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MichaelRPennington

Member Since 02 Apr 2012
Offline Last Active Oct 12 2014 09:04 PM

#4980289 RPG Convention Game Idea

Posted by MichaelRPennington on 14 September 2012 - 10:55 PM

I just happened to pop-in here...

Check out http://rpgtoolkit.net. This is wonderful software for developing 2D sprite-based games. It comes with almost everything you need. The only other thing you'll have to download is a music composition software. I suggest Anvil Studio. It already has its own built-in coding language called RPGCode which isn't difficult and has a full reference available to you. Once you have completed your game you can make it into an EXE and distribute it as you please.

This software is designed for top-down RPGs, it can be used for creating a whole slew of games, including a platformer. Are you sure you mean platformer? Because the way you described the battles as 'Final Fantasy', I was thinking turn-based, which would be unique for a platformer.

I just thought it would be a better solution for you.


#4980262 What kind of "Quests" would you like in an MMO/RPG, etc?

Posted by MichaelRPennington on 14 September 2012 - 08:26 PM

I'm not sure if this could be considered on-topic, but, going off of this NPC talk we're getting into, the delivery of the quest is also important. As Servant of the Lord said, adding depth and character to our NPCs could not only enhance the player experience, but open a gateway to allow ourselves to expand upon the content of the quests and the player's immersion into the game.

Most RPGs contain several cookie-cutter NPCs that look alike and spout useless information. This is an attempt to fill space; to give an illusion of life to the scene. What if we cut this out? What if we only had unique NPCs? What if we took the time to give every NPC a personality? What if we let the character get know these NPCs and grow an affection for or hate these NPCs. Then, we have created this relationship between the player and the game that will cause the quests that they give to the player have more of an impact on their emotional state while experiencing the game. The idea of creating a relationship between in-game characters and the player is by no way a new concept, but is one that is for the most part lost in online RPGs. If you could add in these relationships, then a whole new world of deep and meaningful quests (as well as relevant to the player as he/she now feels like she knows them) will open to you.

I hope this rant helps Posted Image

On the topic of player created quests:

I believe it is entirely possible. This could be carried out in contracts. Simply, you could set the type of quest - Hunt, Gather, Explore, whatever - then set the requirements then the rewards, have the player post them, and then someone would come along, accept the quest, complete it, and turn in the contract. This could be easily achieved through a central hub, such as a location in your game called something like the 'Adventurer's Guild'. Anything will do along these lines. This is only one idea, I'm sure there are tons of other options to choose from if you just sit and ponder it a bit more. I also noticed you were looking for an incentive for players to provide/use the quest service. Well, you could have a point system associated with the quest system.

EXAMPLE:

You have a quest system comprising of quests given by NPCs. Upon completion of these quests, you are given your reward and a number of what we will call Quest Tokens (QT), dependent upon the difficulty of the quest. Once you have built up enough of these Quest Tokens, you may post a quest in the Guild's Contract Board, and offer these QT as a reward. One could trade these QT for other items from this Adventurer's Guild, or for gold, etc. The possibilities are endless.'


Oh, and if you removed all story-telling elements of a quest, then it would lose its relevance to the player. There has to be a reason why the player is doing what he/she is doing. Without reason, why do?


#4980241 What kind of "Quests" would you like in an MMO/RPG, etc?

Posted by MichaelRPennington on 14 September 2012 - 07:26 PM

I can't say that there is a specific type of quest I'd like to see. All I look for is relevance. Nothing pains me more than walking around doing menial tasks just for the sake of progressing through a bland story. If you are going to create quests, make them relevant to the player. Make the player believe that what he/she is doing is worth it. It's basic immersion.


#4979936 A few interesting system designs I've been throwing around...

Posted by MichaelRPennington on 13 September 2012 - 09:29 PM

Alright, well, I've had a few systems that could spice a game up to some extent. I'd like to hear some feedback and discussion on the matter. Let's get started, shall we?

Persistent & Dynamic Economy

Okay, now the title pretty much says it all, however, let's go in to more detail! Basically, you have NPCs, now, what if, wait for it, they ACTUALLY DID SOMETHING.... Yes! NPCs functioning as something else other than the wonderful conversation (heh..)! Enough of the jokes...

Example:
Gatherer NPC finds seeds, sells the seeds to the Farmer NPC, Farmer NPC plants and harvests them then sells them to Vendor NPC. Vendor NPC then sells to players or OTHER NPCs.

This idea is more geared towards a multiplayer environment, so as the player's actions can actually affect the economy. (Steal crops from the farmer, the farmer can't sell the crops, the farmer can't buy seeds from the gatherer, the farmer can't plant anymore seeds, and finally, the farmer can't sell the crops to the vendor for the vendor to sell, and so on...)


Unified Massive Multiplayer Experience

This means that everyone is working towards the same MAIN goal, and are affected by changes in the world that one player causes. For example, I was just recently thinking of how awesome it would be to develop a Diablo fan-game. In this rendition, it would be a multiplayer 3D third-person hack-and-slash game with a dark gothic feel. Well, it would follow the story of Diablo II, but everyone would be involved, new and veteran players; however, this would be different from most MMOGs, as in the bosses are the only bosses and will not respawn magically from the pits of hell... The only thing to respawn would be your common enemies and the occasional unique mob, etc.. In effect, you would really be fighting to save Sanctuary from the three Prime Evils, which would be EXTREMELY difficult. By difficult, I mean several dozen level 99 characters still trying to struggle against their immense power. I mean, it would only make sense that the three Lords of Hell might be a little epic? Anyway, this is just an example (unless someone wants to help me develop it XD jk)


Wow, it seems my well has run dry all of the sudden... Well, I'll post more later if it comes to me! Please comment!


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