Author Topic: community-driven RPG  (Read 17021 times)

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Offline chattahippie

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Re: community-driven RPG
« Reply #75 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)

Offline Geekboy1011

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Re: community-driven RPG
« Reply #76 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 ^_^

Offline chattahippie

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Re: community-driven RPG
« Reply #77 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

Offline LincolnB

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Re: community-driven RPG
« Reply #78 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) ?
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Offline Geekboy1011

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Re: community-driven RPG
« Reply #79 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
« Last Edit: August 14, 2011, 03:43:03 pm by Geekboy1011 »

Offline chattahippie

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Re: community-driven RPG
« Reply #80 on: August 14, 2011, 04:28:27 pm »
What might be neat is a platformer similar to Zelda II

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Re: community-driven RPG
« Reply #81 on: August 14, 2011, 04:29:04 pm »
What might be neat is a platformer similar to Zelda II

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Offline chattahippie

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Re: community-driven RPG
« Reply #82 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
« Last Edit: August 14, 2011, 04:30:42 pm by chattahippie »

Offline Geekboy1011

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Re: community-driven RPG
« Reply #83 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

Offline chattahippie

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Re: community-driven RPG
« Reply #84 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)

Offline LincolnB

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Re: community-driven RPG
« Reply #85 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...
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Offline chattahippie

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Re: community-driven RPG
« Reply #86 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

Offline Geekboy1011

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Re: community-driven RPG
« Reply #87 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

Offline TIfanx1999

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Re: community-driven RPG
« Reply #88 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.