Author Topic: the pq thread (agen.)  (Read 10087 times)

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Offline Drak

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the pq thread (agen.)
« on: April 04, 2009, 11:32:51 pm »
so like, making progress, reworking the inventory system, that should be up and running soon again, and been working out the stat growth formula. things will grow kind of like in runescape (but moar fun imo). for those of you unfamiliar, runescapes development system builds your character around how you play, but with a grind factor. what im going for is sort of like this example:

Hitpoints
take 21 damage, and you have 30 max health.
max HP = max hp + 21/5MaxHP

so in this case, you gain a percentage towards your new maximum. to prevent "growth cheating" (ie, have a character with like, 10 health get hit for 9000 or so) is to make hitpoints value require that you SURVIVE the attack to get the experience growth.

doing damage (phys or spell) will increase strength or intelligence.

taking damage increases hitpoints, as well as defense and resillience (spell defense) based on a formula.

using special attacks increases maximum tech points, and using special "skills" (lol not spells) increases maximum "skill" points.



===

this will mean that the characters will form more so around what you play them like, which is awesome because players will eventually develop a dedicated healer.

as for the party system, you have all five characters in your team (if you get them all assembled together of course) and only three are allowed on the front line. you can switch them around mid fight, and healers can heal and buff those on the back line (not on screen) if desired. some special enemy attacks can hit the back row. if the front row is destroyed than the back row will switch to the front. (kind of like pokemanz though, you dont have to bring out all of them, you can choose to throw them out one at a time for meatshield action.)

its... complicated. oh and yeah, poison and renew will still be in play even when the unit is on the back field, so you can pull in someone, dispell the negatives off, throw renew on them and send them to the back for street fighter healing action.


the idea is, youll have to use all five guys (everyones got different skills) and youll have to be sneaky about it sometimes for particular scenarios.


its... gonna be way the hell better in planning this time around. glad I kept my notes, i see what caused it to wtfdie the first time, how i create files and create moar files on the same space and like, clusterfuck the xlib so hard that it wanted to freak out on me?

by the way, iambian, celtic III is freaking awesome. i reccomend it to ANYONE who is good with basic, this app. is a little tough to pick up (print off a copy of the documentation, trust me its worth it) but great when you start getting results.

Offline noahbaby94

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Re: the pq thread (agen.)
« Reply #1 on: April 04, 2009, 11:37:24 pm »
Sounds cool strange but cool. I imagine dj will re-open the rpg section it's been very empty.
That's what she said!!!

Offline DJ Omnimaga

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Re: the pq thread (agen.)
« Reply #2 on: April 05, 2009, 12:03:45 am »
I just thought about this right now,. I need to put this back there, hoping it stays alive (making backups on the computer every few days if you got a second 83+/84+ and every 30 minutes on that second calc or if you don't own 2 calcs, backing up every few hours on the computer during coding is the key)

Offline Drak

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Re: the pq thread (agen.)
« Reply #3 on: April 05, 2009, 09:19:09 pm »
thinking about it, healing will have to be actual amount of points recovered, not overhealing, otherwise you could spam your big heals on a weak guy to get quick levels.

each character will have a separate inventory of 11 spaces, and there are already a wide selection of items available. item types are

one time use
reusable
"burnout" % items, (use, and has a % chance of vanishing from the inventory)
junk items (does nothing, sell for cash)
special items (use unknown.)
key items

playing around with ideas for other stuff in my head.

Offline simplethinker

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Re: the pq thread (agen.)
« Reply #4 on: April 05, 2009, 09:41:11 pm »
Glad to see this project is alive again (or will be alive again ;D)

Quote
for those of you unfamiliar, runescapes development system builds your character around how you play, but with a grind factor.
I believe "a grind factor" is a bit of an understatement :o
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



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Offline Drak

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Re: the pq thread (agen.)
« Reply #5 on: April 05, 2009, 10:42:44 pm »
Glad to see this project is alive again (or will be alive again ;D)

Quote
for those of you unfamiliar, runescapes development system builds your character around how you play, but with a grind factor.
I believe "a grind factor" is a bit of an understatement :o


more like a divine rule yeah :p

Offline TIfanx1999

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Re: the pq thread (agen.)
« Reply #6 on: April 11, 2009, 12:13:06 pm »
I'm glad to see that this has been rebooted.

Offline Drak

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Adventures of Mary - The Candy Land Chronicles
« Reply #7 on: April 20, 2009, 12:17:41 pm »
Finished all the paperwork, doing on-calc graphics development now.

Character sprites? Finished.
Icons?
-player abilities finished
-item icons in progress.

coming along swimmingly. a shit ton of stuff to do now.

Offline DJ Omnimaga

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Re: the pq thread (agen.)
« Reply #8 on: April 20, 2009, 04:01:52 pm »
Cool, do you still have some tiles/sprites from the old PQ2 on the PC to re-use them?

Offline Drak

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Re: the pq thread (agen.)
« Reply #9 on: April 21, 2009, 01:20:15 am »
negative. drawing everything again :( gonna back up tomorrow morning

Offline DJ Omnimaga

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Re: the pq thread (agen.)
« Reply #10 on: April 21, 2009, 09:32:40 am »
aaah ok, I hope this one gets finished though ^^

Offline Drak

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Re: the pq thread (agen.)
« Reply #11 on: April 21, 2009, 12:25:57 pm »
aaah ok, I hope this one gets finished though ^^

it will. it's coming along nicely. there's just a shit ton of graphics to be drawn to catch up to where I'm at paperwork wise. I'll be doing a combat engine first, with everything working just to be sure, then I'll start on a  world and event engine. When I'm done with the combat engine I'll have to make a demonstration of how it works. it's kind of like your typical jRPG engine, but then again it's not. The big note is that you DO NOT GET EXPERIENCE FROM WINNING A FIGHT, but rather by fighting it. Doing actual things in a fight will improve your characters, not just sitting back and letting others fight for you. You *can* use just three, or even just one character if you wanted to, but it'd be very hard. I'm hoping that players would use all five available characters evenly. Each character has a specific thing they excel better at than others, but every character has the ability to become whatever you so desire them to be. (Healer, debuffer, support, spell damage, physical damage)

Offline kalan_vod

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Re: the pq thread (agen.)
« Reply #12 on: April 21, 2009, 01:58:47 pm »
You have been teasing us too much, show SS now! Jking, sounds like it is rolling along quite nicely.

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Re: the pq thread (agen.)
« Reply #13 on: April 21, 2009, 05:08:38 pm »
cool, so I assume the level up system will be a bit similar to Final Fantasy II but when escaping battles it will be like FFVIII or later in the way that you still get some experience anyway, right?

That might be a good idea (altough don't make it randomly not even give any reward even after an insanely hard fight like in FFII NES, though, else it's way too hard to level up your stats) because in ROL2 I remember at the end there were always like 2 characters in the game left at LV 20 or something (they were not too bad, but everyone else were more useful and one of them just had scanning enemy HP/LV/exp/gold as special ability)

Offline Drak

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Re: the pq thread (agen.)
« Reply #14 on: April 22, 2009, 12:34:33 pm »
cool, so I assume the level up system will be a bit similar to Final Fantasy II but when escaping battles it will be like FFVIII or later in the way that you still get some experience anyway, right?

That might be a good idea (altough don't make it randomly not even give any reward even after an insanely hard fight like in FFII NES, though, else it's way too hard to level up your stats) because in ROL2 I remember at the end there were always like 2 characters in the game left at LV 20 or something (they were not too bad, but everyone else were more useful and one of them just had scanning enemy HP/LV/exp/gold as special ability)

kind of like final fantasy II, but experience is gained as you're using it, like runescape in a way. so you will always get experience towards skills no matter what. bosses will usually not have any drops, but may have something you can "steal" from them, BUT bosses will usually have a "loot room" right after them. (usually contains a box o' bux, some trivial items, mabey a piece of equipment, a new "Dummie's guide to [this ability]", etc. You can skip the room if you want, but... why? It's free loot. (unless you're doing a no-gain run which in that case it will hardly help you at all.)

I'll have screenshots (and a download to try it out on your calc yourself) of the combat handling engine when it is ready.