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Messages - willrandship
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631
« on: December 06, 2012, 07:51:26 pm »
But it was the coolest battlesystem ever. Only thing I would change is adding the ability to move your people around, for more tactics. Also: Current Wiki Here. Please put that in first post, pimath.
632
« on: December 06, 2012, 07:45:19 pm »
I don't know about everyone else, but that wikimedia wiki is just a wall of text to me right now....
633
« on: December 06, 2012, 07:41:37 pm »
Well, that's not quite what I meant..... I don't really mind if you don't want to do it like this, but I was referring to Chrono Trigger's style, where you contact an enemy, and you enter battle mode, but no transitions occur. The battle happens on the same map, and nearby enemies also enter the battle. It also allows for different results based upon position, like an enemy only counterattacking if it's close enough. Check out this. I think it's a really cool feature. Oh, and while we're talking about code-related things: Who wants access to the github repo?
634
« on: December 06, 2012, 07:35:22 pm »
Right now it's looking like the standard top-down tiled maps.
635
« on: December 06, 2012, 07:34:21 pm »
Sounds exciting! 16x16 is big, but it does give a lot more freedom with graphics.
636
« on: December 06, 2012, 02:10:23 am »
Sorunome, multiple party members does not mean multiplayer. All it does is give you a lot more combat options, since you control multiple people. It's like playing a tactics game, but with fewer units.
637
« on: December 06, 2012, 02:09:04 am »
Axe+Assembly is fine with me, as long as we have enough coders (which, it appears, we do, so  ) Assembly can be easily inlined into it by simply having axe include a file with the hex inside. That way, compilation is still as simple as compiling the main program. Speaking of the main program, what should the naming convention for files be?
638
« on: December 06, 2012, 02:02:00 am »
Seriously though, start using the wiki. We don't want to trawl through the topic to find details.
639
« on: December 06, 2012, 01:59:10 am »
I'd say it's bandwidth removed from the "TO 9000" threads.  And yeah, right now it's looking like everyone wants Axe. Who am I to complain? Xeda's even offering to help optimize code, which will be wonderful. (Imagine if no one optimized their code at all. It might be faster in BASIC  ) And I agree: No board necessary until we know this is actually going somewhere. But at least I know what I'll be doing on Tuesdays!
640
« on: December 06, 2012, 12:17:01 am »
Here, I'll set up the github wiki. That way you can have an area to edit the story, and a talk page (it's a wikipedia style wiki, so no worrying about git software  ) Here's the link to the wiki. I think you should be able to create pages, but if not, let me know and I'll help with that. https://github.com/willrandship/Omnimaga-RPG/wiki/Storyline
641
« on: December 06, 2012, 12:15:13 am »
It should be like Chrono Trigger's battle system: The on-map style, but turn-based with all sorts of cool move effects and stuff! Also, directional attacks that hit multiple enemies, etc. It also allows for multiple party members where classic ARPG really doesn't.
642
« on: December 06, 2012, 12:11:45 am »
So, here's the topic where we'll discuss the coding of the game.
643
« on: December 06, 2012, 12:10:22 am »
It's going to be in Axe, from what people have been saying so far.
I'll make a programming thread. There, people can talk about gameplay, graphics (atl least until it gets its own thread), what language, etc.
644
« on: December 06, 2012, 12:08:57 am »
Well, if it only does as poorly at it as harry potter, I will be most satisfied indeed.
645
« on: December 05, 2012, 07:58:56 pm »
As long as it's not as open world as ultima. The game was great and all, but I hated that I had no idea where to go first, and I always ended up facing monsters 10x stronger than me.
Open world games don't blend well with the classical-rpg leveling system.
Zelda-style games are definitely doable, given the calc power we have.
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