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Staredit Network -> Ideas -> New Map
Report, edit, etc...Posted by pimpinelephant on 2005-03-17 at 21:43:23
Im trying to make a new map, im trying to make it an RPG, but as you all know actual RPG's are very hard to make in SC. I am pretty much set for all the ideas except for a few things like for the spells that are to be used. Should the spells and magic and such be bought and learned from a "Magic Shop" or just be learned through leveling up? Any feedback would be very helpful.
Report, edit, etc...Posted by EzDay281 on 2005-03-18 at 01:45:35
QUOTE
but as you all know actual RPG's are very hard to make in SC.

No, merely time consuming.

Anyways...
My suggestions:
Don't use 'Gold' for upgrades and buying.
Why? It just doesn't make sense to be able to buy weapons that are more powerful.
Okay, sure, you can get a bigger better sword.
But, that doesn't necesarily mean that you will be able to do more damage with it.
In reality, if two swords are noticably different, then they probably have different weight, length, etc. Which means that you won't be able to swing at the exact same speed, or with the same amount of control. And so forth.

An old idea I came up with is using souls. You kill something, you gain its life energy. This life energy is tangible, can be used in crafting and magic... and thus, is a perfect medium of currecny. Therefore, in my Rpg, it made some sense for upgrades and currency to be the same, since it wasn't any physical money, but it was currency because of what it is.
Report, edit, etc...Posted by pimpinelephant on 2005-03-18 at 01:59:42
i have it set so that you get money from killing a monster but its randomized through switches so you get a different amount of money every kill. anyways, should the magic that players can cast be learned through buying them in a Magic Shop or be learned through leveling up to a certain level, i can't decide which one i should choose?
Report, edit, etc...Posted by EzDay281 on 2005-03-18 at 02:08:02
Hmm.
My suggestion for spells:

One thing you could do, is they can try to cast it at any level, and every time they do so, it reduces their mana, but not the full spell amount, and has a random chance of giving them "spell experience" for that particular spell.
When they have enough spell experience, then they can cast the spell.
However, they can only try to cast a spell if they have mana.
However, they don't need the full amount. so let's say they try to cast 'Doom Blade', which costs 50 mana, but they don't have the spell yet. So, it only costs 10 mana, but it doesn't do anything, except create a few burrowed Zerglings at the Doom Blade beacon. When they have X amount of burrowed Zerglings at the Doom Blade beacon, they can cast the spell.
Of course, it doesn't matter if they have a spell that costs too much mana for them to cast, but oh well. They shouldn't have bothered getting it yet.

QUOTE
i have it set so that you get money from killing a monster but its randomized through switches so you get a different amount of money every kill.

I don't see what that has to do with what I said in my first post...
Report, edit, etc...Posted by pimpinelephant on 2005-03-18 at 19:06:21
you were talking about currency, so thats why i said that, i mean u need some sort of money thing to buy items with don't you? anyways, for spells, should they be cast by creating a unit, for example a science vessel, for the player that cast it to use Defensive Matrix on his own unit?
Report, edit, etc...Posted by Alex Lifeson on 2005-03-18 at 21:07:40
Creating units is a bit more novice than other types of spell systems. Though it works...it also kind of hurts value with a regular unit usage instead of ingenuity.
Report, edit, etc...Posted by BLISSARD[VdD] on 2005-03-18 at 21:18:36
Ok I dont know how you gonna make it, because I dont know if you are a xpert map maker, but I suggest you to make units attack, upgrades, and things run i properly, no rigged units and espcially dont make the game too easy. wink.gif
Report, edit, etc...Posted by pimpinelephant on 2005-03-19 at 02:06:55
this new map im making, if u have any suggestions for me please by all means post it cuz im up for any suggestions, not storyline suggestions cuz i already know what im going to make it about, im talking about how to do something suggestions, like how to have the battle system or something like that.
Report, edit, etc...Posted by EzDay281 on 2005-03-19 at 12:28:08
QUOTE
you were talking about currency, so thats why i said that, i mean u need some sort of money thing to buy items with don't you? anyways, for spells, should they be cast by creating a unit, for example a science vessel, for the player that cast it to use Defensive Matrix on his own unit?

......
QUOTE
and thus, is a perfect medium of currecny.

Not to be rude, but before you tell me that my idea wouldn't work, read the post.
Report, edit, etc...Posted by pimpinelephant on 2005-03-19 at 14:31:15
i never said that your way was wrong i was just talking about my way of doing the currency... happy.gif anyways, any suggestions guys?
Report, edit, etc...Posted by Wilhelm on 2005-03-19 at 16:43:44
I came up with a batlle system, but i haven't figured out the triggers to throughly. Basically whenever an enemy enters a location around your main unit, a 3X3 location surrounds you and moves all enemies or other players to a small patch of terrain. You have a gateway with all units available and costless. The player selects it, presses Ctrl+ 1, creates a zealot, and their view is then centered on the battlefield and won't move. They then have to select an option by creating a corresponding unit. The list would be along the lines of
Zealot - Attack
Dragoon - Guard
High Templar - Special Ability
Dark Templar - Item
If you select special ability, you are presented with a second menu with all of the abilities you have currently. Selecting Item will give you a menu of the items you have. Once you have been through the menus, the center view trigger stops. If you select Item, Attack, or an ability that targets one player, 1 HP Corsairs are created over each enemy/player. destroying them will designate them as the target for your attack. As of yet, there is no back button. It probably would use a burrowed unit or something.
Report, edit, etc...Posted by pimpinelephant on 2005-03-20 at 03:46:22
any other suggestions? anything helps guys.

[progress]3[/progress]
Report, edit, etc...Posted by Rantent on 2005-03-20 at 14:42:54
QUOTE
learned from a "Magic Shop" or just be learned through leveling up?

my veiw on it would be to have them be able to learn spells through leveling up, but they would have to buy components (magic seeds, ect.) from a magic shop in order to use their spells. smile.gif
Report, edit, etc...Posted by pimpinelephant on 2005-03-20 at 16:18:38
hmm good idea rantent, thanks. biggrin.gif any suggestions helps, keep them coming, thanks.
Report, edit, etc...Posted by slayer766 on 2005-03-20 at 20:52:02
Something that i would use would be every time your hero character levels up or every other level something like that. just give spell unit at location wherever your item is owned by a computer to current player. Then you own that item, and you can cast it now. But thats just what i use and it works just fine, any other idea would be resonable.
Report, edit, etc...Posted by Endarire on 2005-04-05 at 18:34:52
If you haven't played Fate & Destiny yet, do so. The map is close enough to void uploading another version, but talk to members about it and someone will likely send it to you.

-EE
Report, edit, etc...Posted by Oo.LuPiN.oO on 2005-04-07 at 14:59:18
I say, Make it through a shop, because it makes it more longer, and funner, that would be my choice, but have switch's , like if you try to buy sumthing thats lethal and can do alot of dmg, then have a switch were at a certain xp points or w/e you can only get it, so it will be quest/fun sorda, that would be fun!!!
well thats just my thoughts and i hope your rpg will turn out great either way, and yes RPG's are time comsuming and frustrating, but at the end of it all its wurth, more then you can say.

~Love always:
Oo.LuPiN.oO
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