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Author Topic: Taking on A Massive Game  (Read 6389 times)

Offline Vidian

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Taking on A Massive Game
« on: May 12, 2007, 09:16:42 AM »
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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Offline Prpl_Mage

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« Reply #1 on: May 12, 2007, 10:07:54 AM »
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 didn´t 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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Offline game_maniac

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« Reply #2 on: May 12, 2007, 10:34:24 AM »
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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Offline j_master

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« Reply #3 on: May 12, 2007, 11:09:06 AM »
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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Offline A Forgotten Legend

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« Reply #4 on: May 12, 2007, 02:40:33 PM »
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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Offline Moosetroop11

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« Reply #5 on: May 12, 2007, 02:52:51 PM »
If you finish these systems, you could always use them to make a game with a plot later.

Good luck :)
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Offline Vidian

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« Reply #6 on: May 12, 2007, 04:38:37 PM »
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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Offline game_maniac

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« Reply #7 on: May 12, 2007, 04:48:59 PM »
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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Um, not to sound stupid or anything but what's castration? Is it like a food or something?" -vannypegasus, Pokémon board (6/14/05)

BlackRose203: There are only 21 hours in a day. Go to school more. -_-

Offline Vidian

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« Reply #8 on: May 12, 2007, 05:56:02 PM »
Quote
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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Offline game_maniac

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« Reply #9 on: May 12, 2007, 09:11:29 PM »
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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Offline Vidian

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« Reply #10 on: May 12, 2007, 09:55:41 PM »
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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Offline Vidian

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« Reply #11 on: May 13, 2007, 01:32:09 AM »
Quote
Originally posted by lucas_irineu
Quote
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)
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Offline Vidian

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Progress
« Reply #12 on: May 13, 2007, 05:41:01 PM »
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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Offline Vidian

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« Reply #13 on: May 13, 2007, 07:42:05 PM »
Quote
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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Offline aboutasoandthis

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« Reply #14 on: May 13, 2007, 07:52:11 PM »
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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