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    posted a message on Need public opinions on 'personal party management' idea for an ARPG.

    @DrSuperEvil: Go

    Yeah, I have only briefly thought about AI alongside of the idea itself. Diablo II, Dungeon Siege, and Dungeon Siege II all have, in some form, a companion system. All the games had separate inventory & lightly scripted AI that covers basic combat. In Diablo II you`re still focused on just your hero alone as there is little control or customization to be involved in, but for Dungeon Siege I & II you`re given full complete and mandatory control of them as you would your own character. This included equipment, advancement, and movement however they still automatically follow you automatically with some options. I do, personally, enjoy the ability to have party members that I solely control freely for the sense of "strategy" but it can be tedious compared to Diablo during combat as you`re required to properly command them throughout.

    The reason of my asking this, is there are many who love that kind of gameplay but I know there are just as many of those who really wish to avoid it. If it gets ever implemented, then it first becomes the question of the direction of it; have it like Diablo and keep it minimal and allow focus on main hero alone with possibly the most appropriate AI, or have it like Dungeon Siege and give you full command of them all but renders you having the responsibility to manage multiple characters in a group to an extent.

    It`s been only one day, so many there will be other open thoughts on this for me to consider. I rather choose a system of play that most can be comfortable with, especially since this game is intended to be, not exclusively, but heavily multiplayer balanced and I`d love to down the road be playing it with hundreds of others who enjoy it. :)

    Posted in: Map Suggestions/Requests
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    posted a message on Need public opinions on 'personal party management' idea for an ARPG.

    Right now I am designing a game, the word "mod" is too basic for my idea project, that is a strategic action role-playing genre. I am at a very early stage where I am generally writing down ideas, concepts, and gameplay focuses and some things I feel is better to get outside opinions rather than develop a feature that nobody or not many will feel excited to use. After all, I`m sure every developer would love to design games solely in their own image, but it would serve them no good if it doesn't suit their target players properly. :)

    My main inspirations for this project are Dungeon Siege, Diablo, Magicka, and Baldur's Gate including most of their included expansions and sequels. So you may want to check those out to have an idea where my direction will likely go, as those where my timeless favorites. One of the beauties of this genre is how it is a mesh between RTS and RPG, especially since one of the titles' main features is the use of controllable parties.

    Which brings to my question, bring your suggestive and critical opinions...

    Do you believe having the ability to assemble, along with your main hero, additional NPCs as party members add depth, creativity, or tactics to this style of games or do you believe it either hinders, complicates, or bloats them? Explain why or ask questions if you need details about my project, thank you. :)

    Some of my current thoughts can be found here also, listing the outstanding.

    Posted in: Map Suggestions/Requests
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    posted a message on New to Site, Starting a Mod, the works.

    @JademusSreg: Go

    I know it`s doable, but as you said, "ambitious" so I`ll do what I can. :)

    Of course there will be a prototype and it will be showcased when there is a solid starting build. Right now I only have the more basic controls done, movement, attacking, and temporary UI until I design my own from scratch (instead of using StarCraft II templates).

    Right now I`m making the necessary assets; basic models, sounds, and effects for designing more of the core features. Progress will be a little slow as I begin to gather these things up and continue to draw out a proper workflow. :)

    I won`t be recruiting right now, not when I can`t give them any directions at the moment.

    This is more-or-less just me introducing myself for starters and vocalizing what I intend to do as I`m sure everyone does. :D

    Posted in: General Chat
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    posted a message on New to Site, Starting a Mod, the works.

    First off...Hi, new here! ^-^ That`s about it for introduction. 0.o I`m not good at such social protocol.

    After playing quite a few games, I`ve decided to return to StarCraft II with an additional purpose. I`ve commenced a project to design a RPRTS/ARPG/Dungeon Crawler game (mod)

    I believe this genre is underrated & underappreciated while everyone else scrambles to create typical shooting, sport, role-play games.

    If some of you do not know or recall what a 'dungeon crawler' is. It is a game where your primary gameplay is clear through various labyrinths of sort while fighting and looting enemies with occasional boss moments. These games primary focus are on the labyrinths and around it bring other elements to added gameplay, usually role-play elements, like character progression and customization.

    I`ve have a great knowledge of what tends to favorably work in these types of games, so I will add features that everyone should expect but also love. :) This genre will also work a lot better with StarCraft`s Arcade, at least with my idea approach, because usually the barrier is the limit of single maps.

    I`ve already begun the process of concepts, including flow charts to sketches. The good news, I`m very self sufficient and can perform most of the necessary tasks like sound, graphics, and script design. The poor news, I have no friends, so being self reliant is going to be my single greatest challenge without a trustworthy assembled team.

    I`ve already done music directing, recording, and playing in the past...if you like to hear an example I did years ago as 'fan music' see link here, :)

    So I decided to do the artwork first and brush up on 3D graphic modeling. I just picked up ZBrush yesterday, took some online training and already began my first asset. I`ve completed a basic male bust (shoulders up) outline. :) Male Bust, Work In Progress!

    The actual models will be much smaller polygon, but these will provide normal, occlusion, and diffuse maps. These will be exported in 3DS Max 2010 with the official StarTools.

    Some ideas my game may or may not bring:

    • Selectable race & gender, but no classes, free open progression.
    • Variety of skills for combat, magic, trade, and more.
    • Advance your level by increasing your skills, not by overall kill experience.
    • Magic is governed by spell schools from fire to holy to energy spells, each carrying unique characteristics.
    • Magic also affects the world dynamically, soak enemies down then give them a shock of their lives.
    • All spells effects are individually different, from area of effect to channeled to sprayed with appropriate visuals.
    • Complete inventory & equipment customization, all items are visible on character including helmets to robes.
    • Physics are applied to several objects, including yourself, so your helmet, sword, and shield will fall on death.
    • Items have durability, don`t worry if they break as you can repair them at a settlement or yourself if got the skills.
    • Death is inevitable but punishable, dying will cause you to durability loss, gold loss, and recent skill loss.
    • Everyone is attackable, including NPCs, but be careful being caught with crime as guards will attack.
    • Player kills does not cause any loss, but careful not to fight in guarded settlements.
    • Each labyrinth will include traps, switches, and other interactive objects.

    This list does not means they will be included, these are ideas I`d love to work on. The list is large, and so will possibly the files a bit, but everything will be packaged is separate sections (*.sc2mod) This project may actually see fruition or vanish to the abyss, depends on how long my sanity is and if I`m having fun. :)

    I`m looking forward to read responses, criticism, suggestions, or invitations (could only wish). :)

    Posted in: General Chat
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    posted a message on [Triggers] How to make your banks as secure as possible

    I will definitely need this, thank you. :)

    @Sware: Go

    What you say is mostly true, this is useless if you`re only storing/recording game statistics. Nonetheless, for games which will heavily rely on banks for gameplay will be threaten by outside modifications; e.g. levels, unlocks, standings, etc. As OP said, more-or-less dedicated hack edits will happen so a detective ban system should still be used but at least the occurrence will be smaller.

    Posted in: Tutorials
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    posted a message on Unit only attack when harmed, how?

    I`m currently experimenting to learn more on the Data Editor, to better understand what is possible and to what difficulty, so I may know what I can do for my ideal 'dungeon crawler' ARPG map/mod. Some concepts I would like to see working, but now sure how so far after some minor fiddling.

    Is there a way, through the Data Editor, to configure units to not attack or acquire until you`ve deal damage?

    Example: You may enter a town or otherwise friendly NPCs which you may interact with freely, but will become, maybe permanently, aggressive once you attack them and will chase if you flee to of course a certain distance. This could be useful as a system for 'crime' or an options for objectives.

    If first question is no, then is there a way to make units individually aggressive or not with triggers without ownership changes?

    Posted in: Data
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