Re: Possibly Seeking Code Help

2014-09-05 Thread AudioGames . net Forum — General Game Discussion : Guitarman via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Hello Jayde.Well any of these could be added easily. Im not sure how you would get the game to follow along with your computers clock but it is definitly easy to have a timer so that at a certain point in the game it turns from day to night. I really like your idea since it would mean that you can only do certain things at certain times like go to stores or talk to other characters. Also the idea of different monsters coming out at night is awesome. Maybe you have vampires, werewolves, and others come out at night but they run and hide during the day. Also it would be cool to have weather changes in the game. So if the sun is out and its really hot maybe your characters get tired quiclly while fighting enemies in the hot son. Or if its snowing maybe your characters have a harder time fighting because of slipping and sliding in the snow.And its no problem at all to add resurrection items you just subtract the value of what the character
 9;s stats were before they died. The only problem is lets say you have a wizard and his group to fight. You kill 2 enemies and then the wizard resurrects them. This would make the game overly hard. I think we should add a limit on how many times you can resurrect a character. Maybe once or twice just to make the game fair. Also having a slot for personal items would be awesome. Like maybe you have a necklace that you took from an enemy. Maybe you cant use it as a weapon but you can open your personal slot and have the game tell you when and where you got it.Also having different slots for body parts is a great idea. You could start wearing things like helmets, boots, pants, armor, to protect yourself from enemy attacks. I think it would also help to have an organization system especially when you pick up a lot of stuff. Maybe you open your inventory and press o to organize your items into columns so you can look for something in particular like a certain weapon or 
 potion.

URL: http://forum.audiogames.net/viewtopic.php?pid=188025#p188025




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Re: Possibly Seeking Code Help

2014-09-05 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Possibly Seeking Code Help

I was thinking the I key would bring up your inventory, and it would be automatically sorted into columns or subsections. Restoratives, armour, weapons, accessories. Then in each of those it would be further separated, so for restoratives you might have HP healing, MP healing, status items and resurrection. In weapons you might have slashing weapons, bashing weapons and thrusting weapons. That sort of deal.I might include some environmental variables like snow or excessive heat, but I dont want to go overboard with those. I did fully intend for certain enemies to come out at night though, while some only come out during the day. Also, way ahead of you on stores. Many would be open only during the day, but perhaps there would be some sort of black market somewhere that was only open at night. I dont know.

URL: http://forum.audiogames.net/viewtopic.php?pid=188033#p188033




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Re: Possibly Seeking Code Help

2014-09-05 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Just got another idea too, by the way. A bestiary.Im thinking that very near the start of the game, your main character will be given a sort of notebook or glass orb or something which can store monster data in it. The character will also be taught the scan command, which would be a 1-stamina 1-MP move which took a turn to examine the enemy. Scan would only be needed on random enemies, not bosses. The idea would be that, say, 3-4 successful scans would give you all the information about the monster you could want: physical description, stats, resistances and special attacks or item drops, if any. I would set Scans success rate at 80% at the start of any combat, but every time you attempted it, success or fail, it would drop by 20%. This way, if youre lucky you can scan the same enemy twice or even three times in a fight and nearly fill up its data, but mostly youre probably not going to be quite so lucky and might waste turns (and get pou
 nded in the meantime) trying to get bestiary information.Concurrent with this, I think that the bestiary should be organized by area or map, and once you have all the data for all the monsters present on any given map, you could return to the guy who gave you the bestiary to get a prize. Perhaps he unlocks random monsters? Perhaps new skills? Perhaps its just an experience and money reward. Im thinking it should be related to two things: the map thats been completed, and the number of maps youve completed in total. So lets say youve just finished your fifth map, Rolling Veldt. Maybe if Rolling Veldt is a fairly early-game area you only get 5 Tincture of Recovery and 200EXP for all party members, but because by doing so youve completed 5 maps, you get a one-time bonus of 1000 gold, and now a random enemy called the Carrion Crawler is loose somewhere.That, or perhaps the bestiary guy wants info like this because hes into rese
 arch of his own, and maybe he keeps a battle arena where more monster data means you can opt to fight bosses he has made or captured himself. Just a thought.

URL: http://forum.audiogames.net/viewtopic.php?pid=188052#p188052




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Re: Possibly Seeking Code Help

2014-09-04 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Okay, just a couple of things, at least in part since I dont want this topic to get completely buried.1. Can someone tell me how difficult it will be to include resurrection items that will work inside of combat? If in a fight a character dies (friend or foe) and an ally resurrects that character, is this doable in a scheme similar to the one I laid out a couple of posts ago? I ask because I would want all buffs and ailments gone, so if the character had Haste when they died, they no longer do. I would hope this is as simple as removing all buffs on death instantly, but it also worries me because I wouldnt want a character finding a loophole where that doesnt always work and essentially stacking the hell out of effects that dont go away when the target dies.2. For gear, Im thinking each character will have two hand slots, a feet slot, a body slot and a head slot, as well as an accessory slot and a personal slot. The personal is for stuff
  like mementos or whatnot, and I would want those to be completely character-based; other gear could be traded out pretty much at whim, but those mementos could never be swapped between characters. Maybe one of them would give the wearer a bit more experience, or the other one would kick up the wearers agility and foresight considerably when theyre below a certain threshold. Id have to be certain, for something like this, that a player didnt trigger the boost, heal, then trigger the boost again, so there would have to be a debuff if/when the player heals. So how do you guys feel about each character having a few personal items that they and only they can equip? Perhaps they would be unlocked via side-quests and extra stuff, but Im thinking each character should start with one. Probably not a great one, but its a thought anyway.3. How easy would it be to incorporate day and night into the game? I would really, really love that. If the game c
 ould somehow read your computers clock and knew it was night, some of the music/monsters would be different. Perhaps some stuff would have to happen only during the day or only at night (I dont want to start getting down to the hour or down to the minute, as that gets awfully finicky). Failing that, what about a system where x number of RL minutes equals one in-game day, so the game would cycle back and forth from day to night automatically? Would either of these be doable (obviously I would only need one).I hope you guys dont think Im aiming too high, but I really want to make one smash of a turn-based RPG, and with some of your help, I really do believe we can do it.

URL: http://forum.audiogames.net/viewtopic.php?pid=187984#p187984




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Re: Possibly Seeking Code Help

2014-09-01 Thread AudioGames . net Forum — General Game Discussion : robjoy via Audiogames-reflector


  


Re: Possibly Seeking Code Help

At a first glance this seems reasonable and robust enough. It is relatively easy to code, too.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=187422#p187422




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Re: Possibly Seeking Code Help

2014-09-01 Thread AudioGames . net Forum — General Game Discussion : tward via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Jayde, I certainly like what I am hearing so far. I dont see anything overly complicated in your stats system etc in terms of coding. Unfortunately, I cant even complete my own projects to be an active contributor in this project, but I am following along with the discussion as the project does sound interesting. Im also taking notes because I might be able to build upon certain suggestions here and give useful suggestions as progress continues on this project.

URL: http://forum.audiogames.net/viewtopic.php?pid=187424#p187424




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Re: Possibly Seeking Code Help

2014-09-01 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Im going to include some boss ideas and a couple of skills/spells with some more complex stuff behind them, I think, see what you guys think of those, too. Im glad nothing so far immediately strikes you as overly difficult. Thanks for all the feedback, by the way.

URL: http://forum.audiogames.net/viewtopic.php?pid=187468#p187468




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Re: Possibly Seeking Code Help

2014-09-01 Thread AudioGames . net Forum — General Game Discussion : Guitarman via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Hi Jayde.Well I myself am not a fan of turn-based systems but if its really important to you how about something like alter aeons combat system? For example you scan ahead and see an enemy you walk up to it and combat begins. Instead of just making your choices and then seeing what happens you will have to do something like type in the names of your attacks. Like kick, punch, cast spell etc. This way its a little of both a action and turn based system. Then you just press a key to run away if your health is low and your close to dying or you win the fight.I know a lot of people on here like games with voice acting in them but what if the whole game were text-based? Of course it would still be an audio game but instead of having people acting when you talk to other characters or things like that it is all text-based. For example you can have a very long conversation with a character without spending all the money on high quality actors. Let me tell you
  this makes the game a lot cheaper to produce and it also makes it simpler to add more content because your not loading a whole lot of large media files at once which will slow down the game considerably.You also mentioned you wanted a main villain with a storyline. One of the things Ive noticed authors of books like stephen king and brandon sanderson do is they have the main storyline and then throughout the main storyline they have interludes where you get to see things through the villains point of view. I think this would be really something interesting to put in an audiogame. So for example your playing through the game you finish a certain task and then the gameplay will stop and you will see the title screen interlude and apart of the bosses story. Maybe in each interlude you get a bit of information about the boss. The more you progress through the game the more interludes you read until you have all of the bosses story. So when you finish the last interlude prob
 ably soon after youll have to fight the boss himself.And what about having a gamebook like system in the game? Maybe you finish a level or quest and have to choose between several things you do next? Like maybe you finish a boss battle and then you have to choose between saving a princess or completing another objective. If you decide not to save the princess and do something else maybe she gets killed and you make an enemy out of the king. This way each choice you make will effect the storyline in some way so that each time you play the game it has a different outcome.And just one more thing. I dont know why this has never been in an audio game before but I think you should be able to choose whether your good or evil. This would make the game very complex.Sorry for the long post after I posted here the other day I started thinking about what would make a good rpg and a good game in general so let me know what you think.

URL: http://forum.audiogames.net/viewtopic.php?pid=187531#p187531




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Re: Possibly Seeking Code Help

2014-09-01 Thread AudioGames . net Forum — General Game Discussion : Guitarman via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Hi Jayde.No I dont want the game to play like a gamebook either I just meant that after something is completed you use checkboxes to decide what you do next sort of like playing a table-top game except theres no dice. Almost like playing silversword accept that game is still inaccessible. Also what I meant by good and evil is that you slowly become good or evil throughout the game depending on your choices. So maybe if you choose to kill another character just because they annoy you you might become slightly more evil. Or if you choose to side with one antagonist or another. But if you decide to help another character do something boaring like get them food it makes you good. This would also make the game more interesting since it will change how npcs react to the characters in your group. Choosing whether your good or evil at the beginning of the game would be pretty disappointing like you said it would really limit the story. It would also be nice i
 f the bosses had distinctive personalities. Ive always wanted to make a really smug villain in a game if youve played mortal kombat 9 and seen Quan Chi and Shang Tsung in the story mode then youll understand what I mean. One of those characters you love to hate. And Im glad you dont have a problem doing without voice acting since we could make a game and add the voices later if thats what people want.

URL: http://forum.audiogames.net/viewtopic.php?pid=187545#p187545




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Re: Possibly Seeking Code Help

2014-09-01 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Possibly Seeking Code Help

I want to go beyond the check-box sort of deal.Lets say that youre in a tower, and on the third floor you come across a locked door. You obtain the key, unlock the door and, lo and behold, theres a prisoner. Simply by going out of your way to have unlocked his room will be enough to get you whatever that particular side-quest entailed. If you did the dungeon without rescuing the prisoner and never came back, then lets say his wife, whos back in town, will always pine for him and will never help you (whereas releasing him causes her to react more favourably toward you).I do like that actions might sometimes change how people deal with you but I want to stay away from check boxes or simple radio buttons to select. I like the player having to go find stuff, or bring things to the right person, rather than just clicking a box after a Will you rescue or kill the princess? prompt.I am thinking that there are three villains, r
 eally. The main one starts out being angry and frightened, and by the end has simply become desperate to keep what he has at all costs. Not evil, per se, but letting him have his way is going to hurt a whole lot of people. The second villain is related to the first, and knows in her heart that whats going on is wrong, but cant find it in herself to take the right side. The third starts out quiet and fairly unknown, just helping the antagonists cause, and then I think somethings going to happen that sends this last villain rogue in a big way.

URL: http://forum.audiogames.net/viewtopic.php?pid=187546#p187546




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Re: Possibly Seeking Code Help

2014-08-31 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Possibly Seeking Code Help

I think I might want to help with this, but Im also in the middle of like 3 other projects at the moment, so I have no idea if I could manage what it needs. :-/

URL: http://forum.audiogames.net/viewtopic.php?pid=187313#p187313




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Re: Possibly Seeking Code Help

2014-08-31 Thread AudioGames . net Forum — General Game Discussion : blindncool via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Hate to be a back seat moderator, but this goes in development room.

URL: http://forum.audiogames.net/viewtopic.php?pid=187321#p187321




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Re: Possibly Seeking Code Help

2014-08-31 Thread AudioGames . net Forum — General Game Discussion : robjoy via Audiogames-reflector


  


Re: Possibly Seeking Code Help

@Jayde, how quickly would you like to have this ready? I am asking because if you dont mind starting next year, I can be your man. I would like to have this fully voiced and the best quality we can get, simply because the audio games community really needs a good turn-based real rpg. This of course means that we will need a lot of people, but I am positive we can make it, especially if we can receive some sort of funding for semi-professional voice actors and actresses. But I am getting ahead of myself Let me know what you think.

URL: http://forum.audiogames.net/viewtopic.php?pid=187333#p187333




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Re: Possibly Seeking Code Help

2014-08-31 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Possibly Seeking Code Help

It doesnt have to be ready right away. If I know Ive got people interested, I can work out a script and maybe try and get one person to make me a battle engine so I can test stuff for balance. Failing that, I also want to make some more immersive details (such as knowing what people and items look like). A lot of work, overall, and most of it text-based so all a coder would have to do is put the right text in the right place.My basic idea for mapping is grid-based, at least roughly speaking. Having something similar to the tone system in Paladin of the Sky would be good, but when I say grid system I mean that hitting left arrow would move you to the left, not turn you. I do plan for some mazes and a few puzzles, but I dont intend this game to have insane platforming angles.I dearly want the game to have a full party though...as in, its not 1 vs. 1, its ultimately 4 vs. however many enemies there are. I dont know how tricky this will
  be to code. In the party menu (maybe accessed by pressing p) you could see your characters stats, experience, skills/spells and status. I would want to use something like the e or x key on maps to examine something youve bumped into, whether its a chest or a person. Barriers could yield descriptions too...in a town it might just be a wall made from red bricks of clay, in a forest it might be a deadfall.I would like also to add, at some point in the story, a crucible of synthesis...an item you can get, optionally, where you put two or more items in it, walk around awhile (or fulfill some other requirement) and then the crucible opens to reveal a new item.Short answer: no, this doesnt have to be done right away.

URL: http://forum.audiogames.net/viewtopic.php?pid=187337#p187337




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Re: Possibly Seeking Code Help

2014-08-31 Thread AudioGames . net Forum — General Game Discussion : robjoy via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Im happy with this. I was thinking of Shadow Line-based rooms with room/area ambience, etc to help the player out, to add to your map design. But these are things that can be taken care of later. Game design is much more important for now.Right now, I have some projects to take care of, Im definitely finishing one this year. I am definitely available from next year onwards, luckily my schedule wont be as tight then.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=187346#p187346




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Re: Possibly Seeking Code Help

2014-08-31 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Heres an overview of what Im after for a basic combat engine, as far as specs go. Tell me, if one or more of you could, if this makes sense and/or would be too hard to code. I should think not, but Im not a programmer either.StatisticsEach entity capable of combat will have various statistics which govern how well they can perform. Below, I will discuss each.HP: hit points. If this drops to 0, the entity is incapacitated and unable to battle unless revived by an ally.MP: mana points. This governs the use of magical spells. If MP reaches 0, all skills which would consume MP are no longer available. MP can be healed in or out of battle using items if necessary.Stamina: This is a gauge of your ability to perform actions. Characters begin a fight with 25 stamina (this can be enhanced with equipment or augmentation, see far below). Regular attacks use up 2 stamina, using an item (on you or on someone else) uses 1. Defending use
 s up 2 stamina as well. The Wait command will leave the waiting character completely helpless but restores 5 stamina. Stamina naturally recovers at a rate of 1 every round, and there are somewhat rare items which can be used to refill stamina, though it should be noted that many of these may damage the users HP or MP as payment. Magic does not require stamina, because it requires MP, but physical skills can have costs anywhere from 3 to 12 stamina depending on their power and usefulness. Management of stamina will be an integral part of battle strategy.Accuracy and AgilityThese stats determine how often hits land and how often hits are dodged. If your accuracy and an enemys agility are equal, the chance of a hit is 75 percent. For every point of difference either way, the percentage goes up or down by 1, to a minimum of 10% and a maximum of 95%. For instance, if you have 10 accuracy and your opponent has 8 agility, you have a 77 percent chance to hit them. I
 f they have 100 agility, you only have a 10% chance to hit them.Note: Accuracy and agility figure into physical attacks only. Some physical skills have agility and/or accuracy modifiers when used, such that a particularly wild attack might be less accurate, or a low-damage attack might be particularly so. Some skills will grant the user extra agility, followed on the round after by an attack which would then remove the agility bonus.Focus and ForesightFocus is the accuracy of your magic, and foresight is ones ability to dodge magic. Owing to the more costly aspect of magic, the base chance to hit is 85 percent instead of 75 percent, and it takes 3 points to change the percentage by 1 either way. For instance, if your focus is 100 and your enemys foresight is 79, you have a 92% chance to hit. Unlike melee, magic may reach a maximum of 100 percent (which would take a minimum of 45 points of difference between your focus and your enemys lower foresi
 ght). Also different from melee, magics base chance to hit can never drop below 30%.Damage and ArmourDamage, in this case, refers to how much pain you dish out with physical attacks. Damage is a fixed number, and equipping a weapon directly modifies it. For instance, a character whose damage is 14 who equips a sword whose damage is 4-6 now has a damage potential of 18-20.Characters will gain bonuses to their damage as they level, or by using certain items.Damage compares directly to armour to determine how much an enemy is hurt. The overall damage number is calculated first, then it is compared to the enemys armour number. If the damage number is higher, the difference is dealt to the enemy as HP loss.Example: damage of 20-23, armour of 6-6. Damage will be 14-17 (rolled randomly).Armour is another fairly innate stat which can be enhanced by certain items and/or events. It will probably never become as godly as damage, and some charac
 ters are naturally more armoured than others. Wearing armour which has an armour rating naturally boosts this stat further.Slash, Bash and ThrustWeapons do different types of damage, and naturally, certain monsters are more resistant to certain types of attack...or weak to them, as may be the case. It may not be wise to use a sword on a stone golem, but using a hammer might work well, for instance.Certain weapons will add a damage modifier while equipped, such as Bash+4. This means that any attack which uses the bash damage type would have 4 automatically added to its damage before calculating how badly the enemy will be hurt. It also means that attacks of a differing damage type will be unavailable. No using Tendon Slice while wielding a hammer. Certain armour will have modifiers against certain types of damage as well. A crystal breastplate might, for instance, have thrust+3 and bash -5, which means that it will help you resist thrusting attacks but will lower y
 our armour against bashing attacks by 5.Note: these single numbers will modify both sides of a spread...so if a spread is 3-5 and the modifier is +4

Re: Possibly Seeking Code Help

2014-08-31 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Possibly Seeking Code Help

I wouldnt mind more of a Shadow Rine type screen layout (as in, you move from screen to screen), and Im even open for hazards on screen (gaps to fall into, lava, deep water or whatnot). I do not want this to play an enormous role in the game, however, and absolutely none in combat. I still want turn-based combat, not action-RPG-style combat like SR has.I also definitely want an airship or some other vehicular conveyance later in the game...that way, you can return to long-before-visited areas simply by talking to your navigator and selecting from a list. This would be easier than raw navigation, after all...I dont intend the player to actually fly the ship.I also want it to be possible for players to both buy from and sell to shops, and to be able to appraise stuff before they buy it so they know what it is.

URL: http://forum.audiogames.net/viewtopic.php?pid=187406#p187406




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Possibly Seeking Code Help

2014-08-30 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Possibly Seeking Code Help

Hi there,Okay, so heres the deal. Id really, really like to make an RPG, a big one. A standalone program, not a browser-based game as Ive worked on in the past.I have the experience to design, numerically and technically, a combat system thats both flexible and interesting. I believe that I can also come up with a good storyline with solid dialogue, character development, a considerable challenge factor and plenty of optional stuff if the main story wasnt hard enough. I prefer a more traditional medieval-ish style, swords and sorcery, and I would intend to use elemental magic and weapon skills.Playing Paladin of the Sky really showed me how much can be done in this vein. Problem is, I dont know how to code and would love the help of someone who does. I pretty much have the combat stuff written out already, and thats the real meat of code in an RPG...making battle function properly. The only thing left would be balancin
 g (which is fun and takes a little time) and the integration of a story. Im pretty sure I can do both of things, if not alone then with a little help.Are any of you skilled enough or interested enough to be curious? If so, respond here, PM me, get in touch in whatever way you see fit. Right now, I have nothing more than ideas and a whole bunch of concepts for how battle would work on paper. I have not designed areas, bosses or a storyline yet, because Id hate to see it stagnate.Thanks in advance.

URL: http://forum.audiogames.net/viewtopic.php?pid=187253#p187253




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Re: Possibly Seeking Code Help

2014-08-30 Thread AudioGames . net Forum — General Game Discussion : Guitarman via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Hi Jayde.Im a little confused do you know how to code or not? You mentioned working on games in the past so it sounds like you do have some experience. I would be interested in helping just let me know which language or tools your going to use. And have you thought about whether this game will be cross platform or not?

URL: http://forum.audiogames.net/viewtopic.php?pid=187268#p187268




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Re: Possibly Seeking Code Help

2014-08-30 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Possibly Seeking Code Help

When I say that I have previous experience, Im referring to the creation of a combat model. I did not code it, not at all; I knew a bit of how it might work, but I dont know programming near well enough to be anything close to useful, except to generally be aware of what does and does not work.My browser-based game Tarranoth, which has sadly gone to that great database in the sky, wouldve been a really good way to show what Im capable of, numerically. Suffice it to say that I got a lot of firsthand experience working directly with a coder.If you work with me, youll be working with someone who doesnt code but who does generally understand the limitations this medium presents. Youll also be working with a team player whos open to ideas, and a person whose work ethic is top-notch. I wont give you shoddy material to work with. I wont make up bogus mechanics for one function that only ever gets used once or twice. 
 Im in this to create a good solid RPG that players will like, and which will offer unique challenges. When I brainstorm, I dont just go You know what would be cool? and then expect someone else to go through the scrap pile to salvage the bits that will work and the bits that wont.To answer your question about platforms, I personally am familiar only with Windows, but cross-platform support would be lovely. I do intend that this be a PC game, not an IOS game, however. Im okay with mac support if thats possible, but I dont wish to create a genuine IOS project here.Regarding tools...Im not sure here. BGT was used for Paladin of the Sky and it looked pretty solid, but if something else (or combinations thereof) could provide equal or better experience, Id be happy with those.At least to start with, it is probably best that the game use SAPI or some kind of synthetic speech. I can worry about voice-acting whe
 n, and if, this takes off. Im not talking about a two-dungeon audio game though...this would be the sort of thing that might take players a good twenty hours to finish, and thats if they know what theyre doing.If you have further questions or comments, I welcome them.

URL: http://forum.audiogames.net/viewtopic.php?pid=187269#p187269




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Re: Possibly Seeking Code Help

2014-08-30 Thread AudioGames . net Forum — General Game Discussion : Guitarman via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Hi Jayde.Well it sounds like you have really thought this through. I cant promise anything at the moment since Im pretty busy but this does sound interesting. I dont think I could use bgt since I have epically failed with it so many times but python or pure basic is no problem.If you are only familiar with windows I could deal with the cross-platform stuff since it has nothing to do with gameplay or mechanics. And you dont have to worry about iOs. As much as I love the iPhone I dont like the restrictions that apple puts on its developers. I want to make games as big or as small as I want.You said you already have some ideas for the rpg could you post them here or pm me with what you have? As for screen-reader support it would take me half an hour to add something like that. I usually like to get all the boring stuff out of the way like screen-reader support and different settings so I can focus on putting the actual game 
 together.You know you should check out purebasic or python and try to write some small programs. You wouldnt want to start out by creating your rpg but just write some simple hello world and guess the number programs and go from there. I think you would have a lot of fun adding to code yourself. Also, Ive been wanting to do something like this for a long time. I listen to mainstream game trailors and reviews and I always hear something like, This game has over 100 hours of exploration, plenty of unlockables and battles to keep you busy. Whenever I play an audiogame I always wish that we had the resources of mainstream companies to build massive games like the zelda games or dead space. Entombed is really good but has no story or ongoing quests its just walking around or fighting. We need better stuff than that.I really need to check out paladin of the skies since Ive been hearing so much about it. Adventure at c was good so I
 9;m sure paladin can only be better.

URL: http://forum.audiogames.net/viewtopic.php?pid=187275#p187275




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Re: Possibly Seeking Code Help

2014-08-30 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Paladin of the Sky is maybe ten to twelve hours if you know what youre doing, twenty to thirty if you dont. Some neat mechanics, a sometimes infuriating magic system, lots of maps to run around on.It takes place largely on a ship, and I want to avoid that. I want you to run around in a whole world. Multiple towns, maybe a couple of slightly larger cities. Roads through hillsides. Caves. Maybe a desert. And some good old-fashioned dungeon-ish type stuff.Here are the things I know Im after, regarding some combat nuts and bolts.- per-round fighting; that is, no timed stuff, no active time gauge...you can take all the time you need to strategize- four elements (earth, water, air and fire); you get four characters in total, and each character gets one sphere of magic...your choice- skills and spells unlocked by level, and enemies that give experience when killed- optional secret skills/spells, perhaps one each per character, which
  have to be quested for- enemies can have elemental resistances and immunities, and can sometimes heal if you hit them with an inappropriate element- save points, not a save-anywhere feature; I want the game to be a challenge, an if you can simply save after every battle, you take some of the difficulty out of it- status effects (blindness will lower physical accuracy, muddle will make your magic very inaccurate, silence will render you unable to use magic, paralysis will render you unable to use physical attacks, sleep will make you helpless unless you are hit)- bosses with attack patterns (performs attack a, then attack b, then attack c; will respon with attack d at any time when condition x is met) ..and more, obviouslyAs far as ideas for a raw story, I dont have tons yet. I know that I want four characters you can play, hopefully in a party all at once (like Entombed). I know that one females name is Jann, and I think your non-main char
 acters name (the male I mean) is Breck. Sue me, I like slightly odd names.The idea, as it stands, is a bit simplistic, but Im open for suggestions on this. Its an average day in the life of your main character, but one evening after wandering the countryside hunting or something, he returns home after seeing some strange lights near the village and nearly everyone is acting strangely. Theres a smoking hall where the village green used to be, and a bunch of chunks of rock around its edge. The townspeople seem enthralled by the fragments, and when the main character gets close, he gets a sort of vision...someone tells him to go no closer, lest he be corrupted. At that moment he notices that some of his former friends and loved ones are looking his way with some hostility in their eyes. He takes off, and isnt followed.This is probably the prologue of the game, and you get dumped into the action trying to find someone sane who can explain what h
 appened.I am not planning for an epic good guy vs. bad guy thing right from point 1. I dislike evil purely for evils sake; my villain may be a villain, but theres going to be method to their madness.The game is essentially going to be the main characters journey to unravel whats going ion, and to discover the identity and objective of a group of three hooded figures who are always nearby when calamity strikes or when things become strange. Someone has, without quite realizing it, stumbled on something both wonderful and terrible, and theyll do almost anything to protect it.

URL: http://forum.audiogames.net/viewtopic.php?pid=187281#p187281




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