Hi Pedro,

I appreciate your enthusiasm for Open Source gaming.

Generally the wesnoth-dev mailing list is for discussions related
specifically to Wesnoth development -- but we have a set of forums at
http://forum.wesnoth.org which are more widely used and which would be a
great place to post your idea (In the "Off Topic/Game Development" section).

Note that the Wesnoth developers are a very loosely organized set of
volunteers, not a well organized entity that is likely to collectively take
up a new game idea and work on it together. The best way to get your game
idea off the ground is to work on it yourself!

David

On Thu, Mar 24, 2011 at 7:46 AM, Pedro Rosado <[email protected]>wrote:

>  I am a player of battle for wesnoth, I've been playing it since I got my
> laptop running linux. I love mmorpg's and strategy games. And I found
> Wesnoth a really odd and exquisiste game, that's why I love it. Altough I am
> mailling you guys about an other issue.
>
> Since Wesnoth Is a online strategy/ rpg game just like warcraft, but in
> turn based gameplay, I thought In a new game of the same saga and using
> almost all the same resources, but fully online, take a look at the idea.
>
>
> Imagine the start, where you can chose your main hero, and give it your
> nickname. The heroes are just like the same as wesnoth. From there you enter
> the scenario and you get to chose 3 allies to fight at your side. The battle
> system is equal to wesnoth and similar to final fantasy tactics advance,
> where the terrain and the altitude are strategic points to grant victory
> like in both refered games. The main difference is that there is no main
> building to summon allies. Your army is a full set of 6 characters beeing
> the 6th, yourself or your hero. The game is still turn based, but the level
> of the characters can go from 1 to 99 like a normal rpg and items and
> equipment must be used and equipped.
> The way I thought to walk through the world map, is using Final fantasy
> tactics advance world map style, but at a bigger scale and using all maps
> from wesnoth storyline. In the world map, you move from one point to
> another, and it takes real time, wich is seen above the sprite of your own
> hero. During that time, random battles will occur. The main level and the
> set of monsters will be calculated in relation to the party average level.
> we don't need to see other players, so a clan hall or some kind of specific
> building can be created to promote fights among parties of players. When you
> defeat a party of random enemies, you can get to chose a creature from them
> and replace on of your party. That way, you can have 8 party members, but
> only 6 active for battle. You can change them before battle as the "enemy
> encounter" tab is displayed on the screen. To minimize resources and
> graphics, in the world map, we should only see the circular points that
> represent the cities or places, and the sprite of the hero. As he moves, he
> should only face the point and move through the line, as you can see in the
> image o Final Fantasy.
> Bosses and minions are a must be, just like in the original battle for
> wesnoth, with the variant that the boss can be fought in a co-op battle,
> with 4 teams maximum against the boss and is other 5 minions or mini-bosses.
> Beeing the boss in the center of the scenario and the teams in the 4
> corners.
>
> I'm a university student from portugal, but I'm also an addict to wicked
> games and open source games, therefore I would like a comment of my idea and
> if you guys need some idea with the development of that, I grant you my help
> in anything that I can :P
>
>
>
>
>
> _______________________________________________
> Wesnoth-dev mailing list
> [email protected]
> https://mail.gna.org/listinfo/wesnoth-dev
>
>
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