Gahbreeil
Scholar
By half of the equation, it is. If it had an experience system beside learning the game as well as dialogues it would be. For example choosing to go to France instead of Libya.Therefore, BF1942 is an RPG.
By half of the equation, it is. If it had an experience system beside learning the game as well as dialogues it would be. For example choosing to go to France instead of Libya.Therefore, BF1942 is an RPG.
Is Call of Duty RPG? No, you play as a soldier and that's it. You can play as soldier medic or sniper but still you play as a soldier.
Actually, there is !votemap and a chat so it is a RPG.By half of the equation, it is. If it had an experience system beside learning the game as well as dialogues it would be. For example choosing to go to France instead of Libya.Therefore, BF1942 is an RPG.
Not really. It isn't choice and consequence of the kind that RPG coined or established. Voting on a map and chat are multiplayer options.Actually, there is !votemap and a chat so it is a RPG.
There is even a fully-fledged C&C since depending on your actions either the Axis or the Allies win at the end.
1 - experience system with unlocks and shit was added in BF2If it had an experience system beside learning the game as well as dialogues it would be.
In Rock Band you can play as the guitarist, the drummer, the bass player, but you can't play as the syphilitic groupie with cum in her hair. If you think this means the game isn't a RPG, than clearly you want to play as the groupie, you degenerate.
Dialogues between players aren't dialogues. These are conversations. Point one, I agree that it is a step towards RPGs.1 - experience system with unlocks and shit was added in BF2
2 - it has dialogues between players, duh
1) As stated within the design document, no attributes and only skills grouped into five.Okay, you've got an idea for a game. That's a start. Now, for clarification, I just have a few questions:
1) As stated within the design document, no attributes and only skills grouped into five.
2) Skills affect combat, work, movement, social skills, travel, health, sorcery, endurance, thirst and hunger, carrying weight.
3) As stated within 1), the range of skills is from oh or zero to a three hundred, buying points for amounts of experience.
4) Health is a bar of a 100 percent and a character might die from combat, thirst or hunger and tiredness. The characters can pass out out of tiredness or lack of sleep, they wake with half of their endurance after some time.
5) It wouldn't be based on slots like most RPGs have it, instead on the weight a character might carry.
1) As stated within the design document, no attributes and only skills grouped into five.
2) Skills affect combat, work, movement, social skills, travel, health, sorcery, endurance, thirst and hunger, carrying weight.
3) As stated within 1), the range of skills is from oh or zero to a three hundred, buying points for amounts of experience.
4) Health is a bar of a 100 percent and a character might die from combat, thirst or hunger and tiredness. The characters can pass out out of tiredness or lack of sleep, they wake with half of their endurance after some time.
5) It wouldn't be based on slots like most RPGs have it, instead on the weight a character might carry.
6) A list of equipment and objects carried within the range. Through trade, crafting, dropping and picking up.
7) It will effectively not slow him down unless he or she is overencumbered and cannot move.
8) Two for hands, one for clothing, one for amour. Four slots for rings.
9) These are the items worn, clothing and armour affect the look of the character.
10) Items can be used based on skills as well as without the use of those. Rings help with some social contact as you explain your wealth. They can also be a conduit for sorceries. Plate armour gives minus points to dodging as does a two-handed weapon. And so on in a similar manner.
11) Items can be freely traded unless stolen goods are in question, in that case only thieves and people in other towns will buy those. Land deeds as well. It is true some characters will not want some items as they have no need for them. For example a blacksmith won't want food or cloth.
12) All of the skills present. In daily life and everything they do that can be affected by the skills.
13) There is sorcery which is basically unlimited. To use it a character thinks and something happens.
14) The same as using one of the attacks.
15) There is a wide array of sorceries. They work over time or instantenously. At someone or self. A fire lance can be cast instead of an attack and then it takes only a mere few seconds to cast an invisible shield of steel around self in a globe acting as if it is plate armour.
1. Strength, Agility, Endurance, Intellect, Sense. The programming and for example using a weapon.1. And those five are? What determines when a skill is invoked? How is a skill invoked?
2. You gotta break down how each of those subsystems work.
3. How much exp? And what does any given value represent? What should I expect a character to have in any given skill to reflect a common level of training? What would an apprentice have in a skill vs a master vs an untrained fool?
4. 100 percent of what? You've said "Skills affect health" but with no explanation of how. What the fuck is endurance and how is it different from health?
5. Again, how do you get this weight limit value?
Your design is fine for the sort of thing I'd write on the back of a napkin to remind me to go and flesh out later. Where is the math? Game systems are a shitload of math, and you've provided fuck all actual numbers to your "system", its on the level of children inventing vague rules for their action figures in the sandpit.
Allow me to discuss what you're talking about.I'm somehow not surprised that you missed the entire fucking point of my questions, which was to show you just how little game design you actually understand just from playing CRPGs. The fact that you can't give me answers in a concrete manner tells me that you have don't have a fucking clue what you're talking about.
Did you read the design document on page seven?What skills and how are they grouped into five? Five what? What the hell kind of system is it?
Did you read the design document on page seven? Should I write down each particular skill? I am doing, if you've followed the thread you would know that by the progress I am making.Right. But how do they do it? What skill is related to carrying weight? What skill is related to hunger? Is there a "hunger" skill? Can I ramp it up to 300 and never eat?
The range of not knowledged to fully knowledged. Not arbitrary at all.How much experience? What do the numbers from 0-300 represent exactly? Why not 0-30000, if we're being so arbitrary.
100% is equal to full health.How is health determined? 100% is equal to what? How will the player know if you don't know?
As answered and yes.How much weight can a character carry? Do all characters have the same weight limit?
Of encumbrance.Within the range of what?
Through realism and skills.At what point is a character over encumbered? How do you determine that without attributes?
Cloaks and coats I might add in. Four is a good number. Ten would be difficult to wear.Nothing for a helmet, cloak, or boots? Why four slots for rings? Why not 10?
Did you read the design document on page seven? You asked how they affect the character.Who cares about the look of the character? I asked how these items will interact with each other and with the character in general.
Perhaps because it has eluded you.You explain this as though it makes a lick of sense, which it doesn't.
I might have been a bit too quick on this one. However I imagined it this way to avoid the problem of the player not knowing that he cannot sell stolen goods and putting the guard on more tasks within the game.How will you denote which items have been stolen? Is there a reason that someone else would know that an item is stolen? Do they have the magical ability to detect that?
In combat, running, sneaking and so on.That answer is complete fucking gibberish. Try again.
You have misunderstood. You see, an array of spells will be prepared.How would you implement this in the game? For example, if I want my character to think that my enemy has a banana shoved up his ass, how would I make that a reality?
Did you read the design document on page seven?Right. Except you haven't explained how those are used at all.
You do realize that you aren't making a bit of sense, right?
This thread is great and this is one of the greatest quotes I've had the pleasure to read in some time.The range of not knowledged to fully knowledged. Not arbitrary at all.
This thread is great and this is one of the greatest quotes I've had the pleasure to read in some time.The range of not knowledged to fully knowledged. Not arbitrary at all.
But more seriously Gahbreeil , on a range of not knowledged to fully knowledged, how would you rate your knowledge of RPGs ?
Based on the answers given, I’d say he’s closer to oh, which I assume is a number somewhere between 0 and -1, which sounds about right.
Group conversations should exist and it would be possible for up to five people to converse at the same time learning topics simultaneously while only one character would be able to speak at a time. This leads into gossip as characters passing by characters speaking could overhear snippets of information. Friendship would be lessened if a character decided to listen without taking precautions not to be found out.
Why such a large degree of numbers?, what differences warrant such numbers?Friendship and romance would work based on a scale of minus two hundred against two hundred. Points earned and lost through actions, gossip and conversations.
Do consider to not make it tedious, for the reason we find mundane acts such as walking and picking/touching pleasant is due the greater variety sense's provide. Dull/tedious/boring moments can be consider a torture on player side.Realism
reads as: you press a butten and an animation roulette plays.Combat is a very important part of this sort of game and I have envisioned it this way: the left mouse button attacks the hostile target through an array of possible attacks.
Counter intuitive for isometric. For the player to tell left/right or other side more easily a 1st person or 3rd perspective is required.For example slashing from the side opposite to the shield arm of the opponent, thrusting, perhaps a two-handed strike if a bastard weapon is used. The right mouse button is taken by possible interactions with a person, animal or monster, both dead and alive such as looking at, speaking to, thievery et cetera as of the project.
revolutionised
An enslaved and mutilated woman is clearly a retard in your eyes. Understood. I'm not an alt though.Based on the avatar of an obviously retarded elf-girl, the manner of his posts, and the way a week old account uses Codex gifs, I'd say this is a troll (who knows his TA pretty well) alt in action.
Based on the answers given, I’d say he’s closer to oh, which I assume is a number somewhere between 0 and -1, which sounds about right.
Based on the avatar of an obviously retarded elf-girl, the manner of his posts, and the way a week old account uses Codex gifs, I'd say this is a troll (who knows his TA pretty well) alt in action.
Yes, but did you read the design document on page seven?Based on the answers given, I’d say he’s closer to oh, which I assume is a number somewhere between 0 and -1, which sounds about right.
Based on the avatar of an obviously retarded elf-girl, the manner of his posts, and the way a week old account uses Codex gifs, I'd say this is a troll (who knows his TA pretty well) alt in action.
I suspect both Gahbreeil and InSight are Kruno alts. Either way, this is some very elaborate trolling.
Either way, this is some very elaborate trolling.
I don't have any inspirations in the design of this game except for life and fantasy books in general. If you want games that I like a lot you can go with Neverwinter Nights, Morrowind and Baldur's Gate. Or the Troika triple.So Gahbreeil , what are the top 3 RPGs that inspire your RPG design? I'm trying to get a feel for what you envision and are going for here.