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    posted a message on What would you like to see in a Monster Collection RPG?

    @Trieva: Go

    Quote from Trieva: Go

    I don't know what you mean by equal monsters. Each one should have unique strengths and weaknesses to keep things interesting

    As in, should monsters found earlier in the game be able to a) be viable against later monsters and last the whole game b) be allowed to fall by the wayside as stronger monsters are acquired?

    This is important because if a)that means some kind of levelling system for the monsters should be in place. If b)then simply acquiring stronger monsters should work as a progression system :)

    Quote from Trieva: Go

    In the absense of hard counters, the winner will usually be whoever throws more and bigger monsters at the enemy. Not good for a strategy game but you don't need to make one. What's 'RPS'?

    RPS is rock-paper-scissors. In Pokemon's case, Types may be super-effective against other types while ineffective against others. In starcraft II's case, certain units' attacks do bonus damage against certain unit types. The benefits of RPS mechanics is that it broadens the range of options available to players. The drawbacks is that it may not be readily apparent or visible to the player as to what counters what. In the complete absence of such mechanics, the strategy would be placed squarely on timing, unit positioning and unit combinations.

    Posted in: Map Suggestions/Requests
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    posted a message on What would you like to see in a Monster Collection RPG?

    @Trieva: Go

    I have looked through the thread and a lot of discussion seems to be centered around replicating the pokemon mechanics. That would be beyond the scope of what I could do.

    My questions are actually quite general. Things like:

    - What do you feel is the minimum amount of monster species that should populate such a game?

    - Do you it is essential for monsters in such a game to 'level up' or could simply obtaining more monsters be sufficient enough as a progression system?

    - Similarly, should all monsters be viable in some way or do you consider it par for the course that not all monsters are not created equal?

    - How customizable do you feel individual monsters should be?

    - Are hard counters/RPS mechanics necessary for such a game to succeed?

    Here is a good writeup that I have been referring to: http://tvtropes.org/pmwiki/pmwiki.php/SoYouWantTo/WriteAMonSeries

    Posted in: Map Suggestions/Requests
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    posted a message on What would you like to see in a Monster Collection RPG?

    So ever since heart of the swarm came out it seems that there are enough critters/primal zerg/zerg units to create a simple monster collection game a la pokemon.

    The idea is that your character begins with only 1 zerg larva type unit that can permanently shapeshift into any enemy that has been killed.

    As you progress thru the game you get the chance to obtain more larva, and thus build your stable of critters.

    In total I would say that there are about 50+ units to "catch" and evolve. It's not nearly as many as Pokemon, to be sure, but Kingdom Hearts 3D, another game with monster catching elements, has that number, so it seems like a safe number.

    I'm not trying to be too ambitious over here because I am not terribly experienced with the editor. Combat will probably be unmodified SC2 combat focusing solely on micro-ing a squad of critters around the map.

    I thought of some other game mechanics but I just want to throw it out there to see if the community finds them acceptable or not: - Each monster would have 1 or 2 abilities one that serve to distinguish it and make it memorable. In short, the average monster probably corresponds to a caster unit in SC2. As much as possible the abilities are matched to the monsters in ways that characterize them or represent a particular gameplay gimmick (eg Tank, DPS, Support) The bulk of strategy will most probably lie in the combinations of monsters you take onto the field rather than individual monsters.

    - Monsters are also balanced out by a modification of SC2's supply system so you can choose to take only a couple of powerful monsters or a horde of weaker monsters and everything in between.

    - There will be a 'feeding' system where consumables will drop from killed enemies. Consumables give a temporary buff depending on type (eg +Damage, +Life Regen, + Movement speed). There is also a limit on how much you can feed a monster that varies from monster to monster.

    - Monsters permanently die. There would be a means to 'recall' a monster that is taking too much damage but this will wipe out all the food-based buffs that you have given it thus far.

    - There would be a way to fuse two monsters to get a more powerful one, but some other conditions need to be met.

    Beyond this, everything else is still up in the air. So please feel free to tell me if my current suggestions are terrible etc. And feel free to suggest new mechanics and progression systems :) Thanks

    Posted in: Map Suggestions/Requests
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    posted a message on Tap-and-Hold to power up ability

    Is it possible to use only data to implement an ability that works where hold a hotkey or mouse button charges it up? Meaning that if you tap and release the button the ability will fire doing 100% damage, but if you keep holding down the button for a period of, let's say 3 seconds, it will charge up to lv2, and then releasing the button will do 300% damage. And so on and so forth for however many levels.

    Ideally the casting unit will not be able to do anything else in the meantime, so for the same energy cost, the tradeoff is between speed and damage output. Ideas anyone?

    Posted in: Data
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    posted a message on Galaxy Editor crashes when i open any map...

    ...other than those I have created. It crashes after I try an pan the camera to view the terrain. Has anyone encountered such an issue?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Opening campaign files crashes the editor

    What do? :(

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Road textures in the data editor

    @Kueken531: Go

    I found that, but it doesn't seem to have the option for what I wanna do =/ I just want to modify the roads specular and normal map dds files, but I can't seem to do it the same way it can be done with terrain textures

    Posted in: Data
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    posted a message on Road textures in the data editor

    Anyone knows where the textures for the roads are? I would like to edit them

    Posted in: Data
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    posted a message on Making my missile fly parallel to the ground

    @DrSuperEvil: Go

    It's not so much the impact itself I am worried about, but rather the missile unit. I tried to see if the gravity of the mover would affect it, but nope. Any ideas?

    Posted in: Data
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    posted a message on Making my missile fly parallel to the ground

    I made a missile that travels to the furthest point damaging everything in it's path. Problem is, I notice that it travels at an angle, geting lower until it touches the ground at the furthest point. How do I prvent that from happening and have the missile travel parallel to the ground until it's death?

    Posted in: Data
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    posted a message on Making Spawned Units follow Caster unit

    Simple question: Is it possible to make spawned units always attack move with their caster using only data?

    Posted in: Data
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    posted a message on Social Melee FFA - defeated enemies become allies

    @ceefa: Go

    How about, instead of the defeated player becoming the ally of the one who defeated, the defeated player gets the merc building but is free to offer his services to any player?

    Posted in: Map Suggestions/Requests
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    posted a message on Creating interesting RPG towns

    @Pshyched: Go Really cool idea to have things changing in the town based on who comes to it and sells stuff. Maybe there could be a kind of RPG world taking place in an archipelago, and pirates/sea monsters menace potential trade routes. You go off in your boat to kill said pirates/sea monsters (Maybe with a bit of preparation Monster Hunter style) and Ta-daa the Magical Stat-Boosting Tea Leaf sellers start trading in that town! Even better, there could be more than one town, each with different Supplies/Demands, allowing you to buy low and sell high.

    @TheAlmaity: Go Hehe I kinda have idea that combines the village idiot, religious fool and shady dealer...basically a guy who worships ancient alien artifacts, whom no one believes, and pawns some of the smaller alien artifacts. I think fortune teller is cool too. I remember in the game Chrono Cross, where you can recruit some 45 party members and there was this fortune teller NPC who would give amusing/witty fortunes for each of them

    In general I think it's a good idea to have somewhat unreliable vendors, as it gives the incentive to talk to them in the event that they might just have some really cool stuff.

    What about some kind of bargaining mechanic? Meaning, most villagers would have some form of gossip/info about vendors, their likes/dislikes or whatnot, and you can try to appeal to their sensibilities to bring down the price of an item you really want?

    Posted in: Map Feedback
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    posted a message on Creating interesting RPG towns

    @Pshyched: Go

    I like the rare item vendor idea, and I think small fights between people could be kinda amusing, provided it doesnt go against the 'safe haven' concept, which the 'invasion' idea kinda does lol.

    @DuckyTheDuck: Go

    I was thinking of mini games too, any ideas for simple time wasting games that are easy to trigger? I was looking into the feasibility of adding a in game TCG like Triple Triad in FF8, although I'm not sure what is the simplest way to go about doing it.

    Incidentally, I think JRPG towns from the PS1 and PS2 era were the best when it comes to atmosphere. Even in the newgen WRPGs where everything is supposedly more immerssive, what with dialogue trees and all, nothing really comes close to the kind of vibe that say, Fisherman's Horizon (Also from FF8) gives off. Man how did the japanese do it? =/

    Posted in: Map Feedback
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    posted a message on Creating interesting RPG towns

    Anyone feel like a little brainstorming on how to liven up RPG towns? Towns in RPGs traditionally serve as areas where players upgrade their equipment, receive quests and stock up for the rest of the journey, which results in many RPG towns having a 'get in, do what you need, get back out' type gameplay. However, in my map I want the town to be a place where the players would actually want to hang out in. The map has a fairly high difficulty level and I want players to view the town as offering a reprieve from the untamed wilderness. I'm not looking so much at story events or gameplay benefits of being in the town, but more on creating a relaxed and pleasant atmosphere.

    Posted in: Map Feedback
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