Charas-Project
Off-Topic => Archive => Old Game Discussion => Topic started by: Vidian on May 12, 2007, 09:16:42 AM
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I didn't even realize when I started plotting it out that this gaming I'm planning is massive. Its so late ad I haven't even half finished the preliminary Text Document On the Plan yet.
With A CMS,
A CBS
A MASSIVE world and a bunch of Quests for each class...
I don't think there will be much of a story line, but I guess its ok because theres so much else to do...
I'll Attach The TXT Document, Just look what I've done so far, and I still have to list all The weapons and their effects. all the armor, helmets ect.
Start writting all the Individual quests for each class so I can get down the Switches and Variables for the Items for the CMS...
Write in detail all the Systems I will be implimenting and how they work like: Stealing, Poison making, Trap setting, Lock picking, Bla bla bla...
I'm Going to try to Impliment as much custom systems like these as I can to make the game as fun as possible. If anyone has any Ideas after reading the different Class Bios for any other systems Tell me please so I can start sorting them out and planning them all.
They have to be class specific, Nothing like cooking or anything.
But this is good... Something to keep me busy for forever...
Can't wait for the pre-production Document to be finished so I can start working on the Graphics...
I've decided to make the Graphics (Chipsets) As Consistent as possible (I Hate when games don't edit any chipsets and all there maps look insanely different from eachother)
I Made a small Village already, If anyone wants to see It I could post It.
I still have to come up with a name for it...
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This will moat probably be good if you really work on this.
I tried to make a simillar thing with some help from my friends but in the end I just didnīt have the patiant to do all the different events and all the conditional forks and all that crap. But good luck, it sounds good.
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Sounds good, and even better ebcause apparently you're putting much effort into this, and it doesn't sound like you're tired of this yet.
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sounds great, except for the fact that it as little plot.
Even though it may have a lot of things to do and such a good plot brings it all together!
well, at least a decent storyline!
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Don't let the Character Tutorial person see this. J/k. Looks nice, although... I'd rather have a great storyline than a whole bunch of features.
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If you finish these systems, you could always use them to make a game with a plot later.
Good luck :)
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lol Thanks dudez.
Yeah, If It's something I like, patience is something I have alot of.
Do you guys think It would be Okay if There Is a smaller story line for each different Class and you can play through each Different Story,
Or do you think all the classes should have a story line that Turnes out to all follow the same story (Eventually) ?
And I'm still not exactly sure what to do about the class changing...
I don't want people to be able to change between classes when ever they want So do you think they should pick a class at a certain point of the game and not be able to change it, or Have to do something that takes... maybe about 5-10 minutes to change classes Like:
Magic Teacher Hygans:
You left the Order of the wizard and now you
Shamelessly come back!?
Magic Teacher Hygans:
If you truly want to be A Magician, Find me the root Of Ocara...
Maybe then I'll consider taking up my teachings with you Again.
Or what about, You can only Change classes after completing all the quests and the story line for that Class.
Not being able to switch classes will provide re playability but then again... You won't be able to switch classes.
(If you guys don't mind, I'd like your input on alot of things like this, Seeing as how, not only have I never made a game like this, But I don't play many games like this either.)
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A unique story for each class would be great for replay value. Small, seperate stories > One big story. But would the story be affected if you changed classes?
As for changing classes, well I dunno how that would work. Imagine you level a warrior till level 98, and then decide to change it's class to mage. If it's atributes remain the same, you're gonna be stuck with a crappy mage that can pummel someone with a staff real hard but doesn't have much mana/ magic power.
Maybe you should divide classes into two types ( or more, depends on the variety of classes): Melee and magic. If you chose a warrior at the beggining you would never be able to change your class to anything from the Magic type.
You could also give slight benefits for sticking with just one class for the full game instad of constantly switching, so people would still replay the game just to use one class.
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Originally posted by game_maniac
A unique story for each class would be great for replay value. Small, seperate stories > One big story. But would the story be affected if you changed classes?
As for changing classes, well I dunno how that would work. Imagine you level a warrior till level 98, and then decide to change it's class to mage. If it's atributes remain the same, you're gonna be stuck with a crappy mage that can pummel someone with a staff real hard but doesn't have much mana/ magic power.
Maybe you should divide classes into two types ( or more, depends on the variety of classes): Melee and magic. If you chose a warrior at the beggining you would never be able to change your class to anything from the Magic type.
- The Classes are divided among: Sword Classes, Bow, Staff, and Dagger Classes - These classes can only use the weapons of it's class.
The Attack Stat will not change (You choose it at beginning of game). the other things that Influence
It are: Weapon Damage, and your Weapon Skill:
(Staff Skill: 4) <--- +4 Damage to Enemy with Staff.
I guess I could make it so that You have to buy weapons from your Order (Class specific) and not be able to buy Weapons of a different class or find them on Quests, Just so you don't Find A Powerful Dagger on A Wizards Quest and Change classes to use that.
Only find Daggers on Thieve, Rogue, Assassin Quests?
That solves most of the problem but - - You will still be As powerful changing from Thief class to Rogue class (two of the same weapon Classes), Which I'm not to concerned about. You won't have the Rogue's Class skills (And you can use Thief Skills)
So It's allowable.
The Story Line could go a few Ways..
- Have One Optional story line that any class can perform
(Which won't be as fun Because Class skills wont be a big part of this) Mainly Puzzle solving and Battles, Traveling, Protecting... And reading a lot of Dialog ...
- Have Specific story lines within Your Class (Class Specific skills will be used) EX: A Paladin hears halfway that A Murderer is Plotting an Assassination on the King, You do the second half of the Storyline, and some quests where you find clues to who it is, Then the Final Quest is Finding the Assassin, and Taking him to Prison, Killing Him, Or Letting him Go.
~~You hear about The event If afterwards you Change Classes to the Assassin and Join the Order The assassin belonged to and hear That Either, He was caught, Killed, Or let go by A Paladin and Completed his Mission..
Wow... This Just gave me a good Idea...
If you were to let him go, and he Kills the king,
You Could Stay A Paladin, Or be Invited to Join the Assassin's Class and Order (and Loose Your good Lawful Alignment)
But If you let the King Die Your Devotion Meter would reset to 0 and you would have A New Secondary Storyline With the new kings tasks...
Thanks alot for that... Theres alot of things to consider... Thats why Pre-Production will Take so much time... I hope you and more people point out prospective problems.
Everything constructive said in this Thread will be written in My Notes Section of the Pre-Production Log along with your Forum name. These note can be read by People when I ask for advice just so people know... And a massive Thank you Credit will be at the end of the game with the names of the people who help me in this way!
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Well, here's two ways I think the storyline could go:
Option 1:
One main, class-specific storyline : In order to complete this storyline, you must use the same class from start to finish.
Changing classes : You can only choose to change classes at specific events during the storyline.
Two/three variations of the main storyline : These replace your initial storyline as soon as you change classes, which can only happen at specific times (the king's murder, like you said).
Option 2:
One main, class-specific storyline : In order to complete this storyline, you must use the same class from start to finish OR you can change classes and still complete this storyline as long as you always use classes from your weapon type.
Changing classes : You can change to any class from your weapon type at any time by completing a minor side-quest. Maybe make it so you can change to classes from other weapon groups at specific times during the storyline.
Two/three variations of the main storyline : These replace your initial storyline, but only at certain times (with or without class-changing).
So basically, there would be one main storyline for each weapon type or for each class, two/three variations that happen when you make a certain choice (using your example, letting the king's murderer go) and that could change your class accordingly. Option 1 is a lot less linear, and would need a stronger plot than option 2.
Now, as for class-changing quests, they could be structured like this:
1st part - The real challenge : This is the main part of the side-quest, which you have to complete in order to prove yourself.
2nd part- the tutorial : After you complete the challenge, you would then get the second part, which wouldn't be dificult at all and it's only purpose is to learn how to play your new class. Examples: Healing someone when you class-change to paladin, an obstacle field if you changed to warrior, practice stealing/lockpicking if you changed to rogue, etc..
If you were repeating a side-quest to change back to a class that you had already played, the tutorial could be optional and the 1st part would be easier and faster to accomplish. (or the other way around).
It all really depends on either you want to motivate class-changing or not. Hope these help you or at least inspire you, I think this game has great potential.
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I think I'm going to go with The Very first option.
One big 1 Class storyline.
And I'll make One storyline for each.
You will be able to change Class but only after you complete an entire storyline.
This way, If people get bored and want to try a new Class, they can just either Wait out thier current class or start again with a new one.
Just a Little note also!
I'm Having a website dedicated to this game being made as we speak by my friend who is a Site designer.
I will Link It from this thread when the Outline is done and I will start actually putting things on it soon.
There is a Game page, Resources Page, and A place for links, So If you have a Game making site too, We can link to each other.
This will also be the place where I keep my notes on the game development and Screenshots.
Oh I think I should also Mention I'm using the charactersets found on Rinnest, here is the main character:
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Originally posted by lucas_irineu
I'm Having a website dedicated to this game being made as we speak by my friend who is a Site designer.
There is a Game page, Resources Page, and A place for links, So If you have a Game making site too, We can link to each other.
if your site-making-friend need help, he can ask me, i am a begginer on site-making, but i am sure i can make something. and i ll create a site for my game too, could you link it after its done? ;) :) [/B]
Yeah, When you make it Give me the link!
Its... Kinda done, Nothings really on it yet, But I just learned how to do some basic things..
Here it is,
Killing Father Time (Game Title) (http://www.windy-designs.net/killingfathertime/index.php)
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Alright, The game site is up,
I have some Charactersets and some of my Midis Up now,
If anyone wants me to put up thier Resources that they either make or Rip I'll do so...
About the game:
I've decided to Make a small Custom Battle System demo
To show you (And myself what It will look like, and to work out a few
beginning bugs)
I'll post a Demo on My site...
Ohh and if anyone else has a Game site and they want to exchange links, just tell me.
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Originally posted by lucas_irineu
its only me, or the size of the site is really small?? (a small window on the upper left corner)
lol Yeah, I wanted it to look kinda like the Rm2k/3 Japanese sites I've been seeing lately, I'm planning on infiltrating their Web circles.
BTW I also have half of the Classes up, Under "Game"
The classes have a brief description and the Skills that they can learn.
In Battle and Non-Battle
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This reminds me of what I'm doing, just not as Japanese/Anime styled.
I'll be sure to check this out when you release something. :)
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.....Ha ha, AFL, too late. Just caught wind. Attack of the character tutorial woman.....
No, really, seriously.
It definitely sounds ambitious..... like the kind of thing that would make my head explode. I especially like the idea of changing classes partway, leading to even more replay value. Everybody loves the replay value.
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Originally posted by Phayre
.....Ha ha, AFL, too late. Just caught wind. Attack of the character tutorial woman.....
No, really, seriously.
It definitely sounds ambitious..... like the kind of thing that would make my head explode. I especially like the idea of changing classes partway, leading to even more replay value. Everybody loves the replay value.
Ambitious Indeed, I'm doing a bunch of things to make sure it works, I have a bazillion Tutorials saved and bookmarked, for my really Hard things and testing, I have My 100th Series Realians - Which surprisingly help alot.
I'm not saying its going to be easy... Or Quick... I've been working on this thing the whole weekend and I still haven't gotten half way through preproduction. But I have been working on the Site, and This Test CBS That I hope to finish ... Uhm Lets say End of the month..
Due dates never seem to work in the Rm2k3 world... I'll try to have it done and running soon though.
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Originally posted by Phayre
.....Ha ha, AFL, too late. Just caught wind. Attack of the character tutorial woman.....
No, really, seriously.
It definitely sounds ambitious..... like the kind of thing that would make my head explode. I especially like the idea of changing classes partway, leading to even more replay value. Everybody loves the replay value.
What? I just gave a bit of a warning? lol. I think you'll do fine Vidian. Just caught wind. ha.
Oh, did I ever say thanks for that "Beast" charset? Anyway, it looks great. I am actually working on the Beast opening now... Oh right I better check my problem thread... for some odd reason the scene doesn't want to work right...
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I'm Glad the character set works for your game.
I wasn't very great at making them then, but the beast didn't turn out to bad... :)
Anyway, I started making a mock CBS, Fore practice and to see
how it Look, Here is what I have so far...
The Demo will have a Class not found in the Actual game, Just because, I want to test out as many different skills as I can to get the programming right,
This Is going to change alot BTW, In the demo everything will look a lot cleaner...
I still have to make all the battle poses and Battle animations,
But thanks to the mass amount of Pre-Production I've been doing, I have a pretty good Idea of what I'm doing.
(That is not the Galvan's Costume for this Battle BTW, I'm Going to change it to better suit his Class in this battle, Which will me... Magish.
However, That is His opponent.
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Cbs looks cool so far.
Anyway, if I were you, I'd make one main story, and each class just have a differant spin on that story, or rather, they'll each tell the story in their own way, and in order to really see the whole story, you'll have to play it through with multiple classes. But if you just focus on other aspects of the game and not so much the story, I doubt I'll play it much. Really, and of the features you add in this game couldn't even compar to comercial games, the reasn I play rm games is mainly for the story cuz I find a lot of them interesting and fun to play. Of course features help make the game better, but you can't base the game off of this. If I really wanted to play a massive game, I would play morrowind or something like that, not an rm game.
Anyway, I highly doubt a project as ambicious as this will ever get completed. I've heard many many times people say they're gonna make these huge projects with all this stuff in them, and not once have I seen one completed. Besides making all these systems, you pretty much have to remake the game several times over for the differant classes, and a lot more work than a normal massive game. You know, it'd be really cool if you did complete it, I just doubt you will.
Anyway, good luck with your game :)
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Thanks for your concern DragonBlaze.
I know reading over the last peoples post may make it sound like I am sacrificing Good storyline for systems, But that Isn't the case.
The reason this game is going to be "Massive" Is because there is going to be both Systems and Interesting storyline, Its just that right now, I'm focusing on systems.
Storyline won't be something I'll be giving away so easily. ;)
PS. Updated CBS Screen
(Just looks a little Better (Going to add "Hero's Status" under the line that divides HP and MP soon.
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So is that an 'in game' screen of how it looks, or something you threw together in paint to just get an idea of how its gonna look?
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The cbs is looking good, but the menus are a little bland as of now. Too much empty space, but I guess that'll change.
Also, I agree with DragonBlaze that sometimes people come up with the idea of making a massive game and let it get over their heads, but with patience, persistence and essentially planing, it can be done. The fact you've spent some time thinking about how you're going to do all of this instead of opening rm2k3 and typing: "ZOMG TIS IS ALEX HE GONNA BE UR HERO TIS GAME IS REALY BIG I PWN KK?" makes me think there's a solid chance this will get at least to the point where a playable demo can be released.
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Originally posted by DragonBlaze So is that an 'in game' screen of how it looks, or something you threw together in paint to just get an idea of how its gonna look?
That is how the Battle system look In game right now, The HP and MP are Actual Variables I also have the "Attack" And the Effect on the hero when he uses "Magik" Graphics done. They Look pretty snazzy, The only thin is the .033333 s Delay when Your hero Finishes his attack animation and it goes back to a Normal Character set. Right now the formula I have for the Attack animation is:
Wait 0.8s while a 24 frame battle animation is playing, The synch from Battle animation is almost perfect, But I think I have to adjust Both the wait time and a few frames to make it perfect while The Skill Battle animation, is:
Wait 2.7 s While an 82 Framed Battle animation playes then change to the character set syncs up perfectly... If anyone knows the formulas for perfect syncing, Please let me know what they are...
I tried till 3 in the morning yesterday to synch the Attack battle animation perfectly But theres an Almost un-noticeable Disappearing act going on there.
Originally posted by game_maniac
The cbs is looking good, but the menus are a little bland as of now. Too much empty space, but I guess that'll change.
Also, I agree with DragonBlaze that sometimes people come up with the idea of making a massive game and let it get over their heads, but with patience, persistence and essentially planing, it can be done. The fact you've spent some time thinking about how you're going to do all of this instead of opening rm2k3 and typing: "ZOMG TIS IS ALEX HE GONNA BE UR HERO TIS GAME IS REALY BIG I PWN KK?" makes me think there's a solid chance this will get at least to the point where a playable demo can be released.
Thanks for the confidence. I know alot of people say they are going to make massive games and They either get bored, or they find something that's to hard for them to handle...
I am working towards outputting a Demo of first the Battle system, Then hopefully A Demo about an Hours worth of Gameplay, Then The Game itself.
No doubt It will take some time... Erm... Alot of time, But I started this game a few days ago and haven't slowed down yet :)
Also as a side note, For more Information on the Game, The stuff I don't post here will be posted on the "Killing Father Time" (Storyline Reference??? :) )Site. I have Half of the Classes along with the basic skills they learn on thier own (Without the Help of the "Orders" (Guilds) you Join.) Posted up there now, The other Classes should be done soon.
And Yeah. The Battle menu does still look pretty bland, I'll work on making It a lot smaller, to compress the information and see more of the battle field. (Seeing as how there is only one Character and all)
Thanks for the helpful and encouraging posts :)
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Well, for an Update on the progress of the Battle Demo...
I'm way ahead of my schedule... I may have A Battle demo
out well before the time I estimated (June 15th)
It'll probably be done within the Month now.
I've finished Doing up all the Battle animations for attaching, Spell casting and the 8 Skills used in this Demo, I've finished the Skill menu, which I'll post... Now all that's left is the Programming...
(And I'll probably change the Battle Menu layout again too... (And add the names of the enemie, Which will go in the box on the Left)
The Menu Window is A Panorama change and the Spells themselves are pictures (Which line up perfectly with the Character set Cursor ( I might add)
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Hey Dudez
Heres an update on the Game, I decided that
I would need to do way more programming since I decided to make
the game storyline based instead of feature based, So
Now I'm switching it to DBS, But a demo of my old one will be up soon,
Heres some screens from the story so far.

The Inn

The Forge