[Possible New Project] The RPG Engine

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Shadelight
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Post by Shadelight »

I'm gonna have to wait tell the weekend to map :(
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Apothem
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Post by Apothem »

Deathsong12 wrote:The only difference between my idea and a traditional mana system is the creep factor. It's all pressing a button and seeing the spell go off, but the creep factor is a little higher knowing you just sold seven souls into eternal torment to achive that fireball. Plus, we can give the various spirits and demons personalities, with some being easier to negoite contracts (read "learn spells") with than others.
:shock: That's.... interesting... But the way you're making it sound is like the player will have to collect all his mana, instead of it rengerating on its own, which is something I don't want to do. OH SHIT! that's what I forgot! An inn! :? Oops. We're going to need an inn for the town.... (Goes to show you how well planned I have this at the moment.)

@solarsnowfall: The game I had in mind was legend of dragoon. It's more involved than the usual turnbased RPG.
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SirTimberWolf
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Post by SirTimberWolf »

Is anyone here familiar with the concept of a design document? it'll really help sift through some of your ideas..

http://www.google.com
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Apothem
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Post by Apothem »

SirTimberWolf wrote:Is anyone here familiar with the concept of a design document? it'll really help sift through some of your ideas..

http://www.google.com
Not really.... I did google what you said tho, and came up with a lot of more technical stuff... I just need to do more of a story board planning and module planning. Know any good templates I could follow or that you could possibly link me to?
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Deathsong12
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Post by Deathsong12 »

No. Mana regenerates. When you aquire a soul, it increase your maximum capacity.
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Apothem
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Post by Apothem »

Deathsong12 wrote:No. Mana regenerates. When you aquire a soul, it increase your maximum capacity.
Hmmmm, well, start working in all the specifics, I want Bio's for each of the characters, information and background on the type of magic we're going to be using along with a few other details you feel need to be added. I need information on the land, what resources it has, what kind of technology it has along with weapon armor types. I know it seems like a lot, and I dont expect it any time soon, but I need this information in order to know exactly what i need to code, along with what kind of effects I need to consider. Most of this background info helps me with building the world within my head and helps me with how and where to guide the mappers as far as what to put in the worlds and what to code as far as monster AI along with monster GFX go. (I did this exact same thing with the old RPG I made, and it was quite successful)
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Deathsong12
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Post by Deathsong12 »

Okay. I'll kick my lazy brain into hypergear, doing both WWE and this at the same time.
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Apothem
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Post by Apothem »

Deathsong12 wrote:Okay. I'll kick my lazy brain into hypergear, doing both WWE and this at the same time.
Dude, focus on your project first, take your time on this man. I don't want you to burn yourself out on your project because you were working on mine. :) But thanks for your help and consideration for helping me get all this together. OH YEAH! I need concept architectual layouts for towns (As in building placement) and anything extra you think that would help bring out the culture in the towns etc. I'm pretty sure once you get all the ground work laid out story wise, I'll be able to pick it up from there with my crazy imagination, but I just need something to go off of. Thanks again Deathsong12.
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SirTimberWolf
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Post by SirTimberWolf »

Apothem wrote:
SirTimberWolf wrote:Is anyone here familiar with the concept of a design document? it'll really help sift through some of your ideas..

http://www.google.com
Not really.... I did google what you said tho, and came up with a lot of more technical stuff... I just need to do more of a story board planning and module planning. Know any good templates I could follow or that you could possibly link me to?

http://www.peachpit.com/content/images/ ... cument.doc

Not quite indepth on what youre after... but its a reasonable stepping stone
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Apothem
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Post by Apothem »

Ah ha, I'll keep this in mind while I organize my thoughts then. Aw what the hell, I might as well fill it out and post it when I'm done. ;)
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SirTimberWolf
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Post by SirTimberWolf »

A tip if I may:

Make sure to be open to change, I've found it easy to use a color coding system such as:

Red text: New idea that hasnt been entirely figured out or put into effect (very usefull when working with a team)

Blue text: Stuff that might not make the final cut unless its thought out (something like 'okay, hero a is gonna kill hero b.)

Black text: finalized stuff

Remember, flexability and for thought will help out a lot in the long run :)

[/wannabegamedesigner] ;)
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Apothem
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Post by Apothem »

SirTimberWolf wrote:[/wannabegamedesigner] ;)
:lol: :lol: :lol:

Thanks tho, I'll keep that in mind.
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Shadelight
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Post by Shadelight »

I'll get to work on my maps as soon as possible.

the maps I'm doing:

*A dungeon- themed map(for a castle)
*A Castle- themed map, with a moat, a gate(well not really a gate, more of a bridge), and an outside area.
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You may put your scripts in it as soon as you get the map. (well duh), what else do you plan for the castle map? I intending that you should escape from the castle(get captured in a part of the town), and fight a boss in the field as you try to exit. Well, what do you think? good idea?
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