Posted: Tue Mar 07, 2006 3:00
Anybody got a Dungen Masters Guide?
Cases in point: Ultimas 8 and 9.Snarboo wrote:An RPG, by definition, doesn't have to be turned based, or have multiple member parties.
Ultima 8 has this type of system (gain strength and dexterity points directly by using melee attacks), as well as Final Fantasy II (as seen in the Origins set). It does work quite well.Another way is to make the player skill directly related to what he does
True, but it worked faily well for hexen II. I was inspired mainly by that, even though the rpg element is almost transparent after you obtain your classes special skill.justin023 wrote:If I was going to make an RPG system it would definetly be ACS only. I wouldn't want an RPG system in one of my Doom mods though because any FPS is only capable of being about 10% RPG.
What about a more creative aproach, like being able to level up your weapons, but only giving the player so many points so you must choose which weapons you want to level up. Its a twist on the way the new castlevania game handles the innocernt devil the player recieves. This way you have a full range of possiblilities, do you level all your weapons up to a mediocre level or have a few strong weapons?Snarboo wrote:I believe that an RPG shoud let you play a larger role than playing as the character and guiding him, such as in Doom, and requires that you have more control of the whims, needs, and ablities of the character. In essence, you become him and make his decisions outside of what he kills or how he completes a level.
This is the approach i'm going for right now. However i'm stull researching the statistics of doing thigs this way, which has forced me to make difinitive choices about every other aspect of the mod (how many weapons, how many monsters, ect)The traditional way is through experience points that build up, and when you reach a certain amount, you gain a level.
I'm looking for structure to give the player reasons for doing things. After recieving the comments from the IGF judges, their biggest complaint (outside of a few textures) was the game didn't give you enough to do. You basically wondered around confused and listenign to other characters talk and tell a story that you where a part of. To give a general idea, the game started a lot like half-life. No weapon, listening and mildly interacting with a few talking characters.The thing I think of with the Foreverhood is uniqueness. I would really hate to see it bogged down in more traditional RPG systems.
True, but when I think of a classic example of an RPG, I think Final Fantasy, not Strife or Hexen 2 (Which I didn't even know had an RPG systemSnarboo wrote:An RPG, by definition, doesn't have to be turned based, or have multiple member parties.
It is definetly possible and wouldn't be nearly as complicated as writing an RPG from scratch in C++. It wouldn't be possible to make Final Fantasy in ACS, but it would be possible to create systems for: experience, item use, item purchasing, magic, and money. Also a HUD display for these things would be needed.However, I doubt such a system is possible in ACS
That was the basic idea, but it would help to see a working system first to see how they balanced out there leveling systems. I've been reaing a lot of D&D books which have given me a basic idea of how to weigh out expierence points and how much you need to kill before you level up (although D&D is overkill compared to what i'm looking to do)chopkinsca wrote:My suggestion would be to just set the monsters to an amount of experience (more for harder monsters) as you see fit, then add an experience table as you see fit.
You know, i never considered this, but i havn't come up with a good solution to how the player heals themself yet. I don't like the idea of medkits lying around, and getting healed after each kill (like in American McGee's Alice) dosn't make gameplay challanging enough. The only struggle i have with this is the fact that it would need to be explained before gameplay started. However, i've been teetering on maing a training level to explain gameplay (like MM2 and Half-life did). That just clould work.Only had a heal spell implemented though, but others could easily have been done, even more so with custom weapons (which the lack of at the time was why I canceled it).
Already in, and working wonderfully. I'm personally excited as hell for custom damage types (which can have their own defined pain and death state.(zdoom should have custom weapons 'soon', if not, gzdoom).
why not, if not for my sake, for everyone elses.If you want the formulas I used, I don't mind posting them. They aren't complex and I've long abandoned them.
Maybe have some sort of system where when you kill a monster you have a chance of obtaining their soul. These souls could be a form of experience and at set places, you can use them to heal or upgrade a weapon perhaps. But then you'd have to deal with what if a player is good enough to not get hurt, then he only gets that much stronger since he doesn't have to use points into healing themselves. Unless maybe it takes one soul to heal, and maybe 15 for the first level in a weapon.Skadoomer wrote: You know, i never considered this, but i havn't come up with a good solution to how the player heals themself yet. I don't like the idea of medkits lying around, and getting healed after each kill (like in American McGee's Alice) dosn't make gameplay challanging enough. The only struggle i have with this is the fact that it would need to be explained before gameplay started. However, i've been teetering on maing a training level to explain gameplay (like MM2 and Half-life did). That just clould work.
This one system isn't very complex, as I was quite young when I came up with it. I didn't know that much about programming, so I just did what I could. It's very basic (no pun intended), but it works. Some of this won't apply to what you are doing, but I thought I would explain most of it anyway.why not, if not for my sake, for everyone elses.
I'm opposed to the soul adding to expierence because of the direction i'm going to be structuring leveling up. Basically you level up your weapons by using them, and whoever you kill with that weapon gives expierence to that weapon. Giving the layer the option to level up weapons freely would go against that system. However, in terms of healing it sounds like an idea worth looking into. I like the idea of souls giving you ammo to your heal weapon (which would be a spell). I still have some old math for my ACS enemy drop proability function that could be useful here.chopkinsca wrote:Maybe have some sort of system where when you kill a monster you have a chance of obtaining their soul. These souls could be a form of experience and at set places, you can use them to heal or upgrade a weapon perhaps. But then you'd have to deal with what if a player is good enough to not get hurt, then he only gets that much stronger since he doesn't have to use points into healing themselves. Unless maybe it takes one soul to heal, and maybe 15 for the first level in a weapon.
The basic mission idea is out because of the current game structure. You start off in heavy battle to help the pacing of the game and just follow the path from there. I could try to work in some stuff into the begining, but because of how this project has evolved, its audiences are mostly that of the art community that havn't played a video game since pong or super mario. Video game illitericy is my main concern here, So the training level would just be to get them setup with the basic actions of moving and loking around the environments. I'll figure something out, but until then i'm still planning on making a demo level to catch the non-gamers up to speed.As for how the player finds out how the world works, a seperate training level could work, or through some design, start the game out with basic missions that cover each point of gameplay. Can't think of too many examples, but how GTA 3 explained the rules was nice and more enjoyable than reading a manual or following directions in a training level.