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Tile based multi-user RPG possible?


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#21 Madhed   Crossbones+   -  Reputation: 2493

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Posted 03 April 2012 - 02:05 PM

If I remember correctly, in Ragnarok online players can move through each other but only one player can be at a tile at the same time.
In the case of the legendary "Habbo hotel pool raid" people would block others from entering an area which obviously lead to much frustration on one side and a lot of "lulz" on the other.

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#22 Legendre   Members   -  Reputation: 963

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Posted 04 April 2012 - 02:44 AM

That's a good idea. It could show one of the players, it doesn't matter who, and when you hover over the tile, that player shrinks back, and all the players on that tile shrink down to all become visible.
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If there are twenty or so characters, they'd get too small (unless the tile expanded vertically and horizontally to accommodate more), but for any number of players less than 10, it'd work fine.


I thought of doing it this way before. This should be what I will end up using.

#23 Legendre   Members   -  Reputation: 963

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Posted 04 April 2012 - 02:49 AM

If I remember correctly, in Ragnarok online players can move through each other but only one player can be at a tile at the same time.
In the case of the legendary "Habbo hotel pool raid" people would block others from entering an area which obviously lead to much frustration on one side and a lot of "lulz" on the other.


I'm surprised nobody mentioned Ultima Online. It was fully tile-based. If something else was on a tile, you could move on the tile, but it would cost you a lot of stamina. Players on the same tile would get drawn on top of each other. If 2 players tried to move on the same tile, whoever moved there first moved and the other player didn't move. Movement speed depended on lag because everything was checked server-side instead of relying on the client like new MMORPGs.


I guess if my game has "collision", there would be a lot of problem from griefers. If I recalled correctly, there were some blocking problems in UO too?

Also, lag and crowds might make it frustrating as players are constantly bounced back from moving onto an occupied tile.

#24 Heaven   Members   -  Reputation: 443

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Posted 04 April 2012 - 05:05 PM

If I were you I would try and find a way to turn "griefing" into gameplay. Consider...

* Make players blocking, 1 per tile.

* Give players a "shove/grapple" command.

* Make non-AFK players automatically defend themselves. Easy method: roll 1-100 adding the shover's "grapple skill" subtracting the blocker's "grapple skill". >50 = blocker and shover trade places.

* AFK players are automatically "shoved".

Now you've made for some interesting possibilities. You could enhance the above options as well. E.g., Allowing shoved players to be knocked prone. While prone other players can move onto their tile, preventing them from getting up. Heh. Etc., etc.

Just some thoughts. More options = more gameplay = funner games!

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#25 Legendre   Members   -  Reputation: 963

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Posted 05 April 2012 - 06:17 AM

If I were you I would try and find a way to turn "griefing" into gameplay.


These are very good ideas that I might try in future projects. But I think if I implement this, it will be a major game altering/defining mechanic. As such, I won't be using it for my current project because I already have the key gameplay elements nailed down and is just trying to flesh out the presentation/execution.




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