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Staredit Network -> Concepts -> Why "Regular RPG's" aren't played on B.net and...
Report, edit, etc...Posted by Ultimo on 2005-05-20 at 20:51:40
You can't create the extended power-ups with triggers. I'm not sure about normal ones though.
Report, edit, etc...Posted by Sniper on 2005-05-20 at 22:31:05
you cant create extended units period
that means you cant create aldaris or raszagal or any of the other units with blank for their health
Report, edit, etc...Posted by Deathknight on 2005-05-20 at 22:54:21
Those are not extended units, they just can't be created with triggers. However you can move them and give them to other players, and use any other condition/action with them. In fact, you can use ANY condition or action with ANY unit, regardless of their existence in Units.dat, EXCEPT for the create unit trigger.
Report, edit, etc...Posted by Tdnfthe1 on 2005-05-20 at 23:32:21
QUOTE(BeeR_KeG @ May 20 2005, 02:09 PM)
Not only can you make a Yes/No system but you could do something like this:

Put 4 Units in a Bunker and label them 1, 2, 3, 4.

Now on the screen you put 4 choices of what to say.

1) Yes
2) No
3) Maybe
4) *Go Away*

Then the next time you can speak it'll say this"

1) I'll do it
2) Maybe
3) Hell No
4) Buy me a Beer

It's pretty good because with the same 4 units in a bunker you could have infinite amount of text which your character would say. It will be the exact same thing as a Kinghts of The Old Repuplic talking system.

I just figured out something, you can make a game like Kotor in a map, exactly the same.
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Unless Minerals are all being used, try making one of the Mineral Patches named something like Choice # and then the minerals serve as your number. I am doing this in a map for mine to mark prices and choice options. Consider it.
Report, edit, etc...Posted by FallenDreamer on 2005-05-22 at 14:53:33
QUOTE(Tdnfthe1 @ May 20 2005, 09:32 PM)
Unless Minerals are all being used, try making one of the Mineral Patches named something like Choice # and then the minerals serve as your number. I am doing this in a map for mine to mark prices and choice options. Consider it.
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Now THATS a smart idea.

ADDITION:
You might consider dropships or shuttles or the Zerg Hero overlord instead, Seeing as they can carry any unit type and up to 8 different units, plus the Hero Overlord is just an extra and wouldn't really need to be used at all. So you could create the POSSIBILITY of 8 choices, meaning that they wouldn't all have to be used. This would be a good idea if you were planning a trigger & text-based shop of some sort.

1) Buy Marine

2) Buy Firebat

3) Buy Medic

4) Buy Ghost

5) Buy SCV

6) See more

7) Switch to Sell Items menu

8) "No thanks, maybe later"

This would reduce the amount of times you would have to use display messages. Plus, it simply gives you a more maneuverable selection system without too many sacrifices.

Anyway, hope my idea might have been of some use. Dreamer Out.
Report, edit, etc...Posted by Ultimo on 2005-05-22 at 17:44:26
Wouldn't it a waste to use 8 infrantry units in the overlord just for the dropship system? It would be eaiser to use 3 medium units and 2 infrantry units and only have 3 options, exit and next. tongue.gif
Report, edit, etc...Posted by DT_Battlekruser on 2005-05-22 at 18:39:54
QUOTE
1) I plan on having different scenarios everytime that you play in different orders. By using a Complex Random Trigger System linked to different Pre-Set scenarios, the map will always be different.
2) NPC interaction. Although you don't interact directly with the NPC's, you do so in an indirect way. Based on if you complete a mission or not, NPC's will talk to you in a different way and you will recieve different bonuses. Depending on wether or not you succed or fail a mission, these bonuses and speach will affect future interaction for the rest of the game. Meaning that if you succed your first mission and fail your second, the NPC's will act better towards you than if you failed both of them.


1) That is *technicall* impossible tongue.gif It can't be different every time for 1,000,000,000,000 plays wink.gif
2) tricky sly.gif

interesting ideas here.
Report, edit, etc...Posted by in_a_biskit on 2005-05-23 at 08:39:00
Hey, if anyone's going to play a map 1,000,000,000,000 times, I don't think they'll be complaining much about the map bleh.gif
Report, edit, etc...Posted by BeeR_KeG on 2005-05-23 at 15:26:10
Actually I can get way more than 1 trillion different games as you stated.

Given that I use all 255 switches for randomization I can get 2^255 different games.

Which equals:

5.789 x 10^76
Report, edit, etc...Posted by Ultimo on 2005-05-23 at 15:57:03
I doubt you would even use 100 switches to provide a different gameplay experince. You'd probably hit the character or string limit before you got to use them all, but you're probably using Starforge.
Report, edit, etc...Posted by DT_Battlekruser on 2005-05-23 at 18:27:22
QUOTE(BeeR_KeG @ May 23 2005, 12:26 PM)
Actually I can get way more than 1 trillion different games as you stated.

Given that I use all 255 switches for randomization I can get 2^255 different games.

Which equals:

5.789 x 10^76
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First off, that's technically not an infinite number of possiblities.

Second, that is impossible since there is no way you could have the time to make 5.8 x 10^76 different things in the game.

QUOTE
  Hey, if anyone's going to play a map 1,000,000,000,000 times, I don't think they'll be complaining much about the map bleh.gif


Heh, good point wink.gif
Report, edit, etc...Posted by BeeR_KeG on 2005-05-23 at 19:10:05
Yes I know that, but my point was that virtually, you can make a map different everytime you play it using the smae map file.
Report, edit, etc...Posted by DT_Battlekruser on 2005-05-23 at 23:07:45
Provided that you have the time to design a shitload of different ways things can happen. It would take a long time to have a real sense of unpredictability.
Report, edit, etc...Posted by FallenDreamer on 2005-05-24 at 00:27:24
QUOTE(DT_Battlekruser @ May 23 2005, 09:07 PM)
Provided that you have the time to design a shitload of different ways things can happen.  It would take a long time to have a real sense of unpredictability.
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Hey man, If I can do it, (Which Im doing right now), so can he. Plus, you've said my map might work, and considering im just a newb and hes an all out pro, the chances are considerably bigger for him, wouldn't you say? =P. And no Ultimo, it wouldn't be a waste. If you think about it, there are a number of loadable 1 square ground unit types that you could use and still have enough unit types for the rpg to still be fun.
Report, edit, etc...Posted by Screwed on 2005-05-24 at 05:29:42
I actually agree with DT BK, plus, according the map size (terrain) and location limitations, the replayability factor just don't come in too well. Plus, the sounds would make the map really big too =P The bigger, the harder to get spread around b.net

I really doubt a map like yours (FallenDreamer) can have infinite possibilities or call it 'True', I'd place it under 'Half-True' since that you had an objective which pretty much just fixed everything.
Report, edit, etc...Posted by Ultimo on 2005-05-24 at 09:48:10
He could call it a "Truer" RPG. wink.gif Still think it's a bit of a waste for 8 options, not so much 4 though.
Report, edit, etc...Posted by BeeR_KeG on 2005-05-24 at 13:46:23
Terrain shows no limitations to Randomization.

You could create several different scenarios using just 1 location.
Strings aren't necesarilly needed for this.

Only thing you need is some extra triggers and time.

Currently to my own knowledge, no one has ever made a True RPG or is making one.

Right now, "Half-True" RPG's is what we will start to see during the times to come. People are going to start experimenting with the different aspects of a "True RPG" that have been said here. Mostly because almost nothing of this has ever been done and it could fail or prove to difficult to make or not worthy of all the effort.
Report, edit, etc...Posted by FallenDreamer on 2005-05-25 at 03:06:07
QUOTE(BeeR_KeG @ May 24 2005, 11:46 AM)
Terrain shows no limitations to Randomization.

You could create several different scenarios using just 1 location.
Strings aren't necesarilly needed for this.

Only thing you need is some extra triggers and time.

Currently to my own knowledge, no one has ever made a True RPG or is making one.

Right now, "Half-True" RPG's is what we will start to see during the times to come. People are going to start experimenting with the different aspects of a "True RPG" that have been said here. Mostly because almost nothing of this has ever been done and it could fail or prove to difficult to make or not worthy of all the effort.
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True. But even more true is the fact that situations like this challenge people to bring out the best in them. Which is why its way too early in the game to give up hope.

ADDITION:
One more thing...my current project is simply to try and take the freedom aspect of an rpg as far as it can go. This will prove more helpful for stuff of even greater magnitude later on. Stuff That I'll probably have to leave in the hands of pros like Beer.
Report, edit, etc...Posted by Mp)3 on 2005-05-30 at 03:19:40
Seeing as to how things are going with this, I think I'm going to input some of the more...eh..."philosophical" connotations here.

Now, I am a bit off about using the word "true" in your texts here BeeR. I'm fully aware of what you're capable of, and I know what kind of technique you are entitled to be able to execute. However, a "true" RPG, you may say, is one that is like most other RPGs out there. According to what you say, a "True" RPG has variation almost every time you play. However, I see that many RPGs, even outside of SC, have none, if any of the such.

I must say that I do agree that RPGs are entitled to their name sake: role-playing games. However, I also do agree that RPGs are then therefore entitled to the variation aspect as long as the necessity of being in a role is maintained. Hack-and-Slash RPGs are still RPGs, just not good RPGs. Variation, as you propose, will simply make it much better.

Just some input from an old idiot who wish he still had some dedication to do some more.
Report, edit, etc...Posted by BeeR_KeG on 2005-05-30 at 14:35:54
You may be an old timer to the Community but certainly not an idiot.

Yes, I had the same problem when coming up with a name for this type of RPG but no other name came up. Perhaps "Variative" RPG will suit this better than "True" RPG.

There is also another Big-Factor that separates this kind of Map from the other RPG Maps out there. There is way more extensive work to be done. Instead of making a Straight-Line Story Concept like most RPG's, you would need to make different combinations of the several possible Story-Lines and/or events that the mapmaker has in mind.

Somewhere along the line of "Variative" RPG and "Multi-Storyline" RPG would have to do.
Report, edit, etc...Posted by Kyuubi. on 2005-06-05 at 03:03:09
Well, hack and slash rpgs are still pretty fun...but they are pretty to make. But I have also seen other people make a more unique rpg than others and we are still coming a lot of brand new ideas for rpgs. Besides hack and slash, we can add in a unique battle system(like turn-based and such) but the thing stopping us is that we are being lazy. I believe all of us would create something like a unique battle system if it were that simple. I also had an idea for a battle system idea such as chrono cross. I posted something about that idea a long time ago but I am still trying to get it to work. It takes a lot of work to get those battle systems to work, but when it does it would make rpgs more interesting and more enjoyable.
Report, edit, etc...Posted by scwizard on 2005-06-07 at 21:20:10
I can get your battle system to work.

I'm a master at advanced RPG systems.
(Someone prove me otherwise. I dare you!)
Report, edit, etc...Posted by Mp)3 on 2005-06-11 at 02:13:53
Whoo, haven't checked in here for a while.

Well, thanks BeeR, and yeah, I think that would be much more appropriate. Really, the only problem I see here is the amount of space it would take to get much of this to work. I remember getting my "straight-storyline" RPG and still having to split the first part into two different maps (although, I do admit, I was horrible at conserving anything or recycling locations, that sort of thing was still unpopular at the time). Randomization would certainly work. And you have more than enough variables to create different outcomes. However, it's how you're going to connect all of your outcomes into a fluent streamline of an RPG. There are a lot of combinations and events that people possibly can do. Connecting them into a sensible plot is going to be difficult. Good luck with this. And don't lose hope. I'll check by once in a while.
Report, edit, etc...Posted by BeeR_KeG on 2005-06-11 at 12:06:00
Thanks, my current map in the making isn't really a big web of different events. The only thing that is a web is the way NPC's talk to you. Depending on your actions the NPC's will act differently for you.
If you screw up in the begining the NPC won't like you as much if you do good in the begining and screw up the end.

I got the idea of Random quests from the web of NPC Interaction.

Strings don't seem to be such of a big problem really. BSTRhino had over 5,000 strings using a program that he made. If he releases it then this whole concept will be very well possible, only thing stopping you is time.

I do have some ideas on starting on such a large scale project. I'm thinking of not going so big, will probably do the map at 128x128.
Switches might be another problem as if your web gets too big, then you won't have enough switches for the system to keep track of what has been going on to see what road to take.
Death Counters can be implemented in a very nice way, but then you won't be able to keep track of what has already happened, only of what are the possible outcomes that can happen in the future.
Report, edit, etc...Posted by RandomJo on 2005-06-11 at 14:04:42
I'm wondering... Beer.. you shouldnt make that map too big. If you're going to have all of thjose options, you're boudn to run out of locations and trigger spaces, not to mention your 2 hour dl's. Maybe you should have soem sort of code as it is in Xuru rpg to carry on into like another installment of the rpg so you can start of where you left.. Ie: code bring dt to beacon x give unit x resources, unit x, and switch 1,3,4,6 are set.
"if switches asbove are set, unit x will talk to you.
happy.gif
Well, i tried to make something similar, but i ran out of triggers and locations and units. Not to mention it took sujch a long time i only did like 2 options for each "event" that happened..
well that map got deleted so i couldnt make the second installment even if i wanted to pinch.gif
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