FHIZBAN'S PROFILE
Fhizban
68
* Fulltime-job programmer (PHP/SQL/CGI/PERL)
* Dungeon Crawl adict
* Shining Force fanboy
* Secret of Mana fanboy
* Roguelike/Shiren/Torneko fanboy
* Oldschool console/PC RPG game fan
* Spriter in training
* Dungeon Crawl adict
* Shining Force fanboy
* Secret of Mana fanboy
* Roguelike/Shiren/Torneko fanboy
* Oldschool console/PC RPG game fan
* Spriter in training
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Creating fun random worlds (long)
Well, IF random world-generation works well - it can give a player shivers. as really well done roguelikes manage to create worlds and characters therein that are completely randomized but still have enough personality to make them look non random.
in other words, the feeling i had with the jade rogulike (www.adom.de/jade) was like: wow, this is is all so real (moving in a city, day/night/weather, breaking into houses, npcs ring the bell etc.) - but created by a miraculous dungeon generator.
really gave me shivers, and really is fun to play. needs better graphics tough. and please do not mistake it with the standar rougelikes.
i had the same feeling with the first part of the elder scrolls, altough it was not as random as a roguelike at all.
@Spellbinder yes, sadly this genre is 99% dead - its all mega-apocalytpic-stories and blinding-effects plus HPs in the 100.000s today
in other words, the feeling i had with the jade rogulike (www.adom.de/jade) was like: wow, this is is all so real (moving in a city, day/night/weather, breaking into houses, npcs ring the bell etc.) - but created by a miraculous dungeon generator.
really gave me shivers, and really is fun to play. needs better graphics tough. and please do not mistake it with the standar rougelikes.
i had the same feeling with the first part of the elder scrolls, altough it was not as random as a roguelike at all.
@Spellbinder yes, sadly this genre is 99% dead - its all mega-apocalytpic-stories and blinding-effects plus HPs in the 100.000s today
Creating fun random worlds (long)
I just checked your tower-defense project and must say: i would be more impressed by a really well done roguelike in rpgmaker. but thats just me, your main project sounds very interesting.
The thing with rougelikes is: I just like the vision of having a game that is completely random (given a logical layout), including random quests and even random victory conditions - because this would give us players a neat little toy with endless replay value.
combine this with a bit of elder scrolls like open-world gameplay and you are set. did someone say "Elite (C64 times)" like procedural semi-random world generation squeezed into a simple formula? sadly, i dont think this is possible in rpgmaker at all...
The thing with rougelikes is: I just like the vision of having a game that is completely random (given a logical layout), including random quests and even random victory conditions - because this would give us players a neat little toy with endless replay value.
combine this with a bit of elder scrolls like open-world gameplay and you are set. did someone say "Elite (C64 times)" like procedural semi-random world generation squeezed into a simple formula? sadly, i dont think this is possible in rpgmaker at all...
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Action Resolution System - Thoughts
@ashriot
I keep it in mind for sure. Right now my project needs work on many levels so I cannot focus too much on a single concept. In fact - the expanded Action Resolution Sytem idea could be a game in itself
@Wulf_Productions
I already decided for a combination of both. A battle system and the action resolution system.
Thanks for your thoughts, all!
I keep it in mind for sure. Right now my project needs work on many levels so I cannot focus too much on a single concept. In fact - the expanded Action Resolution Sytem idea could be a game in itself
@Wulf_Productions
I already decided for a combination of both. A battle system and the action resolution system.
Thanks for your thoughts, all!
Random Map Events (not just battles)
Thanks for the answer so far!
It sounds like no one is against the idea in general. The feedback was very good, so i give the system a try
when i release a demo of my game someday - maybe you remember the idea and want to testplay ist
It sounds like no one is against the idea in general. The feedback was very good, so i give the system a try
when i release a demo of my game someday - maybe you remember the idea and want to testplay ist
Random Map Events (not just battles)
@LockeZ
Yes, you got it. Specific tiles wich trigger combat or a difficult situation - but there could also be events that move randomly or on a path - wich have transparent graphics.
all main quest givers have to be visible for sure - i can only use the invisible events to spice up the game with additional battles, riddles, traps and noncombat encounters like thieves, merchants etc.
I am not satisfied about how visible and inivisible events blend in the game and how it plays. I am already working on a small sample to get the feeling.
Yes, you got it. Specific tiles wich trigger combat or a difficult situation - but there could also be events that move randomly or on a path - wich have transparent graphics.
all main quest givers have to be visible for sure - i can only use the invisible events to spice up the game with additional battles, riddles, traps and noncombat encounters like thieves, merchants etc.
I am not satisfied about how visible and inivisible events blend in the game and how it plays. I am already working on a small sample to get the feeling.
Random Map Events (not just battles)
Well, I have a city in mind with lots of activity. Imagine the heroes walking across the central bazaar, there would be much more going on than just a shopkeeper here and there.
maybe I mix both concepts: some events are visible, others not. all the shops and the basic 3-liner-dialog-npcs are visible on the map, as are the guards and all other obvious npcs.
but thieves, black market dealers and minijob questgivers could be inivisible events for example. as you cannot see them - its somewhat likely that you bump into them sooner or later.
a dialog with a portrait would pop up and explain the situation, then the player can react and make a decicision. after encountering such a event, it would be removed from the map.
the ratio would be (roughly) 1 invisible event per 3 visible events on each map.
BUT, I am not 100% satisfied with this solution.
maybe I mix both concepts: some events are visible, others not. all the shops and the basic 3-liner-dialog-npcs are visible on the map, as are the guards and all other obvious npcs.
but thieves, black market dealers and minijob questgivers could be inivisible events for example. as you cannot see them - its somewhat likely that you bump into them sooner or later.
a dialog with a portrait would pop up and explain the situation, then the player can react and make a decicision. after encountering such a event, it would be removed from the map.
the ratio would be (roughly) 1 invisible event per 3 visible events on each map.
BUT, I am not 100% satisfied with this solution.
Random Map Events (not just battles)
hey there,
I like to spice up my maps using random map events. Not only random battles and NPCs running around but also noncombat stuff that can happen like:
# you meet a travelling merchant who offers his goods
# someone tries to pick your pockets!
# a guard asks you for your city pass
# a stranger draws you to the side and asks you for a favor
the point is: should I make theese map events visible to the player or not?
if everything is visible, the player would be able to avoid the pocket picking npcs and walk past the city guard as well
but if everything is hidden, the maps look empty and there is no real chance to prevent bumping into a hostile npc.
there could be skill check that makes npcs visible (or not) - but this complicates things very much.
there must be an easy solution - your two cents?
I like to spice up my maps using random map events. Not only random battles and NPCs running around but also noncombat stuff that can happen like:
# you meet a travelling merchant who offers his goods
# someone tries to pick your pockets!
# a guard asks you for your city pass
# a stranger draws you to the side and asks you for a favor
the point is: should I make theese map events visible to the player or not?
if everything is visible, the player would be able to avoid the pocket picking npcs and walk past the city guard as well
but if everything is hidden, the maps look empty and there is no real chance to prevent bumping into a hostile npc.
there could be skill check that makes npcs visible (or not) - but this complicates things very much.
there must be an easy solution - your two cents?
Action Resolution System - Thoughts
@ashriot
Yes, the font is Secret of Mana, the hand cursor is FF and the boxes are from Shadowrun - but the MegaCD version (i altered the colors a bit).
Your idea is very interesting by the way. It will make the system much more complicated to script, but it sounds really intriguing.
like each selection starts a chain of skill checks and after a few checks you can alter your selection again to suit the new situation. this could also spice up the somewhat boring "select a menu point" thing.
off to work, but i keep the idea in mind!
Yes, the font is Secret of Mana, the hand cursor is FF and the boxes are from Shadowrun - but the MegaCD version (i altered the colors a bit).
Your idea is very interesting by the way. It will make the system much more complicated to script, but it sounds really intriguing.
like each selection starts a chain of skill checks and after a few checks you can alter your selection again to suit the new situation. this could also spice up the somewhat boring "select a menu point" thing.
off to work, but i keep the idea in mind!













