Author Topic: Ideas and Help  (Read 14233 times)

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Offline {AP}

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Re: Ideas and Help
« Reply #15 on: November 06, 2008, 08:08:14 am »
True, true...
I'll have to figure a good way to code the generator to account for that.
Shouldn't be TOO hard, just a bit of brain power and testing.
__________________________________________________________

Right now, I'm wondering if I should have an ending to the game.
Originally, I was thinking of no level cap and just letting people play on until they get bored.
My main issue with an ending though is where should it be?

Also, after awhile I'm sure dungeon crawling will get a bit tiresome... especially since I have to account for characters levels. I could just set all creatures to the level of the character at the time they meet. If not, I'd have to have a dungeon for each level they get to.

In either case, creating quests and/or bosses wil be a pain with this whole random generation thing too.
Though, I'm just not sure which would be more fun. A fixed world with a fixed plot and a fixed ending.
Or random world, no plot, and no ending.

In either case it'll be battling monster after monster to level up and become more powerful.
Argh... my mind has WAY too many conflicts.

So, what are your thoughts, Omnimagans! (yes, I invented a word for members of Omnimaga)
I'm off to school and will be reading and considering everything posted upon return. =D

Offline DJ Omnimaga

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Re: Ideas and Help
« Reply #16 on: November 06, 2008, 10:02:26 am »
a neverending game would be cool, providing it's not too repetitive, especially near the end, and that very challenging stuff occurs late in the game.

Of course I am more into fixed storylines and static dungeons, altough it doesn't matter if it's linear or not, because sometimes it's less empty and repetitive in terms of storyline, but random dungeons would make the game more unique since there aren't much randomly generated BASIC games on ticalc.org

Offline Iambian

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Re: Ideas and Help
« Reply #17 on: November 06, 2008, 11:02:47 am »
[...]
Right now, I'm wondering if I should have an ending to the game.
Originally, I was thinking of no level cap and just letting people play on until they get bored.
My main issue with an ending though is where should it be?

Also, after awhile I'm sure dungeon crawling will get a bit tiresome... especially since I have to account for characters levels. I could just set all creatures to the level of the character at the time they meet. If not, I'd have to have a dungeon for each level they get to.

In either case, creating quests and/or bosses wil be a pain with this whole random generation thing too.
Though, I'm just not sure which would be more fun. A fixed world with a fixed plot and a fixed ending.
Or random world, no plot, and no ending.

In either case it'll be battling monster after monster to level up and become more powerful.
Argh... my mind has WAY too many conflicts.

[...]
If you're going to have a dungeon level system similar to that of Diablo, you're going to want to tie in quests and bosses to your map level variable so that they can appear (doesn't matter where, just that they appear before the exit of that particular map) on specific floors in specific areas. Who said things like that should be *completely* randomized? Quests should appear on a very specific floor (or you could do it plus or minus one floor for a sense of randomness) and bosses too. Speaking of the difficulty of the enemies that appear in the dungeons, you could also tie that in with your map variable so that you can allow the player some breathing room.

If you've ever played Lufia II, or some of its sequels/prequels/whatever, most of them feature this "Ancient Cave" thing. The one in the game I mention is completely randomized and goes down 100 floors without anywhere to save and very few places to heal yourself (forget about mana. Only the items you find inside can help you). In this game, there are only stairs leading downward but none going back up, so forward is the only way to go until you reach level 20 to 30 where you'll find "Providence" which will bring you back topside. All acquired items in the dungeon are taken away from you (except blue-chest items) and your experience level is reset to when you first entered the cave (along with items you can't take into the cave). When you go back into the cave, you gotta start with EXP lv 1, on the first floor, with nothing but 10 potions and any blue-chest items you've found.

Of course, the Ancient Cave itself was meant to be the ultimate challenge in the game. You need not make your game as difficult as that. But... if you want players to make 6 hour long runs at a time as they shoot straight to the final floor, you can do just that.

Just make sure that when you reach the final floor, the game says it's the "Final Floor" instead of something like "Floor 100". It gives a sense of deep satisfaction to know you're so close to the end. Also, make sure that the final floor isn't randomized, but is a very specific shape and size. Perhaps that of a long corridor leading into a very large chamber. With candles lined up on the sides!

Well, anyway. Whether or not there's a fixed plot and/or storyline, there can most certainly be a fixed ending. I think it's more fun with a definitive ending.

... or you could also add in my Ancient Cave idea as a bonus for getting the player through the normal game. It'll be a way to throw in some bonus content throughout the whole thing.
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Offline Silver Shadow

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Re: Ideas and Help
« Reply #18 on: November 06, 2008, 01:14:32 pm »
I think that the game should have an ending... but after the end, you can go on playing until you become a dusty skeleton!

Anyway, I think you should really add battle sprites, cause the battles now are too repetitive.
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Offline {AP}

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Re: Ideas and Help
« Reply #19 on: November 06, 2008, 05:12:14 pm »
Yeah, I'm working on the graphical battle system next.
The only thing that's slowing me down is my actual ability to draw on a calculator.

But, yeah... there will be a (probably randomized) background, sprite for each class and creature, animation for every attack, and prettier interface.
Needless to say... this will be a HUGE improvement.
Though, I fear that after awhile it will feel repetitive too... but I'll burn that bridge when I come to it.

Also, thanks for the thoughts guys!
Yeah, I'll definitely need a boss.

Actually, I probably make like... a dungeon for every level (most likely ending at 20) and a few mini-bosses and a final boss at the end.
Then, I'll have you unlock an area so you can continue leveling your character.

Oh, and I'll be adding a multiplayer feature!
I'll let you battle friends to see who's stronger. =D

With all this covered... my next issue... is coming up with quests.

Offline DJ Omnimaga

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Re: Ideas and Help
« Reply #20 on: November 06, 2008, 08:04:07 pm »
yay for multiplayer ^^

Offline {AP}

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Re: Ideas and Help
« Reply #21 on: November 06, 2008, 08:29:34 pm »
Yeah, I actually made it for the old version awhile back as a stand-in for a lack in content.
Though, it's lost by now and wouldn't be near compatible.
Still, the concept is really simple.
Just a modified version of the battle system is all.

Offline TIfanx1999

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Re: Ideas and Help
« Reply #22 on: November 07, 2008, 10:56:31 am »
You could have a second difficulty level after you beat the game for the first time where all monsters are X levels higher and the loot gets better.

Offline Silver Shadow

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Re: Ideas and Help
« Reply #23 on: November 07, 2008, 11:23:30 am »
I think the multiplayer idea is great!
It'll be the 1st multiplayer RPG game ever made!
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Offline TIfanx1999

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Re: Ideas and Help
« Reply #24 on: November 07, 2008, 11:30:14 am »
Multiplayer huh? I didn't think that was really doable in BASIC, except on the same calc... and that's kinda MEH.

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Re: Ideas and Help
« Reply #25 on: November 07, 2008, 05:15:53 pm »
It's easy... all you need is the Send( and Get( functions.
It'll be a little slow (I think), but I've done it before.

Offline DJ Omnimaga

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Re: Ideas and Help
« Reply #26 on: November 07, 2008, 06:36:32 pm »
mhmm actually Get( is for CBL/CBR, it doesn't work well from calc to calc, you must do Getcalc( instead. Also the other calc must be paused for it to work else the var won't be received at all. To be able to get/send variables when the calc is busy fine you must use an asm library called ZCOM on ticalc.org. A lil slow but I think for a RPG it could be bearable if there isn't way too much data to send every loop

Offline skuller972

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Re: Ideas and Help
« Reply #27 on: March 29, 2009, 08:34:41 am »
um.. if you make this dont make a million subprograms like in some other ones on this site, they are so hard to keep track of which goes where because there a like a hundred that are just a letter with two numbers after it.
Then again, maybe not...
<a href="http://www.nerdtests.com/ft_nt2.php">
<img src="http://www.nerdtests.com/images/badge/nt2/bc7bf8e12353f09e.png" alt="NerdTests.com says I'm a Cool Non-Nerd.  Click here to take the Nerd Test, get nerdy images and jokes, and talk to others on the nerd forum!">
</a>

Offline {AP}

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Re: Ideas and Help
« Reply #28 on: March 29, 2009, 09:59:32 am »
Don't worry about sub programs.
I'm using as few as possible and if you install the game correctly you won't even be able to see anything but the main program.

I never liked the 'hundreds of subprograms' thing myself.

Offline skuller972

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Re: Ideas and Help
« Reply #29 on: March 29, 2009, 10:25:58 am »
thank you. i am for ever in your debt. i am obliged to play this game when completed. if i didnt then i would at least have to buy all of your comics and frame them. thank you.
Then again, maybe not...
<a href="http://www.nerdtests.com/ft_nt2.php">
<img src="http://www.nerdtests.com/images/badge/nt2/bc7bf8e12353f09e.png" alt="NerdTests.com says I'm a Cool Non-Nerd.  Click here to take the Nerd Test, get nerdy images and jokes, and talk to others on the nerd forum!">
</a>