Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: shmibs on August 11, 2011, 06:44:22 pm

Title: community-driven RPG
Post by: shmibs on August 11, 2011, 06:44:22 pm
ohithur, everyone.
a little while ago i had a sudden hankering to start working on an RPG of some sort. however, i was a bit daunted by starting such a massive task (and i've noticed that not many rpg's have been coming out recently). starting yet another project that will only be completed halfway and then abandoned to the anals of the server's HDD would not be good. thus, i decided to try something different. let's make an RPG together!

a community-driven RPG, to which anybody can contribute by adding graphics, plot elements, maps, or engines, seems like it just might result in a project that doesn't die halfway through. i was thinking the 83/4+ line simply because we have the most people who could work on it. additionally, that would allow both the asm and axe crowds to work together on things  ;D

does anyone think this will work?

we should probably start by nailing down a plot of some sort. i was thinking that something with airships/tropical islands/steam punk robotics would be nice, simply because those haven't been featured much in calc games. any other ideas/ideas to the contrary?

oh, and lastly, what would be best as far as program specs? 4 level grey? smooth-scrolling? a chrono trigger like battle system? what would be realistic?

oh, and here are those zelda tiles i was working on earlier. feel free to post any other graphics you may have made and then not ended up using for anything so they can be recycled =D
Title: Re: community-driven RPG
Post by: ben_g on August 11, 2011, 06:47:00 pm
will it be axe or asm?
Title: Re: community-driven RPG
Post by: shmibs on August 11, 2011, 06:53:09 pm
i was thinking both, as they can be used together and that would result in the largest crowd of people who could work on it, but if nobody feels like adding asm code or axe code then it could end up being all one or the other. it's whatever people want.
Title: Re: community-driven RPG
Post by: FinaleTI on August 11, 2011, 07:15:27 pm
What would be cool is if we did something like the original Ys games (http://www.youtube.com/watch?v=bZ7lfuc-FP8&feature=bf_prev&list=PL013134603D153E25&index=1). That's definitely be an interesting battle system. And it definitely hasn't been done for the 83+/84+ family yet.
Title: Re: community-driven RPG
Post by: Juju on August 11, 2011, 07:19:37 pm
That would be nice.
Title: Re: community-driven RPG
Post by: shmibs on August 11, 2011, 07:23:50 pm
i never got around to playing through Y's, and i'm still at my parent's house (only a few more days  *.*) so i can't watch the videos. how did battles work in that? a seem to remember, from a topic dj posted a while ago, that it's semi-live action?
Title: Re: community-driven RPG
Post by: chattahippie on August 11, 2011, 07:25:27 pm
This seems like a nice idea, I like it.

I could help with graphics (although I'm not the best artist :P), but would be more than happy to do bug-check playthroughs whenever needed ;D

I think you should also keep a list somewhere that says what everything (variables, pointers and free ram, etc.) is assigned to, so that no one overwrites data or messes up engines.
Title: Re: community-driven RPG
Post by: shmibs on August 11, 2011, 07:37:32 pm
yeah, documentation would have to be fantastic for this to work.
Title: Re: community-driven RPG
Post by: FinaleTI on August 11, 2011, 07:39:49 pm
i never got around to playing through Y's, and i'm still at my parent's house (only a few more days  *.*) so i can't watch the videos. how did battles work in that? a seem to remember, from a topic dj posted a while ago, that it's semi-live action?
It's live action, but instead of slashing, you have to ram into the enemy. But if you hit them head-on, you take damage, and they don't really take any. If you hit they off center or from the sides or back, they'll take damage and you won't.
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 11, 2011, 07:44:54 pm
i would gladly help with this if need be. asm here though not good with axe at all.

and yeah how does the ys battle system work?

that actually sounds like it might be fun to program xD
Title: Re: community-driven RPG
Post by: shmibs on August 11, 2011, 07:46:35 pm
@finale: that could work, and wouldn't be all that hard to set up. is it more fun than other battle systems, though? are there baddies who are different sizes/move at different rates, items you can wear that upgrade or change your movement, and different types of battle 'arenas'? there needs to be something to hold the player's attention through dozens of battles.
Title: Re: community-driven RPG
Post by: FinaleTI on August 11, 2011, 08:32:51 pm
In Ys, all the bosses were different sizes and shapes, and had unique AIs. Ys 2 introduced magic to the battle system, so perhaps that's something that could work as well.
In Ys 1, there were a few items that affected the player besides their armor and sword. Namely, rings. One double the damage you dealt, while another slows down your enemies. There were some other items like the Mask of Eyes that let you see hidden passages or progress through certain areas.
Ys Seven used techs assigned to shortcuts that you learned from weapons you equipped. So say you equipped an Iron Sword which taught 'Dash'. You would then assign 'Dash' to a shortcut and after enough uses, you would permanently learn 'Dash' and could use it without the Iron Sword equipped. SP in Ys Seven ranges from 0-100, and can be drawn from Flash Guarding or from attacking(using a Charge Attack give you back a lot more SP).

If we were to use a combination of techs, magic and effect-granting equipment, I think we could bring a decent variety to the battle system. Especially if we had a range of different enemy AI's.
Title: Re: community-driven RPG
Post by: shmibs on August 11, 2011, 08:43:22 pm
ooh, that sounds fantastic. i am a fan. would we need smoothscrolling for it to work, though? battles may feel a bit cramped on 96*64, particularly with large bosses.
Title: Re: community-driven RPG
Post by: chattahippie on August 11, 2011, 08:51:34 pm
ooh, that sounds fantastic. i am a fan. would we need smoothscrolling for it to work, though? battles may feel a bit cramped on 96*64, particularly with large bosses.

There is a tutorial for that in Axe, you can adjust/ add to that, and it works well, but is a bit slow because it draws the map window every frame.  It should work fine
Title: Re: community-driven RPG
Post by: FinaleTI on August 11, 2011, 09:13:56 pm
I think scrolling would help, but it might not have to be smoothscrolling. Scrolling by 2 or 4 pixels would probably work fine, and be a bit faster.
Also, if we're going to scroll, perhaps it would be good to have the player in the center of the screen, because then we would have one less set of coordinates to mess with and if the player went to the edge and it scrolled, and then ended up in an enemy... I just think if we didn't stick the player in the center of the screen, we could have some collision nightmares. But that's just my two cents.
Title: Re: community-driven RPG
Post by: chattahippie on August 11, 2011, 09:22:22 pm
I think scrolling would help, but it might not have to be smoothscrolling. Scrolling by 2 or 4 pixels would probably work fine, and be a bit faster.
Also, if we're going to scroll, perhaps it would be good to have the player in the center of the screen, because then we would have one less set of coordinates to mess with and if the player went to the edge and it scrolled, and then ended up in an enemy... I just think if we didn't stick the player in the center of the screen, we could have some collision nightmares. But that's just my two cents.

And just have slightly larger maps with like mountains, right? (to avoid random ram graphics)
Title: Re: community-driven RPG
Post by: shmibs on August 11, 2011, 09:26:14 pm
i've almost always used the character in the middle method, and it does make things a lot easier to keep track of. how would the not exactly smooth scrolling work with that, though? movement would start to feel a little choppy, wouldn't it?

EDIT: @chattahippie, you could also have a specific tile that is drawn outside of the tilemap's boundaries in order to save space.
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 11, 2011, 09:27:58 pm
i am thinking the battle engine might be better done in pure asm for speed reasons. just my 2 cents
other than that i agree with finali
Title: Re: community-driven RPG
Post by: shmibs on August 11, 2011, 09:35:02 pm
/\that's probably a good idea.

what about main character/s and plot?
Title: Re: community-driven RPG
Post by: chattahippie on August 11, 2011, 09:36:38 pm
The plot should have as many random turns as possible (;D), and the character should be self made, ie design your own (like Dot Game Heroes)
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 11, 2011, 09:40:08 pm
Main Chara:
a internet newbie

plot exploring the world of calculators and the forums threw out the centuries

explore maxcoderz uti omnimaga cemetech ect ect
Title: Re: community-driven RPG
Post by: shmibs on August 11, 2011, 09:43:04 pm
@chatta ooh, that's cool/\
should we have pre-drawn sprites that the player can choose from, allow him to draw and use his own, or both?
i really like the idea of a game that is designed as you go, and, with a low resolution, it would be a lot easier than with something like Drawn to Life. allowing the player too much creative power takes away from the plot, though, so i think designing the main character (or characters) would be enough. it could work a little like this:
when a new character is introduced, the player is presented with a page that describes that character's character (hehe) and the player is then allowed to choose his/her name and design his/her sprite, with a few default sprites included for the lazy or those who need a base to start from.

EDIT: geek, that could work, but games with plots like those have been done before. maybe we could do something else and just make sure to include a gratuitous helping of site references?
Title: Re: community-driven RPG
Post by: chattahippie on August 11, 2011, 09:45:45 pm
ooh, that's cool/\
should we have pre-drawn sprites that the player can choose from, allow him to draw and use his own, or both?
i really like the idea of a game that is designed as you go, and, with a low resolution, it would be a lot easier than with something like Drawn to Life. allowing the player to much creative power takes away from the plot, though, so i think designing the main character (or characters) would be enough. it could work a little like this:
when a new character is introduced, the player is presented with a page that describes that character's character (hehe) and the player is then allowed to choose his/her name and design his/her sprite, with a few default sprites included for the lazy or those who need a base to start from.

Yeah, something like that.
I like the idea of a few preset ones though, good idea.
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 11, 2011, 09:46:31 pm
yeah not an issue was just spewing ideas i actually like the drawn to life concept
Title: Re: community-driven RPG
Post by: shmibs on August 11, 2011, 09:52:27 pm
/\ok, cool =D

here are a few genre possibilities:
steampunk (includes automatons, airships, characters with fancy 19th century clothes, etc)
classic rpc (dungeons, dragons, and all that)
cyberpunk (cyborgs, evil government organisations, credits rather than cash, various inventions, ai's, etc)
space exploration (not much to say here :P)
flagship era (small islands in the caribbean, trading with natives, pirates and treasures, etcetera)
mashup (magic and robotics, space pirates, etcetera)

do any of these sound good? do you guys have a better suggestion?
Title: Re: community-driven RPG
Post by: chattahippie on August 11, 2011, 09:54:15 pm
/\ok, cool =D

here are a few genre possibilities:
steampunk (includes automatons, airships, characters with fancy 19th century clothes, etc)
classic rpc (dungeons, dragons, and all that)
cyberpunk (cyborgs, evil government organisations, credits rather than cash, various inventions, ai's, etc)
space exploration (not much to say here :P)
flagship era (small islands in the caribbean, trading with natives, pirates and treasures, etcetera)
mashup (magic and robotics, space pirates, etcetera)

do any of these sound good? do you guys have a better suggestion?

Speampunk might make an interesting b/w rpg :P
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 11, 2011, 09:55:34 pm
I would say Mashup GOGOGO but magic+ every thing else i can say now will be hell to code in a battle engine. regardless thats my vote :P
Title: Re: community-driven RPG
Post by: shmibs on August 11, 2011, 10:00:43 pm
so... magical steampunk? that could be very interesting...

A passenger airship, enroute to the Americas, was caught in a thunderstorm and forced to land on a tiny island in the Caribbean. The passengers, for the most part, survive and are able to set up a makeshift camp. however, after the first night, they begin disappearing, one by one. You (a cabin boy/girl) decide to explore the island and try to find the source of the problems. you encounter a Baron Samedi-like character with voodoo powers and his tribe...
Title: Re: community-driven RPG
Post by: chattahippie on August 11, 2011, 10:02:30 pm
Are you going to include animations? Memory expensive, but cool.

Yay 100th post!   :w00t:
Title: Re: community-driven RPG
Post by: FinaleTI on August 11, 2011, 10:07:58 pm
I'm liking the magical steampunk idea too. And the player created character sounds pretty nifty.
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 11, 2011, 10:10:16 pm
chattahippie im just throwing out points and ideas atm :P were still in "planning" mode we may not have magical animatoins at all who knows

and that sounds like a sweet setup shmibs!
Title: Re: community-driven RPG
Post by: chattahippie on August 11, 2011, 10:13:40 pm
chattahippie im just throwing out points and ideas atm :P were still in "planning" mode we may not have magical animatoins at all who knows

and that sounds like a sweet setup shmibs!

hehe, just realized how terribly I worded that.  By animations I meant cutscenes, such as a cabin boy/girl peering out of a broken ship into a unknown island kinda thing

Sorry for the confusion :P
I tend to do that a lot
Title: Re: community-driven RPG
Post by: shmibs on August 11, 2011, 10:15:01 pm
cutscenes might be a bit much. i think stills would be nice, though.

ok, do people like that as a general setting? should we move on to specific characters?
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 11, 2011, 10:16:38 pm
i like that alot so im game for moving on. and it its a map based rpg we could to preanimated cutscenes easily enough but not movie types
Title: Re: community-driven RPG
Post by: chattahippie on August 11, 2011, 10:21:13 pm
i like that alot so im game for moving on. and it its a map based rpg we could to preanimated cutscenes easily enough but not movie types

Yeah, I mean they aren't necessary, but a map based cutscene would be cool, as it could use the user-defined character.  For the characters, maybe presets are a wizard boy, a robot girl, and a magical robot (steampunk, of course)
Title: Re: community-driven RPG
Post by: FinaleTI on August 11, 2011, 10:28:28 pm
Character creation! Yippee! That's one of my strong suits. ;)
Title: Re: community-driven RPG
Post by: shmibs on August 11, 2011, 10:35:37 pm
i was thinking maybe the main character cabin boy/girl, who starts with nothing, but can collect steampunk weaponry scrounged from the camp or magical items from the tribe's village, a companion from the camp (maybe a kid from a rich family who has been stuck inside and never been allowed to do anything adventurous in his/her life?), the kid's parents, the ship's captain, the baron/leader of the tribe, his second in command, and maybe a few others thrown in for humour (the ship's cook, a stowaway character like Ben Gunn from treasure island who is just a little bit insane).
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 11, 2011, 10:39:27 pm
sounds good to me! i like the cook and the insane guy idea :P
Title: Re: community-driven RPG
Post by: Juju on August 11, 2011, 10:57:05 pm
Yeah that sounds good.
Title: Re: community-driven RPG
Post by: chattahippie on August 11, 2011, 11:00:07 pm
Nice story.  If there are any sprites, just tell me, and I'll try to get the sprites and  hex values uploaded as soon as I can
Title: Re: community-driven RPG
Post by: shmibs on August 11, 2011, 11:01:44 pm
if you want to, go ahead and make whatever sprites you think would fit in.
any other character ideas from people?
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 11, 2011, 11:14:36 pm
im willing to collaborate on this battle engine when the time comes. if we do it in asm that is
Title: Re: community-driven RPG
Post by: FinaleTI on August 11, 2011, 11:16:28 pm
I'm liking those characters.
Title: Re: community-driven RPG
Post by: chattahippie on August 11, 2011, 11:18:43 pm
Ok, I'll see if I can upload some basic sprites Friday
Title: Re: community-driven RPG
Post by: FinaleTI on August 12, 2011, 06:55:22 pm
So, what would be the antagonistic force in this RPG?

Would it be some crazy guy how tried to wreck the boat for some bizarre reason, or someone from the voodoo tribe who was branded a heretic and exiled for trying to summon some ancient evil force, or something else?
Title: Re: community-driven RPG
Post by: Freyaday on August 12, 2011, 06:56:50 pm
I'll play the villain. I'll try to turn the world into a world of nekos!
Title: Re: community-driven RPG
Post by: shmibs on August 12, 2011, 07:08:42 pm
i was thinking something like Baron Samedi
(http://4.bp.blogspot.com/_wEZm1si8PK0/R7RdaXz8CLI/AAAAAAAAAIs/iUg0AZCX884/s320/baron_samedi_small.jpg)
and a tribe of 'savages' would work, but there are plenty of other possibilities.
Title: Re: community-driven RPG
Post by: Freyaday on August 12, 2011, 07:09:23 pm
I wanna be the villain.
Please?
Title: Re: community-driven RPG
Post by: shmibs on August 12, 2011, 07:30:58 pm
Dionysus just made some sprites that could be used for talking animations. they are a little large, but i like them.
*note, i'm only posting these because his post count isn't high enough to do so yet.
Title: Re: community-driven RPG
Post by: Dionysus on August 12, 2011, 07:32:41 pm
As the above would suggest, I am willing to do sprites for this game. Those particular sprites are doubled in actual size to make it a little clearer on the forum. The sprites are, as follows, a sort of pirate deck-hand, an unspecified old man, the chef, and two versions of Samedi, skeletal and paint. Doubtless, these are not final versions, but they can sort of give you an idea of what I have in mind.
Title: Re: community-driven RPG
Post by: shmibs on August 12, 2011, 10:59:26 pm
dino made a few more sprites. people should try making there own main character sprites with the generic base.
Title: Re: community-driven RPG
Post by: chattahippie on August 12, 2011, 11:06:33 pm
I like these... good job!
I haven't started making any tiles yet, but i have a feeling that dionysus's are waaaaay better than mine would be.
If there is anything that needs to be done, I can try to do it, but no guarantees about it actually working :P

(I prefer BASIC over Axe, but this is a great place to learn to use it better ;D)
Title: Re: community-driven RPG
Post by: pianoman on August 12, 2011, 11:16:46 pm
I have an idea that you guys may like...
I was thinking that in addition to the Axe and ASM programmers, at some point, the Nspire, Casio, and 68k programmers could also work on porting this game to their respective calculators.
I personally would love to see this game on the Nspire, and would be happy to help code for it if we were to do that.
What do you guys think?
Title: Re: community-driven RPG
Post by: shmibs on August 12, 2011, 11:23:50 pm
well, when and if there is actually something to port, why not?
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 12, 2011, 11:50:01 pm
If you guys start hammering out the specs for the battle engine and such like in posts. and i can find someone else to help(as in im not the only coder >.<)  we can get working on that probably using test sprites lol/me <3 stick figures
Title: Re: community-driven RPG
Post by: fb39ca4 on August 13, 2011, 12:32:26 am
We could simultaneously develop a z80 and a C version (for nspire, 68k, and casio (and possibly even HP if someone wants to port to that)), with the same features. I would be glad to help with the C version. (and the z80 version now that I am learning asm) Is this going to be in Axe or ASM?
Title: Re: community-driven RPG
Post by: shmibs on August 13, 2011, 01:01:04 am
ok, i did a bit of spriting for the tilemap. here are beachy things and the front half of a crashed ship.

EDIT: feel free to add tiles to the tilemap.

DOUBLE EDIT: i added in an a pic for an airship taking off 'cutscene' the bottom is still empty, though, because i'm not sure what to make it taking off from. oh, and three colour skies are difficult...
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 13, 2011, 04:52:24 pm
Is this going to be in Axe or ASM?
i believe we might be able to do both as long as all the asm parts are developed as axioms or can be injeccted into the code with asm() or something

not to familiar with axe any more though so....
Title: Re: community-driven RPG
Post by: LincolnB on August 13, 2011, 07:35:04 pm
I really like the idea of using axioms and writing in axe. I am more than willing to program in Axe as I'm more or less experienced with it, but I don't know ASM, so no help from me there.
Title: Re: community-driven RPG
Post by: shmibs on August 13, 2011, 07:42:46 pm
yes, asm and axe work quite nicely together.

anyways, here are a few more sprite updates. a much more complete beach tileset, a demo map, and an overworld character that dino made.
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 13, 2011, 07:44:47 pm
looks great shmibs!

and ill take that as my que to go learn axioms lol
Title: Re: community-driven RPG
Post by: LincolnB on August 13, 2011, 07:50:55 pm
The way I see it, we'll probably need a couple of dedicated/experienced programmers, a couple people to make sprites/tilemaps, and some storyline/level design people before we can really kick this off. Any volunteers? I volunteer to program in Axe.
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 13, 2011, 07:51:47 pm
im game for working on the battle engine in asm and other asm needy things lol
Title: Re: community-driven RPG
Post by: AngelFish on August 13, 2011, 07:53:27 pm
I just lost The Game.

Thanks Geekboy >.>
Title: Re: community-driven RPG
Post by: LincolnB on August 13, 2011, 07:53:40 pm
shmibs and dionysus, would you be willing to work on sprites and tilemaps? From what I've seen you guys are really good at that kind of stuff.
Title: Re: community-driven RPG
Post by: Runer112 on August 13, 2011, 07:56:50 pm
Those tiles look great shmibs, but do we want to copy the graphics of Link's Awakening and/or other games? Personally, I think if Omnimaga is making it's own RPG, it should make its own graphics too.
Title: Re: community-driven RPG
Post by: shmibs on August 13, 2011, 07:58:41 pm
@butts: we have been already, so yes? i can help on the axe side as well. tilemappers are easy enough for me to set up. we can both work on plot stuff as well.

EDIT: i was just going off of the zelda games because, as i've said before, they have my favourite sprites out of any game. if you would rather they be different, though, that's doable. this doesn't need to be some official omni rpg, though. i just thought it would be fun to work on something with other people, so i don't think it matters that much.
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 13, 2011, 08:05:05 pm
i would prefer to have like one more person other than me working on the battle engine if thats going to be in pure asm. as depending on how fancy you all want it it can turn into alot of work
Title: Re: community-driven RPG
Post by: chattahippie on August 13, 2011, 08:11:01 pm
I can help with axe if needed, but I don't know asm (yet), so sorry GeekBoy
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 13, 2011, 08:12:41 pm
not a problem im actually hoping someone more experianced than I jumps on the bandwagon because my experiance is still lacking
im learning as well xD
Title: Re: community-driven RPG
Post by: chattahippie on August 13, 2011, 08:14:30 pm
not a problem im actually hoping someone more experianced than I jumps on the bandwagon because my experiance is still lacking
im learning as well xD

I can add two numbers, but that's about it :P
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 13, 2011, 08:23:38 pm
I've got a couple projects being worked on and one made just takes practice ^_^

still have no idea what you guys are actually expecting in the battle engine other than ys style correct?
Title: Re: community-driven RPG
Post by: chattahippie on August 13, 2011, 08:34:01 pm
Maybe some basic items (health potion, magic? potion, attack up) might be a nice addition to the system.
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 13, 2011, 08:40:29 pm
well items were kind of a given I think.

what version of ys do you suggest for a first time player? i actually have never played them......

and probably me being paranoidal but i like to have every thing written first before i start coding makes it easy to remember every thing

so so far we have
ys style fighting
items??
Title: Re: community-driven RPG
Post by: FinaleTI on August 13, 2011, 09:37:23 pm
If you want an introduction to the Ys series, I would suggest some version of Ys 1. I've only played the DS remake of it, so I can't really comment on the older console versions, but from what I've seen, the NES has a slightly different story than the others.

Also, I thought we were using techs and magic as well. Perhaps some effect granting equipment too.
Title: Re: community-driven RPG
Post by: chattahippie on August 13, 2011, 10:39:11 pm
Just looked at Ys 1, and that would be cool.  I think a simple 96x64 tilemap would work for battles, with simplified player/enemy sprites (to make the room feel bigger)
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 13, 2011, 10:49:29 pm
i just got the nes version and imma play threw it on my ds so i can get a feel for it ^_^
Title: Re: community-driven RPG
Post by: chattahippie on August 13, 2011, 10:51:01 pm
It reminds me of Zelda from what I saw, or for a better example, the ds Avatar (the tv show) game
Title: Re: community-driven RPG
Post by: LincolnB on August 14, 2011, 12:23:32 pm
When the player enters into a fight, do we want them to enter a seperate screen (like in Pokemon) or should it all be in-game (like Zelda) ?
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 14, 2011, 03:35:45 pm
im thinking seperate screen will allow for easier integration of magic and such and make the tilemapper alot easier to code as well as not slowing it down by having the constant drain of an ai and magic system being tacked on top of rendering the map
Title: Re: community-driven RPG
Post by: chattahippie on August 14, 2011, 04:28:27 pm
What might be neat is a platformer similar to Zelda II
Title: Re: community-driven RPG
Post by: Ashbad on August 14, 2011, 04:29:04 pm
What might be neat is a platformer similar to Zelda II

++
Title: Re: community-driven RPG
Post by: chattahippie on August 14, 2011, 04:30:24 pm
It wouldn't be too hard to make the tiles, and we could still do an overhead battle system
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 14, 2011, 04:38:10 pm
that would be insteresting and actually a zelda II style battle system would be a heluva lot easier to code than the ys one. but the ys one is more versatile i think
Title: Re: community-driven RPG
Post by: chattahippie on August 14, 2011, 04:43:31 pm
And it would be an Omnimaga first... the first RPG Platformer.  That would be cool
(Correct me if I'm wrong on my statement)
Title: Re: community-driven RPG
Post by: LincolnB on August 14, 2011, 08:38:45 pm
Oh, like Commander Keen? I like it. I also like the idea of a seperate screen for the battles, but I'm doubting whether / how that would work in a Zelda 2 - like game...
Title: Re: community-driven RPG
Post by: chattahippie on August 14, 2011, 08:56:34 pm
Oh, like Commander Keen? I like it. I also like the idea of a seperate screen for the battles, but I'm doubting whether / how that would work in a Zelda 2 - like game...

I think you would keep the overhead aspect for battles (unless it's just way easier to program a different way) and have a platform overworld
Title: Re: community-driven RPG
Post by: Geekboy1011 on August 14, 2011, 09:04:15 pm
actually a overhead battle system would be harder than a platformer like one in link II

but Link II i think would be less enjoyable over time as a overhead one you can employ more stratagies and elements into the system as the game prorgresses

side by side gets pretty linear
Title: Re: community-driven RPG
Post by: TIfanx1999 on August 17, 2011, 08:29:12 am
This is a pretty cool idea. I'm really digging the zelda style graphics/gameplay idea. I'd probably be able to contribute to graphics, not sure what else. ASM would probably be better if the game is going to utilize grayscale.