i would wanna be a tester but i havent been posting that much...
you can do it wooden
count me in for testin
Please send me Personal Messages if you want to become an offical Pre Alpha tester, your posts are just wasting valuable RPG-Idea-Construction space!
Grahh!!! PM Me with your experience with either Triggers, Storyline, or Terrain editing skills... and remember, this doesn't mean your an expert, only that you know what looks best, works best, and feels best.
Thankyou for your cooperation, I hope to start the 20minute intro in at most, a month. The intro will include storyline, help on playing the game, and include realistic special effects that will awe any audiance.
wow, 20 minutes...
sounds awesome, whats it gonna have in it?
I am a good person at creating a story line for a map and RPG but I am not going to apply for the tester thing due to the fast that I don't think that my ideas would be worth it anyway. If you need some good ideas for some new story line then just ask me for some help on that topic
im an alpha tester!
so....i have a question wooden:
will the characters have predetermined roles and fates?
rpgs with objectives of killing and leveling up get old fast
maybe it can be a predetermined role but u make the outcomes
sOUnd Go0D???
HuH??
QUOTE(o-0 @ Oct 25 2005, 01:24 AM)
im an alpha tester!
so....i have a question wooden:
will the characters have predetermined roles and fates?
rpgs with objectives of killing and leveling up get old fast
maybe it can be a predetermined role but u make the outcomes
sOUnd Go0D???
HuH??
[right][snapback]340833[/snapback][/right]
i dont really get it?? me and my stupid english isnt good enough to understand that
just wondering if this will be a diablo thing where you fight and level up only, or a (insert true roleplaying rpg) where your character has a story and does what he does for a reason
example of a true rpg:
you start out as a kid or someone who isnt really a hero yet (you will become a hero), some evil dude kills/ kidnaps a loved one, you fight your way to evil dude's castle, mansion, lair, domain, etc., you fight the evil dude and win, and you save the loved one and live happily from then on, end of game
okey i understood that, thanks 0-o.
How do you make the Ç and Ð symbols!?
BTW: It's tester with an e.
go to the character map under start>all programs>accessories>system tools
I am liking the posts by my testers, except for the first one, who already confused me, but giving me good possabilitys for EUD conditions that we can add... :D
I would like to address that this RPG will indeed have predetermined outcomes and fates, but will not be apparent until the end, where all the pieces to the puzzel will form the... whoops, giving away some information I shouldn't post yet! Stay tuned for updates! I will make major additions this weekend, and try to finish up most of the major continent terrain, which will be a major accomplishment, and might allow me to start triggers that will null all game actions until the intro is over.
I thank many other people for helping me test when I needed them the most. I will name just a few, Oo.Agent.oO, Ghost-, Romish-Alp (Formally Romish2005), and c17, who is a trigger maker who diserves some recognition with trigger idea and system development. Thankyou to clan Oo, Mp, Aep, (U), SEN, and WOS, as well as Clan MAP who is a rising map making group on USEast, for your support.
Current Goals for Weekdays up till Weekend Include...
Bug fixing
Player two and three triggering update
Introduction Update...
Instead of having heroes start in different towns, to make quests and focus very unclear, and having massive time differences for group rally points, I will include all of the future hero meetings in the introduction, which will show there home towns, there travels thus far, and you will start with their items, their money, and their destiny will slowly settle in, and be changed through events that happens with this, close, but very diverse group of adventurers.
i say stick with the starting out at different places idea
if you're worried about the timing, we'll work on it so that when they have to do something together...stuff happens and it'll all go great
If each player just starts off with a unit, and doesn't choose what they can be and you know what unit number the unit is, you could make a virtual HP system where it detects health of unit, sets health to 100% and lowers score depending how low it's health was. This uses lots of triggers unfortunately, but Trigger Duplicator can make it fast (yes it does work with EUD stuff, I've already tested)
Basically, the triggers would be like this just lots of them
Trigger |
Conditions: |
¤ Unit X has exactly 9999 HP (assuming it starts with 10000, it really doesn't matter) |
Actions: |
¤ Subtract 1 custom for Player 1
|
¤ Modify hitpoints for whatever unit to 100% at anywhere.
|
¤ Preserve Trigger |
and then
Trigger |
Conditions: |
¤ Unit X has exactly 9998 HP |
Actions: |
¤ Subtract 2 custom for Player 1
|
¤ Modify hitpoints for whatever unit to 100% at anywhere.
|
¤ Preserve Trigger |
and so on
This way you can easily add/subtract from health, but if you can change units I haven't found a way to make it work yet. Also, if you don't know the unit number it can take a really long time to find out.
i always thought of starting in different place for rpg but sometime i think that makes a problem of unit stats for bad guys
like if someone adventure into some other persons starting place.. and by the time he gets there he would be lot stronger then the unit at that location which gives a somewhat of a pointless space.. unless you feel like adding a lot of triggers and somehow making the units get stronger in that location if like someone enters i donno something like that...
then make the monster encounters by triggers, making it so that when you're stronger, you get harder monsters to fight
you might as well just use virtual HP Kumano. that would increase the filesize dramatically. normal virtual hp would use less i think and nearly achieve the same effect.
I will not be using virtual HP systems.
I will not have heroes start at different towns for many reasons... first of all, I don't see any good RPG's that have 3 human players going through the storyline and meeting up at certain points. It requires am impossable amount of time shifting events that is completely unrealistic for any map maker to do. Another thing is, with no shared vision, heroes on different paths would have pointless hero-to-hero talk... Making the game, less fun for players who like to share a great experence with other fellow adventurers. Please tell me that that is not the case with all gamers... The group adventuring, which, never-the-less will be explained in single storylines for each in the intro, so I lack to understand your reasons for having you start in different villages using human control, and working together to defeat enemys, or, which will happen, seperating heroes for short periods of time while having a rejoining of your hero after the event, which could require each hero to divid up responcabilities to kill monsters and obtain items will add this quality of the game, which evidently some of you enjoy having your own space when playing an RPG.
These desicions are final.
Addition to this would be that my Custom score, will be your hero level. That is also final. Please stay active... I will be releasing parts of the epic poem that will be the storyline for the RPG. I will require editors for this, please Personal Message me if you would like this special job. The requirment is that you are an Pre Alpha testor, so if you would like to do this, you must send two PM's indicating you would like to become a tester, and apply specifically for the storyline editor.
Thankya for your imput testers and other viewers, this post will help clarify decisions that have already been made previous to these questions.
how long till its rdy wooden?
MORE SCREEN SHOTS MORE SCREEN SHOTS!
QUOTE(WoodenFire @ Oct 26 2005, 02:03 PM)
I will not be using virtual HP systems.
I will not have heroes start at different towns for many reasons... first of all, I don't see any good RPG's that have 3 human players going through the storyline and meeting up at certain points. It requires am impossable amount of time shifting events that is completely unrealistic for any map maker to do. Another thing is, with no shared vision, heroes on different paths would have pointless hero-to-hero talk... Making the game, less fun for players who like to share a great experence with other fellow adventurers. Please tell me that that is not the case with all gamers... The group adventuring, which, never-the-less will be explained in single storylines for each in the intro, so I lack to understand your reasons for having you start in different villages using human control, and working together to defeat enemys, or, which will happen, seperating heroes for short periods of time while having a rejoining of your hero after the event, which could require each hero to divid up responcabilities to kill monsters and obtain items will add this quality of the game, which evidently some of you enjoy having your own space when playing an RPG.
[right][snapback]341916[/snapback][/right]
=/ what about making the heroes start out separately then coming together later on
i really want each of them to have home towns and their own personal goals.....
if your final decision really is your final decision, then ill stop complaining about it and take it like a man
I have finished the first contenent at around 90% to give way for remodeling if needbe. I am going to start on systems spiraling out from the vender systems. I have set up the tight vender systems which are going to become very succesful thanks to the small pixel tensity of normal and hero zerglings. I will work on the first inn's identificational system, talk/help, and use/disable talk/help systems. I will work on all upgrade systems, barracks respawn/ajustment centers, and start work on ether/potion/tent shops. The work on the Inn will force me to work on the nightmare/dream storyquest system to actively enforce past events and background detail as well as current feelings and emotions. I will probably finnallize the three different heroes, start levelups, max mana, mana regeneration, ether use, and research EUD conditions to activate health potions. Pheonix Down's will be created, as well as Tomb Stone deaths. Hopefully I will get all of this done today and continue storyline developement. I will also be starting work on a list and details of spells and abilities heroes use, as well as the level at which they gain the skill.
Hopefully this update will help accelerate your emagination of a great RPG! Please message me at WoodenFire@USEast any time you would like to get the most up-to-date version. Thankyou!
Kow_Lover: I cant wait for map
The map will continue production for no more then a year. So I would expect demo in 1 month, and full versions completed around 7-9 months from the demo.
If I get more active testers and advisors and posters... it will maybe bring that down in half... so keep posting in this thread!
I will post a new screenshot every offial update from now on. Just for T-Masta.
you gonna make a trailer too?