Author Topic: Nyaar RPG Game Info & Progress  (Read 67206 times)

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Offline {AP}

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Re: Game Info & Progress
« Reply #195 on: February 11, 2009, 10:29:09 pm »
Plans on updates. I thought I'd let you know that thinks are actually being thought out and that I'm not just sitting around doing nothing new.

Unique Battle System: The new attack command consists of pressing the arrows in sequence with a time limit.
Each arrow corresponds with a different attack. If you hit the buttons in certain orders, you'll perform a combo attack increasing the damage or adding an elemental property to the attack. There's no plenty for NOT doing a combo, you'll just perform the selected attacks in that order. If you don't hit anything in the time limit, it'll randomly generate the attack sequence.
At the start you'll only be able to have a max sequence of 3, but you can increase it upon leveling. Any questions?

Other New Features:
  • A few status conditions
  • Creatures will no longer be randomly generated
  • Item drops
  • Weakness/resistance to certain elements
  • Fully animated(hopefully)
  • Maybe more...

Shop System: Well... I have a new inventory, so it only makes sense to update the shop too. It'll contain the 'Description' feature from the inventory system and in general just look prettier.

Menu System: Yeah, the current one will NOT support the amount of information required. The first 'page' on the sidebar will stay, but I'll be updating the other pages in a cool new way.

Classless/Statless System: You still level up, but you gain skill points instead of stats. There will be 3 specialization trees. Each tree containing 5 skills that you can level up and affect everything your character can do. Also, you do get special bonuses for specializing in a tree, but you're free to branch out as much as you like. There will be enough skill points to allow you to focus on one and still have some left over for another. Feel free to be the 'generalist' though.

Quest System: Everything from killing X amount of creature Y to saving a town from invasion. Even the infamous collect X of item Y.
Hopefully enough to kill your free time.

Story!: Speaking of quests! There should be a purpose. The story is being worked on and will be implemented. It's different than your average angsty-teenage-boy-with-troubled-past-going-to-save-the-world thing. Yay for different!

Items/Weapons/Armor: With the pretty new inventory system, I need pretty new items and such to go with it. Weapons and armor will finally be added for the first time. New fun items to be made.

New Graphics: Drak and I are collaborating on the new graphics. I plan on redesigning the town and making major upgrades to how the battle system looks. Plus redesigning the world map. The game now has a story and needs graphics to correspond accordingly.

And probably much more!

metagross111

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Re: Game Info & Progress
« Reply #196 on: February 12, 2009, 12:00:03 am »
Yay for different! I say go for a Gokudo-kun manyuki character. He was an ass, fo'shizzle. All he wanted was gold and babes. It's a guy we can pretty much relate to :)

Offline trevmeister66

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Re: Game Info & Progress
« Reply #197 on: February 12, 2009, 12:42:11 am »
Nice. I like your ideas of the new specialization tree, and new menus are always a plus.
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Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #198 on: February 12, 2009, 01:09:04 am »
i like the Final Fantasy VI-style combos idea for battles. Just make sure they aren't too hard to perform

In FFVI you were forced to use a Turbo controller that had a round d-pad instead of a normal SNES controller (on the PS1 the default controllers worked fine, though), else it wouldn't ever detect diagonal keypresses unless you were accurate to the PICOSECOND when pressing two arrow keys at once. Since the D-pad was very loose too it was made even harder

Offline {AP}

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Re: Game Info & Progress
« Reply #199 on: February 12, 2009, 07:49:04 am »
The combat system is more of a modified version of this.
It's where I got the idea... but I've never seen any other game do anything like it.
So... I'll be the second.

Old PSX game that I started playing (again) a few days ago.

metagross111

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Re: Game Info & Progress
« Reply #200 on: February 12, 2009, 08:49:00 am »
the battle scheme you refer to sounds like that old app game i beat once. it was called Marc the Superkid.

Offline kalan_vod

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Re: Game Info & Progress
« Reply #201 on: February 12, 2009, 10:12:38 am »
the battle scheme you refer to sounds like that old app game i beat once. it was called Marc the Superkid.
Yeah, you should check it out (similar style).

http://www.ticalc.org/archives/files/fileinfo/311/31127.html


Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #202 on: February 12, 2009, 01:15:11 pm »
ooh yeah I remember this game, I think there was a Gameboy Color version too. Marc The Superkid is pretty similar

Offline Silver Shadow

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Re: Game Info & Progress
« Reply #203 on: February 12, 2009, 02:51:30 pm »
And it was particularly huge for the features it had...
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Offline {AP}

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Re: Game Info & Progress
« Reply #204 on: February 12, 2009, 04:53:33 pm »
Aw... That's kinda disheartening to see that another calc game has already decided to use that system.
Eh... I may have to rethink this then. No big deal really.
I haven't actually done more than a quick mock-up of the system so far.

(EDIT: Actually, after playing Marc, I feel I can do the system better. So, I'm going for it still.)
« Last Edit: February 12, 2009, 05:19:59 pm by {AP} »

Offline nitacku

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Re: Game Info & Progress
« Reply #205 on: February 12, 2009, 08:59:07 pm »
This game should be given some grayscale awesomeness. :P
Actually, I'm willing to assist with grayscale if you are interested.

I've been watching this project for some time now and I'm really excited to try it out.

Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #206 on: February 12, 2009, 11:20:31 pm »
Aw... That's kinda disheartening to see that another calc game has already decided to use that system.
Eh... I may have to rethink this then. No big deal really.
I haven't actually done more than a quick mock-up of the system so far.

(EDIT: Actually, after playing Marc, I feel I can do the system better. So, I'm going for it still.)
actually no, I think it's cooler that another game uses that system, because almost all other calc RPGs are about selecting commands in a menu that's all, no other interaction from the user in battles. Mana Force 2 did, though, in some way. But adding a time limit would make it even better and more challenging than Marc The Superkid Quest. I MTSQ I think you could spend like 2 minute to type a combo x.x

Also as cool as MTSQ might be, I think it was a bit overrated. THere were so much hype for this game. Sure It deserved recognition for all the work that was put into it, the original battle system, story, art work, awesome readme and deserved a feature, but it was a bit overated IMHO. For a 90 KB flash app I expected much more than 35 rooms to explore and some people said they beaten the game in 3 hours. Plus, some of the graphics in some maps were questionable quality. I think this game was good mostly for the fighting/talking sequences/intro/etc parts. The walking engine and areas to explore, however, were by far sub-par to 2004 ASM standards, IMHO. I mean, look at The Verdante Forest and Desolate. Even Joltima. BUt nice job to the author anyway, I wish he finished his sequel BlueWorld as well as the PC version of Marc The Superkid. The Blueworld game had even better graphics in the style of Final Fantasy
« Last Edit: February 12, 2009, 11:31:37 pm by DJ Omnimaga »

Offline Silver Shadow

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Re: Game Info & Progress
« Reply #207 on: February 13, 2009, 07:26:37 am »
(EDIT: Actually, after playing Marc, I feel I can do the system better. So, I'm going for it still.)
That shouldn't be hard to do...  ;D
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Offline {AP}

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Re: Game Info & Progress
« Reply #208 on: February 13, 2009, 10:51:38 am »
I was reading the Protocol topic...
Thanks to Nitacku for starting the conversation and Iambian for mentioning it...
I've created a quick title screen with scrolling background. (which I've now mastered the concept of using Celtic III for scrolling backgrounds and using hex to draw sprites[which doesn't make my spriting ability any better])

It's just a test. My idea for snowing.
Also, note that I hate the recorder built into WabbitEmu, but I haven't grabbed a better recorder yet.

If anyone wants a Celtic III Scrolling Background Tutorial, I'll be happy to make one.
I've been sick so I didn't go to school today.

Offline Silver Shadow

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Re: Game Info & Progress
« Reply #209 on: February 13, 2009, 11:23:52 am »
I've created a quick title screen with scrolling background. (which I've now mastered the concept of using Celtic III for scrolling backgrounds and using hex to draw sprites[which doesn't make my spriting ability any better])

It's just a test. My idea for snowing.
It's much better than the old one!
Btw, is it still as fast on a normal 83+ ?
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