Ok, so I just started making a game called Dovaskhr, it's based off of those multiplayer rpgs that are so popular. Obviously it's not really going to be multiplayer, but it doesn't have to be, there will be quests and other things to make up for that.
I need good programmers mostly, because it's going to involve a ton of graphics. If we tried to add to much graphics the gameplay quality may suffer as a result, so I need programmers who know how to do stuff with lists and variables to help me out.
I mostly just want the gameplay to be very in depth and smooth. These two things are required since there won't be any graphics to draw people in. So what are our goals?
Well first off is to simple come up with a gameplay plan, in other words how will this game be player? Well I've already gotten a base all set up that you can take a look at here- http://scratch.mit.edu/projects/bullelk12/3050241
Current Goals
Coming up with an inventory system
How will stats effect quests
So if your good with formulas and lists and things like that you'll love to work in this collab.
Remember to look at what I have so far.
Last edited by bullelk12 (2013-01-20 18:53:11)
Offline
How do you plan to make this multiplayer.
Offline
peterkap wrote:
How do you plan to make this multiplayer.
It may somehow go multiplayer by 2.0, but as I said above, we can't do that right now. All I'm going for atm is make a single player version, just like skyrim for example is a single player rpg, the project will just not have the pictures and a lot of other things.
Last edited by bullelk12 (2013-01-20 22:55:22)
Offline
I'd like to join. I have lots of experience with this kind of stuff, and I've made a text-based battle engine in Scratch 2.0 that has random enemies and customizable stats.
Offline
READ
So a small change of plans, we can't come up with how stats will effect quests until we come up with how quests will work in the first place soooo, that's what we'll deal with in our discussion.
So what we need to figure out is what will quests entail? (will there be randomly generated quests; can the player die during a quest; what's the reward of completing a quest, how will the character start a quest; etc.)
So please post your opinions on how this should work, thanks.
Offline
Randomly generated quests? How would that work?
I have a question...
How much graphics will their be in this game? (Like a text game or like a game with decent graphics or like a really complex graphical game?) I'm not a graphics person or anything I was just wondering...
I imagined having pre-written quests and you can play certain quests based on your level or stats. (For example you need like 7 strength for one quest and maybe like 12 magic for another.)
Offline
Perhaps we could mix them and have randomly generated quests that are sort of built by us but change each time. They would have a certain difficulty as you said where a stat(s)
has to be a certain level before you will be able to. What do you think? Too hard?
Offline
bullelk12 wrote:
Perhaps we could mix them and have randomly generated quests that are sort of built by us but change each time. They would have a certain difficulty as you said where a stat(s)
has to be a certain level before you will be able to. What do you think? Too hard?
Hmmm...
I think we could do it...
For the actual gameplay how would the player impact their character's decisions? Like with typing out commands or arrow movement(this requires minimum graphics) What do you think?
Offline
Yep, that's really the million dollar question. There are two solutions that I see right now,
the first is we let the computer determine what the character does and what happens depending on that characters stats. The other is that the scratcher will get to determine what his character does or doesn't do. I have an idea that I'm formulating that would allow us to do it the second way but I'm still coming out with ideas.
Offline
Maybe the battles could be computer calculated (like damage wise) and the rest the player could control using text based commands.
We could also do very basic graphics (like dots and squares) and complex gameplay. If we had a very basic graphics system this would allow the player to control their characters movement using arrow keys and/or other methods AND make it easier for the player to get what was going on.
Also we were supposed to decide on an inventory method at some point...
Offline
I think we'll deal with that rock after we get finished with how quests will work.
As for allowing the player to control their character I can conceive of an idea on how that would work. If your character confronts an enemy (somehow) then the player will be able to choose be tween a physical attack, a magical attack, and a bow attack or a block or a magical ward (defense spell).
However this may change once we figure out how inventory will work because there will be more than just a: sword, shield, bow, and fire spell. I'm talking like multiple versions of the same type of weapon, for example: an Orciborn bow, a Dwarven mace, a Spatiar shield and so forth. Now how all this will coexist with quests is another thing that will take a bit of figuring out.
But that's all stuff we'll figure out when we get there, I just don't know when we will HAVE to deal with it.
Let's say that there is a dot (you) and a square (enemy). Your inventory was set before you went on the quest and you have no option to change your inventory so long as your on a quest. Depending on what's in your left and right hand would determine what actions you could perform. Should we have the players type the commands or click the commands (which would be quite a bit harder for us)?
Offline
bullelk12 wrote:
I think we'll deal with that rock after we get finished with how quests will work.
As for allowing the player to control their character I can conceive of an idea on how that would work. If your character confronts an enemy (somehow) then the player will be able to choose be tween a physical attack, a magical attack, and a bow attack or a block or a magical ward (defense spell).
However this may change once we figure out how inventory will work because there will be more than just a: sword, shield, bow, and fire spell. I'm talking like multiple versions of the same type of weapon, for example: an Orciborn bow, a Dwarven mace, a Spatiar shield and so forth. Now how all this will coexist with quests is another thing that will take a bit of figuring out.
But that's all stuff we'll figure out when we get there, I just don't know when we will HAVE to deal with it.
Let's say that there is a dot (you) and a square (enemy). Your inventory was set before you went on the quest and you have no option to change your inventory so long as your on a quest. Depending on what's in your left and right hand would determine what actions you could perform. Should we have the players type the commands or click the commands (which would be quite a bit harder for us)?
Well what could be a good way for item use is, that when you set up what two items are in your hand. the 1 key represents the first item (or any key for that matter) and 2 represents the item in your other hand. And we could just have a variable keep track of what's in each hand. When someone changes what's in there hand simply the variable resets to the desired item. How do you like that system?
Offline