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About MossStone

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  1. MossStone

    Historic unit types

    Logistics could work as healing units or effect how far your units can travel away from cities. It depends on what scale your game has, whether your commanding individual troops or whole armies. The Civ games are pretty good to look at for unit ideas though.
  2. MossStone

    Poker-based Card Battle RPG

    You should check out Doomtown Reloaded. It's a wild west card game based on poker but with different characters and abilities. It's pretty good fun. It's not exactly texas hold um, but it might give you a few ideas.
  3. MossStone

    Game I'm making is not fun

    Can you share another video? It'd be great to see what you've decided to put in.
  4. I think Gratuitous Space Battles is a good example of pre-rendered 3d used as 2d.
  5. MossStone

    Comedy in Serious Games

    The problem with computer games and comedy is that they mostly seem to rely on slapstick, which doesn't mix well with serious themes. Fable 2 is the worst offender at this, having fart gags next to atrocities. Parody is also used far too much in computer games too, with most games having stupid elements in them just to point at them and go "hey this is a stupid element, but it's funny because we know about it". I feel for games to grow as a medium they need to properly mix serious events and everyday humour in a way that isn't as childish as they do now.
  6. MossStone

    Magic or No Magic

    Quote:Original post by JasRonq Lets just say you had to buy food and eat when you got hungry or your fatigue would drop till empty, same with sleeping, and lets say you couldn't carry more than is realistic without loading it up on a pack animal, say, your horse. Does any of that make throwing fireballs more unreasonable than it already is? Does having a pack mule make it harder to suspend your disbelief when meeting an imp throwing fireballs as big as he is? That game lets me summon creatures and fire. I should not have to buy food :) Game worlds should be internally consistent. That means if you allow something, then you should consider what effects it has on the rest of the game world.
  7. MossStone

    Races: The Good, the Bad and the Ugly.

    Yup, that's definitely a list of fantasy cliché's. I would suggest not having elves, dwarves, orcs or globins. But that's just my preference. :) What kind of feedback are you after?
  8. Quote:Original post by Hoywolf I suggest looking in the Bust a Move game, they have a 4 secs beat so in < 4 secs you have to input all the moves then press the final button on queue on the 4th forth, you can translate some of them into attacks, where the opponent has the block in the next window (4th sec). I tried that to begin with, but it didn't quite feel right. It placed a lot more focus on remembering the moves and pressing buttons quickly rather than just following along and getting the timing right. Thanks for pointing me at Bust a Move/Groove, it's very useful to see lots of other games that do similar things. Quote:Original post by Hoywolf I feel your current system will default someone to being the attacker and one being the defender, making it feel like your one or the other, would rather design it so its smoother like a fighter game or with your current system? Having one person the attacker and the other as the defender is entirely intentional. I'm hoping that I can make the transition from attacking to defending and vice versa feel as smooth as possible.
  9. Quote:Original post by kasra5004 Because if you make one mistake,since the whole game is based on this press-button system,the losing player may feel tricked and cheated on. I see where you're coming from, but I hope to make it feel more fair than a simple QTE. For a start, the player won't instantly lose if they make a single mistake. If a low level character is facing off against a high level character, they will probably be presented with something that looks impossible to follow (Think "Dragonforce" from Guitar Hero) but this should be sign posted before time (Red conning in MMO's for example). The idea is to make difficult combat make the player feel "That was really hard" rather than "The stupid game tricked me". Which in my opinion is mostly about how things are presented.
  10. Let my character wear/use everything, but give me penalties. Then you don't need to worry about all this stuff :) Slightly more on topic though, I think that I would prefer a filter that's enabled by default. So a quick glance in the shop shows me what I can buy now, but if I want to look about more in depth then I can. Maybe even a filter based on equipment level, so I can go from looking at equipment I can have now, to equipment I'll get soon, to equipment that I want to grow my character towards. If I get to level 20 and find out that dumping all my exp into dexterity has meant that I can't wear a suit of armour that has magically appeared in the shop, I'm going to be quite annoyed. If I can see that armour earlier, then I'm at least aware that changing a few points to strength is an option.
  11. Quote:Original post by Wai So that during an actual fight, the player is expected to read the movement of the opponent directly, or remember the sequence based on the name of the combo. That's the hope, but to really see if that would work the player would have to be able to get queues from the animation and that's out of scope for the prototype I'm putting together. The inspiration for this actually comes from Assassin's Creed and Batman: Arkum Asylum. However I really doubt I could come up with animation that good :) Quote:Original post by Wai I think the sequence of the defender should be based on the current attack and the defender's intended attack for his round, and his current stance. So if the defender's next attack requires him to be positioned at a certain point, he will have to press more buttons during the current round to position himself for the attack. If the player can't get into position for the attack to start, the combo will not start. I really like that idea. I'm a bit wary of movement as I don't really want for combat to stop and start as people move in and out of range. But the idea of preparing for the counter by using movement sounds quite nice. Thanks :) Quote:Original post by Wai When a combo is active, both the attacker and the defender are pressing button sequences demanded by the game. The attacker is doing so to sustain the attack, and the defender is do it to sustain the defend. While doing so, the both players are also selecting their next move. If the defender messes up, the defender gets hit. If the attacker messes up does the game flips the roles? Pretty much, yes. If the attacker messes up then he leaves an "opening" and the defender then has a chance to capitalize on that before taking over as the attacker. However I don't think that an attacker should be able to keep an attack going forever if they're doing simple attacks and the defender is defending against them. There will be a timer for how long the attacker can attack for. Successful attacks will merely slow down the timer.
  12. Quote:Original post by Wai Is the context PvP only or is it also PvE? One of my goals for designing this mechanic is to have it be both. Quote:Original post by Wai Do you mean instead of looking at characters in different stances and movements, the player will need to concentrate on a table with scrolling buttons? The demo I'm putting together will be scrolling buttons, but this is definitely an area that needs work. My hope is to integrate the board into the game world. One idea is to have it so that the button presses correspond to limb locations during the move animation, however that idea isn't very fleshed out yet. Quote:Original post by Wai Have you thought about how to map distance, movement, and style into the game? Certain combos would require button presses for movement, or may force the defender to move to defend against them. Movement will be based on set distance steps. A combo may also have a range, where using it is easier or harder. As for style, Fiddler has it right, that is how I intended it to be. Quote:Original post by Wai For example, you described that when a strong character attacks, the weak character can only block by pressing more buttons. But what if the weak character is faster? Shouldn't he be able to just dodge the attack? Why does the defender need to counter in the advantage of the attacker? How do you (or do you intent to) implement multiple styles to deal with an attack? Successfully defending against a combo is a series of dodges, blocks and parries. It's assumed that the defender will always do what they need to do to avoid getting hit.
  13. I'm working on a game mechanic for combat that combines rythem based gameplay (guitar hero, rock band, etc) with RPG combat. The basic idea is that a character performs a series of strikes, which each strike corresponding to a button press. Using the xbox controller as an example, A would be a low strike, B would be a right side strike, X a left and Y high. Characters would learn combos, which is a group of strikes. When combat starts, one character is designated the attacker, and the other would be the defender. The game would then queue up a combo for the attacker to perform. The attacker would be able to select the next combo in the queue while performing the current combo. On the xbox controller, left and right bumpers would toggle the next combo. In order for the defender to defend against the combo, they would have to follow along with the combo, pressing the same buttons. A number of attributes would effect how each player needs to respond to the combo. - A character's strength would effect how many buttons would need to be pressed for each strike. Eg if a strong attacker is attacking a weak defender, the weak defender would have to hit two buttons for every one of the attackers. - A character's speed would effect how far apart each strike is. Eg a slow defender would have less time to react to a fast strike. - A character's precision would effect how accurate the player has to be when hitting buttons. Eg a precise character is allowed more space to hit a button successfully. These attributes are also effected by weapons, skill level and the individual combo. An example of this would be a slow character using daggers and a combo called flurry of blows would have to hit lots of buttons quickly, but a fast character would have an easier time of things. When a combo is completed, or at key points through the combo, bonuses are applied that help the character or hinder their opponant, or provide additional world effects. Completing combos will ususually reward the attacker by depleting the defender's stamina (which is used as health is in most rpg's) but may not in the case of more strategic combos. If a defender is successful at defending against strikes for long enough, then they become the attacker and the attacker becomes the defender. Combat will continue until a character has run out of stamina, or run away. Thanks for reading. Any comments, questions or suggestions would be more than welcome. [Edited by - MossStone on July 16, 2010 9:47:08 AM]
  14. MossStone

    My "RPG Quality" Proposal

    If you want a way to tell the Lore of the place, then why not have a bard character? Someone that can tell tall tales of a place around the camp fire. Quote:Transparent overlay mini-maps, go-here-now markers in the HUD, etc. all need to go. Map overlays can, for instance, be replaced by paper map items (in the case of a fantasy RPG) that the player must find/buy and periodically refer to while traveling. Quest-givers can offer reminders and guidance on where an objective is or how to deal with it, but the player should ultimately be responsible for locating the objective. I have a life, and can only really play games for a couple of hours a night. Between play sessions I have more important things to think about than trying to remember what NPC X said about NPC Y. Having a map item that I need to check instead of having a mini-map is pointless, as if I have a map then you're not really adding much by hiding it away. Reminders and guidance are good, but I don't want to trek back to the quest giver every time I need to do something. An in game journal that has a quest list and rough directions is a great addition that takes some of the chore out of RPGs. I do admit that the quest markers shouldn't be more specific than the original quest as said by the quest giver. If a quest says that an NPC is in a general area, the area should be highlighted, not the NPC. If a quest says that an item is in a box in the bedroom of Tom's house, then I should only have Tom's house highlighted if I've been told where Tom's house is. Once I know where it is, Tom's house should be highlighted and a journal entry should say "I was told to look in the bedroom for a box". This way I get the fun of exploring the location, but none of the pointless wandering around lost.
  15. MossStone

    Life Managment Sims / Relationship Games

    The current idea I have in my head is of an RPG where the game progresses in real time, and characters do not gain experience. Instead of experience you are awarded the ability to skip forward in time, and during that time skip you can select what your characters are doing. These events in the time skips will award your characters with new skills. Any interesting events that occur during the time skip will be played through in the real time mode, and then your character will be allowed to time skip again at the end of the interesting event. The main aim of this is to have a living breathing world while reducing the complexity/fun issues involved with the added realism. I thought that games such as Persona 3 or Japanese Dating Games may be a good place to start researching, but it looks like Kudos and the Sims may be closer to the overall idea I had. I know there are a few more life management games where you gain stats based on your activities, but I can't remember the names off the top of my head. [Edited by - MossStone on April 19, 2010 9:27:31 AM]
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