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Messages - TIfanx1999

Pages: 1 ... 156 157 [158] 159 160 ... 403
2356
Yea I agree, I think 12 in a party at once would be a bit cumbersome though.

2357
Oh no i didn't mean that at all. I think 12 is a bit much tbh. That was just the only example that came to mind with switching between active characters. As you pointed out, most rpgs don't do this.

2358
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: December 07, 2012, 07:52:58 pm »
Yea, probably won't be much activity during the break, but ah well. :P
*edit*Joined as A0C since it wouldn't let me use underscores for some reason.....

2359
Well, Yeong's suggestion kind of reminds me of Pokemon where you can have 2 on 2 battles. You still have a full party of 6, but the downside of switching is that the character that was switched doesn't get to attack and the incoming Pokemon is open to take a hit. This can however also be strategic depending on what you switch to.

2360
Humour and Jokes / Re: Weird/funny pictures thread
« on: December 07, 2012, 07:44:50 pm »
lmao!

2361
Other Calc-Related Projects and Ideas / Re: OmniRPG - Storyline Discussion
« on: December 07, 2012, 07:43:04 pm »
*cough* Just wanted to mention that you guys should be mindful of other people's feelings when you are including them in this. I'm not sure how Cemetech or people that frequent there would feel about being included in this. The same goes for your fellow Omnimagicans as well. :)

2362
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: December 07, 2012, 07:35:53 pm »
I confirmed it and added you as a collaborator. I think that means you won't need it confirmed anymore.

Anyone else who wants collaborator status, let me know.
I will definetley help with spriting if nothing else, so you can add me. I'd also be interested in helping out with story (perhaps in an editor type capacity to ensure everything is correct and flows smoothly). I can also help with psuedocoding the battle engine when we get there.
Basically, I just restated everything I said in my initial post. :P

Examples of my sprite work:
http://ourl.ca/13507

*Edit* Looks good to me epic7. :)

2363
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: December 07, 2012, 07:26:25 pm »
I suppose that would fall to scenario, but obviously, someone with graphic skills would need to bring it to life. :)

2364
Oh ok. :P

This is how it works. (Let's base it on 12 members in party)

In battle, you can group members to up to 3 "cycles". So you can have 4/4/4 or 2/6/4 or 9/3 etc.

In each turn, 1 member from each cycle (could be called leader) can perform action or switch to other member in the same cycle.

Some of the spells can affect the entire cycle, all "leaders" of cycle, individual, etc. All physical attacks will attack the "leader" of the cycle.

Since it's called a "cycle," the order of members in cycle is important.

Let's say you have a cycle with guy A→B→C→D.

As A, you can't just switch to C, but rather take a turn to change to B and then C. You can only switch once per turn per cycle, requiring total of two turns to switch from A to C.

Also, in addition to this, each member could have a special attribute that enhance the cycle leaders a bit when they're in the leader position. Let's say that the leader s of cycles are A, E, and G. A's special attribute is MP+10 and E's special attribute is STR+2 and G's special attribute is INT+3. All the cycle leaders (and only the cycle leaders) will share these attributes.

EDIT: Oh. I forgot about the EXP sharing. The less cycle the battle was fought with, the more EXP will party receive. The members who weren't partcipating in the cycles won't get EXP. The current cycle leaders will receive 1.2x EXP while the other members in cycle receives a normal amount of EXP.
This suggested system seems to be too harsh on penalizing the player when they switch charcters. If you want to move from player a to player d within a cycle it takes 3 turns of you doing nothing to be able to do so leaving that slot open to be attacked. Also, having 12 active characters per battle seems like a bit overkill imo. I'd personally opt for a more simplistic battle system.

On a somewhat unrelated note, if an action rpg is chosen I'm unsure how well a multiparty system would work out unless you want to have a main character (Controlled by the player) and the secondary characters auto controlled by AI in battle (some what like kingdom hearts).

2365
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: December 07, 2012, 07:18:06 pm »
Edited my post, please see above. :)

2366
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: December 07, 2012, 02:46:56 am »
Im browsing from my phone at the moment, so ill edit this post when i get home with details. I have sugesstions for how we could organize this project so we dont just have a bunch of people working on different things with no sense of direction.

*Edit*

Project lead: This person organizes the project and makes sure that everything is progressing. Makes sure that all groups are communicating. They should also be able to map out all the tasks that each group needs to be working on.
I would seperate the main project into 3 groups:

Programming team
Scenario team
Graphics team

The programming team is responsible for deciding the best way to implement game functions and programming them. IE: battle engine, object interactions item system, text system, level up system etc. etc. etc. The lead programmer should be proficient in AXE (since that is the primary language being used) and be able to delegate tasks.

The scenario team is responsible for writing the story and designing characters. When the story is done they need to be able to present a story board that maps out the course of the game. They are also responsible for writing all in game dialogue. The head of this team should be able to organize the story into a story board when its done and communicate information to the programming team.

Lastly, is the graphics team. They are responsible for bringing character designs to life and creating all the graphics for the game. It would be a big plus if the head of this team had a background in traditional art as well.

The key factor obviously will be that all groups are able to work independently when necessary, and communicate and work with one another to bring the whole project together.

*Edit2* We should also have a topic where each person interested in contributing lists their skill set so team leads can decide where to place them. Obviously some people will overlap and likely be used on more than one team. This way as the project that progresses people may join as well. I'd also recommend keeping topics open here so that people that wish to suggest things but not necessarily be a part of the main groups can do so.

2367
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: December 07, 2012, 02:35:49 am »
@homer:I agree. Its much easier to map the entire world out on a pc so you can see the whole world at once.
@bluebear:12x12 isnt much different from 16x16 programming wise really.
@Ranman:A 9x9grid of 11x11 sprites is what i meant (in regards to ultima, ill edit my slip up.
@sorunome:yea, we know.

2368
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: December 07, 2012, 12:25:07 am »
It is true that you had an 9x9 grid to play around on, but your project was on the 68k sereies. You had a larger screen to play with. We would need to do 8x8 to accomplish similar here (a 12x8 or 8x8 grid with a hud).

2369
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: December 06, 2012, 09:49:23 pm »
I really like the enthusiasm that this project is getting. However, the main focus at this point should be discussing sprite sizes and wether or not we should use grayscale. I don't see how concept art can be done yet as we don't even have a story nailed down, or a team developing the story/scenario yet. In regards to that; 16x16 does allow for less space per screen, but it doesn't allow for as large of a field of view. In rpgs, this is generally acceptable though. 12x12 seems it would be a decent compromise of scree space and quality. 8x8 or less allows a much larger field of view, but really limits the amount of details that can be shown. I think I'd be leaning more towards 16x16 if we are doing a turn based rpg. If it is an action RPG, 12x12 or 8x8. I'd also want to ensure that this game is playable on both 6mzh and 15mhz calcs, so grayscale may not be an option.

2370
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 06, 2012, 12:43:56 am »
I think Axe with the possibility of some assembly would be the way to go.

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