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Staredit Network -> UMS Production -> Spell of the Drudes RPG
Report, edit, etc...Posted by JaFF on 2006-04-17 at 09:38:31
i think no. 60-90(max) minutes is what a medium player can take & not get bored.

many big projects failed cuz they were to complex: units there & there & stuff everywhere & you'll get bored before you understand how it all works. (cuz you gotto admit, not many people read briefings sad.gif )

so make it simple to use.

good luck biggrin.gif
Report, edit, etc...Posted by XMercury on 2006-04-17 at 10:21:16
Good post.

I think you are right. Players will get bored after a certain length of time, even if it is a good map.
Report, edit, etc...Posted by Shadow_Marine on 2006-04-17 at 11:45:57
having it take too long to complete will spell disaster for your map, most people refuse to play any one game if it takes too long, an example of this is fate&destiny 100% The games wicked fun but most people dont play it because of how time consuming it is, plus people can never figure out most of the puzzles even though all the clues are laid out for them.
Report, edit, etc...Posted by XMercury on 2006-04-17 at 12:05:42
Yeah I see what you mean. I'll have a long think about it. However, the map has some very original qualities, that most maps don't have, due to the time that is required for the triggering. I've made sure everything is 100% easy to understand. For instance, the Magic Spell system AND the Help system, consisting of a maximum of 8 Spells and 40 Help triggers, I have accomplished with the use of just 3 units. It is very easy to use. I'll also make sure that all the missions are unique and tactical. If the player has trouble knowing what to do, the help system is available at any point in the game. The help system works by switches. If the player completes the first missions, the help system achknowledges that, and prepares hints for the second missions. A simple click near the magic system and the help system talks to the player.

OMG i talk too much!
Report, edit, etc...Posted by WoodenFire on 2006-04-17 at 13:57:50
I don't like seeing extra units on the minimap which do odd things. You should condense it more if you used 3 units... that seems like too much. A dropship system could be used to replace all of them.

Maybe you could use mission objectives menu in-game as help? You could change it when your at a different location or just give a general help display.

? I don't see anything complex about your map from your typing. I am missing something... please elaborate on your 'complex' systems.
Report, edit, etc...Posted by XMercury on 2006-04-17 at 14:17:05
Sorry, but again, you will have to accept the fact that I'm a perfectionist and I do things my way for a reason. Sorry if that doesn't suit your needs.
Report, edit, etc...Posted by Electroid on 2006-04-18 at 01:52:53
XMercury knows what he's talking about Woodenfire, don't doubt him. I've seen the preview to his map, and everything is pretty much perfect, with really nice original gameplay commands. You can't knock him for his new work. You'll soon see.
Report, edit, etc...Posted by Moogle on 2006-04-18 at 04:37:57
QUOTE(XMercury @ Apr 16 2006, 04:09 PM)
Yes, all 3 status bar systems work independantly, but are thrown together in 1 place in the game. So, if your Health Points descend, the HP status bar will descend accordingly, without changing the other status bars.
The basic concept is, that you have a maximum of 8 spells. Each spell is added to your spell book at various points in the game. You can look through and select your spells by using the lower beacon. The top beacon simply casts the current spell you have selected from your spell book.

The triggering is too complicated to explain without me boring you sh*tless!

Also, I've added the Help system within the Magic Spell system. All you have to do is move your "Chooser" away from Magic Spell area, and depending on which point of the game you are at, the Help system gives you clues as to what you have to do to complete the current quest/mission.
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Said two beacons, in my case i'll have say that kinda slow, wouldnt it be easy just unload a unit goto next spell and have another unit just to cast? Much quicker well i believe it is =/ pretty much just use death counters go though spells i guess.

Mah, just wondering if slow or not during selection / casting of spells.

\\Moogle
Report, edit, etc...Posted by WoodenFire on 2006-04-18 at 07:06:11
I look forward to a well-worked demo.
Report, edit, etc...Posted by XMercury on 2006-04-24 at 06:46:44
I'm not far off finishing now! I've been spending alot of my time on my new Monopoly game, but I really want to get this finished, as I think we all want to play a good RPG! All I have left to do is trigger the boss fighting system. After that, I can release this baby!
Report, edit, etc...Posted by Kalle on 2006-04-24 at 10:19:40
Looking forward to it, don't you let us down when you've made it this far XMercury! smile.gif
Report, edit, etc...Posted by XMercury on 2006-04-24 at 21:33:48
I can assure you, even if there are elements of the map you don't like, you will appreciate the map for its originality, concepts and ideas. I think I've really captured the atmosphere this time, as I have some nice soundtracks and sound FX, as well as basic problem solving concepts. If this map takes popularity, I will advance further with my ideas and mapping skills.
Report, edit, etc...Posted by Kp.ZpfW-PanzerIII on 2006-04-24 at 23:45:06
Yah, another RPG to play once, show to a friend then toss in the ol' sack. Its kinda hard to make a decent addictive RPG now'a days with some many strick spell, terrain standards. yawn.gif
Report, edit, etc...Posted by DoomGaze on 2006-04-25 at 00:51:12
Well, it looks like you're off to make another RPG ever since Retrium Empire RPG; plus you seem quite determined to improve. But remember, there's still alot to learn, so don't get too arrogant yet. I see that you see to be aiming for a straight, almost symmetrical type of terrain, but the way it looks on the mini-map does not seem too natural. Of course, that's just looking at the mini-map, so it's hard for me to say what the terrain looks like in actuality.

That's all I have to say at this point. Good luck, and have fun with your map.
Report, edit, etc...Posted by Lyon on 2006-04-25 at 15:19:58
You better tell meh first when it done bluewire biggrin.gif
Report, edit, etc...Posted by Moogle on 2006-04-27 at 12:32:36
I dont know how i saw testing version of this but i seem like a demo of this map. PRetty good so far =/ hope full version owns happy.gif

\\Moogle
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