Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
0 user currently in Game Creation Center. | 1 guest
Acmlm's Board - I2 Archive - Game Creation Center - a wonderful idea....lol
  
User name:
Password:
Reply:
 

UserPost
Sokarhacd
Posts: 528/1757
alrighty, cool, ill have to take a look at those.
thanks again
Squash Monster
Posts: 447/677
Something any game designer, especially RPG designers, and even moreso MMORPG designers should read:

http://mu.ranter.net/
{Click on "Design Theory" to the left.)

It's long, but most of this stuff is gold.


And another website full of great information for game designers:
http://www.sirlin.net/

Good articles to read are all over this place. Half the articles are targeted towards players rather than designers - those are good to read too, as you'll probably want to know what makes ultra hardcore gamers tick.
Sokarhacd
Posts: 527/1757
if you have the newest version of milkshape, and im pretty sure you do, you dont need anything besides milkshape 3D itself, the newest version comes with everything needed.


and everone, thanks to majin_hacker, the site is here
http://www.gametech.mihopa.com/Astaria/


forum is up and running now also.
Itachi Sennin
Posts: 110/217
Aim: UzumakiDemon01

looks like ur using Acmlmboard for the forum.

And hey, what stuff on the Milkshape site should i d/l and install? there are quite a few stuff there.
Sokarhacd
Posts: 525/1757
alright, awesome, right now im starting work on the website, so anyone whos interested can check http://dhost.info/Astaria/ im a little bit to see the first forming of the website
there will also be a forum on there in the next few minutes, so check http://dhost.info/Astaria/forum/ soon also..

majin_hacker, do you got AIM so I can talk to you when your online? or even msn or yahoo? it will be more convenient that way.

dragon master: that actually sounds like it will work...it will need some tweaking, but it will most likely work. thanks for the idea
Itachi Sennin
Posts: 108/217
ok. Well, I won't be able to get my hd this week. My family is goin a little broke, so I'll install Milkshape on my family computer later today. ALl your guy's ideas sound great.

I'm not gonna be on long today though, I am going to see a movie before anyone else gets to, and it doesnt even have a name yet, or rating. I get to choose it's name!!Yippee! Wehn I get back, I'll draw some designs of some characters that can be in the game. I'll draw a couple diff styles, to see what you guys like.

Cya Later.

EDIT: well...everyone on the list ended up beeing busy, so I dont get to see the movie. And my dad said he'd let me get the HD, so I might have it by tomarrow. I am going to install Milkshape 3d right now.
Captain moneybags
Posts: 64/447
i just got this awesome idea when you buy a pet monster it starts as a materia ball and forms itself after what you do for an example

if you kill a 100 slimes and help a 100 deers (numbers can change) it will become a slime killing deer (i know it sounds stupid but you get the point).
Sokarhacd
Posts: 524/1757
basic website will be done by the end of the day, and I expect it to be finished before monday
Captain moneybags
Posts: 63/447
great that you found a host when can we ecspect the website to be up?
Sokarhacd
Posts: 523/1757
exactly...and besides, by the time anyone has killed 500 of all 60 different monsters, there will probably be 10 or 20 ore more new monsters...so its not gonna be easy to get bored of the game....

also...I have found a host, and will have a website up today, and it will be at: http://dhost.info/Astaria/ <-- nothing there yet.
edit: also, if anyone wants to help me with a layout for my site, it will be greatly appreciated.(not very good when it comes to website layouts...)
Squash Monster
Posts: 446/677
Originally posted by dragon master
Originally posted by Squash Monster
Around the 100th (numbers are for example) monster of a type killed, it stops increasing general combat skill, and around the 500th killed, the increase in specific combat skill gets useless.


there is one bad thing about this if i kill a 500th of every monster type i wont be able to get better and i will stop leveling up. that woudlnt be that much fun.
Ideally, with a system like this, you wouldn't know what exactly your stats are or how many kills you have and such. Combine this with the fact that modeling it based on an exponential function like I suggested earlier makes it so you always get stat increases, but they start getting very small. The player has to figure out when it's not worth killing even more slimes for himself.
Captain moneybags
Posts: 59/447
this looks as it will turn out really nice i hope you will kepp this up
Sokarhacd
Posts: 522/1757
that is true, but killing 500 of 50 or 60 different monsters will take a hell of a long time...and even so, by then I could probably figure something out by the time someone actually kills all those monsters.

I remember now, its a "The threefold culling algorithm renders huge worlds of 100,000s of polygons with over 70 fps even on old hardware"

and here is a simple room, with a light in the middle, and my 4MB video card an hadle it with 22 fps


(click on it for full size


its pretty bare, thats because I dont have any thing to add right now, I need to get some models made, and stuff...
DarkSlaya
Posts: 2335/4249
Originally posted by dragon master
Originally posted by Squash Monster
Around the 100th (numbers are for example) monster of a type killed, it stops increasing general combat skill, and around the 500th killed, the increase in specific combat skill gets useless.

i will stop leveling up. that woudlnt be that much fun.


You know that a game isn't all about Leveling-Up, right? There things to do that are plain better than leveling.
Captain moneybags
Posts: 57/447
Originally posted by Squash Monster
Around the 100th (numbers are for example) monster of a type killed, it stops increasing general combat skill, and around the 500th killed, the increase in specific combat skill gets useless.


there is one bad thing about this if i kill a 500th of every monster type i wont be able to get better and i will stop leveling up. that woudlnt be that much fun.
Sokarhacd
Posts: 521/1757
if I want to do this the way I am planning, there will be many stats, and they calculations could get pretty complicated....I suppose all that math im good at will pay of eh...with the way gamestudio handles everything, it says it can handle pretty intense calculations, and suprisingly enough, my 4mb video card can handle the 3D engine...although it says it has a triple something(cant remember) algorithm that allows low end cards to handle it...
Squash Monster
Posts: 445/677
Thanks .

Any idea how many different stats you'll have and how complicated you're willing to make the combat calculations?
Sokarhacd
Posts: 520/1757
thats not a bad idea, in fact I think thats the perfect system...and its very unique, I think ill use it...(ill have to give you credit in the credits )

right now, im gonna make a sample area just to make a screenshot of...just to show everyone what it will look sorta like....
Squash Monster
Posts: 444/677
Here's a possible alternate character advancement system:

Everything you do increases skills/stats at a decreasing rate.

This is best explained in an example:

Ralph the beginner starts bashing slimes with a club. He has a really weak character, so his strength starts going up (exercise), his combat skill starts going up (practice), and his combat skill against slimes starts going up (practice with slimes). His dexterity doesn't go up much, becouse slimes aren't very hard to hit, and his intelligence doesn't go up at all, becouse hitting slimes with a club doesn't take any brain power.

All of these stats, however, don't keep increasing so much. For strength, dexterity, and intelligence, a hidden exp point-like system is used. If Ralph starts attacking rock golems after he realises he's not getting stronger, his strength will start going up a lot, becouse that takes a lot of strength (the golems reward more strength exp). For the combat skill, I'd recomend using a kill count based system so you don't need to store as many numbers, but that's up to you. Around the 100th (numbers are for example) monster of a type killed, it stops increasing general combat skill, and around the 500th killed, the increase in specific combat skill gets useless.

I'm sure you're used to the idea of using experiance type systems. The killcount type ones could be very easily modeled with an exponential function (math, oh noes!) like y=10x^0.5, where y is skill and x is kill count.
Sokarhacd
Posts: 517/1757
you might be right, I think I will have a custom system for that, ill have to see if I can think of anything that hasnt been done yet, if anyone has any ideas, im open to all suggestions....there should be a website sometime tomorrow...which will have more info, and thats where I will post screens when I have some.
This is a long thread. Click here to view it.
Acmlm's Board - I2 Archive - Game Creation Center - a wonderful idea....lol


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.012 seconds.