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Staredit Network -> UMS Showcase -> Sorrows Of Elenniel
Report, edit, etc...Posted by qPirateKing on 2004-09-02 at 22:49:26
QUOTE
1. Do RPGS generally use buildings for buildins (academ=house), or do they use terrain tocreate walls? Im sure its the former just checking though.

Do you feel rpgs absolutely need to have level ups? Or do you prefer just having a character who gains spells/armour/etc, without having a level to tell you how good your characer is?


If I were you, I'd stop worrying about conventions and do what fits your map the best.

Remember, it's YOUR map. Whatever you choose do to, people will accept it if the map is good. In my RPG, I eschewed a leveling system and a spell system completely, and absolutely no one complained about it.
Report, edit, etc...Posted by Mpstark on 2004-09-03 at 08:49:39
Use regular buildings for regular houses, but don't be afraid to use terrian for important ones!

For a level up system, I personly like the idea of leveling up and assigning stat points for things like attack, armour, hit points, spells, and other thing like that. Remember, this is your map, you can do it however you want.
Report, edit, etc...Posted by EruIluvatar on 2004-09-03 at 10:51:56
K I dig you guys, but Stark how do I do that stat point system? I think that's what I want, just not sure how to do, and I know I've seen it before in something called Outpost RPG, but I don't have the map, nor access to b.net.

Ty for straightening me out Pirate. smile.gif.

Now, I know Tuxedo-Templar used the TT trailer music for his map trailer, but I will be using the same thing at some point, as I had envisioned from the get-go (and before his trailer came out, I'd like to add). Combined with MpStarks music, this is gonna kick ass.
Report, edit, etc...Posted by Mpstark on 2004-09-03 at 18:04:40
Basicly, when you level up, you get 'points' and you assign them to asorted things. Example:

I get enough experience to level up. It tells me so and either gives a map ping or centers the screen on a part of the map. That part of the map has beacons that are labeled somehow. In this example there are 4 catagories.

Attack-
Gives a gas for attack (or something like that)

Defence-
Gives a mineral for defence (or something like that)

Hit Points-
Gives you more health (by percent)

Spells-
Get the next level spell for my class

In this example, I get 5 points to assign. I assign 2 Attack, 2 Defence and 1 Hit Point for my points.



Pretty easy, but if you are doing a money system with minerals and/or gas, it can be a problem. If you are, I recommend that you come up with things other then Attack, and Defence.

All in all, it's a good system. Be careful though, it's reletivly not used in RPG's and when it is, it... sucks. I think that you could pull it off.
Report, edit, etc...Posted by FaZ- on 2004-09-03 at 18:39:27
My favorite leveling system is the diablo 2 system melded with the Town Defence system (Hp, Attack, Defense, Summoning, How much XP you get). Diablo 2 also allows you to get spells. I would suggest combining these together.
Report, edit, etc...Posted by EruIluvatar on 2004-09-04 at 08:47:48
Ok so how would those 4 affect the character? Like, so I have a certain quantity of something called defense. How does that work when I reach a certain level or what happens. Do I subtract from that when an enemy gets damage, and then subtract from hp??

On another note, I had two different texts. One was on the history of the world before the events of the RPG, and the other was one describing each of the main events which will pass during the maps. Now that I've finally integrated them, I can really start to proceed with creating items/artifacts, and I got a few more ideas for a gameshop. There will also be....wait for it....trading! Huzzah! Lol. Items I have so far

Silver - the currency of Elenniel
Iron- You'll get it, save it up, and then buy stuff (not completely hammered out)
Scrolls of Lore - Find these and take them to a place of learning to have them translated from the ancient tongues. Will give you game hints, hints at the history, etc.
Treasure chest-will reveal these items to you in certan quantities.
Finally...
The Darkstones - I have decided to create spells reflecting on dark and light. Dark stones as you will see in the story, have restorative influences, but are evil. They will heal you to 100% and lower your alignment.
The Sunstones - Will heal to 95%, no change to your alignment.

More to come in a few hours concerning NPCs and other characters, and the gameshop. Gotta go finish some....eck./...back to school shopping. Tata for now!
Report, edit, etc...Posted by Mpstark on 2004-09-04 at 11:43:33
In that example, Attack gave you a mineral to upgrade your attack and defence gave you a gas. However, it sounds like you will be using both of those from the 'Silver' and 'Iron'. Don't worry, we can think up other point things to assign.

Is your RPG going to use mana? If so, you can have a point thing that makes you regain it faster and makes your able to hold more.

Other point things could be skills, like summoning, and other spell like things. Since if not totally sure what your aiming for, I can't think up ones that would help you more. Sorry...
Report, edit, etc...Posted by EruIluvatar on 2004-09-04 at 17:20:48
flowers.gif(only one that came close to expresing some sort of satisfaction: im NOT gay!!!)lol. Sigh Ty for helping so much Stark, so happy to see I've interested somebody. I name you official Project Advisor. So, back to this idea you have.

So at, say 5 points, you get a mineral to upgrade your attack. Ok, I've gotta think this through. Now, what do you mean by summoning? I just want to get your ideas, and then I can think about it. I think that I might want the Attack, Defense, and then that spell idea is cool. Since I am totalling rethinking the spell idea to coincide with the light/dark theme, I might want to have less spells and maybe 2-3 levels. So many possibilites!

Post thoughts please, any and all!
Report, edit, etc...Posted by Mpstark on 2004-09-04 at 18:47:12
Heh, thanks. Oh, I've been working on an inprovicio trailer using a new timing system. The old one didn't work with hyper triggers. crazy.gif Sorry 'bout that. I'm putting in what I think should be in the trailer but you can take out anything that you think doesn't go along with the storyline.

Here's what I meant-

You get 5 points to assign in different areas, some sample areas would be...

Improve Weapon & Armour Effiency-
Basicly a weapon upgrade. You get a gas and you get an armoury somewhere in the map.

Improve Skills-
You get to improve a single skill you might have. Some sample skills would be hide, whirlwind attack, and anything else that doesn't cost mana.

Improve Spells-
You get to improve a single spell you might have. Some sample spells would be heal, meteor, or anything else that does cost mana.

Improve Light/Dark Power (You mentioned something like this?)-
You improve your power with the light or with the dark. I think that you said that you might want to do this?
Report, edit, etc...Posted by EruIluvatar on 2004-09-04 at 20:05:50
QUOTE
Heh, thanks. Oh, I've been working on an inprovicio trailer using a new timing system. The old one didn't work with hyper triggers.  Sorry 'bout that. I'm putting in what I think should be in the trailer but you can take out anything that you think doesn't go along with the storyline.


You mean you've started some sort of trailer for the map? Interesting, I definetly wanna check that out. I have the trailer mapped out insofar as images and music, but no timing or anything. Chuck it over when you're done. smile.gif. Teehee, god damn this terrain making. Making good stuff is alot of work rofl.

Ok I'll consider these options. They sound good. For the light/dark, I think I might wanna combine with the Improve Spells, because the two are related (all the spells are either dark or light based; I'll type up what I mean soon).
Report, edit, etc...Posted by Mpstark on 2004-09-05 at 12:46:57
I got bored and started a trailer, yes. I would love to hear your ideas for the trailer and put them in, because... well, it is your map and you already have a storyline for it and I'm basicly trying to make it as vague as possible. Can't wait to hear back from you so I can finish that trailer and send it over to you. Thanks.
Report, edit, etc...Posted by EruIluvatar on 2004-09-05 at 16:25:31
Excellent I sent it to you not 5 minutes ago. Well, after working for a few hours I'm almost ready to post some screens of the next town. City would be more appropriate methinks. Coming soon to a forum near you...smile.gif

EDIT: Here she blows the Harbour of Telleron, the Merchant City. Here you can visit the shopkeeper and buy anything you need. The citizens live quite prosperously. They have forgotten the dark history of Elenniel, and have not much in the way of defense.

Telleron has the harbour, an observatory, and the largest shop. Numerous defenses within the city itself remain intact, but unmanned. *Hint hint, you'll be doing some activating in the story.

In other news, Stark now has the trailer in text form that I sent him, and we are gonna co-produce the trailer.
Report, edit, etc...Posted by T.s.u.k.a.s.a on 2004-09-06 at 10:45:14
Sounds absolutely awesome. Some of the spells migh be hard to do though.
Report, edit, etc...Posted by BeeR_KeG on 2004-09-06 at 10:49:31
Nice Terrain.
BUt I think it's missing some doodads.

Anyways I only read the first post and like last 5.

Sounds like a good RPG with a good storyline, how long have you been working on it?
Don't go messing up this good map.
Report, edit, etc...Posted by Crispie on 2004-09-06 at 10:50:31
Aging sounds perfectly doable. Have it so that theres a trigger that waits, 10-20 minutes or whatever, then activates the old switch or the next age switch, which in turn with other triggers changes characters to the next appropriate unit.
Report, edit, etc...Posted by TheOddAngel on 2004-09-06 at 10:57:07
That would be stupid having you character's unit change if he gets older... You spend all your tiem upgrading 1 guy and then you lose if all after 20 minutes... Just make his get wiser with age example would be he could learn more complex spells and could learn have more knowledge
Report, edit, etc...Posted by EruIluvatar on 2004-09-06 at 11:06:48
Yes I know the terrain is missing some doodads. It's missing ALOT of sprites and doodads. Because I just decided to do it all in SCXE, and then when I finish the terrain I will put in the sprites and doodads and stuff. Well, now lets see, I worked on the storyline since August, and then I've just been involved in writing it all, combining it, making items, ideas, etc. The age thing might be done I'm not sure. I might just make it so that you age each map, or something. That spell idea is also growing in my head oddangel. The way I think it will work is you hafta reach some sort of level (not a Level, but a certain goal), to be able to learn new spells, or upgrades of existing ones. Bwaha. I just did another version of this harbour, I'll post it soon.
Report, edit, etc...Posted by Mpstark on 2004-09-06 at 12:31:57
Progress on the trailer goes slowly but surely, and I think I will be done really soon. I'm PMing you the revised script for the trailer.
Report, edit, etc...Posted by phatdiddy on 2004-09-06 at 17:28:39
Eru this terrain continues to amaze me, some of the best work I've seen Nice work!

Keep posting the screens!
Report, edit, etc...Posted by Kingra on 2004-09-06 at 17:35:59
That reminds me, I gotta finish my trailer and work on some of my PRG map. So Long!
Report, edit, etc...Posted by TheOddAngel on 2004-09-06 at 18:49:27
Im glad you liek the spell idea...

More Quesitons :

Will there be a daytime/nightime cycle?
Gameplay?
Boats/ Ferrys? ( sry if i spelt wrong )

How many cities?

Will there be caves and dungeons and stuff...
Report, edit, etc...Posted by Mpstark on 2004-09-08 at 21:09:15
Good suggestions OddAngel, but I think that a day/night time cycle would be a little too hard, what do you think EruIluvatar? Boats and ferries are a good idea, and I'm sure that if EruIluvatar has a space that he can use them in he will. Gameplay? I'm not entirely sure but I think that it's a mix of regular battles and boss fights (turn/arena based).

Trailer is teetering on the edge of being done and I have to wrap up the spell effect, and put finishing touches on. Most likely, it will be released tomarrow. Don't forget to post any suggestions!

Oh, and thanks, EruIluvatar. I'm really enjoying working on the trailer and helping with ideas. Dang, I might even make my own RPG after this!
Report, edit, etc...Posted by EruIluvatar on 2004-09-11 at 10:01:51
Could be good smile.gif. Read on...

First off, sorry for the delay in replying to all these posts, the response is great, and I’m very happy the way you guys have been responding. As you all know, school’s back, (UGH), and I have been limited in my time on the computer now (damn that whole thing about going on to university). So I will be posting probably a few nights a week and screens will almost always be on weekends. I DO have a keylogeer installed, and I’m sure it has their pass for the pc by now (pathetic aren’t I?), so after school sometimes I can sneak on and continue muhhaaha. Now in response to some posts:

Daytime/Nighttime is still up in the air. I have a few ideas for it. If you guys don’t mind experiencing night in a Jungle setting, then it could be in there J.
Gameplay, Stark hit it pretty much on the nose. Some sort of battle arena as I said, perhaps turn-based, still figuring out some ideas for that. There will be times when you’ll get to do some hack n’ slashing (i.e when the story calls for it). And of course nice big boss battles with multiple spell attacks (more on spells in a sec). Boats and and ferries, amen of course there will be. Not many, but there will be a system with designated ports and drop off points along waterways . The Telleron Harbour, which I posted a screen of already (and which has since been redone to be much better), is a part of that, and I have an interesting scenario using that location. Hehe….more later. J.

Cities…hmm I don’t know how to explain, I’ll post again tomorrow with some more details.
Caves/Dungeons. Yeah there will be some, because some of the ideas I’m using for the spell system (more AGAIN on that in a sec), will be requiring some searching and seeking.

Btw, thanks for the compliment, Phatdiddy. I’m glad to see all the time spent on terrain is paying off!
QUOTE
Good suggestions OddAngel, but I think that a day/night time cycle would be a little too hard, what do you think EruIluvatar? Boats and ferries are a good idea, and I'm sure that if EruIluvatar has a space that he can use them in he will. Gameplay? I'm not entirely sure but I think that it's a mix of regular battles and boss fights (turn/arena based).Trailer is teetering on the edge of being done and I have to wrap up the spell effect, and put finishing touches on. Most likely, it will be released tomarrow. Don't forget to post any suggestions!Oh, and thanks, EruIluvatar. I'm really enjoying working on the trailer and helping with ideas. Dang, I might even make my own RPG after this!


Now on to Stark. Yeehaw I got a revised trailer, and I wanna send you back a final copy. I’ll do that after this post. I wanna look over the map before you send it to Yoshi for consideration ok? Hope that’s not any trouble, j ust wanna look at it first, maybe just add a bit of Eru into it.J.Thanks very much so far, Stark.

Ok so, I said Spells twice. Here is what I’ve decided, and this is 50% final. There are 4 “categories” for the spells. Essentially, what you have are the Evil Spells, under Shadow/Fire, and the Light Spells, under Heaven/Water. Besides that, there are recovery spells, and a skills list. So, for the first four categories, there are four spells each. To gain a new spell, you must find Artifacts, scattered throughout the land. Returning them to the loremaster at ________(the ___ city biggrin.gif ) (the loremaster guards the Spell Tomes), he will allow you to learn that spell (the next level up). The recovery spells are spells you can use either in battle or not (so far), and the skills are mundane sounding, but essential (hopefully) skills you will need when not battling. So, for example, I will use the Spells of Heaven:

You start off with

1.Sunburst
You then move up to
Star-Cleaver
Then
Cloud Strife
And finally
Angelic-Death.

So essentially you have four spells in the one category. Spells are pretty powerful things, so you can use the four spells on almost all the creatures you will encounter, and they will do SOME damage. Obviously, the fourth or third spells will do more than third or second. So there you have it. You will be able to learn two categories of spells max, so right off there could be some replay value here. I’m also mentioning the recovery spells are good/evil sided, so there are three for each side, whatever you join (the way your alignment meter goes I suppose; haven’t thought that part through all the way yet). I also might have something whereby instead of just four spells per category, maybe there are 2 subcategories, each has 4 levels, so you would have eight spells per main category, and two main categories, for a total of sixteen spells to use for fighting. Remember now, I don’t want this to be some sort of tech demo, this is an RPG, and so its about the story as well. That’s why I don’t want an uber-hero who knows 30 spells, just trying to keep it grounded.

Phew, got that part out, GOOD! I will try and grab some time tomorrow and post some screens of Telleron itself, and perhaps the Forest of Illusion, where you must traverse a treacherous and winding path, which becomes essentially a maze. It looks pretty nice, except if I show it you could figure out the path now, so maybe not…lol. Once again thanks for all encouragement, hope I answered all questions sufficiently, and a trailer should be coming out soon, as soon as I find time to confer with Stark and add a tad to the trailer.
Report, edit, etc...Posted by phatdiddy on 2004-09-11 at 10:36:20
Well, well, well this is shaping up. I like the spell ideas with the artifacts and such and bringing them back to learn em. SO you don't just get the spells immediatly. Day/night could be cool, other than losing vision though I'm not sure what you would do to make a visual change, assuming you planned on a visual change.

Boats could be cool, I haven't read the entire thread so not sure what they're for.

And would you mind explaining the spells, like what they look like and stuff, just to make us even more anxious to see screens. biggrin.gif
Report, edit, etc...Posted by Kingra on 2004-09-11 at 10:43:56
But if you used Dropships for Ferries/Boats, you wouldnt be able to use it for magic/spells, unless you want a Dropship called a "Ferrie".
Good Luck on your RPG, BTW! happy.gif
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