Exposing scripting to RPG players.

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10 comments, last by Dogfood 23 years, 9 months ago
Goes to show that when you think you have an idea for something innovative, that all you really have is an idea that someone hasn''t posted to the net yet. I like this idea a lot and the thought of having a build your own spells system was incorporated into the design of Ages of Azzuria, many months ago. This thread is interesting in that we are still working through some of the same issues that have been mentioned here. Dak Lozar''s thought about keeping the design simple is not just a rule, it is a law. We have found that as you increase the complexity of the system with new features, that it becomes increasingly hard to design content to challenge your players when they have this system at their disposal. Be careful you do not lose the control over the level of the game and the challenge that it brings to the player.

Kressilac
Derek Licciardi (Kressilac)Elysian Productions Inc.
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You could keep the scripting language secret. Then the player would have to look at other spells they find to figure out how the language works. Also, you''d still want a numbering system to limit the power of a spell. Some commands would use so many points, some words could amplify those commands and therefor use more points. Repitition within the spell could also focus/amplify that area of the spell. But if your spell draws more points then you have, it''d backfire.

Your scripting language should work not like a normal programming language, but based on how close words are to each other and in what order.

E:cb woof!
E:cb woof!

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