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Linkmachien

Member Since 05 Jan 2006
Offline Last Active Aug 25 2009 12:32 AM
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Posts I've Made

In Topic: Items

04 March 2006 - 08:58 PM

Not all of the prefixes/suffixes belong to every weapon. Like just because there is a Thor set doesn't mean that there is a weapon of every type that belongs to the Thor set.

Thor would simply add an attribute bonus to the weapon and only apply to a certain type of weapon. (being the hammer). Along with that, it could be added to armor aswell. Giving resist to lightning, while taking away resistance from other elements. There would only be one "Thor's helmut", one "thor's boots" and so on.

The hammer was just an example. I mean you're not going to get a Thor's Newbie blade of healing. That would just be stupid. In the item editor, you would just make a combo boxes for what each part of the name would be. Simple is not always better. This sytem would work great for crafting, and makes for some awsome rare weapons. You will not get 200 different types for each weapon. It would all be decided what does what in the process of making the items. If you don't want a Thor's godly toothpick of healing, then you simply don't make one. This just makes the game more interesting since everyone has a chance to "discover" something new.

You guys are reading into this way too much. :P

In Topic: Items

10 February 2006 - 06:43 PM

Well, you would only really need a few names for each one. Prefixes and suffixes could be added to the name depending on the weapons bonus.
For example:
Name of owner of weapon (be creative): Thor's - (+2str, +5 atk, +lightning attribute)
Adjective Describing bonus: Godly - (+20 def)
Name of Weapon: Iron Hammer - (15 atk, 5 def)
Suffix of weapon: of healing - (+5 hp (10% chance))

This makes up for 8 possible combos:
-Iron Hammer
-Thor's Iron Hammer
-Thor's Goldly Iron Hammer
-Thor's Godly Iron Hammer of Healing
-Godly Iron Hammer
-Godly Iron Hammer of Healing
-Iron Hammer of Healing
-Thor's Iron Hammer of Healing

This would go for armors, shields and so on.

In Topic: Classes

25 January 2006 - 10:59 PM

What he's refering to is how most RPGs today bound players to stats and levels. Like a level 87 warrior will always beat a lvl 44 mage. He's suggesting that you implent a system whereby controlling the character during battle would require skill. An example could be having a shield and attack button that both use up stamina. It doesn't have to repel all damage, but it would lower the damage that you got, while you would be penalized by reducing your stamina points. That way you couldn't just hold the block and attack buttons. Things like projectile magic being repelled by arrows and vice versa. (this would be more for an 8+ way directional game).

I agree with him. As you work on your next game engine, try and make a statement. Provide some unique ideas that would attract new people to the community, or at least give them a reason to check it out.

Good idea Cassey.

In Topic: Classes

25 January 2006 - 03:14 PM

One step at a time :P. Work on the engine, and when warriors are fully functional, add archers, then projectile magic. It would be really cool if you wern't confined to a certain class though.

In Topic: Huge List of Game Ideas

06 January 2006 - 12:08 AM

lol i'm not done. Just posting incase i get an error or something so i don't have to retype as much.