Author Topic: my RPG  (Read 5431 times)

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my RPG
« on: September 06, 2007, 12:41:00 am »
Hey guys, I'm kinda new to the community and I have an RPG project that I am working on.  I will probably start coding today and hopefully put up some screenshots.  I posted this message on revsoft and they directed me to here.

QUOTE

Hey everyone. I'm new to the community and have had a desire to make an RPG for quite a long time. I finally started planning a few days ago and decided I should make an account to provide me with some motivation to finish this project. It will be programmed in Basic / X-Lib hybrid. I have mainly done some planning and nothing else. Here is a little bit about the game.

I don't really have a story-line developed yet, but it will be based in a middle ages type time period.
You will control 4 characters, two melee units, an archer, and a mage. I have concentrated so far on the battle system so far, b/c that is what makes or breaks a good game. It goes something like this.
Your characters are arranged with the mage and archer in the back row and the two melee units in the front row. In a random generated battle your enemy will have between 2 and 4 creatures, filling up the front row first and then the back. The rows matter b/c melee units can only attack units that are not blocked. In other words front row, or back row if the front is open. Archers and Mages can attack anywhere. There will be a battle triangle where mage beats melee, archer beets mage, and melee beats archer.
Your stats will be as follows.
HP your life, when you lose it you die. Your amount of HP effects all of your other stats though, so that when you are lower on health you can't deal as much damage.
Attack (99 max) determines if you miss your attack or not. The formula for missing is. If(rand - A / 300 > HP ratio). This makes it impossible to miss at full health and easier to miss at low health, it also makes it harder to miss when your attack is raised.
Strength (99 max) Strength determines how much damage you can deal. In the following formula S will refer to your strength plus your weapon bonus, H will refer to your HP ratio. Damage dealt = (1.5 - (H - 1)^2)S*type bonus. The type bonus is the difference between your type and the enemy, remember the type triangle.
Defence (99 max) determines both the block percentage and the amount of damage that you deflect. Blocking an attack is determined by the following formula. If rand + D / 600 > 2.1 - H. Then you blocked the attack. Like missing it is easier to block with full health and higher Defense stats. Damage deflected is determined by 1 - H*D / 400. Where D is defense plus your armor bonus.
Speed: (5 - 25) Speed determines how often you can attack. When your speed bar fills up then you get to perform an attack.

Armor and Weapons will be unique to each individual character. There will be three different weapons and three different armor suits for each character. They do 5, 20, and 50 bonus respectively in the respective categories. Armor and Weapons will be won during specific fights throughout the game. This eliminates the pointless idea of creatures dropping random amounts of gold and buying weapons. This also eliminates having to deal with equipping weapons, buying stuff, gold, and other hassles.

As I'm writing this long post I decided that the original game will simply be a series of battles with a plot line between them. No walking around. This eliminates the need for a walking engine. Afterwards, I may expand it to walking around a castle, and eventually to a full fledged kingdom. After each battle you will be given 5 points to up your stats with (At, St, and Df) You can place them where you choose, but you can't have greater than 15 point differential between the greatest and least. HP and speed will be updated periodically. Spells will be given to the mage periodically, and the archer will have unlimited ammo. HP will be reset between each battle most likely or every two. And the game should be possible to lose. If all your characters die you have to start over from the beginning. I hate how in normal RPG's you can't lose lose you just give up half your GP and have to go grind for a while before you can win a battle. There should be no grinding at all in this game.

Well, comments feedback suggestions would be much appreciated. Thank you for your time in reading my entire post. Tell me if you actually read the entire thing.

Offline tifreak

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« Reply #1 on: September 06, 2007, 01:26:00 am »
I saw that. You do know that another thing that makes or breaks a game is an explorable map, right? We can assist you in creating some mapping programs, if you want. There is one called the RPG Starter Kit, by me, that gives you an example of a walking system: http://www.ticalc.org/archives/files/fileinfo/364/36409.html

Once I get this scrolling system completely online, I will also be releasing it, probably as RPGSK2. Anywho, if you gots any questions, don't be afraid to ask! And welcome to Omnimaga!!
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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« Reply #2 on: September 06, 2007, 02:09:00 am »
Heya welcome here :)smile.gif . If you plan to make your RPG using the homescreen (the place where you write your math problems/calculations) you should use tifreak8x RPGSK as he said. What usually make a calc RPG good is if it has a quite decently long storyline/gameplay (4 or 5 hours is generally good, more is awesome).

So far I like your ideas/plans for the game, especially the weapon part (which reminds me most Zelda games) and how it will have 4 chars. I hope you continue this project and to see it come one someday. Good luck! :)smile.gif

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« Reply #3 on: September 06, 2007, 03:01:00 am »
I don't want to overburden myself with an explorable map which is why I am going to create it strictly as a battle system first.  I will then move on and make a small map like the interior of a castle, that will have a few mazes / logic puzzles and also create some relief from fighting.  Then if I am still interested in the project I will move on to a full fledged Kingdom.

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« Reply #4 on: September 06, 2007, 03:06:00 am »
Ok it's up to you :)smile.gif, don't start too huge either, usually I go with battles, then when finished a small menu (if you want), and only a few maps. See A Dot RPG for example, only one room, but cool battles. I like the idea of puzzles tho. Don't give up but don't overburden yourself either :)smile.gif

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« Reply #5 on: September 06, 2007, 03:12:00 am »
Yeah, don't be like me and take on 8 different projects at once. XDsmiley.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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« Reply #6 on: September 06, 2007, 03:32:00 am »
I'm only seeing 7 in your signature, but still, that is a few too many.

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« Reply #7 on: September 06, 2007, 03:36:00 am »
yeah i always never had more than 2 at once, and i still found it too much. I prefer one project to finish it faster and not be overhelmed with anything

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« Reply #8 on: September 06, 2007, 09:01:00 am »
Status Update - 6 September 2007

Today I did a little more work on the project.  I thought it would be nifty to add something called stamina which is different than hp.  It is similar to the typical mana for a wizard, but in my game it will allow you to do special attacks with each character.

I also began coding the battle system.  I figured out the layout on the screen and coded some of the menu system.

Help Needed
I can do most artwork as long as it doesn't have anything to do with humans.  I need for the battle interface 16*16 sprites of characters.  I need a mage, an archer, and two different melee units, one that uses a sword and the other an axe.
16*16 Sprites for random various other humans / monsters would be appreciated as well.


I would post a screenshot of my menu, but I currently don't have a link cable, so I can't transfer the program off my calc onto my comp.

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« Reply #9 on: September 06, 2007, 05:19:00 pm »
nice to see new progress, I'm sorry I cant help on sprites :(sad.gif but I'm sure someone will be able to. And you should get a cable I'm sure there's some at staples or the online TI store :)smile.gif

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« Reply #10 on: September 07, 2007, 04:02:00 am »
Hmmm, I might be able to help with some16*16 sprites, as I usually received positive feedback for my sprites (except for that one, fat star destroyer thing I quickly changed to something better -.-blah.gif ).

Offline Halifax

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« Reply #11 on: September 07, 2007, 12:31:00 pm »
Delnar: Are you good with grayscale 16*16 sprites?
There are 10 types of people in this world-- those that can read binary, and those that can't.

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« Reply #12 on: September 07, 2007, 01:07:00 pm »
QuoteBegin-Halifax+7 Sep, 2007, 16:31-->
QUOTE (Halifax @ 7 Sep, 2007, 16:31)
Delnar: Are you good with grayscale 16*16 sprites?  

 Well, not as good as some other people: I'm mostly pretty good at monochrome and dithering in monochrome, but I'll try greyscale if I have to (that last experiment with greyscale ended up pretty bad for me, it was with my very old DX calc picture).

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« Reply #13 on: September 07, 2007, 01:49:00 pm »
If you guys are patient, I'm working on an editor that will make creating sprites in any combination (b/w, grayscale, 8x8, 16x16) a simple task. All I have left to do is finish the map portion of the editor. The rest is done. If you want the program now, I can get it to you, but it won't have the ability to edit maps at this point.

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« Reply #14 on: September 07, 2007, 03:31:00 pm »
nitacku: Are you using the Win32 API in C to do this editor? Or is this for on-calc?

Delnar: Oh ok, well do you think you could possibly try one more time for me? :)smile.gif
There are 10 types of people in this world-- those that can read binary, and those that can't.