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Staredit Network -> UMS Production -> Albedo Online
Report, edit, etc...Posted by Staredit.Net Essence on 2006-07-29 at 02:22:48
Looks good, should let me test it. wink.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-07-29 at 03:00:29
QUOTE(RiShiN.rK @ Jul 26 2006, 10:21 PM)
All the combat will take place in this area and parts of the area are blocked off by DT walls which are opened up as you progress through the story.
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just a note, if DT walls aren't noobish, then nothing is. there are many more asthetically-pleasing alternatives to this.
Report, edit, etc...Posted by Shocko on 2006-07-29 at 09:48:32
QUOTE(RiShiN.rK @ Jul 28 2006, 10:16 PM)

As for what will be different about this RPG, for one, the the character save system.  I know it's not really that hard to pull of, but still no one has ever successfully completed a map with a character save system to my knowledge (i am aware TuxedoTemplar has tried though). 

Second, I'm trying to make it so that the player has as much control over the way he/she wants to play as possible.  Like I said before I'd be doing this through the players choice of class, some classes will be designed to excel in certain categories of play (team play, solo, and stealth).  Of course just because a class is good in one category doesn't mean it can't play another catagory.

To put it simply, I'm making this as much like an MMORPG as I possibly can.  If you ever played an MMORPG you'll notice that some classes are more geared towards one style of play, but that doesn't stop people from making a melee wizard or something crazy along those lines.  I'll also be having tons of little side quests and hidden quests here or there just like all MMORPGs.

I didn't mention this before but I reserved 1 digit of the code for choices you make in the game. Further along the road I'll also allow players to choose a good or an evil path and from that game on there will be both a good and evil part for each installment.  Players will also have a opportunity to switch sides again at certain parts of the story.
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im not sure that ull be the first for the save system thing... theres Xuru Rpg, another rpg which im not sure is secret or not so im not going to mention the members name, then theres my map with save system, the only thing original about your map is that your making the code super long just so you can customize your character in more depth... which isn't original. also what type of save system display are you using?? units to make letters and numbers or text?? if u use units if u want i can help you out.
Report, edit, etc...Posted by RiShiN.rK on 2006-07-29 at 11:13:09
QUOTE(Zeratul_101 @ Jul 29 2006, 03:00 AM)
just a note, if DT walls aren't noobish, then nothing is.  there are many more asthetically-pleasing alternatives to this.
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Ok, I may think about changing it.

QUOTE(Shocko @ Jul 29 2006, 09:48 AM)
im not sure that ull be the first for the save system thing... theres Xuru Rpg, another rpg which im not sure is secret or not so im not going to mention the members name, then theres my map with save system, the only thing original about your map is that your making the code super long just so you can customize your character in more depth... which isn't original. also what type of save system display are you using?? units to make letters and numbers or text?? if u use units if u want i can help you out.
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You say it's not original yet still noone has ever done this before, so you've gota give me some points for that wink.gif. And yes I have heard of Xuru RPG (infact, the creator of xuru said he liked my save system in the older thread), but the save feature in that is nothing like the one in this game. Xuru's save feature is nothing more then a cheap gimmick that really doesn't do anything more to the game than what Starcraft's "Save Game" feature already does.

The numbers are displayed in burrowed lurkers, and thanks anyway but I don't really need any help. The conversion of code to character is 100% complete and character to code about 25%.
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