do but some kind of invulnerable boss that you hit some switches and chain lighting will shoot out and hit him, and thats the only way to damage him

I got tons of randomness in my map

every bad guy can spawn with bonus damage/life/armor and its based off the level of the unit

so a level 5unit can spawn with +3damage and 1amor and like 25life, while a level 60guy or whatever can spawn with +100damage 25armor and 200life, also item drops will be based off level off unit, and there will be unqiue/rare/set like diablo

you will be able to place your own stats every level agi/str/int

I would like a lot of quest ideas/mini game ideas

so far I got
- survival type game where you gota survive against a wave of 100s of low hp guys for a certain time
- gauntlet type of thing where you gota kill like 5bosses in a row
- typical boring find item/person type quest.

So if you wanna Pm me some rpg boss/quest or just general ideas that would be great, though I got a feeling most people are going to keep them to themselfs, but I shared some, so come on :)
09-26-2004, 04:36 PM#2
Dead-Inside
You know...
1. I replied to your PM, it took me a good 15 minutes to type up.
2. No need to PM you (just post it here). Doubt anyone will steal your ideas, and even if they do, we all know who came up with it.
09-26-2004, 04:48 PM#3
CynicalYouth
Instead of giving out ideas for things to do, I'm going to list some things to avoid.

1: try to avoid the Start Here Kill Everything to get to Here, Pickup Item From Boss, Return to where you started quests. What I mean is add some twists, an RPG where you just travel a set path from point A to point B killing things is kind of boring.

2: the un lively town, In most RPGs made with warcraft the big capital cities are full of people, standing around not moving. You cant talk to these people, they don't move, it makes your city very uninteresting.

3: terrain. If the terrain is totally uninteresting it doesn't bring people into the map. No one wants to play a map where everything is flat and there are a ton of floating doodads, or even worse almost no doodads.

The next to are very important

4:Spelling. I know that everyone makes mistakes, heck I'm a rather poor speller myself, but I know some people who can spell, and they check all the spelling for my maps. Everyone gets upset when they are given a quest to: killl teh elder demon.

5: Story line. You really need to get a storyline down before you start with what the bosses will be like, or how items will work. If you RPG has some great item systems, wonderful terrain, and bosses, no one will know if the story isn't good because they wont play through till the end.
09-27-2004, 04:20 AM#4
ObsidianTitan
Try to add several minigames, usually having credits (only availiable though minigames) from the minigames able to buy items cheaper then gold is a good way to go about it. Force people to play the minigames on the easyest setting to get through the story, but allow them to play the minigames latter if they like them(for credits or whatever this time). However try to create original minigames, not ripping off other peoples.

Create a passage or dungeon with invunerable monsters in it, this hallway has flames or something else that kills anything near them (either constant flames, or the flames come in short bursts). The way to kill the monsters is to lure them to the flames, either by using yourself as bait or using an item in the flames that you can find durring a subquest (have it place a ward or something on the ground). However you dont need to kill the mosters to get through, you can make diversions to try to force the monsters to run down a differnt path or get its back turned long enough to sneak by. The way to cause a diversion is by throwing rocks or something, maybe even cause an explosion. You could even turn this into a minigame, the ammount of monsters the first time is few, but in the latter levels they become harder to distract, faster moving, are able to use slow and other negative spells on you.