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11-02-05 12:59 PM
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Sokarhacd

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Posted on 10-27-04 08:03 AM Link | Quote
got my hands on 3D gamestudio A6 Pro 6.2 so ive decided I would make an MMOG, since A6 has multiplayer support and functions built in, so I wouldnt have to code that myself
(well mostly..) but I need an opinion on what type of game, for example:
Adventure(pretty neat idea for this too, but its also gonna take along time to make, coding wise really...)
FPS(will be done th fastest, cause it requires less coding.
RPG(i have a neat idea for this actually,but will take the longest to code)
Sci-fi Adventure(futuristic really)
other(you specify)

also, when I start this, I will need 3D modelers, 2D artists, etc, depending on the type of game....
Itachi Sennin

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Posted on 10-27-04 09:24 AM Link | Quote
hell yea man. I think rpg or adventure. They might take the longest, but if you get help, it'll get done faster. I used to make 3d models, I wasnt THE BEST, but I can get back into it. I Can't start though until like....next week..(hard drive comin next week..) So yea man, i'd love to help out.
Sokarhacd

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Posted on 10-27-04 09:33 AM Link | Quote
forget the FPS, and sci fi adventure...ive decided on my own, it will be an adventure/rpg..more details when I get it all worked out.

Ive also decided to pickup on my old games name that I was working on a long time ago, and stopped because I couldnt find any help, and kinda got bored with it...the name for this will be:

Astaria Online

I could use any help, and by the time I get everything worked out, it will probably be next week before I even remotely need any models or anything, I still gotta work out the quest system, battle system, economy, features, etc before I start making any maps or anything, ill also make a list of what kind of things I will need help with, and post that later, ive got so many ideas, its giving me a headache lol....oh yeah, the only bad thing is, at this moment, for me, I have to run the game in reduced quality, my video card sucks, so im gonna probably need alot of testers when I get stuff done(so I know if it looks good in full quality), so look out when im asking, cause im gonna need a bunch before I get most anything done, ill need about 20 right off, to make sure it doesnt lag too much when there are lots of people on at a time, some things I already have worked out are that there will be multiple zones(world I guess you could call them) and im thinking there will be maybe 100 or more per zone, (or as many as can be handled by a server to host the game when I find one) which ill probably need someone to do sometime, atleast until I get a better pc(although then it wont be dedicated...)...but anyway, as I was saying, im thinking of making 5 starting classes(knight, sorcerer, monk, archer, and thief) all will have 2 upgraded classes, and a secret class(hehe)..there will be as many monster as I can fit into the game(or as someone will make...lol)probably between 50 and 60 different monsters, and about 15 boss/quest bosses or more......many items/weapons/armor etc...30 or more quests(give or take a few, as much as i have time for) and all this will be in the first full release, not beta or alpha, so as I have time when its fully released, there will be more added....thats all i have to say right now I guess....

I should be getting a better computer before, or at christmas, so when that time comes, ill upload whatever I have somewhere, and continue work on it when I get everything else setup.


(edited by Dcahrakos on 10-27-04 12:38 AM)
(edited by Dcahrakos on 10-27-04 12:44 AM)
(edited by Dcahrakos on 10-27-04 12:58 AM)
Jack-Al
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Posted on 10-27-04 09:02 PM Link | Quote
Well it can be a good idea. However, keep in mind that you will have to give something original in order to get people to play your game over other games that already exist. You just have to come up with one thing, something we haven't seen in other MMORPGs so far, and you should be able to get some people to play your game.
Sokarhacd

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Posted on 10-28-04 12:50 AM Link | Quote
I actually have a couple things in mind,

1. completely unique magic system, skill system, and quest sytem, they wont be like other games out there(im still working out how it can be 90 or 100% unique)
2.no limit on the level you can reach, such as, if you played the game for 5 years, you wont stop at lvl 99,100, or 255, it will most likely be 500 or 999, whichever I think will work better, that way you dont reach the highest level in a couple months.
3. Skills have levels also, each skill/magic will have 6-8 levels, depending on the skill or spell, which, basically, is an upgade to the skill level before it, such as cure turning into moderate cure, or etc, when using it enough)
4. there will be many secrets, including: 2 secret classes, 1 secret ultimate class upgrade per the class the peron picks in the beginning(knight, monk, archer,sorcerer, etc.) hidden items, weapons, bosses, an economy that changes all the time, you can buy your own house(or build), own pet type monster things, (thinking of a marriage system as well...maybe), Fish, hunt(hunting will require you to buy a hunting license, then you hunt the animals of that world, not monsters you would if you were getting levels up, or doing quests), possibly mining, for gold, iron, etc for making custom weapons and armor, you will be able to make weapons, armor, etc by going to your own house when you have one.


also, ive already been testing out 3DGS' multiplayer system and its not bad...right now im in the middle of learning more about the multiplayer system, and writing all ideas, place names, spells, skills, quests, etc all in a document, so I dont forget it all, then I will be starting work on getting a starting area done, and when I get that, I will take a screenshot, after that, I will work on then new players login, they can signup, and pick their character, looks, class, etc, then I will have a few more screens...so until then, ill be posting here when I have the chance, and when I have updates...


last thing, I will need people that can help with the following
-3D modelling - 2 or more
-2D Graphics - 1 or more
-Animation - 1 or more
-Texture artist(textures are wad files only)
-level design(for some ideas for areas, etc, only need 1 or 2))
-someone with a creative mind for names of places, and NPC's(I will also be taking down people who want to appear as an NPC somewhere in the game)

anyone who wants to help, email me, at:
Chaosflare@gmail.com
and tell me what you can help with...Thats all I guess. have fun reading all this...hope you like what I have so far.
Itachi Sennin

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Posted on 10-29-04 09:31 AM Link | Quote
Alright. I should be able to download Milkshape 3d by atleast sunday. Maybe even saturday. So, that's good. And your ideas sound sweet Dcahrakos. I'll go and look for anyone who can help out with the game. I have a hunch on who might...
Sokarhacd

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Posted on 10-29-04 11:47 PM Link | Quote
awesome, ill be done planning soon also, I havent been writing alot down lately, since im getting more firmiliar with the multiplayer on 3DGS, but im gonna finish the document im working on soon....also, cool, the more people the faster, and better this project will be done

edit: ill also be making a website soon, so I can put up info, and screenshots, etc...but I need to find a host first.


(edited by Dcahrakos on 10-29-04 04:28 PM)
Captain moneybags

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Posted on 10-30-04 01:58 AM Link | Quote
i got a good idea make it so you can chose thief as a class and be able to go into houses and steal stuff. that would be cool and new!


(edited by dragon master on 10-29-04 04:58 PM)
Sokarhacd

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Posted on 10-30-04 02:04 AM Link | Quote
I was actually thinking of that, and I think I might just add that as a feature, if I do here is how it will work.

Any player that has bought/built a house, can also purchase security, which will be different kinds of locks, basic will allow protection against players with theif level up to 10
moderate locks: 25
advanced locks: 40
master locks: 75
invulnerable locks: unbreakable, protects against all theif levels.
each will cost double or more than the one before costed, havent worked out prices yet though.
Captain moneybags

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Posted on 10-30-04 02:07 AM Link | Quote
in that case you should add police as a class (or npc) if a thief goes through a lock theres a risk that an alarm goes off. that would also be cool!


(edited by dragon master on 10-29-04 05:08 PM)
Sokarhacd

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Posted on 10-30-04 02:13 AM Link | Quote
never thought of that, but yeah, ill have to have a police type npc, and if you break into it there will be a 1/3 chance that an alarm will go off, and if the police catches up to you, and you get put in jail for 15 minutes(real time)...*cough*there will be a secret in the jail for thief class*cough*
alte Hexe

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Posted on 10-30-04 03:53 AM Link | Quote
Abolish level and point systems for player control and interaction. They really ruin the fun when you have jerks going OMG u r a h4ckr bcuz u hv lvl. 99 strngt @ levl. 97@!!@!##@. Make it so that you have a special system that would allow for customization of character alignment and physical attributes that alter the play type.
Sokarhacd

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Posted on 10-30-04 03:56 AM Link | Quote
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.
Squash Monster

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Posted on 10-30-04 05:49 AM Link | Quote
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

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Posted on 10-30-04 05:56 AM Link | Quote
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....


(edited by Dcahrakos on 10-29-04 08:57 PM)
Squash Monster

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Posted on 10-30-04 08:12 AM Link | Quote
Thanks .

Any idea how many different stats you'll have and how complicated you're willing to make the combat calculations?
Sokarhacd

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Posted on 10-30-04 10:30 AM Link | Quote
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...
Captain moneybags

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Posted on 10-30-04 06:54 PM Link | Quote
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.
DarkSlaya
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Posted on 10-30-04 07:00 PM Link | Quote
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.
Sokarhacd

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Posted on 10-30-04 07:49 PM Link | Quote
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...
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