• Create Account

# Dinner

Member Since 09 Jul 2005
Offline Last Active May 04 2015 04:42 AM

### Online Tactical Game

23 December 2007 - 10:32 PM

### A bit of a math query

11 August 2006 - 05:49 AM

Thought id ask here, since im not that good with math, and want a newbie answer to my newbie question ^.^ Im more loooking for yes or no, not the math formulas behind it or even possible sdk's i might use to do it I think i can do it all, but I sometimes make silly mistakes, so Id rather ask first ^.^ (research it myself, wont cut it for a correct responce ^.^) If I had a model with a sword in the scarcarb on there back, and I define the point of the handle to the sword sprapped to there back, can I tell the model to reach for that object, in a logical manner that would follow the natural way someone would do it in rl And if that model had a base strength stat, and the sword had a base weight stat, is it more or less possible to tell how much force the sword would have if it was drawn then swung down, so there strengh + weight = how much force the weapon has (and in a side note, maybe how much energy they might use in the process) Thankyou, I did my best to make it understandable, but it is near 3 am so if something isn't clear enough then say and ill reply later with futher details (the end result, i want a character to be able to use a sword and having it work out how to get the sword between defined points, without telling it to use say a arc manually, juding how hard they hit there enemy, and how tired they got from swinging the sword)

### Player Constructed Skills

27 August 2005 - 04:57 PM

I was thinking of a skills system, that was easily expandable You have the base, and you can equip various pieces of equipment, that gives you bonus skills/stats, you can set if you want to learn a new skill (get bonuses if you aren't trying to learn a skill, while using it) When you 'level up' then your taken to a skill creation window, that display a list of skills, and gives a certain number of points based of how much experience you put into it. You can then spend the points on putting skills (maybe building a diagram of the skill from the pieces), and giving it your own independent name (whatever you felt like) the cost to use would based of the cost of the skills, and the power/accuracy for the skill would be based of your stats. You would have to be wearing the equipment to use the skill, so if you changed your equipment, if its not compatible you can't use that skill. If you change your equipment, then the points you have gained are lost, and you have to restart. (to represent that while you had that equipment on you was getting use to it) Type of game I was thinking would be a simple turn based battle system, perhaps even as simple as the pokemon battle graphics. So does it sound like a good idea? Does anyone have any suggestions/questions? and anyone played a game with a similar system?

### Monster Genocide

09 July 2005 - 08:28 AM

I don’t have anyone I know to talk about such issues, so I'll make a thread here instead. Just looking for any type of ideas for improvements, flaws, or even if you just dislike or like the idea. Goal: Allow players to gain experience while fighting, while protecting monsters from extinction Monsters do not respawn when killed, but new young can be produced. Most monsters have some form of ability that lets them produce something Such as unique weapons/amour and jewelry. If a player knows the monsters language they are able to communicate. Now, since monsters have to produce their own young, if all the monsters of a type are killed, then that race is exterminated. While in a mmorpg, this would defiantly happen, current goal I'm trying to think of is how to reduce it happening, while still allowing players to battle/loot/gain skills of monsters. What my current idea would be to slow it down, is make serious injury and death hit separate, Life doesn't reduce below 0, when it hits 0 the monster falls unconscious. The players may then choose to just loot the body, or deal a killing blow. When fighting, experience is given per hit/skill use (within reason), And nothing is given for the death blow. Cutting some goblins throat hardly qualifies you to become a master knife user. The within reason would be, if you attack something that can't fight back you wont gain any experience for it, Or if you gain any it will be very little. (A parent would attack you if you threaten their young) I think this method, would stop/slow down the people that are just fighting for experience The more you leave alive, the more there are for you to hunt next time. Why kill a guy, when you can just wait for him to drag himself home then be back out in the fields once cured, So you can attack and him again and gain more experience. This wouldn't slow down someone that just wanted to kill them all, but what would If players realized the bit about rare items and birth/death, I can see the guild forming already 'Monster Wildlife Reserve' letting the players take control of keep a species alive while it has faults I think its better then some godly act to stop from running out of things to kill. So any ideas, thanks for any feedback ^.^ (The monster would be the fields for a Varity of reasons, they could be looking for food, Guarding the area from trespassers. The ai involved is an entirely different matter for now) (Reasons for dealing a death blow, to reduce a constant threat, or to fulfill a condition of a quest) This is a plan for part of a mmorpg, if I would ever make said mmo is an entirely different matter and not worth discussing I do have a degree in IT, and I've done among other things c,c++,java/network/ai and I have been researching mmorpgs for 5+ years. So I have an idea how much work would be involved to create such a game.

PARTNERS