Staredit Network

Staredit Network -> Ideas -> I need an idea BAD
Report, edit, etc...Posted by justin_grant on 2005-12-13 at 21:02:20
I want to make an RPG, because I just found out a bunch of cool triggers... but I'm having trouble coming up with one... any suggestions? All I ask for is it being able to have weapons, and potions, and towns... and money of course.
Report, edit, etc...Posted by Diggidoyo on 2005-12-14 at 01:22:59
Make a Diablo.
Report, edit, etc...Posted by Joshgt2 on 2005-12-14 at 05:23:48
Diablo? That has already been done a lot of times... I would go for something else. Something like... WarCraft. I don't even think there has been that kind of RPG yet.
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-14 at 18:24:36
Make a starcraft RPG that would be cool biggrin.gif j/k for an RPG make it like a Downtown RPG where you gotta live your life as eather a gangster a business man a hobo or a service job (ex:Fireman Police man ect.).
Report, edit, etc...Posted by justin_grant on 2005-12-14 at 19:28:21
QUOTE(Insane @ Dec 14 2005, 04:24 PM)
Make a starcraft RPG that would be cool biggrin.gif j/k for an RPG make it like a Downtown RPG where you gotta live your life as eather a gangster a business man a hobo or a service job (ex:Fireman Police man ect.).
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A sc RPG is already being made by someone else... but I like that downtown RPG... I'll give ya credit for the idea smile.gif Now any quest ideas? tongue.gif Oh, and people are makind wc RPGs already, and i never played warcraft tongue.gif
Report, edit, etc...Posted by Red2Blue on 2005-12-19 at 08:13:04
Can we make some unique quests please? Something more fun then "save the princess from the evil bad guy #1 and return her to the castle?"

Can't you have some quests like: put out the fire (terran firebats) from the building, or penetrate a secret base? Something really cool and interactive?
Report, edit, etc...Posted by VizuaL on 2005-12-19 at 15:38:03
rpgs are easy

u need to make characters - different unique specialities and powers + weaknesses

u need a storyline - kinda hard, think of something about good vs evil power vs weakness

u need gameplay - items, spells, towns, virtual hp, enmies etc.

goodluck biggrin.gif
Report, edit, etc...Posted by Syphon on 2005-12-19 at 16:34:04
Harvest moon!
Report, edit, etc...Posted by justin_grant on 2005-12-19 at 18:39:46
Putting out fire and getting into a base is a great idea smile.gif Ok, now im getting quest and spell ideas... and even a storyline. Just one last fork in the road... who the heck will give out quests? also... I need a name for the person you play as... something realistic though... now japanese... hopefully like Canadian/American names. As in Justin... but thats my name so I dont wanna use it tongue.gif Everyone who helped me will get credits in the objectives smile.gif
Report, edit, etc...Posted by Waddupjee on 2005-12-19 at 19:10:28
Anime series seem to be a popular choice nowadays...also anime/manga games...maybe make Xenogears. It hasnt been made before...I think.

[EDIT] Ya...dont use the Fire idea...I'm already making one called "firefighters" where you have to put out fires in a city for a set amount of time. [/EDIT]
Report, edit, etc...Posted by Stalingrad on 2005-12-19 at 19:45:56
a rome one!
Report, edit, etc...Posted by Endarire on 2005-12-19 at 20:14:26
My opinion is that SC maps should not wholly attempt to recreate a game, movie, or book, and most times not even a scene, since if I wanted to experience Diablo II for example, I would play the commercial game. As for ideas, think of something you want to do; preferably something that has not been used extensively before. Most of us have played the Ye Olde Mappe where someone kills and kills and kills, perhaps gaining money, experience, items, or/and other nifty stuff along the way, but if you have a story, and, by your desire to create this RPG, you should, then have a point to it.

Storycraft 101
The foremost point of any story is to have the audience pay attention. This is often done by portraying characters in some sort fashion that is appealing to them. Overall, people will care more about characters with whom they can relate and try to anticipate. If you feel you can't do a reasonable, believable, non-cheesy love story, then don't do it! The same goes for war stories, sibling rivalries, and all other topics; while there must be action and there should be a point, start out, at least, with topics with which you are most comfortable.

Regarding specifics, the next thing is, once you feel you have your hook and plot and perhaps characters is to create the world in which they will do their thing. While this could be an existing world, if you use, say, the land of Final Fantasy VII, then please do not simply retell the story of that book, game, movie, or otherwise. This does not entirely rule out using characters, events, places, and the like from that game world so long as you twist them enough to make them your own. For example, in Final Fantasy VII, one thing to do would be to create a map depicting what you think happened that led to AVALANCHE's assault on the Midgar mako reactors using clues from the game to create your world.

One other note though; most 'good' stories have humorous moments to relieve tension, allowing players and sometimes characters to sigh, smile, chuckle, or/and facepalm. Unfortunately, most maps lack this humorous element.

To Play's The Thing
While, admittedly, I stress story, games should be interactive and there must be a fusion of narrative and interaction. If there is a question of whether to prioritize gameplay or narration, default toward gameplay. People should feel that their worldly interactions have some meaning, which relates to character attachment above. In many RPGs, kings tell the PC heroes what to do without a word of complaint or question. What if you added the option to mouth off to the overbearing illegitimate child, facing appropriate consequences? Alternatively, what if you, as a player, felt obligated to honor some NPC's request because you liked him?

If you treat NPCs like 'real' people with emotions, attitudes, and priorities as well as portraying them as such in your game, you will be more comfortable with them, but, perhaps more importantly, they will be more likely to behave logically and consistently. When NPCs are logical, their tasks for the PCs can be more logical too. Instead of the typical, "I am evil; therefore, I kill things!" villain mindset, you could depict the acts of a tragic hero who was betrayed, hypnotized, and decided to exact his vengeance on the world.

Now seems an appropriate time to enter the player versus character debate. Remember that the character is the player's means of interacting with the world. As a general rule, do not make player characters so dumb that they would be oblivious to the surroundings and puzzle solutions, nor so smart that the player has almost no chance short of seeing the solution of solving a puzzle. Realize that sometimes people lie, cheat, and steal, and that, if you want, you can allow your players to do the same. There are times when appealing to the player and not the character are appropriate, namely when explaining something the character should know how to do. If possible, mesh player and character terms.

Crude, yet somewhat effective (Player Appeal): "Build a Probe to flee from fights."
Pretty good, though a bit corny (Player & Character Appeal): "Once you step on the grass, the green-hating Xyros will not follow, allowing you to flee."
Outright confusing (Character Appeal): "You can run away by radioing the people at command central and ordering a Supersonic Capture Vessel."

Usually, keep all game mechanics terms, such as HP, armor, and damage, as interface tools. For example, on a medic used to indicate a heal spell, you could write Heal (3 MP) - Restores 250 HP.

Custom Spells & Items
Since you asked, I shall answer. I believe that custom spells and items should, along with the typical HP & MP restoration and unit revival & spawning do things not normally possible without triggers. A slow spell could, in a turn-based game, reduce the amount of time enemies have to attack. Think about more than just unit creation and killing.

Something New
Sometimes, copying from a book or other source is necessary for learning, but if you want your map to stand out and be remembered, it should do something no other map in recent memory has, at least in your specific way. While there have been various turn-based RPGs, Fate & Destiny has probably had the most successful time with it.

"Playable" maps are more than just tricks and innovations; it is using these techniques viably that will help your map to succeed.

Complex: To Be or Not To Be
Some people like myself prefer long, deep maps, namely "good" RPGs to those simpler ones, like bounds and defenses. RPGs, unless they are built to be short, should not be, and often you will find that a story demands a certain map length. Considering the limits of the StarCraft engine, err on the side of what is most personally comfortable. Note, however, to think in stages for your maps; do not try adding everything at once! Not only will you burn yourself out, you will likely miss important bits. Start from where the players do and build from there. Note that most public battle.net users prefer shorter, more action- and twitch-packed games.

Space for Rent
Reserved.

-EE
Report, edit, etc...Posted by justin_grant on 2005-12-19 at 23:29:26
QUOTE(Endarire @ Dec 19 2005, 06:14 PM)
My opinion is that SC maps should not wholly attempt to recreate a game, movie, or book, and most times not even a scene, since if I wanted to experience Diablo II for example, I would play the commercial game.  As for ideas, think of something you want to do; preferably something that has not been used extensively before.  Most of us have played the Ye Olde Mappe where someone kills and kills and kills, perhaps gaining money, experience, items, or/and other nifty stuff along the way, but if you have a story, and, by your desire to create this RPG, you should, then have a point to it.

Storycraft 101
The foremost point of any story is to have the audience pay attention.  This is often done by portraying characters in some sort fashion that is appealing to them.  Overall, people will care more about characters with whom they can relate and try to anticipate.  If you feel you can't do a reasonable, believable, non-cheesy love story, then don't do it!  The same goes for war stories, sibling rivalries, and all other topics; while there must be action and there should be a point, start out, at least, with topics with which you are most comfortable.

Regarding specifics, the next thing is, once you feel you have your hook and plot and perhaps characters is to create the world in which they will do their thing.  While this could be an existing world, if you use, say, the land of Final Fantasy VII, then please do not simply retell the story of that book, game, movie, or otherwise.  This does not entirely rule out using characters, events, places, and the like from that game world so long as you twist them enough to make them your own.  For example, in Final Fantasy VII, one thing to do would be to create a map depicting what you think happened that led to AVALANCHE's assault on the Midgar mako reactors using clues from the game to create your world.

One other note though; most 'good' stories have humorous moments to relieve tension, allowing players and sometimes characters to sigh, smile, chuckle, or/and facepalm.  Unfortunately, most maps lack this humorous element.

To Play's The Thing
While, admittedly, I stress story, games should be interactive and there must be a fusion of narrative and interaction.  If there is a question of whether to prioritize gameplay or narration, default toward gameplay.  People should feel that their worldly interactions have some meaning, which relates to character attachment above.  In many RPGs, kings tell the PC heroes what to do without a word of complaint or question.  What if you added the option to mouth off to the overbearing illegitimate child, facing appropriate consequences?  Alternatively, what if you, as a player, felt obligated to honor some NPC's request because you liked him?

If you treat NPCs like 'real' people with emotions, attitudes, and priorities as well as portraying them as such in your game, you will be more comfortable with them, but, perhaps more importantly, they will be more likely to behave logically and consistently.  When NPCs are logical, their tasks for the PCs can be more logical too.  Instead of the typical, "I am evil; therefore, I kill things!" villain mindset, you could depict the acts of a tragic hero who was betrayed, hypnotized, and decided to exact his vengeance on the world.

Now seems an appropriate time to enter the player versus character debate.  Remember that the character is the player's means of interacting with the world.  As a general rule, do not make player characters so dumb that they would be oblivious to the surroundings and puzzle solutions, nor so smart that the player has almost no chance short of seeing the solution of solving a puzzle.  Realize that sometimes people lie, cheat, and steal, and that, if you want, you can allow your players to do the same.  There are times when appealing to the player and not the character are appropriate, namely when explaining something the character should know how to do.  If possible, mesh player and character terms.

Crude, yet somewhat effective (Player Appeal): "Build a Probe to flee from fights."
Pretty good, though a bit corny (Player & Character Appeal): "Once you step on the grass, the green-hating Xyros will not follow, allowing you to flee."
Outright confusing (Character Appeal): "You can run away by radioing the people at command central and ordering a Supersonic Capture Vessel."

Usually, keep all game mechanics terms, such as HP, armor, and damage, as interface tools.  For example, on a medic used to indicate a heal spell, you could write Heal (3 MP) - Restores 250 HP.

Custom Spells & Items
Since you asked, I shall answer.  I believe that custom spells and items should, along with the typical HP & MP restoration and unit revival & spawning do things not normally possible without triggers.  A slow spell could, in a turn-based game, reduce the amount of time enemies have to attack.  Think about more than just unit creation and killing.

Something New
Sometimes, copying from a book or other source is necessary for learning, but if you want your map to stand out and be remembered, it should do something no other map in recent memory has, at least in your specific way.  While there have been various turn-based RPGs, Fate & Destiny has probably had the most successful time with it.

"Playable" maps are more than just tricks and innovations; it is using these techniques viably that will help your map to succeed.

Complex: To Be or Not To Be
Some people like myself prefer long, deep maps, namely "good" RPGs to those simpler ones, like bounds and defenses.  RPGs, unless they are built to be short, should not be, and often you will find that a story demands a certain map length.  Considering the limits of the StarCraft engine, err on the side of what is most personally comfortable.  Note, however, to think in stages for your maps; do not try adding everything at once!  Not only will you burn yourself out, you will likely miss important bits.  Start from where the players do and build from there.  Note that most public battle.net users prefer shorter, more action- and twitch-packed games.

Space for Rent
Reserved.

-EE
[right][snapback]383592[/snapback][/right]


Wow... all of my questions answered in one post.... amazing. You should send that in to he tutorial section, it'll be in for sure smile.gif Hmmm.... I just got another question... a turn based game, or one were you can run out of stamina, hunger and everything. This is my last question. Credit goes out to everyone who helped!

ADDITION:
QUOTE(Waddupjee @ Dec 19 2005, 05:10 PM)
Anime series seem to be a popular choice nowadays...also anime/manga games...maybe make Xenogears. It hasnt been made before...I think.

[EDIT] Ya...dont use the Fire idea...I'm already making one called "firefighters" where you have to put out fires in a city for a set amount of time. [/EDIT]
[right][snapback]383514[/snapback][/right]

Okie smile.gif
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-20 at 00:09:46

Lets count spider mines biggrin.gif biggrin.gif

you make 7 computers all the same colors and 1 human and mass out mines and than you count them biggrin.gif
[/sarcasm]
Report, edit, etc...Posted by Ninebreaker on 2005-12-20 at 00:37:32
What a retard.

Stupidest idea ever.

I agree with Syphon. I;ve always wanted to play harvest moon on sc smile.gif
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-20 at 00:50:38
I was being sarcastic my real idea was a Downtown Rpg
Report, edit, etc...Posted by justin_grant on 2005-12-20 at 01:04:50
I dont watch anime often anymore... all I do is draw manga. So now my idea is a downtown greece RPG... were you are a slave trying to escape... and once you finally do you need a house and everything. I just need to find out a good name for the characters.
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-20 at 11:32:55
QUOTE(justin_grant @ Dec 20 2005, 01:04 AM)

I dont watch anime often anymore... all I do is draw manga. So now my idea is a downtown greece RPG... were you are a slave trying to escape... and once you finally do you need a house and everything. I just need to find out a good name for the characters.
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Sounds pretty cool you should name the guy Zuze or however it is spelt biggrin.gif
Report, edit, etc...Posted by Waddupjee on 2005-12-20 at 12:37:25
QUOTE(Insane @ Dec 20 2005, 11:32 AM)
Sounds pretty cool you should name the guy Zuze or however it is spelt biggrin.gif
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Zuze? If you are referring to the greek god...then its Zeus...lol
If it isnt...then i dont know what you are talking about =P

But that idea sounds pretty fresh. If you are totally interested in it...well then set your heart to it! Not to mention and get crackin so we can play it happy.gif
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-20 at 12:45:59
Zeus! thats it im a pretty bad speller but atleast I knew wut I was talking about biggrin.gif
Report, edit, etc...Posted by Waddupjee on 2005-12-20 at 14:09:27
At least it was a nice attempt at spelling...as long as I can understand it...guess you're fine tongue.gif. Meh...there are a lot worst spellers out there... so dont feel bad.
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-20 at 14:16:51
lol biggrin.gif
Report, edit, etc...Posted by justin_grant on 2005-12-20 at 18:58:25
Ok... I don't think it would be very good naming a guy after the Greek sky god... I don't think that was ever done in Greece... ever. I found a bunch of name generators so now I have everyone named. I have a name for the map and even a storyline. Hell... I even have a bunch of items. I think the idea is complete now. I will close this topic now and start a new one for any item/quest ideas. I will work on credits immediately. Thanks for the help everyone!
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