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Member Since 29 Jul 2011
Offline Last Active Aug 22 2013 12:46 PM

Posts I've Made

In Topic: [rpg]Character Progression/Difficulty

30 July 2012 - 02:20 PM

I always thought it would be interesting to make areas effected by player interaction with the local enemies. If the player spends time grinding in a location that area should evolve into enemies that cannot be beat by the players level and gear (forcing the player to change their play style or move on to a different location). I was thinking over the span of 3 or 4 battles forcing the player to migrate, the only area this wouldn't occur would be the path the player is meant to take and instead of that area getting harder, the enemies in that location would disappear (no more encounters). Guiding the player with the "random encounters". I think the neat thing about this structure is the challenge of going your own way (cutting corners or trying to explore new areas) you will need be more then prepared and when a player dies trying to push too deep they are sent back to a local inn or in some cases where they've wandered far enough a local (witch, hunter, etc) could pick them up and the player can earn a secret side mission that would eventually take them back to the main path.

Cool idea, but not doing it. This is a simple RPG, meant for only a few hours of playing through. I think a system that complex would be a waste in this game.

The last time I tried a game where the enemies leveled up I was unable to keep pace with them, gave up, and never loaded the game again. There's nothing wrong with keeping certain enemies hard or easy but you have to make sure that the player doesn't feel like getting through an area is impossible or will only happen with luck or a perfect execution of skills.

If it isn't just about making the game a challenge and there's a reason for the enemies getting stronger then you should at least make it clear. But ask yourself, what's the point of doing all the work to code in a leveling system or adding graphic resources for equipment if the net gain from them is going to be zero? I say it's better to have the main character keep his trusty sword or whatever he had at the beginning and keep the enemies the same strength.

The point of making the enemies stronger would be that the player wouldn't get bored whenever he had to travel through an easy area, he would still be challenged. I don't want the player to only keep 1 weapon and low level skills throughout the game. I want to give him a chance to learn better, more complex and more interesting skills.

Monsters should not level up, that beats the whole purpose of player's progress (the stronger you are the stronger the monsters become, sometimes levelling your party is a bad thing in such games (badly balanced) because your relative power is falling down then).

Thanks for your input.

In Topic: NullPointerException

12 January 2012 - 08:43 PM

Because if you call it in your main method the Graphics object from the GUI might not be initialized yet. You've created a race situation because your main method is in one thread and the GUI (i assume it's a JFrame or something) runs in the GUI thread.

Thanks, I think that's why.

In Topic: Elder Scrolls type lore

11 January 2012 - 11:06 PM

Also what about coming up with words? like names or country names or even days of the week or month? how would you go about with that and not make it sound really stupid?

You can use a name generator or just make them up yourself. One thing that bethesda does often for city names it to take two words and push them together, i.e. Elder Root, Highrock, Hammerfell, Black Marsh, etc. For city names, think about the suffixes that they usually have(burgh, sted, hold, helm, mouth, and ford to name a few). As for naming months, I'd probably just wing it but you can try and pick apart what TES did for their month names.

How I usually start forging a world is I picture in my head what kind of world it will be, and then take a pencil and draw a first draft of a map. I'll work off of that for a while and then probably redraw the map with more/different/less cities, more interesting features, more natural transitions, etc. I generally figure out what I'm doing for races fairly early on as well.

After I have some basic nations with their conflicts, cities, setting, and gods, I'll usually start mapping out their more intricate lore(origin, heros, factions, etc).

I'd say you can pretty much do this however you want. If it helps you, make a timeline. I personally love geography and history, so for me making a map works pretty well.

In Topic: NullPointerException

10 January 2012 - 11:48 PM

Fixed the error :D turns out it was in my main function :/ I still don't understand it....
I was calling the Game.start() method in the main method.
I decided to change it to see what would happen.
I put the Game.start() method in the constructor of the GUI class.
GUI() is called in the main method.
Why does it work now, but didn't work earlier?

In Topic: NullPointerException

09 January 2012 - 06:10 PM

I think I messed up somewhere while posting this...
It highlights line 81, g2d.drawImage(buffer, 0, 0, this);

I have no idea what could be null there. I mean, I guess it has to be buffer, but I clearly defined buffer in the init() method.

Where do you call the init() method?

in the beginning of the start() method.

No, it can only be the graphics context.
Take a look at getGraphics. You won't get a context if you don't have a parent component for the canvas.

I'm not sure what you're asking. The class extends canvas, if that's what you mean.