What do you mean proof? And what would I be able to do more than create a setting for it in there?Asehujiko said:Buy warcraft 3, learn to use the world editor and show us a proof of concept.
During my thoughts about terrain augmentation I was actually talking about, lifting, dropping, bending terrain to make ramps or landslides to roll logs or rocks on enemies or, on the other hand, allow you access to new areas. They could be words like [Lift], [Slide/Landslide], [hole], [spike] or hundreds of others.Wing0fSilver said:That is a worthwhile concept, but as the Runes or Scripts are meant to have only one effect apiece, what kind of warping are you talking about? A simple alternate form of places? Sending a small area back in time (to get around walls that weren't there before for example), or even forward in time (so a tree grows, or a rusted metal construction has completely deteriorated)? I guess one thing I can do (since Runes are supposed to be single words) is change land types. Like change some swampy areas to [Land] or some solid floor into [Mud] for various reasons. Is that something you're talking about?JonnoStrife said:You need to have runes for warping terrain. This would not only work brilliantly with an open world map (the best setting for an RPG) and also allow you to do awesome mini-games.
It's pretty much the most powerful editor that i know of and fairly easy to use. It is very well suited for creating and testing rpg mechanics. There are more people making custom abilities for units then there are people making full maps for it. It also supports terrain deformation, although that is pretty advanced stuff.Wing0fSilver said:What do you mean proof? And what would I be able to do more than create a setting for it in there?Asehujiko said:Buy warcraft 3, learn to use the world editor and show us a proof of concept.
As you read this, I am in the process of setting up Warcraft 3 and learning how to use the World Editor to see if I can make a rough draft of this game. When I'm done I'll export it and host it somewhere and I'll be putting the link in the main post, along with a newly revised concept.Asehujiko said:It's pretty much the most powerful editor that i know of and fairly easy to use. It is very well suited for creating and testing rpg mechanics. There are more people making custom abilities for units then there are people making full maps for it. It also supports terrain deformation, although that is pretty advanced stuff.Wing0fSilver said:What do you mean proof? And what would I be able to do more than create a setting for it in there?Asehujiko said:Buy warcraft 3, learn to use the world editor and show us a proof of concept.
You clearly didn't read the second pageVkmies said:Now now... Would it be a turn-based or a real time RPG? Changing the runes with real time fighting (thinking of oblivion style) could get annoying, if it means that i have to go to my inventory, select the rune and then cast it. Or do you mean that the fighting would be turn-based? This overall (Thinking of the FF style) would sound better, altough i dont really enjoy turn-based fighting.
But the idea sounds pretty cool. We just need some details.![]()
Wing0fSilver said:As you read this, I am in the process of setting up Warcraft 3 and learning how to use the World Editor to see if I can make a rough draft of this game. When I'm done I'll export it and host it somewhere and I'll be putting the link in the main post, along with a newly revised concept.Asehujiko said:It's pretty much the most powerful editor that i know of and fairly easy to use. It is very well suited for creating and testing rpg mechanics. There are more people making custom abilities for units then there are people making full maps for it. It also supports terrain deformation, although that is pretty advanced stuff.Wing0fSilver said:What do you mean proof? And what would I be able to do more than create a setting for it in there?Asehujiko said:Buy warcraft 3, learn to use the world editor and show us a proof of concept.
Real time would be cool. Just not Oblivion style. Especially not the same leveling system. That was fucking horrible. Plus it needs more enemies than Oblivion. You could make it oblivion-esque but with better game play and world.Vkmies said:Now now... Would it be a turn-based or a real time RPG? Changing the runes with real time fighting (thinking of oblivion style) could get annoying, if it means that i have to go to my inventory, select the rune and then cast it. Or do you mean that the fighting would be turn-based? This overall (Thinking of the FF style) would sound better, altough i dont really enjoy turn-based fighting.
But the idea sounds pretty cool. We just need some details.![]()
Are you asking me if I based my ideas or took any inspiration from Oblivion? Or are you simply asking my opinion on the title?JonnoStrife said:Real time would be cool. Just not Oblivion style. Especially not the same leveling system. That was fucking horrible. Plus it needs more enemies than Oblivion. You could make it oblivion-esque but with better game play and world.
Heeeeyyy there's a base to jump from....
How are your ideas in relevance and comparison to the horrible-peice-o-crap-rolled-in-glitter, that is oblivion?
No, the runes don't disappear, they'd have a set number of uses before they would just have to recharge. There's also the natural form of the spell which would either need a fully charged Rune to cast it, in which case the Rune would go into an extended recharge state; or it would consume some other resource like Mana or maybe even HP.Beatrix said:So... the runes disappear when you use them? or do they just need to recharge?
I'd prefer if they didn't vanish (since that'd lead to players hoarding them rather than using them), but either way it's a pretty neat concept.
I'm somewhat reminded of the way spellcasting in Arx Fatalis worked, though that focused more on combinations than loose runes.
You definitely have plenty of options though, even with the basic elements... Fire + Water could be used to make steam, Fire + Rock could make magma, all sorts of fun things.
Well, as exciting as that would be, I'd rather not have Runes that would only be useful when combined with other Runes. My new idea (come page two, which you admitted to not reaching :3) holds that each Rune is a spell in and of itself, and that the Runic form is simply a controlled, prepared version of the natural magical energies that lie in the earth. But I may be able to do something like that. [Bolt] could be a spell (doing lightning damage no doubt) but adding [Fire] before it would have bolts of fire rain from the sky. Aura, cone, and melee are not something I think would fit unfortunately, but thanks for your inputDrunkenKitty said:I actually thought of something similar when making PnP characters for GURPS.
I didn't read the whole thread so sorry if this has been said:
I would suggest runes that dictate the form of the spell: ie- Blast(Single Target), Bolt(Line AoE), Ball, Aura, Cone, Wall, Melee, Pet.
Maybe other runes that intensify effects or increase range or make them last longer.
I couldn't find any motivation to get past any bit of the game at all. I found it completely unrewarding. I actually thought the exact same thing about it being a loners MUMORPUGER [Thanks Yahtzee!]. Also it bored me to tears most of time, even with the pseudo-teleportation system, due to the lack of enemies or rewarding quests.Wing0fSilver said:Are you asking me if I based my ideas or took any inspiration from Oblivion? Or are you simply asking my opinion on the title?JonnoStrife said:Real time would be cool. Just not Oblivion style. Especially not the same leveling system. That was fucking horrible. Plus it needs more enemies than Oblivion. You could make it oblivion-esque but with better game play and world.
Heeeeyyy there's a base to jump from....
How are your ideas in relevance and comparison to the horrible-peice-o-crap-rolled-in-glitter, that is oblivion?
Well to answer the first one, I'd have to give a large resounding NO. Oblivion had honestly not crossed my mind about gameplay, storyline, setting, or how much glitter I'd have in the game. To be honest, I was thinking more along the lines of Fable, Golden Sun, and to a lesser degree Okami/Zelda. I liked Fable in the sense that you have a completely customizable character that is based off of the abilities that you specifically choose, not that you pick and choose in the beginning (or more likely, that you are stuck with just by choosing a class). Your character's "Class" wouldn't be strictly defined or even named in the game at all. But that doesn't stop you from being a Paladin by equipping defensive, healing, and melee runes. Not to mention that you're not stuck being a Paladin either. You can just as easily go from a paladin to being a long range blaster just by changing your set up! And that's another one of the ideas I had come up with by playing Golden Sun.
The answer to the latter question is a bit shorter. I actually kind of liked Oblivion. I, like most people, first got in to the Elder Scrolls series with Morrowind and I loved it (hell, I still pop it in every now and again). I feel that Oblivion improved on a lot of things that Morrowind was lacking in, while keeping the same general system. Leveling your skills (and thereby your character) seems to be must quicker and less aggravating, and the bonuses to having highly trained skills is more noticeable than simply more/less damage or chance for success. Oblivion, though, falls shorter in the thing I like most about Morrowind. It's fun! Oblivion kind of feels like a watered down MMOG, but you're the only one playing. Not only that, but unlike it's older brother, I felt no reason to play it again after playing through the main quest. I felt like there was no reason (different classes aside) to go through that whole process again. And actually, that wasn't shorter at all, but there you go :3
Wtf is XAND? You could also have NOR or NAND but I'm not sure how that would work. Can you explain how all the different modifiers would actually work with the runes because I don't quite understand that.Wing0fSilver said:Don't forget about the other Boolean Modifiers when thinking of effects. Those are OR NOT XOR XAND as well as AND.
I think he means XOR or possibly NANDHamster at Dawn said:Wtf is XAND? You could also have NOR or NAND but I'm not sure how that would work. Can you explain how all the different modifiers would actually work with the runes because I don't quite understand that.Wing0fSilver said:Don't forget about the other Boolean Modifiers when thinking of effects. Those are OR NOT XOR XAND as well as AND.