vbGore Free Online RPG Engine

Revolutionizing Visual Basic ORPG Development
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 Post subject: Game Mechanics
PostPosted: Sun Feb 17, 2008 8:46 am 
=^.^= Kitty =^.^=

Joined: Sun Jul 30, 2006 4:00 pm
Posts: 926
Ok I'm going to discuss here the game mechanics. I'm open for input on what should stay and go but we need to at least figure out a base.

Lef click targeting-Ok this would be the best option because if a user left clicks an enemy they are highlighted as a target and therefore any projectiles or magic would go straight to them. One button (open for debate) would be ranged attacks and another button (open for debate) would be for melee. Of course, skills/spells are still going to be used via the quickbar but if we could get someway to macro them to a keyboard similar to Maple Story that would be pretty cool.

Right click targeting-This would only apply to players or NPCs. Right clicking a player would bring up Info, Trade, PM, or whatever else we add to the game. Right clicking an npc initiates a conversation.

NPC conversation-I think that when a person right clicks an NPC a dialog box should come up instead of text being displayed in the chat window. Only item additions and actual achievements should go there. If we could get someone to write some code that would make the Quest text appear on the screen I could make the Quest Dialog window. The reason for this is just that using the chat would get way to crowded for example if there are alot of people chatting you might not be able to find your quest info for longer then you should. The Quest dialog box would be similar to those seen in most MMORPG's such as WoW, Ragnarok Online, and Maple Story.
There should be an Accept, Decline, and an End Chat button.

GUI- All GUI's should have a visible close button. This will just save us alot of hassle when the game goes live and hundreds of people are asking how to close them. :lol: Anyway, I want to make animated GUI's and since I'm going to be doing the GUI's I would like who ever wants to work on this area to keep in contact with me so we can figure out how to make it work.

Login- A player should be able to pick their sex, body color, hair,and eye color. All changes should be visible on the create character screen so if someone could code this in so that a user's picture is blitted on than that would be great. Multiple slots there should be three slots similar to Elysium based games. This would allow someone to use multiple characters without having to make a new account each time.

Classes- For now to keep it simple I think there should be only Warrior, Archer, and Mage. If anyone has any suggestions I would be open to more but too many starting out would end in disaster. Warrior would be close range, Archer would be long range only (meaning they can only use their arrows), and Mage would only use Magic(all magic will be done using particles. So for the start I think that the Mage should only get 4 spells one for each element.

Elements- There are four elements Fire, Ice, Lightning, and Water. When a monster is hit by their opposite element it will deal double damage. Also, Warriors will be able to have different weapons with different elements and Archers will have different element arrows.

Stats- There will be Strength, Hit, Dexterity, Agility, Speed, and Magic
Strength-More into strength allows the user to deal alot more damage with Melee type weapons.
Hit-This determines if you can hit the enemy this has to be higher then the enemy's Agility in order to not miss.
Dexterity-Same as strength but for Range type weapons.
Agility-The more Agility you have the less likely an enemy will hit you.
Speed-Allows the user to attack faster. Only applies to weapons.
Magic-This makes your magic attacks alot stronger and raises you magic defense.

Well so far that's all of the stuff I can think of. If anyone has any question, comments or concerns just post them here or pm me. If you want to add in your own ideas I am open to opinion and if you don't like some of them I am willing to listen to your reasons why. This is a community project which means we all work together as a team. :D


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 Post subject:
PostPosted: Sun Feb 17, 2008 11:32 pm 
+7 Claymore of Slaying

Joined: Fri Mar 23, 2007 10:43 am
Posts: 575
I oppose the Elements and Classes part. Tho I haven't have anything on my mind yet... :P


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 Post subject:
PostPosted: Sun Feb 17, 2008 11:56 pm 
Carmack's Pimple

Joined: Mon Feb 04, 2008 3:46 pm
Posts: 64
Yeah I agree with ComicNin, so far it sounds so generic like every other orpg out there) I think for a project as this it should original as possible, Spodi's Plagued Dead is a good example.


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 Post subject:
PostPosted: Sun Feb 17, 2008 11:57 pm 
+7 Claymore of Slaying

Joined: Fri Mar 23, 2007 10:43 am
Posts: 575
Thats because its set in the future which has more options and possibilities. To a certain extent, I wished that vbGORE online takes after plagued dead like a sequel. Cough. Justathought.


Last edited by ComicNin on Sun Feb 17, 2008 11:59 pm, edited 1 time in total.

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 Post subject:
PostPosted: Sun Feb 17, 2008 11:58 pm 
Carmack's Pimple

Joined: Mon Feb 04, 2008 3:46 pm
Posts: 64
Wow that was a fast reply... I mean to say not only is it set in the future but if you're going to have classes, they should be more original, not just like Mage, Warrior, Archer, it's just too common now-a-days...


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 Post subject:
PostPosted: Mon Feb 18, 2008 12:01 am 
+7 Claymore of Slaying

Joined: Fri Mar 23, 2007 10:43 am
Posts: 575
^was editing before you posted^

Just what I meant. If the time-setting is in the future we can name the classes anything but if its in the past and we change a name the players will be like, "you know that class, erm, wazzit name that is like a mage?" And we come back to square one.


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 Post subject:
PostPosted: Mon Feb 18, 2008 12:21 am 
Carmack's Pimple

Joined: Mon Feb 04, 2008 3:46 pm
Posts: 64
Ahh yea I see what you mean, well then like what yuo said OUT WITH THARR CLASSES!


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 Post subject:
PostPosted: Mon Feb 18, 2008 3:13 am 
Cubic Root of 1

Joined: Thu Nov 29, 2007 10:40 am
Posts: 289
Location: Holland
No. (to op) what you have is both annoying to use and annoying to expand.

Left click melee right for archer? so, first i have a sword, then i switch aweapon... then i have a bow and suddnely my attack button does not work? no thanks. stick to 1 button.

targetting? sure! use Tab for next/closest/whatever/ and left mouse click. that way you target with left (attack/talk/pickup) with left double click and attack with right mousebutton.

Trading, checking and "info" can better be done by single left click + Button on Keyboard (I or Z would be common ones).



Dialog. of course. thats a given.

Gui - Simple and effective. thats all it needs to be.

a Book is your spellbook? seems normal... a Head is your Character info... ok. ....a Swirly thing with dots and lines is your ...i have no idea(NO THANKS on that one)

make sure the Gui uses KNOWN symbols. makes it easy on the player to addapt. make sure certain if not all elements of your gui are movable.


character- unless you plan on making sims. Body+sex+hair+class = all you need. it's not like your eyes, hand, eyebrows and stuff are visible.


Figher + mage + healer. trinity force here we come!


...how about a ... Multiclassing FigterMage? a BardCleric? a roguePaladin?

be original, or leave it to the players. (or kill classes entirly)


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 Post subject:
PostPosted: Mon Feb 18, 2008 12:14 pm 
=^.^= Kitty =^.^=

Joined: Sun Jul 30, 2006 4:00 pm
Posts: 926
Ok thanks alot for all of the feedback guys. This is exactly how things should work. If anyone has any other ideas for classes then speak up. I only went with those because it would be easiest to do. yea vbGORE should show off new stuff but then again most people end up wanting to make a Fanatasy RPG. This would give the majority of people a sneak peek of the amounts of customization you can do. Yea they would be "generic" but we can easily add some extra flair to it by making up new skills and stuff.

@Temko- Yea I realized that there should only be one button for attack. I'm thinking Archers will only have bows to attack with since having a sword and bow would be too confusing. I don't want every action on left click because it's too confusing. Left click should only be to target and to pick up items. Right click would be for initiating conversations and giving a menu for players. It's so much easier that's the reason why it's usually done like that on most MMO's. I'm cool with GUI's being simple. I agree with the character selection as well that is probably too many options. As for multiclassing I wanted to go for easy but if we can get someone to do it I'm cool with it.


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 Post subject:
PostPosted: Mon Feb 18, 2008 1:29 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
Narutosanmikey wrote:
Yea I realized that there should only be one button for attack.


I like to be confused with buttons as long as it means I can do more, and the ability to do more can be beneficial. Lets say "D" is a direct attack while "S" is a swinging attack. Instead of just bashing on D for looking at one person and S in any other case, you can combine them for more flexibility, giving you an "arcade" style approach combo system.

D: Fast stab
+ D: Another fast stab
+ S: Yank the sword up in them for a slow but powerful hit

S: Swing, hitting just the one character
+ S: Another swing, hitting them and anyone near them
+ D: Side-check them, shoving them back and/or dazing them

Of course you could go into a deeper hierarchy (3 would probably be good, 4+ may be a bit overwhelming except for in special cases). Otherwise you have your typical "bash on the key as fast as possible until low HP, bash on potion key until high HP, Goto 10" character.


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 Post subject:
PostPosted: Mon Feb 18, 2008 2:34 pm 
=^.^= Kitty =^.^=

Joined: Sun Jul 30, 2006 4:00 pm
Posts: 926
Nice idea Spodi. I think we should implement something like this in it too. although I think that Archers should get combos too. but im not sure what. any ideas?


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 Post subject:
PostPosted: Mon Feb 18, 2008 2:45 pm 
Slave to the BB

Joined: Sun May 27, 2007 6:54 am
Posts: 3110
Location: new york
why do there need to be 'archers'? why cant a class be able to use a sword or bow? and why a ranged or close attack button, why not just keep it as is, you hit the one attack key vbgore already has and it attacks with your equipped weapon?

what was the point in asking for feedback if you're just ignoring it anyway? and if you are just going to decide on how things should work by yourself who exactly is going to be implementing this anyway? from what i've seen so far with your posts in this section you're not exactly treating this community project as a community project. might be why 4 months have passed without a single pixel or line of code being added.


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 Post subject:
PostPosted: Mon Feb 18, 2008 2:48 pm 
Slave to the BB

Joined: Tue Jul 31, 2007 8:45 am
Posts: 3273
Location: United Kingdom
Archers, quick non-accurate shots, or slow accurate shots :D

That's about it with a bow ^^


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 Post subject:
PostPosted: Mon Feb 18, 2008 3:43 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
Who says you can't shoot them a few times then run up and plug the last few arrows into their eye sockets or wrap your bow string around the enemy's neck, give it a quick twist, then drop-kick them while pulling back with your bow and decapitate them?

Now that would be some fun action.


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 Post subject:
PostPosted: Mon Feb 18, 2008 7:36 pm 
o___O

Joined: Sun Oct 07, 2007 6:38 am
Posts: 607
Location: United States
Medieval characters are the future!


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