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Staredit Network -> UMS Showcase -> blueguardian_rpg_mmorpg
Report, edit, etc...Posted by ChaosRyder on 2004-12-21 at 07:34:43
QUOTE
Whats great about the [cmps] is that it will allow players all around the world, to use the same map, and play the rpg together as a group to defeat the map. And not only this, but by using [cmps] you will be able to play within my expansionary maps as well as use your hard earned characters over and over again, GIVING MORE PURPOSE to acutally playing the game. Other rpgs don't offer password systems or allow for you to continue your character, meaning the replayability of the game is slim to none, with this rpg, you can continue to complete the game over and over, gaining more experience and power to eventually duel your friends to see whos the better player. =P. Not only this, but the [cmps] will support promotional values, like, the first player to attain the highest levels, and such and such. And because of this system, I can register players on a website, for prizes, and dueling information.

Along with the [cmps] you will be able to inscribe your name with a three letter ensignia, naming your character any name you wish with the vowels of the alphabet (any more letters and the triggering for the save file will be too much for the editor to manage; besides, I gotta save room for the actual rpg triggers XD.)


You can do that in StarCraft?? I knewed you could in Warcraft, but not in Starcraft. Hope you will finish your map.
Report, edit, etc...Posted by .Coko[CK] on 2004-12-21 at 08:49:55
You can do it in Starcraft, it just requires a way to input stuff through locations/kills rather than typing it in with WC3.
Report, edit, etc...Posted by Loser_Musician on 2004-12-21 at 13:38:30
QUOTE(TEC_Ghost @ Dec 21 2004, 01:49 AM)
Password systems are insanely stupid, people are gona be giving out the numbers for higher EXP and Upgrades and Gold and  censored.gif , just like the "MMORPGS" of WC3.
[right][snapback]112897[/snapback][/right]


That's true. Too bad there's no way around it.
Report, edit, etc...Posted by .Coko[CK] on 2004-12-21 at 13:47:50
Best hope is to have huge amount of possiblities, but using numbers so that you can have a trigger to ignore large amounts of them, and then maybe have the real ones placed in random order, so that there isn't any straight way to get certain amounts. No formula or anything.
Report, edit, etc...Posted by Loser_Musician on 2004-12-21 at 15:25:34
QUOTE(TEC_Ghost @ Dec 21 2004, 01:49 AM)
Password systems are insanely stupid, people are gona be giving out the numbers for higher EXP and Upgrades and Gold and  censored.gif , just like the "MMORPGS" of WC3.
[right][snapback]112897[/snapback][/right]


Oh, my mistake. I thought you meant, give people the password to a lvl 100 char archer or something. I found a way around the whole upgrade thing, of course I can't tell anyone, cause it kinda ruin the whole purpose of it. sad.gif
The most I will say is, it has a lot of random stuff in it.
Report, edit, etc...Posted by TEC_Ghost on 2004-12-21 at 15:43:55
I was thinking, how exactly does the SC save files work? If we could somehow figure out a way to extract data from the save files we could revolutionize SC RPG's. I havent really heard much about save file manipulation in my years of map making, but maybe it should be something we explore now.
Report, edit, etc...Posted by Spite on 2004-12-21 at 20:27:29
Hmm Damn that would be amazing...but...hmm anyone know how to get around those files to try and find a way to do this?
Report, edit, etc...Posted by Red2Blue on 2004-12-22 at 00:32:40
okay... firstly the passwords...

the passwords are randomized...

meaning there will be limit exactly to how much passwords can be created.... infintie... because there will be infinite conbinations to the whole thing...


secondly "broken mmorgs" the whole spreading of passwords...

firstly... there will be none of this... the password system will "encode" in three different levels, dependant on the character level... the higher your level.. the more protected your password is. People wont be sending out their passwords because.... they will be spending hours and hours, even whole days, upgrading their characters... I doubt they would be stupid enough to give out their whole gaming experience in the rpg...


concerning saving....

there IS NO upgrades in this game... I changed the battle system... now its sorta like the Final Fantasy Tactics battle system... where characters move on a grid to attack each other using strategic placement and movements as well as spells and abilities to destroy their enemys...

its not a real time rpg anymore...

ill post some screenshots of the battle system and the battle movements later...


its kinda like chess... or some sort of board game... with twists and turns.... and all that fun stuff..


ill be sure to protect the map very well.. and scramble the password system in the map itself to prevent unprotecting and "creating" their own passwords... eh... ill think some more...



and er the release date.... well... its not gonna take more then a year....

and its not gonna take less then half a year...

this holds true only if im not busy throughout my creation... sigh... I donno....

I shoulda started this project earlier...





and er... guessing passwords? ha... ha... ha...
you're joking right?

with the system im creating.. its like trying to guess someone's password... gl...

this would be similar to like... a game on playstation or something... some old game.. where you had to put in a password to skip to another level...

do you know the chances of guessing out a pw for that?... probably 1/50,000... and thats only for a few letters... my system has 12 slots...

in my map... with the randomized passwords and upgraded protection for higher levels.. you're talking up to 1/2,000,000 chance of getting a good password guess... (high level character...)... so gl... XD... it would probably take you 5000 guesses to even get 1 guess... that takes 58 hours to guess, those end on end...



thanks void...

there will also be 3 other "pw gates" "checkpoints" of pw protection that I will not mention... to ensure that they pw system will not be broken..
Report, edit, etc...Posted by Loser_Musician on 2004-12-22 at 01:18:34
From this day forth. I shall not even mention my PW system at all, until it is fully done. It just unmotivates me. Red, I think you should do the same. But if you have fun going on and on how it works and what it does, be my guest.
Report, edit, etc...Posted by VoidArchon(MC) on 2004-12-22 at 01:31:35
[justify]I'll be stunned out of my mind if this password system is actually created with no glitches, seems like it would have more then 10,000 triggers just for the password system, like...whole day upgrading a character that no one else will be able to see? And if that's possible..there's absolutely no chance that someone else is going to change it.[/justify]
Report, edit, etc...Posted by OutbreaK on 2004-12-22 at 02:03:07
Hmm thats a great idea angel, though it is up to the makers choice. And red2blue, i've seen some great maps put out by you. hopefully you'll finish it. biggrin.gif
Report, edit, etc...Posted by 2BlueHydra on 2004-12-23 at 03:48:30
Wut alpha(MC) said about your password system... I agree you should stop talking about it. the chance of them finding it out are rare. i know, but still you gave alot of info about it... But other then that the idea seens great. gl hope you finish...
Report, edit, etc...Posted by Red2Blue on 2004-12-24 at 05:44:41
Er... okay... its not gonna take that many triggers to make the password system....

trust me... I thought it all out...

secondly.. its not gonna take a whole day to input it.. its a simple civ moving in a square, changing the number from 1-9 within 12 squares... simple.... quick... at most 2 mins to input it... and im gonna add a +5 number thing... to speed it up alot...







er... and I found out how to do those matrixes, that allow you to keep the position of locations within a set amount, (thx rishin.rk), thus. I can create the battles. Its very similar to Final Fantasy Tactics.

Each character has an attack range, spell range, and movement range. And the spells and skills they learn, modify their movements and ranges. The game itself will be turnbased, shift styled. Like a gameboard. you move around in the squares. and interact with the things around it. Each turn, you are randomized a set of "action orbs" which dictate how many things you can do within one turn. You can also "stash" the "action orbs" for later use. There are 4 kinds of action orbs.

Movement Orb: allows for you to move.
Action Orb: allows for you to use attacks and spells
Defense Orb: allows for you to defend.
Shift Orb: a special orb, randomized once every 1/100 orbs, which give you special movements and abilities.

Each turn you are randomized one orb. and each turn you can use up to the limit of orbs you have stashed away. And at the beginning of the match, you are randomized the amount of orbs you can use dependant on skills and level.






and about revealing my pw....

I guess you don't know me very well.... all that I have said was only brushing the surface on what it is the password will be... or how it will be created.... I would never reveal anything that would allow people to "crack the code"...






there are many checkpoints the actual raw coding will pass through, that will further and further encrypt the pw to a point where theres no other logical string to it.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-24 at 07:20:52
Ooh! This map is looking really great! I never noticed it blushing.gif

What the password is all about? You need it for a new map? Or it's used for a puzzle?
Report, edit, etc...Posted by Replicated on 2004-12-24 at 18:36:00
For the passwording system there should be a chooser and you choose the numbers you were given and if you choose an invalid thing say like three times it bans you from the game for trying to get accounts. Most people will stop trying if they get banned enough.
Report, edit, etc...Posted by Red2Blue on 2004-12-28 at 00:23:58
Replicated,

Thanks for the idea, but it has already been taken into consideration... =)

(meaning its already on it... =P)


------------------------------------------
[Addition]
As I have it, there will be boss battles.... each boss will have its own set of abilities and spells as well as movements and such. Each boss will have different abilities and stats, which require a battle strategy... allowing for the game to have as much strategy as a chess game.

As well as a "mini-game" every so often that will exploit the power of the "Matrix Styled Battle Mode", [MSBM], which is a fresh addition to the "Shift Styled Battle Mode" [SSBM], and the "Real-Time Battle Modes" [RTBM], accordingly.

-----------------------------------------
[An uh-oh...]

Because of the limits on triggers and messages (looks like im gonna hit it...), this will be a strictly single player rpg... at the time....

My plan is... to first release the "Single Player" rpg version, as a story builder and background... ya know... expositional stuff... and after a few.... I plan on releasing the "Open Rpg" version, that will host up to 4 players simulously but lack all the story and background, and will have the abilitiy to use your characters from the single player, in it.
-----------------------------------------


back to work...
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-30 at 16:06:54
This sounds rally neat, I love the idea that the bosses get their own spells and stuff, biggrin.gif Keep at it Red2Blue, rockon.gif
Report, edit, etc...Posted by Red2Blue on 2004-12-30 at 21:37:42
All the bosses will have a few unique spells... and each boss must be encountered an entirely differnt way... use strategy and what not to approach and encounter them.


[COMPUTER AI][Simple and Hard]
Currently im trying to work out the most simplified computer ai for the battles, cause well... if all the enemies fight the same way... the game will become extremely repetetive... so ill try adding new computer ai's. So far. I set up the battle system to work out up to 3 computer enemies at the same time, each with their own "brains" and strategy.

So far... I can only think of a good movement and attack squence... for a [Full Frontal Attack Enemy], which consists of the computer player, attempting to meet you up at the same square location as yours by moving both horozontally and vertically at the same time... How it works is that the computer will "see" which square area you are currently in, and use its "Movement Orbs" to try to get within the same horozontal location, after that, it attempts to reach the same vertical location, until it eventually meets up with you and commences with the attack.

I will also have a [Keep Away at Contact Enemy], that will try its hardest to get out of your square location by moving out of your movement range and continually cast long range spells and abilities until you die. If you ever come in contact with it, it will use different spells and stronger abilities.


these two are the most simple attack formations I can think of. all other computer ai will be very diffcult to create.... gl to me... im currently thinking about the [Strategic Ai], which will use a chain of spells that have boosting abilities when used together... and make the computer use them when they are in need of use.


back to work....


[btw... im 3.5% done lol..]
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-30 at 21:40:13
Those ideas ka. A good boss battle doesn't happen often in SC.

Will the non-boss units have an Ai, or will they just patrol or sit there or something?
Report, edit, etc...Posted by Red2Blue on 2004-12-30 at 21:45:40
Whoa... who said anything about patrolling?




The battle is called "Matrix Styled Battle Mode", [MSBM] for short. It basicly consists of 9x7 grid. The players take turns moving along this grid and use spells and abilities dependant on their distance and positions according to their targets.

Each unit on the board has a "turn" to do the things it wants to do, which are dependant on how much 'dexterity points' added to their stats each level

Each turn players use "Orbs"

These "orbs" are given to the player each turn randomly.

And players use these orbs to do things as I posted a lil up.

all computer non-boss units will have ai, some are harder to kill then others....

Boss fights will be very intense... and each boss will have some unique weakness that will exploit the "Matrix Styled Battle Mode", [MSBM]. Such as moving to a certain location weakens a point in the boss, or destroying a generator created from the boss weakens a spell they use... all that fun stuff...
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-30 at 22:32:13
I was just wondering how you were going to set up the unit AI. I didn't realize it was the same set up. I get confused easily =\ lol
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-31 at 00:14:01
censored.gif zor! Do you realize how many trigger you need to do this?

Take 6 numbers....

6x6x6x6x6x6x6=10077696 triggers to do!!!
Report, edit, etc...Posted by Red2Blue on 2004-12-31 at 01:34:58
I only need:



7x9 = 63 trigger locations to center the units...



OXOXO
XXXXX
OXWXO
XXXXX
OXOXO



X=Dead location
O=Location
W=Location character is in.

center this location on the square the character is on...

issue commands for each square within 9 matrixes (O)

this set up will allow for the units to move about the grid and attack within a one square radius... each (O) will attain one different burrowed unit controlled by 2 different computers. These burrowed units "detect" the units that are above it... thus detecting weither or not a unit is currently present... if it is an enemy unit, it will allow for you to attack... If a unit were to move two squares concurrently, they would just add this.. say the O on the right was a burrowed defiler... just put a trigger saying... unit at W move to burrowed defiler, then center the whole thing on it again, and issue the same command, and center... easy as cake... =)

(notice that im simplifying my triggers to strictly 9 squares. one to locate the current character... eight to locate units around it, all around it...)


this trigger set up will take approx 65 triggers... at most... and to add a trigger set for each character it would take +3 for each different enemy... around it. Life and everything would probably add another 50 triggers, and special abilities would add +4 each trigger set.


so 110 triggers as a base... and the pw system is around 50 triggers...
so
160 triggers as the whole outline of the map.
Report, edit, etc...Posted by Flamarial on 2004-12-31 at 03:10:57
Hmm... I'm making a map like yours right now. It seems like great minds think alike. smile.gif I'm not going into detail with mine, but if someone wants to see it, message Flamarial(MC).
Report, edit, etc...Posted by Red2Blue on 2005-01-01 at 20:57:35
Id like to see that map... Flamarial... "great minds do indeed think alike"... unless... "bad minds think alike too"... if my second statement is true... we are in alot of trouble... =P










EDIT: I accidentally pressed reply...
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