Hi, Allan.
At this point there are many things that need to be decided about the 
rpg engine and games. I have some ideas of where to take it, but am also 
aware that it is a massive undertaking. Light years more complex than 
STFC or other projects I am dabbling with right now.
Here is some of the ideas I invision at this point, and possably in the 
future can add upon this idea.

1. Peer to peer network play for up to 4 players.
2. Single player mode for single players.
3. Game scripting language for game expansion, and creation.
4. A character creation dialog that allows a player to select gender, 
race, class, and possably initial weapons.

Other than that I have nothing set in stone. As much as I like the idea 
all I have done so far is talk about in check out midevil sound 
libraries that would work for such a title and engine. There is allot 
investment that would have to go in to this, and it may be quite a while 
before even a Alfa would appear.
However, if I do end up developing the technologies for this game it 
would help design even better FPS and arcade titles as well as rpg style 
titles.



allan thompson wrote:
> Hi Thomas, thanks for the help, every little bit helps.
> I  wanted to ask a few questions.
> What  do you intend to  put into the game. I mean, you talked about net play 
> and that is cool. But is there any other  features you intend the final 
> product to have?
> I am wondering if the game will feature more RPG elements like:
> character creation...like rolling or picking ability scores, choosing race 
> and class kind of features
> character advancement such as increaseing attack abilities, spell casting 
> power, hit or health points. a town/inn or something similar  for buying and 
> selling loot, in order to  buy better weapons or armor or food etc and so 
> forth. This might need to introduce some kind of currency like gold pieces.
> will there be some skills use involved? I would imagine some as  being 
> searching for traps and secret doors, hiding and stealth.Or would these be 
> based on classes, if there is any.
> Group adventureing. Not sure what I mean about this, but I was wondering if 
> there is group controls in mind for the future.
> modules or add ins: Is there thought about the game bing   able to, for 
> example, load in a diffrent "adventures" or modules. For instance this 
> current sample game is a aquest for the artifact, could another person 
> write up another game quest, like rescue the princess and add in  diffrent 
> monsters, areas etc and so forth. The more I think of this, the more complex 
> this process sounds.
> NPC's: is there inmind any kind of npc helpers to help in an adventure? For 
> instance can a wizard player hire a fighter npc to assist in combat etc.
>
> I know this is a lot of questions and such, But whenever you have time 
> perhaps shedding a little light on what you had in mind. I want to get a 
> feel for  what elements you might have thought about for  the future. I hope 
> I didn't go over the line here, and sorry if I had. Just excited about this 
> game your thinking about making.
>  Lora is right, there is plenty of games out there to explore. If you are 
> planning on your own rule system, looking at diffrent systems that other 
> people have made will help you decide on how you will build your own game.If 
> you break down rpg's to their basic elements, it isn't really that hard. The 
> toughest part is devising a dice rolling scheme that works for diffrent 
> roles etc and so forth.
> later,
> allan
>
>
>
>
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Sunday, January 22, 2006 9:39 PM
> Subject: Re: audyssey: blind dm II
>
>
>   
>> Hi, Allan.
>> Ok, the adding of a boss for each level sounds easy. Especially, since
>> the game is only in the draft stage and nothing is committed to code.
>> As for your VB questions I don't use the Express version myself. So I
>> don't have experience getting it setup. If you are using the 2005
>> version I think you don't need the Jaws patch, but could ask around
>> about that. I am a Window Eyes user so can't give specific Jaws related
>> support questions.
>> As for which books I can give you a list of books to read. The best
>> starting place is Learning Visual Basic .Net and Programming Visual
>> Basic .net. Both can be found at:
>> safari.oreilly.com
>> You can try the service for 14 days free, and then they have payment
>> options from $10 per month for 5 books, $20 a month for 10 books, etc...
>>
>>
>>
>>
>> allan thompson wrote:
>>     
>>> Hi Thomas,
>>> The story sounds great for a first sample run.
>>> In later projects I would add in mini bosses that rule their particular
>>> armies, like a dire wolf for the wolves, a half orc barbarian for the 
>>> orcs,
>>> vampire for the skeletons etc.
>>> I am jazzed up about this, and I got about ten thousand questions...but 
>>> it
>>> can wait.
>>> One question I do have is this.
>>> I downloaded the vb express, got the jaws add in, but I am having a heck 
>>> of
>>> a time trying to register it with microsoft....any thoughts on this?
>>> also, what book or books would you suggest for someone like me to start
>>> learning, I decided to try the .net, and leave off the C stuff. When I 
>>> mean
>>> someone like me, I mean someone totally devoid of  any inkling of what I 
>>> am
>>> doing.lol
>>> thanks for everything
>>> allan
>>>
>>>   ----- Original Message ----- 
>>> From: "Thomas Ward" <[EMAIL PROTECTED]>
>>> To: <[email protected]>
>>> Sent: Friday, January 20, 2006 7:50 PM
>>> Subject: Re: audyssey: blind dm II
>>>
>>>
>>>
>>>       
>>>> Hi, Allan.
>>>> As far as lining up I would imagine for some weapons like bow and arrow,
>>>> sword, etc that would be vitally important to center the monster in your
>>>> hearing as best as possible. Spells however don't need that degree of
>>>> accuracy unless targeting depends on line of sight.
>>>> When playing a paper/pencil RPG I think it is assumed the player is
>>>> facing his foe unless it is a tail attack. So facing the target is vital
>>>> for the game.
>>>> As for the attributes there is no reason that won't apply. If the hero
>>>> has a high armor class you would expect a monster swinging his ax,
>>>> sword, whatever to do less damage and have a difficult time over coming
>>>> the hero.
>>>> So the first roll would be to see if the blow does damage, and the
>>>> second roll to see how much damage is done in the encounter.
>>>> Fortunately, the end player would not need to worry about the
>>>> calculations as the dm would handle those details for you automatically.
>>>> As for the story I like your ideas. So maybe it could be a lost scroll
>>>> or amulet that has been divided across the realm. The wolves hold a
>>>> piece, the Orck kingdom has a piece, the Goblens have a piece, the Ogres
>>>> have a piece, etc... You must fight each army to obtain a piece of that
>>>> scroll or crystal amulet. That actually gives each level or sub level an
>>>> objective.
>>>> In level one you must travel to the Wolves kingdom and find out which
>>>> den holds the amulet. Once you find the den you must challenge the
>>>> wolves army and get that piece.
>>>> Then, in level 2 go to the Ork kingdom and fight them for the second
>>>> piece.
>>>> In level three go to the goblin domains and find out which cave holds
>>>> the third piece.
>>>> It continues in like manner until the final battle comes.
>>>> If you have any story adjustments or suggestions send them along. Smile.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
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>>>>         
>>>
>>>
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>
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>   



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