Chrischb wrote:
Lol thanks
(sorry for all the conflict back then in Prism XD)
Privately I was thinking that too. XD
I suppose I could have handled it better though... So sorry everyone (Prism members)!
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shadow_7283 wrote:
Chrischb wrote:
Lol thanks
(sorry for all the conflict back then in Prism XD)Privately I was thinking that too. XD
I suppose I could have handled it better though... So sorry everyone (Prism members)!
I'm sorry too
Friends!
....................................
Or... we could try putting mutiny and turn-based rpg together?
Stuff like:
*Main character selects Stun*
*Stun: Accuracy: 50, Power: 12, Effect: Has chance to stun target*
*Main character fires his attack mutiny style*
*Main character misses*
*Warmonger boy's turn*
(Not AI?)*Warmonger boy selects Smash*
*Smash: Accuracy: 30, Power: 50, Effect: Damages target*
*Warmonger boy fires his attack, mutiny style*
*Warmonger boy hits target! 543 damage dealt!*
*Pirate's turn*
(Not AI?)*Pirate selects Blind*
*Blind: Accuracy: 40, Power: 25, Effect: Reduces target's accuracy*
*Pirate hits target! 245 damage dealt! Target's accuracy reduced by 25 percent!*
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shadow_7283 wrote:
Chrischb wrote:
Lol thanks
(sorry for all the conflict back then in Prism XD)Privately I was thinking that too. XD
I suppose I could have handled it better though... So sorry everyone (Prism members)!
Hey, we were pretty bad too - we partied in your leaving topic, remember? xD
Chrischb wrote:
We could try putting mutiny and turn-based rpg together?
Stuff like:
*Main character selects Stun*
*Stun: Accuracy: 50, Power: 12, Effect: Has chance to stun target*
*Main character fires his attack mutiny style*
*Main character misses*
*Warmonger boy's turn*
(Not AI?)*Warmonger boy selects Smash*
*Smash: Accuracy: 30, Power: 50, Effect: Damages target*
*Warmonger boy fires his attack, mutiny style*
*Warmonger boy hits target! 543 damage dealt!*
*Pirate's turn*
(Not AI?)*Pirate selects Blind*
*Blind: Accuracy: 40, Power: 25, Effect: Reduces target's accuracy*
*Pirate hits target! 245 damage dealt! Target's accuracy reduced by 25 percent!*
Hey, that would be really cool!!!
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Jonathanpb wrote:
Hey, we were pretty bad too - we partied in your leaving topic, remember? xD
Ouch. Thanks for the reminder.
(Just joking.)
As for for Chris's idea, it sounds great. Just make a mock-up (I sound like the Scratch Team ) and that will give us a good idea about how it'll work. It doesn't have to be anything fancy.
I think we should aim to have a cohesive, somewhat-finalized project concept by March 21. Can we meet that deadline?
Last edited by shadow_7283 (2011-03-18 06:02:10)
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Sure can.
The reason that I said medieval, and not space, is that this would be really cool if it was a direct "sequel" to dragon defense, and your storyline fits that aslong as we don't add spacy things to it...
As for Chrischb's idea, I love it.
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Random thought - will the dragon boss be the same dragon as the one in Dragon Defense?
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TheSaint wrote:
Sure can.
The reason that I said medieval, and not space, is that this would be really cool if it was a direct "sequel" to dragon defense, and your storyline fits that aslong as we don't add spacy things to it...
As for Chrischb's idea, I love it.
Ah, but remember, the Dragon flies off to another planet at the end of Dragon Defense.
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shadow_7283 wrote:
TheSaint wrote:
Sure can.
The reason that I said medieval, and not space, is that this would be really cool if it was a direct "sequel" to dragon defense, and your storyline fits that aslong as we don't add spacy things to it...
As for Chrischb's idea, I love it.Ah, but remember, the Dragon flies off to another planet at the end of Dragon Defense.
It does?
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Oops. I guess it doesn't. Hmm... Ah well. The only reason to include the space element is for a cool gravity effect, which isn't necessary with turn-based fighting.
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A bit rushed, but:
I know that the font type and size was bad, but I didn't know what to use.
Oh, and OOPS Daniel was supposed to have only 10 agility at most. >_<
To play:
It's Daniel's turn. You can either fire an attack straightaway or move first (you click and drag him mutiny style for that).
Now it's Bradley's turn. Same thing.
Now it's Amelia's turn. Same thing.
Now that you all moved, it's the AI's turn! They move and do their stuff (which can lower your stats if they use special moves - see the board at the top to see)
And so on.
Hitpoints: The amount of damage you can take.
Power: The maximum distance you can attack (firing a bullet, pouncing with your sword). Some attacks will multiply your power. For example, the Snipe attack has bonus power.
Strength: One factor in how much damage you deal. Damage dealt is roughly the attacking character's Strength times the Damage of the attack being used. Actually damage ranges by 10%.
Agility: How far you can jump in one turn.
Accuracy: No attack will land perfectly where it's 'supposed' to be - higher accuracy will make your attacks aim better.
Your stats regenerate over time. To restore MP faster, just allow the current character to skip their turn.
Feel free to ask questions
Oh, and tell me if the characters aren't balanced enough.
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AWESOME! Let's do this! Just curious, what enemies do we want? They can't be human, but I don't think they should be all dragon either. What does everyone else think?
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PWNAGE MOCKUP
Yeah, let's just do empty suits of armor
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Ideas on what the characters would look and behave like (stuff I had in my head):
Daniel: Plain brown hair, brown-gray eyes, not so talkative, brave (doesn't mind leading the charge)
Bradley: Spiked blond hair, cruel-ish blue eyes, wanting to leap out and kill all passing enemies without thought for strategy, reckless
Amelia: Long layered orange hair, blue eyes, uses tactics, prefers to attack enemies at a distance
I'll do some drawings sometime soon
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Chrischb wrote:
shadow_7283 wrote:
Chrischb wrote:
Lol thanks
(sorry for all the conflict back then in Prism XD)Privately I was thinking that too. XD
I suppose I could have handled it better though... So sorry everyone (Prism members)!I'm sorry too
Friends!
....................................
Or... we could try putting mutiny and turn-based rpg together?
Stuff like:
*Main character selects Stun*
*Stun: Accuracy: 50, Power: 12, Effect: Has chance to stun target*
*Main character fires his attack mutiny style*
*Main character misses*
*Warmonger boy's turn*
(Not AI?)*Warmonger boy selects Smash*
*Smash: Accuracy: 30, Power: 50, Effect: Damages target*
*Warmonger boy fires his attack, mutiny style*
*Warmonger boy hits target! 543 damage dealt!*
*Pirate's turn*
(Not AI?)*Pirate selects Blind*
*Blind: Accuracy: 40, Power: 25, Effect: Reduces target's accuracy*
*Pirate hits target! 245 damage dealt! Target's accuracy reduced by 25 percent!*
That's what I was thinking.
Sorry for inactivity BTW, I've been (slightly) grounded.
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Oh yeah. Enemies like Orcs and goblins.
The basic Medieval stuff.
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Cool. Now, I guess we aren't including Sonny-type fighting? If we are, I can start working on a battle system. If not then I will work on the Mutiny-style fighting.
For Sonny-type, is my Armour RPG system sufficient?
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From what I see in the mockup, it looks like Mutiny style...
...
soupoftomato wrote:
Oh yeah. Enemies like Orcs and goblins.
The basic Medieval stuff.
Oh, right... oops
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Ok, what style characters should we draw? Pixelate? Simple (like a circle)? Fancy (don't count on it)?
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You know best. Graphics are your area of expertise, after all. Pixelate is fine, though I wish Scratch supported higher resolutions.
Last edited by shadow_7283 (2011-03-19 19:04:01)
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I think something simple, but not exactly pixelate... I liked the graphics in Chris's mockup, though of course the real thing should be better than that
Oh, and stickmen are an absolute no-no
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No circle style though. Ew,
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The problem with Chris's mock-up is that it has anti-aliasing, so no graphics we can make in Scratch will turn out that well.
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