keikij, some other members, and I are working on a Scratch program based on the forum game, Wizard Academy Forum Game. This topic is a place where we can discuss ideas.
Known so far:
-It will use the academy only as a tutorial.
-It will be a semi-scroller like Murloc RPG (see below).
-It will use two separate projects for different modes: Singleplayer adventure adventure mode, and multiplayer battle mode.
Ideas:
-Either with a storyline, or play-forever; or do both (shadow_7283)
-Use graphic health bars (shadow_7283)
-Use Murloc RPG for inspiration (me)
Needed:
-More ideas
Finished:
-Save app
-Menu (demo)
-Status bars (demo)
-Wizard sprite (demo)
-Advertisement
Last edited by SmartIrishKid (2009-06-18 21:46:28)
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Sounds like a lot of fun! The forum game you based it on was very creative, and it sounds like a great story. I'm not sure if I think the game should have a story line or not though. I might like it better if it was a "play forever" game. Does Snyff give you the ability to save projects? If not you might have to use the old Scratch "cheating" methods . . .
I think you should add stats (the stat for your specialty skill would be the highest) and as you move up in skills, you gain levels and more abilities. It would also be cool if you could mark someone as friend or foe, that way you could either help someone or hurt them. I think the game should also have a "take-turns-attacking" kind of fighting. For suggestions on how to do that, I would see Archmage's project here: http://scratch.mit.edu/users/archmage
I guess it all depends on how complex you want the game to be. I think this is an awesome idea, and you should take it as far as you can. I would be glad to help out with it if you wanted me to (I have a couple of cool things I can do, such as life bars) . . .
While I'm at it, is it alright if I create a profile? If so, here is my information . . .
Name: Since Shadow is too much like Shade, I'll be . . . Methus (pronounced like Me-th-oo-s)
Specialty: Weather Control (Weather Related Magic)
Classes:
-Alchemy
-Spell Writing
-Magical Beasts and Herbs
-Weather Related Magic
-Astronomy
-Transfiguration
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This sounds very difficult to make.
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shadow_7283 wrote:
I'm not sure if I think the game should have a story line or not though. I might like it better if it was a "play forever" game.
I was thinking about doing both.
shadow_7283 wrote:
Does Snyff give you the ability to save projects? If not you might have to use the old Scratch "cheating" methods . . .
Snyff isn't actually a version of Scratch, it's just a networking tool.
shadow_7283 wrote:
While I'm at it, is it alright if I create a profile? If so, here is my information...
You should do this on the actual forum game.
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I don't think the new game should be at the Academy. It should take place after the original game. It should be a scroller or zelda type game. Also, let's have these modes.
Single Player
Local Multiplayer
Online Multiplayer
What do you think?
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First of all you should forget Snyff, scratch 1.4's features make it obsolete. Also, I think that your game should be offline. The online networking features is pretty buggy and only really advanced users will be able to use it.
A game like this is a bit too much for scratch I think. However, when 1.4 is officially released I will try to make some sort of mmo engine for people to build off of if I can get such a thing to work.
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keikij wrote:
I don't think the new game should be at the Academy. It should take place after the original game. It should be a scroller or zelda type game.
Maybe begin at the academy with a tutorial?
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SmartIrishKid wrote:
keikij wrote:
I don't think the new game should be at the Academy. It should take place after the original game. It should be a scroller or zelda type game.
Maybe begin at the academy with a tutorial?
Great Idea! Add a tutorial mode is also available.
Last edited by keikij (2009-06-02 22:54:34)
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No, I think you should be able to explore the academy. And Archmage, you ruin the fun by saying "no multiplayer". So it's buggy. Big deal. We want to play together. And the game would be best as an RPG, Legend-of-Zelda-esque.
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This is going to take a long time, be a big download, and probably be slow... This is going to be awesome!!! Also, add a mana bar so we can't cast unlimited spells. If we run out of mana, we have to use simple spells (Magic Missle, stuff like that.) or attack with our staff.
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GoogleplexPlus wrote:
No, I think you should be able to explore the academy. And Archmage, you ruin the fun by saying "no multiplayer". So it's buggy. Big deal. We want to play together. And the game would be best as an RPG, Legend-of-Zelda-esque.
I have used the online features in scratch 1.4. This kind of game would likely crash scratch.
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archmage wrote:
GoogleplexPlus wrote:
No, I think you should be able to explore the academy. And Archmage, you ruin the fun by saying "no multiplayer". So it's buggy. Big deal. We want to play together. And the game would be best as an RPG, Legend-of-Zelda-esque.
I have used the online features in scratch 1.4. This kind of game would likely crash scratch.
Go away if all you're going to do is discourage us. Really.
I think we should do the semi-side scroller style. I agree with academy being exploreable in game and used as a tutorial. Also, let's try adding alchemy. You can bring herbs and other items to an alchemist and they can make potions.
Example:
2 green herbs + 1 potion base = Health Potion
2 blue herbs + 1 potion base = Mana Potion
1 green herbs + 1 blue herbs + 1 potion base = Elixer
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I am just trying to be realistic. This would be a great single player game.
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I think the idea of being out and about in the world is great too, but I also think that the main focus of the game should be inside the school. At least have training throughout the game there, because part of the fun of being a "wizard" is learning how to become one.
I also think you should be able to work your way up throughout the game freely, without a story line interfering. However, if you wanted to go on a quest, there would obviously have to be one in that situation. I suppose a storyline at the beginning of the game to explain what you are and what you are doing wouldn't be a bad idea either . . .
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shadow_7283 wrote:
I think the idea of being out and about in the world is great too, but I also think that the main focus of the game should be inside the school. At least have training throughout the game there, because part of the fun of being a "wizard" is learning how to become one.
I also think you should be able to work your way up throughout the game freely, without a story line interfering. However, if you wanted to go on a quest, there would obviously have to be one in that situation. I suppose a storyline at the beginning of the game to explain what you are and what you are doing wouldn't be a bad idea either . . .
I agree with all of this. we should stick with no storyline, but have little quests that you can do if you don't just want to run around and beat up monsters and learn spells.
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keikij wrote:
shadow_7283 wrote:
I think the idea of being out and about in the world is great too, but I also think that the main focus of the game should be inside the school. At least have training throughout the game there, because part of the fun of being a "wizard" is learning how to become one.
I also think you should be able to work your way up throughout the game freely, without a story line interfering. However, if you wanted to go on a quest, there would obviously have to be one in that situation. I suppose a storyline at the beginning of the game to explain what you are and what you are doing wouldn't be a bad idea either . . .I agree with all of this. we should stick with no storyline, but have little quests that you can do if you don't just want to run around and beat up monsters and learn spells.
Cool! I was going to join your Wizard Academy forum game, but I was having trouble keeping up with the plot (it is SEVEN pages of posts) so I think I'll just stick to this forum. Again, If you would like help, I can create a bar system for life, experience, mana, etc. One thing I was wondering about in this game, how are the "level ups" and upgrades going to work. For example, when you start going up in levels, would the amount of experience you gain for each fight decrease, or would the amount of experience you need to gain a level increase (I hope that makes sense).
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shadow_7283 wrote:
keikij wrote:
shadow_7283 wrote:
I think the idea of being out and about in the world is great too, but I also think that the main focus of the game should be inside the school. At least have training throughout the game there, because part of the fun of being a "wizard" is learning how to become one.
I also think you should be able to work your way up throughout the game freely, without a story line interfering. However, if you wanted to go on a quest, there would obviously have to be one in that situation. I suppose a storyline at the beginning of the game to explain what you are and what you are doing wouldn't be a bad idea either . . .I agree with all of this. we should stick with no storyline, but have little quests that you can do if you don't just want to run around and beat up monsters and learn spells.
Cool! I was going to join your Wizard Academy forum game, but I was having trouble keeping up with the plot (it is SEVEN pages of posts) so I think I'll just stick to this forum. Again, If you would like help, I can create a bar system for life, experience, mana, etc. One thing I was wondering about in this game, how are the "level ups" and upgrades going to work. For example, when you start going up in levels, would the amount of experience you gain for each fight decrease, or would the amount of experience you need to gain a level increase (I hope that makes sense).
I know. It's alot of story
. And it continues!!! It would be great if you could make health bars and mana bars. Your "XP until next level" stat would increase, it would be harder to make it so you get less XP when you Level up.
Example:
LvL1 to LvL2 = 25xp
LvL2 to Lvl3 = 50xp
LvL3 to LvL4 = 75xp
LvL4 to LvL5 = 100xp
And so on...
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keikij wrote:
Example:
LvL1 to LvL2 = 25xp
LvL2 to Lvl3 = 50xp
LvL3 to LvL4 = 75xp
LvL4 to LvL5 = 100xp
And so on...
How about this (I saw this in a game once):
XP = (lvl+10)*(lvl*10)
1 to 2: 110 xp
2 to 3: 240 xp
3 to 4: 390 xp
etc...
And let's respect archmage's input. He created/is creating the most advanced game on Scratch, so he should know what would be too hard.
Last edited by SmartIrishKid (2009-06-04 13:59:00)
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Here's something we could use for inspiration: Murloc RPG. It has several of the concepts we were looking for (side-scroller, health/mana bars, attacks/spells), and we could add our own formulas for damage and experience.
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keikij wrote:
I like both of your ideas SIK! But, we still need a way to save your character... Maybe with external programs or scripts?
Simple enough...we have a "Save" button that transfers information into a list. Each item would represent an aspect of the saved game.
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You could always just not reset the variables in the game when you start, and use the Scratch program's save button to record the variable's data. Or, if you wanted to be able to "save" online, you could give a player a code when they are done playing. In this code could be hidden variable data, like this "M1.4" = money, 1,400. Of course, you would have to make it pretty complicated so that someone wouldn't cheat . . .
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shadow_7283 wrote:
You could always just not reset the variables in the game when you start, and use the Scratch program's save button to record the variable's data. Or, if you wanted to be able to "save" online, you could give a player a code when they are done playing. In this code could be hidden variable data, like this "M1.4" = money, 1,400. Of course, you would have to make it pretty complicated so that someone wouldn't cheat . . .
It would be too slow online, anyway. And a variable code would be too hard to program.
Last edited by SmartIrishKid (2009-06-05 10:58:19)
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SmartIrishKid wrote:
shadow_7283 wrote:
You could always just not reset the variables in the game when you start, and use the Scratch program's save button to record the variable's data. Or, if you wanted to be able to "save" online, you could give a player a code when they are done playing. In this code could be hidden variable data, like this "M1.4" = money, 1,400. Of course, you would have to make it pretty complicated so that someone wouldn't cheat . . .
It would probably be too slow online, anyway. And a variable code would be too hard to program.
OK! By the way, I'm working on the basic level stats as we speak. So far, when you gain a level, it changes your maximum HP by 100 and your mana by 50. Is that fine? I can change it if you would like.
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