2004-06-14, 13:08 | Link #21 | ||
Member of the Year 2004!
Join Date: Apr 2004
Location: "And if thou doest not well, _Sin_ lieth at the door."- Genesis 4:7
Age: 39
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And btw, you could beat D2 with lots of misspent points prior to 1.10, so what your friend did was trying to make an uber-char (most likely for dueling but not for the main game itself) EDIT: Is it possible to implement various story lines which revolve on how your party placed it's decision? Like not helping the people or killing them instead opens the path for the Evil ending (not necessarily the bad ending) |
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2004-06-14, 13:21 | Link #22 | ||||
外人、漫画訳者
Join Date: Jul 2003
Location: Austin, TX
Age: 41
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Thanks for your opinions you guys. You are really helping me feel comfortable about these ideas taking shapoe. EDIT: (Woohoo we're on the 2nd page now! ) |
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2004-06-14, 13:31 | Link #23 | ||
外人、漫画訳者
Join Date: Jul 2003
Location: Austin, TX
Age: 41
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Funny fact: When I first saw the FFIX trailer and read the names I thought Zidane was the name of Garnet, and I was like WOH she's so cute. Zidane is such a cool and lovely name for her too! When I found out 2 or 3 months later her name was Garnet I was like GARNET? Ewww, that sounds so...macho. Gross. Quote:
I'll throw in a bunch of fun side quests though! Who can pass up an XP-gaining oppurtunity? (Sorry for the double post) |
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2004-06-14, 13:41 | Link #24 | ||
Member of the Year 2004!
Join Date: Apr 2004
Location: "And if thou doest not well, _Sin_ lieth at the door."- Genesis 4:7
Age: 39
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Even taking into account that I might be ridiculed for my ignorance regarding programming but is it possible to use the FF VI graphic engine for your game? That would save you time which you could in turn invest on designing the game play AND we could play it with an emulator, so porting the game is no problem. (I know, I know, I don't know anything about programming... ) |
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2004-06-14, 13:52 | Link #25 | |
外人、漫画訳者
Join Date: Jul 2003
Location: Austin, TX
Age: 41
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I am using the....base (? hell, I don't know what to call it) of the FFVI system. That is, maps/dungeons are composed of several small square images and the characters are two squares wide and one square high. Programming this thing is going to be a bitch I think. I mean, there's no really difficult task that I've thought of yet, but there are so many little things that we'll have to get to work together. I'm definitely taking the earlier suggestion of planning everything out so I (hopefully) save myself some time and frustration. Well, if it wasn't a challenge then it wouldn't be much fun I guess EDIT: I forgot to mention something. Last night I went to another forum I'm a member of, which has an RPG Creators forum (but almost everyone there uses RPG Maker 2000 or whatever). I saw a post from a music composer that was looking for a job and after listening to this sample he put together, I was impressed enough to tell me about my project. (BTW: That sample is not yet complete, but its still very well done, check it out). I just got a message back from him and he said after reading my prologue he's really (yes, he used italics) interested in contributing. Woot Woot! EDIT2: Ok. Today I'm trying to get a name for the game set because I want to go buy a domain name and get a little website setup. So I'm turning to you guys for advice. Ok, well the main theme of the game is Spoiler for Have you read the prologue yet?:
{Hero / Knight / Savior / Defender / Guardian / Preserver / Protector} of {Allacross} Where Allacross is the name of the world (which I'm not set on yet. Does that sound like a good name for a world?) Obviously you know what type of word I'm looking for in the first { }, and the second { } is going to be the world name. I don't know, what do you guys think? EDIT3: Just went to my best thinking place (the crapper) and I came up with another title. What about "Hero of Ages"? Sound good? Last edited by Roots; 2004-06-14 at 18:50. Reason: Wanted to brag about my first composer :D |
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2004-06-15, 08:15 | Link #26 | ||
セクシーなパイロット
Join Date: Mar 2004
Location: Kentucky
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RPG maker tends to lead to a swarm of clone games where it's hard to distinguish yourself from the pack. Designing your own engine/game will definetly be harder but probably worth it in the long run. Music sample sounds really nice and seems very reminiscient of FFVI which is always good. Hero of Ages sounds pretty good (or if you want to go all out uber-cliche Hero of Legend ) Only criticism about the title I could think of is that anybody who just sees the title, and never bothers to read up on the game, is going to think single character because of the use of the singular hero and probably mistake the game for a hack and slash. |
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2004-06-15, 08:54 | Link #27 |
Senior Member
Join Date: May 2003
Location: Sweden
Age: 43
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The game I was talking about earlier (A Game About Death) is finished.
But we decided to stop working on it after the beta and start working on a new re-make of it instead. Here's the site, download the beta (well, it isn't really a beta, but it still is. Bah, lets just call it a test-version.) if you want to and if you feel like it, comment it and say what _you_ would want to see in the remake, A Game About Death - Redux. |
2004-06-15, 13:43 | Link #28 | |
外人、漫画訳者
Join Date: Jul 2003
Location: Austin, TX
Age: 41
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I downloaded it and I'm pretty impressed. The atmosphere (especially the music!) is done very well. I only played it through the beginning (because I kept dying ), but are there more enemies than just the zombies that keep coming? I really like the dash ability though, I think that's a cool idea. I watched your trailer too, which was also well done. Keep it up! |
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2004-06-18, 21:15 | Link #31 | ||
外人、漫画訳者
Join Date: Jul 2003
Location: Austin, TX
Age: 41
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We've also been discussing several new features for the game in our own forums. I won't post everything that's been said here, but here is a link to the thread where we are currently debating what should go in the game and what shouldn't. To summarize a few of those features: - CAL System: Concurrent Attack Limitations. Prevents players from using powerful attacks over and over. - Mages only cast magic, they do not have melee attacks. - Mage 'weapons' only amplify magical ability: They are not used to physically attack. - Skill System: 3 types of melee skills: attack, defense, and support. Skills require time to charge before they can be used. This is in contrast to just having a plain 'attack' command. -' Concentrate' or 'Meditate' ability: recharges magic power faster but leaves character more vulnerable to attack If you want to sign up to our forums and discuss the features in this thread or list some of your own, I'd be very happy to hear your opionions. I'm trying to gather as many people's opinions as I can so I can generally feel comfortable that our players will like the feature. If you don't want to sign up for whatever reason, I'll understand but I will still read your opinions posted here in this thread on AnimeSuki if you choose not to register. Thanks for all your support you guys. You've been my main source of information for this project (PS: If anyone is interested in contributing to the game, check out the jobs page ) |
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2004-06-19, 05:06 | Link #32 |
セクシーなパイロット
Join Date: Mar 2004
Location: Kentucky
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Sorry, too late and probably too lazy to sign up now to post on your forums but had a few comments/ideas about the stuff I read on there.
No save points in dungeons and experience/gold loss: My initial thought is that it won't work. No one will suffer the experience loss if they can simply restart from their last save and recover their exp/gold. An alternative to making death more impacting would be something like ditching the phoenix down type items for recovering lost allies and making players go back to town to revive them (old school Nintendo fun!) until maybe player mages have gotten strong enough to cast Life. (or make it more expensive: Phoenix down was always to cheap in rpg's: a miracle potion that can bring you to life and it's cheaper than a rusty dagger...) Health/Magic going into battle: I'd caution about the resting/going into battle full health/magic thing that I read on there is a little troubling because it might make a dungeon feel like a bunch of repetitive battles than being seen as a whole experience. Basically if you can beat the toughest fight in the dungeon, you just have to do it so many times to beat the dungeon(if you can easily get full health/magic b4 battle) versus surving the dungeon as a whole (hope that makes sense). The combo/skill system: I could see the combo system working in a few ways such as a attack/defense skill being counterattack and defense/support being protect (an ally) and maybe a combination of the two for an attack/defense/support skill that both protects and counterattacks. I think there might be a limit to how many combo skills could be come up w/ though. Having specific levels for the skills: May be better to go with a mix like in Disgaea. Weapon specific skill levels were determined by how often you used a weapon and proficient you became in that weapon. However, major characters each had unique skills available only to them that they would gain at specific character levels or story points. Even if you just make all skills available at certain levels a player could still customize which skills their character is better at if they can strengthen skills by using them. Actually though, for now might just want to concentrate on making a simple attack system (or focusing on the basics) since I think issues like this would require a lot of playtesting and balancing(making sure some paths aren't too overpowered or others too weak). The whole attack + defense skill lvls < 10 : Seems like this would be easier accomplished by choosing appropriate equipment and maybe the kind of back row/front row setup seen in some rpgs where the front row had higher attack and lower defense and the back row had lower attack and higher defense. Would definetly be annoying to work yourself into a corner where your character was having trouble getting past a point because his defense was too weak, or his attack wasn't strong enough, or his support wasn't enough to keep his allies alive. Might be simpler to have multiple battle stances available for a character in battle and just let players switch those on the fly ( maybe one high in attack low in everything else(berzerk/blitzkrieg),a better defense/support one(sentry), another more balanced, and so on and so on, could even have these stances require players to search out teachers/instructors to teach em these new stance/fighting styles [though to be honest I don't know how excited players would be to just change numbers that they may or may not see a direct result of unless some skills(or maybe just a combination of skills) were unique to certain stances]) yeesh sorry run on sentence there.... Learning magic and skills: I kinda like the idea of people having to learn magic and maybe even skills from others/books/manuscripts(like in shenmeu, he'd learn new moves by finding ancient martial arts scrolls) rather than just "magically"/"intuitively" learning spells on the fly..."wow after that last battle I feel stronger somehow, I think I now understand the intricasies of tossing fireballs at my oppenents" [mage gains a level. mage learns Fireball 1.] Concurrent Attack Limitations (CAL): I think a more realistic (but probably harder to program) limitation would be to have enemies respong to repeated techniques. Basically the more often you do a technique on the same enemy the less effective/unlikely it is to hit (probably based on the enemy and his abilities--a skilled swordsman will eventually learn to avoid/block/counter a strong technique the more often he sees it (kenshin vs saitoh[anime tie-in! yay!]) where a blob may never realize where that fireball that keeps hitting him is coming from) yeesh think my post is getting too long so gonna cut it short here and get some rest |
2004-06-19, 12:27 | Link #33 |
外人、漫画訳者
Join Date: Jul 2003
Location: Austin, TX
Age: 41
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Wow, thanks for the uber-long post Sanjuronord. Here are my comments to your comments
1) At about 2:30AM last night I realized the flaw about having no save points, and that was that there were no save points . It would be annoying if you were deep in a dungeon and had to return to town just to save your game. So I changed my policy on that (see my latest post in the thread), and that we'll probably have a save point at the beginning and in the middle of the dungeon on average. 2) Umm no one said anything about full health at the start of every battle (but full magic was mentioned). I agree with you though, that will make the game WAY too easy. And it also contradicts the battle wear idea (the impact of previous battles should affect the next). I strongly support no health recovery and only a gradual magic level recover. 3) Yes, the combo skill system has its limits. I'm still a little indifferent on the idea. It worked well in games like Chrono Trigger, but I think it's a little extraneous to add to the game when it already has so much else going for it (MAPS, etc). 4) I agree with your opinion about the weapon skill/customization. It doesn't particularly sound like a bad idea, but it will be difficult for us to balance, especially when the game is being released one module at a time. 5) I agree. I don't like the attack + defense skill levels < 10 equation at all. 6) Interesting idea about allowing multiple battle stances. I like it, but as you said I'm not sure if players would be too excited unless they could clearly see the results of changing stances. I'm going to bring this idea up to the group, I think it has great potential. Thanks! 7) I am also supporting the magic/skill book learning method Only instead of just finding/buying a book and automatically saying "Wow, after reading that page I now know how to perfectly execute a triple slash attack with a thunderstrike finishing blow!", they learn skills as XP levels increase as long as the book remains in their inventory. We are still debating whether to make this system relative or absolute leveling. In relative (which I like better), if you buy the book at level 5 lets say you learn the first skill after raising two XP levels (and if you bought the book at level 7 then you'd learn the first skill at level 9). In absolute, you'd always learn the first skill at level 7 (and if you bought the book at level 9, you'd automatically learn the new skill). What do you think is better? 8) I like your proposal of character's attacks being less effective the more they are used. I don't really want them to change their defenses (because that's unrealistic, how can you suddenly get more resistance against an attack?), but I'd like to see them have a better chance of evading the attack. Another excellent idea Thanks for your time Sanjuronord, you're really helping us out |
2004-06-20, 07:11 | Link #34 |
セクシーなパイロット
Join Date: Mar 2004
Location: Kentucky
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Hehe, that'll teach me to write long winded posts (comp screwed up and having to restart this post durn azureus...)
1) Doubt many will be able to resist the temptation of the restart button Could still "get them" if you were to charge gold to use save points but some might get annoyed at that. 2) Yes I misread that part about magic and then somebody mentioned NeverWinter Night's setup about resting between battles where you'd recover health and mana for free (the game would say that 6 hours had passes or something in game time but time seemed meaningless anyways so it was completely free and basically broke the game). 3) I was talking about skills that required you to have certain levels in multiple areas (attack, defense, support) but I think the combo (multiple characters) attacks would be hard to flesh out and balance (loved chrono trigger but the big combo skills were usually weaker than just using seperate attacks) 5) I could see such a system working but it would need a higher number than 10 like a 100 (w/ 10 it'd be easy to go a bad direction, w/ more points you'd have more time to balance it out) but this would just be more micro-management 7) Only problem I would see with a relative system would be that a lvl 45 mage should learn a spell faster than a lvl 5 mage learning the same spell. (Not to mention in most rpg's the time spent going from lvl 5 to lvl 10 is nothing compared to the time spent going from lvl 45 to lvl 50) Might be a bit more realistic (and complicated! joy!) to assign difficulties to a spell based on how powerful it is and have relative times for a spell based on a mage's level. For example: Fireball 1 Lvl 1-10 Five levels Lvl 20-30 Four levels Lvl 30-35 Three Levles Lvl 40-45 Two Levels Lvl 46-49 One Level Lvl 50 Immediately and just pretends he already knew the spell and just never saw fit to use it before. For a higher level spell like Ultima or Ragnarok or what have you...you might want to set absolute limits on what level you can begin learning a spell to prevent lower level mages from learning them early on. 8) My idea was mostly for boss fights (I think you've got ample restrictions on magic recovery to prevent overabuse of any "uber" skills in random battles since they'll want to be as close to full health/magic as possible b4 the boss fight). The reaction I was refering to was something like that episode of Kenshin I mentioned, Saitoh has his uber sword thrust technique that he's wailing on Kenshin with but after 2-3 consecutive uses Kenshin has seen the attack enough that he's developed counters/evades to use against the technique. Basically, if a character keeps doing the same attack over and over again, the boss character would eventually have to expect it and would try to prepare himself for it (via dodging or preparing a counter attack). For added flare, could include some good villain banter(nothing like a good smack talk in the middle of a battle!) in there once the've gotten accustomed to an attack too if players keep trying to use their uber skill. "Fool! Your skills are too weak..." This whole idea would require scripting each boss fight individually I suppose, since you wouldn't want each boss to respond the same either or it'll feel artificial (want the fight to feel like you're fighting against the boss's skills and not fighting within the rules of a game). Last edited by Sanjuronord; 2004-06-20 at 07:23. |
2004-06-20, 14:53 | Link #35 |
外人、漫画訳者
Join Date: Jul 2003
Location: Austin, TX
Age: 41
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Wow dude, you rock! I was just thinking last night about the disadvantages of absolute and relative skill/magic learning and thinking that there must be a middle ground that eliminates both of those weaknesses. You my friend, have found it
I like the idea of bosses that are intelligent enough to defend against attacks after they've seen them enough (ala Kenshin). It might be hell for our AI programmer, but that shouldn't matter I quoted you on both 7) and 8) in your reply in our feature thread at the Allacrost forums. I hope that we can finalize our list of features by the end of this week so we can finish the overview of the game and get to programming Again thanks a lot for your valueable input! |
2004-06-20, 16:05 | Link #36 | |
セクシーなパイロット
Join Date: Mar 2004
Location: Kentucky
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2004-06-20, 16:53 | Link #37 | |
外人、漫画訳者
Join Date: Jul 2003
Location: Austin, TX
Age: 41
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2004-07-10, 21:00 | Link #38 |
Member
Join Date: Jun 2004
Location: Wouldnt YOU like to know
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Roots, i am very proud of you. I have already made 22 games using the RPG maker programs, and i am happy that you are actually making your game. Unlike ChibiDusk who just says he will make a game..idiot....
I hope your game will be fun and original. if you can, it will be great if you post it for download. Unless you plan to sell it... I just need to know, I forgot how to make a linear storyline. can you help me out please?? Roots, you may one day become a true gammeker. Dreams are like hot air ballons. If you dont actually remove the sand bags, the ballon will never fly. Your ballon is about to reach space ~Remian~ |
2004-07-11, 05:50 | Link #39 |
外人、漫画訳者
Join Date: Jul 2003
Location: Austin, TX
Age: 41
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Thanks, my parents weren't exactly proud of me but its nice to know someone is.
Fun and originality are two things I'm definetly trying to achieve with this game. I think the MAPS system is going to be the most original feature in the game (and hurrah because it was my original idea!). The game will be for free and will not be sold. I want this game to be my gift back to the open source community, which I firmly believe in. Since the game is going to be released one piece at a time, it will get kind of redundant and annoying to post in this thread every single time we release a new module, and plus it would kinda be self-advertisement/spam. But all the latest news and releases will be made available on the game website at http://www.allacrost.org. Also I'm going to activate an announcement mailing list in the next few days so you can subscribe to that if you want to receive news about the project in your mailbox. As for how to wirte linear storyline, my best advice is to write out the foundations for the story before you even think about the game. When you try to make the storyline and the game together at the same time, I think it's harder to pull off. Instead, write your story as if you were writing a fiction novel, and erase from your mind the fact that it will be a game. I can't give you much advice because I mean hey, this is my first shot at it. You must use your imagination and stretch it to its limits to write a good story I believe. As for becomming a true game maker, heh, that was something that I thought I wanted to be when I was 17 or 18, but now its just what I want to be as my hobby. My real dream (I think) is to design advanced computer hardware/software that helps make the world a better place. |
2004-07-11, 08:30 | Link #40 |
Member
Join Date: Jun 2004
Location: Wouldnt YOU like to know
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Good Job Roots. It seems you are actually getting somewhere unlike most.
Eventually as you get older, if you want to make that software that helps the world(how noble)you will need to learn coding. Grab Dark Basic from the local computer hardware store and take it for a spin some time. using RPG maker is alot more fun than coding, coding takes....knowledge...... anyway, I hope your game will be fun. And dont make it boring PLEEASE!!!! and what RPG maker are you using? Make it one of those innovating RPGs with one of those complex stories which makes the player play it at least 7 times to actually understand the complexity.... Yah i am crazy..... |
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