Author Topic: community-driven RPG  (Read 19193 times)

0 Members and 2 Guests are viewing this topic.

Offline chattahippie

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 358
  • Rating: +27/-0
  • Super Member! :D
    • View Profile
Re: community-driven RPG
« Reply #15 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)

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: community-driven RPG
« Reply #16 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.
« Last Edit: August 11, 2011, 09:27:28 pm by shmibs »

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: community-driven RPG
« Reply #17 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

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: community-driven RPG
« Reply #18 on: August 11, 2011, 09:35:02 pm »
/\that's probably a good idea.

what about main character/s and plot?

Offline chattahippie

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 358
  • Rating: +27/-0
  • Super Member! :D
    • View Profile
Re: community-driven RPG
« Reply #19 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)

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: community-driven RPG
« Reply #20 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

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: community-driven RPG
« Reply #21 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?
« Last Edit: August 11, 2011, 09:45:41 pm by shmibs »

Offline chattahippie

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 358
  • Rating: +27/-0
  • Super Member! :D
    • View Profile
Re: community-driven RPG
« Reply #22 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.

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: community-driven RPG
« Reply #23 on: August 11, 2011, 09:46:31 pm »
yeah not an issue was just spewing ideas i actually like the drawn to life concept

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: community-driven RPG
« Reply #24 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?

Offline chattahippie

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 358
  • Rating: +27/-0
  • Super Member! :D
    • View Profile
Re: community-driven RPG
« Reply #25 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

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: community-driven RPG
« Reply #26 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

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: community-driven RPG
« Reply #27 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...

Offline chattahippie

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 358
  • Rating: +27/-0
  • Super Member! :D
    • View Profile
Re: community-driven RPG
« Reply #28 on: August 11, 2011, 10:02:30 pm »
Are you going to include animations? Memory expensive, but cool.

Yay 100th post!   :w00t:
« Last Edit: August 11, 2011, 10:03:00 pm by chattahippie »

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: community-driven RPG
« Reply #29 on: August 11, 2011, 10:07:58 pm »
I'm liking the magical steampunk idea too. And the player created character sounds pretty nifty.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.