I think so!
Bots and Forum Script can handle most of the work needed. So not only will it be easy to add the RPG, you guys can actually help build it too!In order for the Forum RPG to be successful, I believe it needs to follow these four guidelines:
- Increase/promote regular forum activity
- Be playable when no one else is online
- Fully optional with no drawbacks to non playing members
- Actually be fun
I'm not exactly sure what Fish and other members were thinking when we talked about a Forum RPG, it's not like these things are easy to find on google, but here's what I've come up with. This general idea goes great with the guidelines and is very simple to make/expand on. Introducing...!
Forum RPG: Setting Pending
It's a full scale RPG with quests, cities, travel, NPCs, turn based combat, squad building, loot, etc. Regular forum activities like posting are vital to gameplay, but they are not part of gameplay itself.
(http://cdn.bulbagarden.net/upload/thumb/1/1f/Hoenn_RSE_Map.png/250px-Hoenn_RSE_Map.png)
Map is pretty similar in style to Pokemon overworld. There are the cities in red, and then there are multiple 1D paths connecting them. This is the full game world: there is no detail equivalent like this (http://pre04.deviantart.net/289f/th/pre/i/2014/054/a/0/map_of_the_pokemon_hoenn_region__by_jaymatson-d77sdpa.png). We want to keep this easy to make lol.
Traveling between cities is basically automated; just select the path and you'll walk till you get there. Based off the path length, path difficulty, your stats, etc., you'll need to make X amount of posts to reach your destination. Game loop is click on RPG tab, click on destination, go back to posting, receive notification once you arrive.
So under your name in regular threads, it'll show your status. "In City: city_name", "Traveling", or "Hiding".
To implement the map and travel system:
Backend would be pretty simple, but I'd have to do most the work. Make a table for map locations. Location name, location type (city, path, other), stats. Then the table for rpg players would include location_id, distance_along_path, path direction. Then a forum bot would be triggered by every post, and update member stats.
Front end would first need the base RPG tab set up. Making the map show up with all player locations would be pretty simple, and clicking on destinations would be pretty simple as well. Honestly, making the artwork for the map would be the hardest part. Either Neverdies or one of you would have to do it.
Difficulty rating: 3/10
(https://upload.wikimedia.org/wikipedia/en/f/f0/Pok%C3%A9mon_FireRed_first_battle.png)
Combat would be turn based, again a lot like Pokemon. It's fully traditional and the details can be set up however we want. I kinda like the idea of modeling it after South Park's combat, but really it doesn't matter at this stage.
To implement combat:
Back end wouldn't really need anything, just stats like health and stuff. Really trivial.
Front end would be a huge pain! On the technical level we'd need to set something up in Javascript that can receive live updates either from internal AI or another player. Probably could find some good resources online, but that's not much. Then we'd need art for every character and every item, and even simple animations. It's flat out building an RPG with this one.
Or front end could be very simple, and we just upgrade it over time. Still not easy.
Difficulty rating: 8-10/10
(https://i.ytimg.com/vi/HAjtfXk-BFE/hqdefault.jpg)
Entering combat is luckily much nicer! If both players are in the same city, either can initiate combat. Defender has say 15 minutes to accept the battle or attempt to flee by traveling away. A random number generator decides if the flee is successful. If not, the defender starts the battle with a small handicap. If the defender is offline or does not do anything, then their AI teammates will battle for them. Losing a battle while offline puts the player into 'Hiding', so
they cannot be attacked again until they return to the forum.While traveling, entering combat is a bit different. First the attacker selects the player as a target, and must themselves travel and cache up to them on the path. Upon catching
up, the attacker goes into 'stalking' mode. After the defender makes their next post to travel, they are redirected into the combat screen and forced into the fight.Combat with NPCs works the same way, while wild animals will only attack while you're traveling.I think there should be an extra sparring mode, allowing a player to fight any other player they want regardless of location. This would be asynchronous with matches lasting weeks, depending on how slow players are to take their turns. Multiple battles could be stacked and each one has separate
health stats.To implement entering combat:Back end would be pretty simple and uses the already set up travel system. NPCs and wild animals would use the bot system. Sparing would require a separate
table so that the stats of each battle could stay in memory.Front end would simply need an attack button shown on the map.Difficulty rating: 2/10(http://vignette3.wikia.nocookie.net/pokemonessentials/images/9/99/MartScreen.png/revision/latest?cb=20121117155746)
Every RPG needs shops, and our forum already has one! However this should be thought of as the global shop and bank, always accessible and iron clad. Cities need their own shops and banks too. These buildings would only be accessible while in that city.
City shops would be geared towards specific item types, say a clothes shop mostly selling clothes. These shops might have different items than the global shop, and they might have different prices than the global shop. Some city shops should be able to buy your items as well. This sets up trading as a valuable venture. IE buy stone in RiverField, travel to SunnyVille, sell for a profit, repeat. Other city stores could charge for more than just money, IE allowing a blacksmith to require iron and $10 to make a sword.
City banks offer alternatives to the global bank. They may have different interest and deposit rules, and may also allow items to be stored. However, these banks are risky. They can be stolen from just like user wallets, or they could be burnt to the ground and lose everything.
Difficulty: Already set up! Probably needs some tweaks though: not sure if I fully finished some aspects of the code back in June.
Also like to have per shop/city stats, such as friendliness. Kill a shop keeper and they probably won't want you back. Buy a lot of things, they might start giving you discounts.
Forum activity should also affect stats. Any activity while in a city should increase friendliness with that city. Receiving likes could refill your magic meter. Posting wall comments could increase your charisma.
(http://cdn.bulbagarden.net/upload/thumb/8/80/Battle_Commanders.png/220px-Battle_Commanders.png)
AI companions would be great to have also. Maybe set it up to have 4 max at anytime. You'd be able to set their loadouts, swap gear, etc. Would also be able to set up Bots for them. IE leave Jack back at the city with $1,000, and tell him to buy horse armor when it comes in stock. This feels like a good balance of AI since there are too many cities for bots to be everywhere, and sending companions on tasks leaves the player weakened. Plus AI companions themselves are vulnerable, and could be attacked while you're not there to fight with them.
To implement companions:
Back end would be setting up a 'player' table for the RPG. It'd include all players, all NPCs, and all companions. Would mesh nicely with existing elements.
Front end already exists with the bot system. Not the most player friendly, but I doubt lots of people will be wanting to bother with it in the first place.
Difficulty rating: 1/10
(http://pokemonromhack.com/wp-content/uploads/2014/10/Pokemon_Elite_Quest_02.png)
Quests and talking are one of the harder cookies to crack. Major NPCs should IMO be full on members like the Machine, just without posting in regular threads. Their profiles would be customized to their character and respond to comments using the bot system. Might even hand out quest invites? Could also send and receive PMs going with the game.
Other NPCs would only exist within the forum RPG sections. Talking to them would be initiated exactly like battling, except of course by selecting 'Talk' vs 'Fight'. Major NPCs could also be talked to in this manner, opening up different dialogue.
Would probably be simplest to have dialogue use the JavaScript combat system, just replacing attacks with text tree options.
To implement quests and talking (assuming combat already set up):Back end quests would need two tables; one detailing every existing quest and another with details on all active quests. Wouldn't be too bad. Setting up major NPC interactions by bots would be easy, but setting up minor talking would require a column in the player,NPC,companion table with a serialized array of possibilities, or else the RPG id of another NPC to copy from.
Front end would need a table to show the user's active quests.
Difficulty rating: 5/10
Make no mistake, this is a ton of work and won't be finished anytime soon. However if people like the outline, then one by one we can start adding these features to the existing shop and over time grow it into the Forum RPG we want. So please give me your feedback! Also would be nice to figure out a setting.
What do you need help with. I'm down to help in anyway I can. I feel this is a feature that would really help our forum stand out from others.
What do you need help with. I'm down to help in anyway I can. I feel this is a feature that would really help our forum stand out from others.
Yay!
What sort of skills do you have? At the very least, you can design and set up the world+items.
If you need any money stolen, you know who to call.
i can throw rocks at people.. if that helps.. I have a bunch
This sounds awesome! I'm not sure if I could help with anything but I can give moral support!
Yay!
What sort of skills do you have? At the very least, you can design and set up the world+items.
Yeah, I think I can handle that. Just 2d right?
This sounds awesome! I'm not sure if I could help with anything but I can give moral support!
The second best kind of support!
I should be able to integrate it pretty well with the bot system. So as long as you're comfortable with just typing things out and coming up with names and stats, then you should be able to directly help too.
Yeah, I think I can handle that. Just 2d right?
If it wasn't obvious from the OP, I drew a lot of inspiration from classic pokemon.
2D of course!
If it wasn't obvious from the OP, I drew a lot of inspiration from classic pokemon.
2D of course!
Do we have a number of Items we want to start with?
I've never played a pokemon rpg.
Do we have a number of Items we want to start with?
I've never played a pokemon rpg.
Oh I have no clue!
All I was doing was looking at the RPG from a technical mechanics perspective. Still need to figure out the actual game parts haha.
Do we have a number of Items we want to start with?
I've never played a pokemon rpg.
:o :o :o :o :o :o :o
What! Get playing!
I think by tradition we must get a potion on the first route
I've started work on the map and travel features, since they're pretty easy and work as the backbone for everything else. Still no clue what our setting is, but here's a temporary map I whipped up.
(http://i.imgur.com/DJN6F3Hl.jpg)
You can watch my progress unfold at http://vizioneck.com/forum/index.php?action=rpg (http://vizioneck.com/forum/index.php?action=rpg)
Once I finish getting the database set up, you guys will be able to directly help populate the world with cities and paths. ForumScript commands will make this so incredibly simple!
Awesome!
I have the map working snazzy and better than I expected even. Works just like a map out of google maps, and is pretty easy to snap elements/players to it. Even has LODs.
Doesn't work on mobile, but at this stage I'm more interested in progress over refinement.
Map and travel system are functional, and I've added everyone in this thread to the playerlist.
You guys are alpha testers, and have access to the RPG dev tools once I publish them.
Glad I could help.
You can watch my progress unfold at http://vizioneck.com/forum/index.php?action=rpg
I didn't realize you shared the link for it.
Here I was feeling a little clever for finding it. :P
I didn't realize you shared the link for it.
Here I was feeling a little clever for finding it. :P
Clever, just unnecessarily clever.
I shared the link and gave all the previous posters 'alpha' access. Added you too, so now your character will show up and you'll have a few options.
Clever, just unnecessarily clever.
I shared the link and gave all the previous posters 'alpha' access. Added you too, so now your character will show up and you'll have a few options.
Nah, you're just being sweet on me.
Options! :D
When can we mess it up make it?
When can we mess it up make it?
I'll probably get that set up tonight.
We really need to figure out our setting/lore! The technical engine development can progress without it, but not the game design!
Speaking of game design, here's a dev portal: http://vizioneck.com/forum/index.php?action=rpgdev (http://vizioneck.com/forum/index.php?action=rpgdev) You have full control to edit the current cities and paths.
Whaaaat, an RPG dev portal?!? Naaah, we wouldn't have one of those...
Well we can't have just anyone editing stuff!
Dev access granted! You also now have a full player profile, so you can test everything.
Well we can't have just anyone editing stuff!
Dev access granted! You also now have a full player profile, so you can test everything.
No access.. >:(
No access.. >:(
Access granted too!
No access.. >:(
lol same. >:(
lol same. >:(
How am I supposed to know all yall want in before you ask?!?
Access granted.
How am I supposed to know all yall want in before you ask?!?
Access granted.
You're just supposed to know these things!
I'm going to do all the lore!
You're just supposed to know these things!
I'm going to do all the lore!
Better make it good!
Also I added a shop to the starter city, just so you guys can try one out.
And with shops, I set up a cool (imo) system with prices.
Shops will naturally raise and lower prices as the persistent world evolves and changes. IE items with low inventory will usually be priced a bit higher than average.
However it'd be really lame for a player to load the shop only for the prices to be outdated within seconds. Thus all prices are honored for 10 minutes after loading. Refreshing or changing the page updates the prices and stock, but just clicking 'BUY NOW' does not. IE player loads the shop, player sees bread for $10, shop owner raises price to $20, player still thinks it's $10, player buys bread and shop honors the original $10 price. However if the current price is lower than when the page is loaded, then the player gets the updated price.
Glad I could help.
What is a gravedigger? A shovel?
Also inventory and items are good to go, more or less. Added to the dev portal. Also added a dev note field. Also you can now edit shops, and create new shops+items+NPC types.
What is a gravedigger? A shovel?
Also inventory and items are good to go, more or less. Added to the dev portal. Also added a dev note field. Also you can now edit shops, and create new shops+items+NPC types.
Should probably change that to mortuary host or something.
Should probably change that to mortuary host or something.
Haha I love that. Definitely need to turn it into an item/NPC too.
"If you are killed in battle, your mortuary host will give you a respectful send off and bury your body."
Lore wise maybe every human player has dark magic causing them to respawn once killed?
Also dev wise the rpg core is practically finished. We have locations with travel, and we have shops unique to each location. Let's refine (both mechanically and world buildingly) what we have before we move on to quests, combat, and talking.
I actually had to look at the location of the deathly intersection to see what to do with it.
I actually had to look at the location of the deathly intersection to see what to do with it.
?
Click on any nearby city and a 'travel to' option will pop up. Then after X posts, your character will be in that city.
?
Click on any nearby city and a 'travel to' option will pop up. Then after X posts, your character will be in that city.
I meant the fact that it isn't actually a crossroad, but the end of the road.
I meant the fact that it isn't actually a crossroad, but the end of the road.
Haha yeah I thought that was amusing.
However your comment quickly caused me to add debug tools to the dev portal haha. Now you can teleport to locations.
Also I've added a lot more options to Shops and stuff, so now you can set up their stocking habits.
Started working on inventory/loadout. My profile is the only one with items set up, so you can see what I'm going for here: RPG Player (http://vizioneck.com/forum/index.php?action=rpg;player=1)
Also I'm not sure if
@the-Pi-guy started working on lore or not, but while working on the map and items I've come up with a few ideas.
I absolutely love post apocalyptic settings, yet I hate how overused they've recently become. So what if we flip it around a bit? Game takes place on an alternative version of Earth, where aliens visited around 500 BC. These aliens were strong and technologically advanced, yet opted to use humans as a slave source. Their reign was cruel and long.
Around 300 AD, the aliens disappeared during the dead of night. Game takes place circa 1600 AD where their lost cities are nothing but ruins from another time. Society has moved on, humanity has healed. Most are still scared of the relics and the thought of the aliens returning one day, with these fears replacing religion and folklore in their communities. Some people have succeeded in using the remnants of alien tech, yet their understanding is like that of a baby with a smart phone. It's evolved into essentially magic, spells and all.
End result is ~900 AD technology and culture, magic, ancient metal ruins, and a whole lot of room to grow.
Haven't done much. :(
Feel unmotivated the past few days.
Haven't done much. :(
Feel unmotivated the past few days.
That's ok, but get motivated!
(http://45.media.tumblr.com/2bc3aa7c35c66aadc6b32dd337e94a97/tumblr_npd34ypYaQ1qje999o1_400.gif)
Most of us have talked a lot about creating a video game together, so let's count this as the first one ;D Our past games have failed to gain traction but I'll just keeping working till others join in. This time our group game is actually happening!!!
(http://45.media.tumblr.com/2bc3aa7c35c66aadc6b32dd337e94a97/tumblr_npd34ypYaQ1qje999o1_400.gif)
lol, that has to be the best thing I've ever seen. :o
There needs to be a way to mug someone on the road. And an item that allows fast travel.
There needs to be a way to mug someone on the road. And an item that allows fast travel.
Already if you pass a person on a road, they'll show up just like they do in cities. We just need to figure out and implement player to player interactions(combat system, dialogue, etc.)
Feel free to tell me this is stupid, but I think we should have 'faster travel' but no instant travel. Eventually all path difficulties would be unique and player specs would affect travel time. IE a player with light armor and a horse could make the trip in a single post, while a player on foot burdened with heavy armor might take 20 posts. I'm inspired by Elite Dangerous in this regard. In that game it's fun having distance be meaningful.
Since you're here and in the mood to give input, what are your thoughts on item management?
I'm thinking of a in between of Bethesda MMOs and Resident Evil/Deus Ex. All items are physical and need a place to go: either on your character's body or in a bag you're carrying. Every bag, belt, pocket, chest, strap, backpack, cart, etc. has a weight limit it can hold and also a max size it can hold.
So say a pocket's weight limit is 10 pounds and its max size is 5 inches by 6 inches by 10 inches. It can fit a small ring in there, but a sword can't fit regardless of how light it is. As long as the item's size is smaller than the max size, then storage is purely weight based exactly like Bethesda.
I absolutely love post apocalyptic settings, yet I hate how overused they've recently become. So what if we flip it around a bit? Game takes place on an alternative version of Earth, where aliens visited around 500 BC. These aliens were strong and technologically advanced, yet opted to use humans as a slave source. Their reign was cruel and long.
Around 300 AD, the aliens disappeared during the dead of night. Game takes place circa 1600 AD where their lost cities are nothing but ruins from another time. Society has moved on, humanity has healed. Most are still scared of the relics and the thought of the aliens returning one day, with these fears replacing religion and folklore in their communities. Some people have succeeded in using the remnants of alien tech, yet their understanding is like that of a baby with a smart phone. It's evolved into essentially magic, spells and all.
I love it! I'm not sure how we should do lore. Story book style, random old guy telling the story style, something else style?
I actually had to look at the location of the deathly intersection to see what to do with it.
Do we want the deathly intersection to stay a joke?
We could have a thing out of it.
*shrugs*
I love it! I'm not sure how we should do lore. Story book style, random old guy telling the story style, something else style?
Yay!
Strong lore is crucial to good world building. Every item, village, npc, etc. needs to exist in a unified world, fitting together like puzzle pieces. Just being inside the game should give the player a basic feeling of what's going on.
Then of course yeah we can have more direct stuff, really whatever you're wanting to do. Could go the skyrim route and write a whole bunch of books hahaha. I like your example!
Do we want the deathly intersection to stay a joke?
We could have a thing out of it.
Yeah that could be cool.
Already if you pass a person on a road, they'll show up just like they do in cities. We just need to figure out and implement player to player interactions(combat system, dialogue, etc.)
Feel free to tell me this is stupid, but I think we should have 'faster travel' but no instant travel. Eventually all path difficulties would be unique and player specs would affect travel time. IE a player with light armor and a horse could make the trip in a single post, while a player on foot burdened with heavy armor might take 20 posts. I'm inspired by Elite Dangerous in this regard. In that game it's fun having distance be meaningful.
Since you're here and in the mood to give input, what are your thoughts on item management?
I'm thinking of a in between of Bethesda MMOs and Resident Evil/Deus Ex. All items are physical and need a place to go: either on your character's body or in a bag you're carrying. Every bag, belt, pocket, chest, strap, backpack, cart, etc. has a weight limit it can hold and also a max size it can hold.
So say a pocket's weight limit is 10 pounds and its max size is 5 inches by 6 inches by 10 inches. It can fit a small ring in there, but a sword can't fit regardless of how light it is. As long as the item's size is smaller than the max size, then storage is purely weight based exactly like Bethesda.
I was actually going to suggest faster travel.
For instance we have a certain item that cuts the travel time by a 4th, one that's more expensive that cuts it in half etc. etc.
If we were to have instant travel, it would need to be an expensive item.
As far as the backpack system goes, it's good, but that might take a bit of work to implement.
I was actually going to suggest faster travel.
For instance we have a certain item that cuts the travel time by a 4th, one that's more expensive that cuts it in half etc. etc.
If we were to have instant travel, it would need to be an expensive item.
As far as the backpack system goes, it's good, but that might take a bit of work to implement.
Glad we're in agreement!
I was thinking the equation could be posts=round up to int( (path distance*difficulty)/(player stamina*speed) ) where speed is a calculated value of your current speed based off all items and weight, while stamina is a calculated value for how often you need to stop and take a break.
I've already got the back end of the pack system mostly working: RPG Player (http://vizioneck.com/forum/index.php?action=rpg;player=1)
That works as well.
That works as well.
Haha I'm assuming you just saw an error message.
It's back up now.
I don't have tools and I cant mess make it better. :(
I don't have tools and I cant mess make it better. :(
You should have access.
You should have access.
I can see it, moved my guy. But that's it.
I can see it, moved my guy. But that's it.
http://vizioneck.com/forum/index.php?action=rpgdev
You should add an upvote downvote option in the dev portal. That way we know if people like something.
You should add an upvote downvote option in the dev portal. That way we know if people like something.
Probably best to use dev notes? Votes would become outdated as new things are changed.
Probably best to use dev notes? Votes would become outdated as new things are changed.
Well vote can roll. Meaning they can be changed. How many people do we have working it now? 4? so a 0 would keep it -2 would lock it and +2 would set it firmly in.
Well vote can roll. Meaning they can be changed. How many people do we have working it now? 4? so a 0 would keep it -2 would lock it and +2 would set it firmly in.
Argh that'd be so much work though!
How about just using existing forum features like the dev board?
Well vote can roll. Meaning they can be changed. How many people do we have working it now? 4? so a 0 would keep it -2 would lock it and +2 would set it firmly in.
Just type in "Tacos doesn't like it!"
By the end of today I should have inventory/loadout fully functioning.Then you guys can really get to work on item generation. Images are a really important part, so how do you think I should add them to the dev portal? I'll also add a text box for additional item details. This allows variables to be defined on a per item basis. Here are the ones I currently have:Variable | shortcut |
item weight | w |
item bounding size | s |
storage weight | sw |
storage size | ss |
collapsed size | cs |
| |
Also I'll be adding a text box for equip details, as in where the item can be equipped on the body.
As far as the backpack system goes, it's good, but that might take a bit of work to implement.
(https://49.media.tumblr.com/7ca3bae7ce345ff8897cb79e09611d4a/tumblr_na3lbpH15w1to5su3o1_250.gif)
Took four days to get functioning, and realistically has another few hours of work till I can move on to the next thing.
Next thing being dialogue, which we should probably keep mechanically simple considering how long inventory took. There are two types of dialogue:
1 Player to NPC in-game
2 Player to Major NPC on forum wall
How should we do each?
Depends on how deep you want the options to go.
Yeah I'll just set up a standard waterfall system, and add a few standard options to the side.
OK dialogue is set up. This thing is getting awfully close to being playready.
Engine wise I only have NPC population and stats to handle.
Then all that's left is clean up! Add/edit things under dev tools, add a few more dev tools so you guys have full control, and change map things to make it less cluttered.
OK dialogue is set up. This thing is getting awfully close to being playready.
Engine wise I only have NPC population and stats to handle.
Then all that's left is clean up! Add/edit things under dev tools, add a few more dev tools so you guys have full control, and change map things to make it less cluttered.
*finishes an RPG in like 3 weeks*
"Yeah guys, VizionEck will now be releasing 2020. It'll be great."
Looking good so far!
*finishes an RPG in like 3 weeks*
"Yeah guys, VizionEck will now be releasing 2020. It'll be great."
Three weeks for an RPG is slow, I finished VizionEck 1.0 in just two weeks haha!
Three weeks for an RPG is slow, I finished VizionEck 1.0 in just two weeks haha!
Vizioneck 1.0 2 weeks, Vizioneck 2.0 20 years.
Vizioneck 1.0 2 weeks, Vizioneck 2.0 20 years.
Well now we're just splitting hairs, but VizionEck 1.0 2 weeks, VizionEck 2.0 2 years, VizionEck 3.0 graham years.
NPC population is a go. Handled in a pretty similar system to inventory population.
Right now there isn't much procedural generation tools or control, but I set up a very quick name grid. 302 possible first names and 195 possible last names. Last major thing is player skills/levels. I made a mockup while doing loadout, but I'd love to hear your ideas first.
Then I'll clean up the dev tools/add full functionality and you guys can go to town with creating the game itself. Currently it's more of a tech demo tbh. It needs the fun!
We also need a name!
I went ahead and added the RPG to the main menu.
Feel free to buy and trade in the interest of making money. RPG money is technically separate from Shop money so if/when things are horribly unbalanced and we need to readjust, I can do that without touching the money you've made by posting or stealing.
I went ahead and added the RPG to the main menu.
Feel free to buy and trade in the interest of making money. RPG money is technically separate from Shop money so if/when things are horribly unbalanced and we need to readjust, I can do that without touching the money you've made by posting or stealing.
So it should be working when I click on things?
So it should be working when I click on things?
On the map?
Only nearby cities can be clicked.
On the map?
Only nearby cities can be clicked.
I've clicked on all of them and nothing happens
I've clicked on all of them and nothing happens
Try zooming in a bit.
Which browser are you on?
And click the city name not the icon.
Try zooming in a bit.
Which browser are you on?
And click the city name not the icon.
I've tried all that, nothing works.
I'm on chrome
I clicked on stuff but nothing happened. I'll try again later.
I've tried all that, nothing works.
I'm on chrome
I clicked on stuff but nothing happened. I'll try again later.
@___@
(http://i.imgur.com/vZ7J9wu.png)
I'm pretty sure this is what you both see. Neither of you have access to play testing.
I've added both of you. The page should look a little different now.
Also I guess I should take a few minutes and set up a sign up option on that page, that way people can join without me manually having to add them.
Made a simple sign up screen that's open to all members.
If you want access to the dev tools, that's a separate permission which you need to ask here for.
I'm in!!
So... what is there to do right now?
So... what is there to do right now?
Travel and buy paperweight!
Travel and buy paperweight!
Oh good, just how I love to live life.
Travel and buy paperweight!
And then sell the paperweight for a profit!
And then sell the paperweight for a profit!
Is this money linked to forum cash?
Is this money linked to forum cash?
One in the same.
One in the same.
So its not really worth re-selling these items. Since we're all rich beyond our wildest dreams...
So its not really worth re-selling these items. Since we're all rich beyond our wildest dreams...
Speak for yourself! I need more money.
Do you think it should be seperate?
Speak for yourself! I need more money.
Do you think it should be seperate?
Nah it promotes posting this way
Nah it promotes posting this way
I agree but perhaps items should be more expensive. Or we should have our money reset ...
I agree but perhaps items should be more expensive. Or we should have our money reset ...
No way!!
I agree but perhaps items should be more expensive. Or we should have our money reset ...
I will kill you.
No way!!
I will kill you.
Why not? Its not like it has much use! If we don't reset it then everything in the RPG is just going to be really cheap to buy.
Why not? Its not like it has much use! If we don't reset it then everything in the RPG is just going to be really cheap to buy.
We've posted a lot and saved up. Are you a communist??
I agree but perhaps items should be more expensive. Or we should have our money reset ...
We worked hard!
Why not? Its not like it has much use! If we don't reset it then everything in the RPG is just going to be really cheap to buy.
The rpg needs to be fun for people with very little money and lots of money. Just need to set it up like an mmo.
Cheap items and super expensive ones.
We've posted a lot and saved up. Are you a communist??
Yup.
However rpg money will reset regulary as we figure stuff out.
We've posted a lot and saved up. Are you a communist??
Oh god no.
Don't try and tell me that you posted loads all this time to purposely save up for the rpg...
I'm just saying I think the rpg would be a better experience if we have to work for this stuff now instead of just buying things. This is kind of like starting a new pokemon game with 100k credits
The rpg needs to be fun for people with very little money and lots of money. Just need to set it up like an mmo.
Cheap items and super expensive ones.
Yup.
However rpg money will reset regulary as we figure stuff out.
Well if there's expensive stuff then that's good.
I can't wait until this is all worked out
So I have an item called swordy, which looks like a sword yet I'm wearing it on my head apparently and on the inventory picture it's sort of floating above my hand.
Weird
So I have an item called swordy, which looks like a sword yet I'm wearing it on my head apparently and on the inventory picture it's sort of floating above my hand.
Weird
Yeah the inventory screen is very much a work in progress. Most items lack pictures or have temp pictures.
Also currently there are no restrictions on where items can be equipped, so you can have swords on your head. Bought items default to being on your head. Click and drag an item to relocate it. Then press save. Hand items including rings show up below your arms, while everything else should appear on your body. See mine for an example of a helmet. Forum RPG (http://vizioneck.com/forum/index.php?action=rpg;loadout=1)
Every item is unique. Just to express this, I renamed your sword.
Bought a swordy
"You are completely alone"
"You are completely alone"
You also seem to have broke your inventory...
EDT: wait, everyone's inventory broke...
EDTEDT: seems it broke with greater than 64 items. That shouldn't be happening...
Seems the recursive function I used for inventory was way too power hungry. Limited it to a max depth of 4 instead of a max depth of 5, so you can access your inventories again.
Seems the recursive function I used for inventory was way too power hungry. Limited it to a max depth of 4 instead of a max depth of 5, so you can access your inventories again.
Yay! I moved my sword to my right hand! Is it supposed to have no stats on it?
Yay! I moved my sword to my right hand! Is it supposed to have no stats on it?
Stats are kinda complicated, but I can add them to the dev page.
Stats are kinda complicated, but I can add them to the dev page.
I feel like you should be working on vizioneck instead of this rpg ;D
I feel like you should be working on vizioneck instead of this rpg ;D
I work on the RPG when I'm needing breaks, usually a few days a month.
Making a game that's inconsequential is very relaxing.
I work on the RPG when I'm needing breaks, usually a few days a month.
Making a game that's inconsequential is very relaxing.
Well, I guess that makes sense! Is anyone else helping you with it?
Well, I guess that makes sense! Is anyone else helping you with it?
YOU ARE!
I'm the only one doing back end stuff, but content creation/balancing is done through the http://vizioneck.com/forum/index.php?action=rpgdev
YOU ARE!
I'm the only one doing back end stuff, but content creation/balancing is done through the http://vizioneck.com/forum/index.php?action=rpgdev
I feel like I'm not helping that much tbh but okay...
Oh I see... are the shop items not randomized?
YOU ARE!
Woo! Way to go Xev. :D
I feel like I'm not helping that much tbh but okay...
Oh I see... are the shop items not randomized?
Everything in the game is procedural, not random. Makes things seem more realistic and makes things more interesting for the player.
Currently shops manufacture their own items, but I'd like to change that. Make cities manufacture items, then make NPCs transport the items to shops.
Woo! Way to go Xev. :D
Woo! Way to go pole dancing spider man!
Woo! Way to go pole dancing spider man!
It's Deadpool. :P
Every route has a villager with little joy in life who has nothing to say. Is there a way to change this to spice up my life a bit? :D
It's Deadpool. :P
Exactly!
Every route has a villager with little joy in life who has nothing to say. Is there a way to change this to spice up my life a bit? :D
Exactly!
We haven't made a game plan for how to set up quests and stuff.
However if you find king candy on the path to the deathly intersection, he will talk to you.
EDT: and guards say something different if you try talking to them.
Point is, the system is in place. Just need to figure out the content.
Lock it in!
So when can I kill shame? :P
So when can I kill shame? :P
Once we decide how to handle combat!
Once we decide how to handle combat!
I think is should be like magic, and it could give use more things to buy and a reason to buy them. Including random card pack. You can build you deck and it would auto battle for you.
I think is should be like magic, and it could give use more things to buy and a reason to buy them. Including random card pack. You can build you deck and it would auto battle for you.
I've never played magic.
Do you mean like gwent in The Witcher 3?
I vote that combat works in a dragon quest/pokemon way. Take turns to use abilities and the strength of these depends on your stats from your gear and character. You can have healers/support characters in your party.
I've never played magic.
Do you mean like gwent in The Witcher 3?
I have no idea. Never played much of it.
I vote that combat works in a dragon quest/pokemon way. Take turns to use abilities and the strength of these depends on your stats from your gear and character. You can have healers/support characters in your party.
But it would have to be a live battle. What if you run into battle while away?
I have no idea. Never played much of it.
But it would have to be a live battle. What if you run into battle while away?
When I made the OP I was thinking along the same lines as xev. My solution to your question was:
Entering combat is luckily much nicer! If both players are in the same city, either can initiate combat. Defender has say 15 minutes to accept the battle or attempt to flee by traveling away. A random number generator decides if the flee is successful. If not, the defender starts the battle with a small handicap. If the defender is offline or does not do anything, then their AI teammates will battle for them. Losing a battle while offline puts the player into 'Hiding', so they cannot be attacked again until they return to the forum.
While traveling, entering combat is a bit different. First the attacker selects the player as a target, and must themselves travel and cache up to them on the path. Upon catching up, the attacker goes into 'stalking' mode. After the defender makes their next post to travel, they are redirected into the combat screen and forced into the fight.
Combat with NPCs works the same way, while wild animals will only attack while you're traveling.
I have no idea. Never played much of it.
But it would have to be a live battle. What if you run into battle while away?
The AI would control your fight, maybe.
Reading about that stalker mode, I'm seeing some flaws in that. What if the person who's being stalked doesn't come back on and post for ages, that would stop the stalker from making any progress. Perhaps there should be a time limit where the AI would take over. The time zone difference between us is a big limit here.
Also I think it would be cool to throw tournaments at different cities at set times.
The AI would control your fight, maybe.
Reading about that stalker mode, I'm seeing some flaws in that. What if the person who's being stalked doesn't come back on and post for ages, that would stop the stalker from making any progress. Perhaps there should be a time limit where the AI would take over. The time zone difference between us is a big limit here.
Also I think it would be cool to throw tournaments at different cities at set times.
Love your idea of tournaments!
Yeah there are some problems.
I think I'll work on the combat window/experience in general, and then we can figure out the details of entering the combat window.
How about the combat system is very similar to pokemon with 2v2 battles. IE you select an action for your first character and then your second character. Then the turn happens where your first character attacks, the enemy's first character attacks, your second character attacks, the enemy's second character attacks, and then the turn ends.
That's exactly like pokemon.
Unlike pokemon though, the rest of the party members aren't safely stored in pokeballs. Instead they are a part of the fight too, essentially acting like a third character.
You select an action for your first character. Depending on the attack it can be directed at either of the enemy's front 2, both of the enemy's front 2, or characters on the enemy's sidelines. Then repeat and select an action for your second character. You then select a third general action for all your side characters to perform. This is a simple thing like "defend," "attack," or "scatter." You don't decide who they attack, instead it's spread out over all enemy characters.
Combat is essentially 3v3, yet the third fighter is a conglomerate of all your remaining party members. That way every party member is always assisting in battle, and increasing party size doesn't necessarily increase fight duration.
How about the combat system is very similar to pokemon with 2v2 battles. IE you select an action for your first character and then your second character. Then the turn happens where your first character attacks, the enemy's first character attacks, your second character attacks, the enemy's second character attacks, and then the turn ends.
That's exactly like pokemon.
Unlike pokemon though, the rest of the party members aren't safely stored in pokeballs. Instead they are a part of the fight too, essentially acting like a third character.
You select an action for your first character. Depending on the attack it can be directed at either of the enemy's front 2, both of the enemy's front 2, or characters on the enemy's sidelines. Then repeat and select an action for your second character. You then select a third general action for all your side characters to perform. This is a simple thing like "defend," "attack," or "scatter." You don't decide who they attack, instead it's spread out over all enemy characters.
Combat is essentially 3v3, yet the third fighter is a conglomerate of all your remaining party members. That way every party member is always assisting in battle, and increasing party size doesn't necessarily increase fight duration.
Yeah that sounds good, except the order pokemon go in is determined by speed, its not just systematic. It would be cool to have a speed stat which does the same thing.
We'd just have to think of the different abilities and how the damage will be determined.
Yeah that sounds good, except the order pokemon go in is determined by speed, its not just systematic. It would be cool to have a speed stat which does the same thing.
We'd just have to think of the different abilities and how the damage will be determined.
Is speed something new?
Don't think it was in the ones I played.
Is speed something new?
Don't think it was in the ones I played.
I can't remember speed ever not being a thing...
Okay I looked it up. Speed wasn't in Pokemon Mystery Dungeon until Super Mystery Dungeon and in Conquest it worked differently but was still in there. Every other pokemon game has had speed.
I can't remember speed ever not being a thing...
Okay I looked it up. Speed wasn't in Pokemon Mystery Dungeon until Super Mystery Dungeon and in Conquest it worked differently but was still in there. Every other pokemon game has had speed.
I never made that connection...
I never made that connection...
??? when did you play it?
??? when did you play it?
At release, up till the ds games.
At release, up till the ds games.
Huh, weird. I don't remember knowing about speed at first but I think I figured it out pretty quickly.
Oh well, we all have our moments ;D
Huh, weird. I don't remember knowing about speed at first but I think I figured it out pretty quickly.
Oh well, we all have our moments ;D
Yeah that dang ratata had a pretty good speed
Just don't put that 4 move only crud.
Just don't put that 4 move only crud.
What is that?
What is that?
In pokemon, you can only keep 4 moves. You have to "forget" one to get a new one.
In pokemon, you can only keep 4 moves. You have to "forget" one to get a new one.
Here I was imagining Forum RPG would be exclusive to PlayStation Move #4MoveOnly
In pokemon, you can only keep 4 moves. You have to "forget" one to get a new one.
Oh yeah nah.
Forum RPG is all about being overly complex and anti user friendly.
Might have combat ready to go in the next few days.
Player skills?
Strength-raw power. Can carry more and can do more damage, while also being more intimidating.
Speed-ability to travel and react fast. Good for running, quick attacks, and dodging.
Endurance-ability to keep at a physical activity without needing rest.
Intelligence-ability to notice and understand things about the world. Good for learning new attacks, counteracting charisma, performing scams, etc.
Luck-influences random number generation.
Charisma-ability to make others think a certain way.
Willpower-ability to put mind over body. Ignore pain, low stamina, not get scared, etc.
Finess-ability to control limbs/fingers exactly as desired. Good for stealth and proper fighting technique.
There should be a hired mercenary system. You spend a certain amount of money to hire someone, and they fight alongside you until you die or stop hiring them.
I set up a new city for the purpose.
There should be a hired mercenary system. You spend a certain amount of money to hire someone, and they fight alongside you until you die or stop hiring them.
I set up a new city for the purpose.
Nice!
Yeah party system should be a big part of things eventually. I'm building the combat system around that. These would also fit in with the bot system, where you could tell a merc to leave the party for a bit and fight his own battle.
I still maintain that I should be able to mug someone who is on the path.
I still maintain that I should be able to mug someone who is on the path.
Yes you will be able to.
@Mmm_fish_tacos You found the combat! Please stop pressing buttons there haha. I have more error messages than I know what to deal with ::)
@Mmm_fish_tacos
You found the combat! Please stop pressing buttons there haha. I have more error messages than I know what to deal with ::)
But I had to kill Pi!
It didn't work.. >:(
But I had to kill Pi!
It didn't work.. >:(
How do we want to handle death?
I was thinking something like you only need to bring all enemies to less than 10% health to win the battle. This gives a small buffer for players to lose without their entire squad being permanently dead.
So if any character has their health reach 0, they are permanently dead/a dead corpse lying on the ground. What if a human player dies though?
How do we want to handle death?
I was thinking something like you only need to bring all enemies to less than 10% health to win the battle. This gives a small buffer for players to lose without their entire squad being permanently dead.
So if any character has their health reach 0, they are permanently dead/a dead corpse lying on the ground. What if a human player dies though?
Theyll need a revive or they pay "death" for their life back.
I'm down with Paying death.
Aw!
@Xbro RPGs thrown out over 500 errors the past few days and I was pretty confused what it was. Just realised it was a mistake in the syntax for the shop you added. You made the buying profile "14, 10, 1" but the profile needs to be an even number of digits. It's item ID followed by quantity of that item.
My mistake. I thought it was just the list of IDs.
Combat itself is set up and you can now kill people, but still needs some work with starting fights and setting up teams.
Also skills are all set up in the back end. How should upgrading your skills work?
Pay to win.
It's been saying 10 posts til arrival for like 6 posts.
It's been saying 10 posts til arrival for like 6 posts.
Hmmm, I blame that guy.
*points to self*
Got it fixed. From what I can tell, if you go to one city through another city it will stop you at the first city you pass through.
It still says 10 posts to arrival even after hitting travel 1 post several times.
It's broke I know.
Think it's because you dead.
It's broke I know.
Think it's because you dead.
Oh, would you look at that.
I blame Tacos.
I made everyone undead, and made health stop above 0.
As long as no one tries combat, I think it should be error free. Try traveling and confirming.
I made everyone undead, and made health stop above 0.
As long as no one tries combat, I think it should be error free. Try traveling and confirming.
At least until we have a system to come back to life. :D
Got it fixed. From what I can tell, if you go to one city through another city it will stop you at the first city you pass through.
Just ran into that too.
Odd!
EDT: found the culprit, but not sure how it got there. WIll fix it in a moment.
I never use the RPG but I thought it'd be fun to kill everyone.
But now I'm stuck in the same city and can't move. Seems something major has glitched.
I never use the RPG but I thought it'd be fun to kill everyone.
But now I'm stuck in the same city and can't move. Seems something major has glitched.
Karma strikes!
Karma strikes!
Actually the ghost strikes!
Turns out I was already dead. Forgot that I never implemented a respawn mechanic.
I'm dead and stuck again ::)
The forum rpg will always be a pet project of mine. I really think it has a lot of potential.
I'm still waiting for the shovel and to be able to dig post to find random loot.
Also a simple thing that needs to be added is an alert when you reach your destination.
I'm still waiting for the shovel and to be able to dig post to find random loot.
I feel like if you randomly dug holes in the woods your chances of finding something are low...
Who knows?
I think I should make the RPG procedural!
I feel dumb for not thinking this way sooner!
I love procedural generation and have messed around with it a few times in VizionEck and in a few prototypes. In the back of my head I've been dreaming of making a huge space game with my version of procedural generation, but that's still a couple centuries away with the rate I finish games. So to scratch my procedural generation itch I can make this game procedural! Will make it a lot faster to make too.
(not touching it till Cube Royale releases. Just had an idea and wanted to write it down)
Maybe the RPG should have permadeath of sorts.
Only about once a week are players brought back to life. Give you ghost mechanics or something.
Maybe the RPG should have permadeath of sorts.
Only about once a week are players brought back to life. Give you ghost mechanics or something.
Who cares? Think about vizioneck!
P.S. that sounds cool
Who cares? Think about vizioneck!
P.S. that sounds cool
I have 5 games currently in some form of development. It's just so hard to have an idea and not write it down!
Most of my game ideas are seared into my memory.
Most of my game ideas are seared into my memory.
Do you not even write them down?
Do you not even write them down?
No. I started to write down one of them, but the vast majority of gameplay mechanics and plot details are only in my head.
I'd like to restructure this into a living world. Like a civ 5 ai match that is always playing.
So still a "bite sized economy" but with everything controlled by the system, instead of just shops and populations.
"Crafting" could be used for everything.
Game map is filled with resource "wells." These are all natural resources like fresh water, ocean water, sand, dirt, iron ore, silver ore, wood, forest wildlife, etc. The wells can be created or destroyed depending on their type. The main thing is that they are the only source of new materials in the digital world.
Resources can then be exctracted from wells. Exctracting resources is done using a universal crafting system.
Input resources+working resources=output resources. So (river + bucket) + human=water filled bucket.
The main goal is to create a self sustaining world where every thing is simulated. It's not just that a city produces 100,000 gold coins every year, but that thousands of npcs have worked together to keep an economy running that produced said gold.
By "bite sized," I mean that everything is granular and important. 100 humans would be a large city in this world. If a player (not something I care about at this stage) wanted to impact the world they could do it as an individual.
Essentially the world could start by just placing a couple humans and letting them expand out.