[Possible New Project] The RPG Engine
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- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
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.
@solarsnowfall: The game I had in mind was legend of dragoon. It's more involved than the usual turnbased RPG.
- SirTimberWolf
- Posts: 337
- Joined: Tue Sep 16, 2003 3:45 pm
- Location: Syracuse New York
- Contact:
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
http://www.google.com
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
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?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
- Deathsong12
- Posts: 1083
- Joined: Sat May 07, 2005 1:29 pm
- Location: On the hunt
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
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)Deathsong12 wrote:No. Mana regenerates. When you aquire a soul, it increase your maximum capacity.
- Deathsong12
- Posts: 1083
- Joined: Sat May 07, 2005 1:29 pm
- Location: On the hunt
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
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.Deathsong12 wrote:Okay. I'll kick my lazy brain into hypergear, doing both WWE and this at the same time.
- SirTimberWolf
- Posts: 337
- Joined: Tue Sep 16, 2003 3:45 pm
- Location: Syracuse New York
- Contact:
Apothem wrote: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?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
http://www.peachpit.com/content/images/ ... cument.doc
Not quite indepth on what youre after... but its a reasonable stepping stone
- SirTimberWolf
- Posts: 337
- Joined: Tue Sep 16, 2003 3:45 pm
- Location: Syracuse New York
- Contact:
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]
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]
- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
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.
____________________________________________________________
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?
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.
____________________________________________________________
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?