Author Topic: The Unplanned Adventure  (Read 1689 times)

DomReardon

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Re: The Unplanned Adventure
« Reply #30 on: July 10, 2010, 03:24:43 PM »
Im wondering if you are going to add rifles/firearms in this game. Not automatic assault rifles from cod/halo or whatever, Old-style muskets and such which would just act as a more powerful crossbow/longbow, because they have got to be invented at some point, and you can only make a bow so powerful without breaking believability. Just an idea, as some kind of rare weapon. Dunno if it would fit with your theme though.



Yeah, I quite like the idea, a musket or a blunderbuss as a rare item might be a nice addition. I'm not too worried about having historical accuracy for a specific time period, the general style will be kind of medieval but essentially it will be a fantasy world.

Oddity(007)

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Re: The Unplanned Adventure
« Reply #31 on: July 10, 2010, 05:41:50 PM »
Steampunk FTMFW. (I have just killed kittens in a few locations around the world by uttering such abbreviation, forgive me)
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New2Dim3

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Re: The Unplanned Adventure
« Reply #32 on: July 10, 2010, 08:22:26 PM »
With what Minimum said about having a downside to the shields so you can't spam it...
If you don't want it spammed give it a cool down? I.e. Wait 30 seconds before you can use it again? etc
<SOMEBLOGOFMINE?>

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Re: The Unplanned Adventure
« Reply #33 on: July 10, 2010, 08:47:34 PM »
With what Minimum said about having a downside to the shields so you can't spam it...
If you don't want it spammed give it a cool down? I.e. Wait 30 seconds before you can use it again? etc

Or make it so that you can switch it on or off. When you turn it on, it slowly drains your mana bar but prevents a bit of damage or maybe it prevents all of the damage and removes a certain amount of mana instead.
Like... you take 20 damage, and because you have the shield on, it just drains 20 * (some multiplier) MP instead of HP.

Will there be character classes or a system for skill points and leveling up?

Bored much?

.Minimum

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Re: The Unplanned Adventure
« Reply #34 on: July 11, 2010, 02:30:18 AM »
Na, I meant sorta so that its not just "Turn on passive effect" before a fight (With nothing else in range, so that there is no worry of regenerating magic) and then forget about it until the fight is over. What I mean is, say the passive effect made you move faster by 150%, it should also do something like make you take 40% more damage to your health. That way you'd have to use it at a smart time, most likely with this one when there's a slow moving enemy or something.

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New2Dim3

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Re: The Unplanned Adventure
« Reply #35 on: July 11, 2010, 06:08:00 AM »
I DUNNO.
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DomReardon

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Re: The Unplanned Adventure
« Reply #36 on: July 11, 2010, 11:35:11 AM »
Steampunk FTMFW. (I have just killed kittens in a few locations around the world by uttering such abbreviation, forgive me)

You shall never be forgiven for this disgraceful acronym. I had to google it! Oh OK, I'll forgive you this time. A bit of steampunk is a wonderful thing.

Regarding the potential shield spell, I haven't given it much thought yet, but now I have you're ideas as a good starting point, which is a good thing for me. I see no problem with having a shield spell that you can use quite a lot, it could last for say 30 seconds, use a fair wack of mana (either in one chunk or a slow drain, both ways could work) and maybe shortly after it runs out you might have regained enough mana to cast it again, but if you do this you wouldn't have enough mana left for offensive magic such as fireballs, so you'd have to be careful finding the right combination between stat effect spells and offensive spells. But I'll experiment with different ways of handling this and see what people prefer.


Will there be character classes or a system for skill points and leveling up?

Character classes, I'm not sure yet, right now I'm not sure how I'd do it, there is a system in place for selecting characters now isn't there? I haven't looked at this at all yet. Skill points and leveling up, definitely. I'm pretty sure I can achieve this, although it will be a very simplistic system.

danielR

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Re: The Unplanned Adventure
« Reply #37 on: July 11, 2010, 06:32:15 PM »
possible ways you could level up and earn skill points
-kill a guy
-kill a boss like thing
-find a item or special
-advanced potions
-specials like "kill boss guy 4 with no shields"
what the specials could do
on the player
- run faster
-higher jump
-the ability to do more stuff like wield new weapons
-more health
on the weapons/magic/etc
-more damage
-better accuracy
-weapons look cooler
try runescape for ideas
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New2Dim3

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Re: The Unplanned Adventure
« Reply #38 on: July 11, 2010, 07:54:39 PM »
I like the idea of finding a new item (Probably weapon) and not being able to use it without first making a special potion which allows you to hold it, so I guess a flaming weapon, the potion stops you from getting burnt. :)
<SOMEBLOGOFMINE?>

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Re: The Unplanned Adventure
« Reply #39 on: July 12, 2010, 12:22:16 PM »
As soon as you have a repository set up, tell me! I'd love to take a look at it and mess with this a bit. :3

A few more ideas:
- weapons and skills level up by using them
- alternate fire mode for most weapons
- quests! Lots of quests.
- enemies can't see you when you hide in the dark
- several difficulty levels. I hate easy games.
- I'll think of more stuff.

Bored much?

DomReardon

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Re: The Unplanned Adventure
« Reply #40 on: July 12, 2010, 03:12:46 PM »
Some nice ideas here, thanks guys.
I'll be away for a week, but I'm close to having something ready to share now, please don't expect great things, script wise I have achieved very little so far, it's mostly just models and textures with just enough coding to hold it together, alterations on scripts from the demo with a few minor additions.
Lots of good suggestions here now, the one that really resonates with me is 'quests! Lots of quests.' This is what I want to concentrate on for now.

.Minimum

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Re: The Unplanned Adventure
« Reply #41 on: July 15, 2010, 05:21:33 AM »
You seem to have it all under control, and I'm not as pro as you with modeling, but if you want any help at all with this game I'd be willing. I love it already, your NPC's have a lot of character visually.
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Zombie Ninja

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Re: The Unplanned Adventure
« Reply #42 on: July 15, 2010, 07:43:35 AM »
Aye this seems to be going all in the right direction, if you need any help with modeling anything, i might be able to do it. of ocurse as mini stated, you are good at it yourself.

:)

P.S
Just so you know I do weapons best.
The tru7h will soon, be unfolded.

DomReardon

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Re: The Unplanned Adventure
« Reply #43 on: July 17, 2010, 10:50:43 AM »
I'm back and will be working hard on this for the next week or so.
I've had a few offers of help now, some PM'd some posted here. When I first started out on this I was planning on doing everything myself but now, partly because of the good reception I've had so far and the generous offers of help I've had, I'm thinking that it would be really nice to make this a more open project, I'm not certain how yet. I'll look into the github thing, that may be the best way to go. As far as models go, I'm really keen to keep a consistent feel, but there's a lot to do and help would be nice. My current thinking is that perhaps I will draw out some weapon designs and see if somebody else would like to model them, then I could texture them. It might also be nice, eventually, to get other people making some maps.
As for scripting, I'm not so good but I want to learn. Help in this area could be good. Ultimately I want everything to be built from scratch, right now the models and textures are but the scripts aren't.

Zombie Ninja

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Re: The Unplanned Adventure
« Reply #44 on: July 17, 2010, 01:44:06 PM »
The tru7h will soon, be unfolded.