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#21 psycho666

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Posted 05 June 2012 - 12:57 PM

In my first rpg attempt i made random conversation... Random meaning 3-4 dialogues for each message. So i agree with different dialogue system. In my current rpg i am making dialogue depending on the class, so for example the druid will have one message, the necromancer completely different one...
However as much as i enjoy RPG games i dislike unimaginably much the MMO style games, starting with wow, ending up with everything else. And i think that the interest in replaying the game is not as much in difficulty or text, as for the character itself. Even if you do the hugest variaty of text and difficulty settings, if the player didn't liked it the first time forget about replaying...
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#22 SkeloPatch

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Posted 06 June 2012 - 04:03 AM

well, one thing I DESPISE in rpg games, is when you actually have to go somewhere to save the game. ie: house, bed.
Maybe just a little save button in the menu would be perfect ;)
Just in my opinion though,
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#23 SkullSoft

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Posted 08 June 2012 - 01:08 AM

Fable had this awesome thing where you could drop items in your pet's inventory, and actually click a button to send him back to town to sell all your unneccesary items for you! That would be one feature I'd like to see in more RPG's.
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#24 psycho666

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Posted 08 June 2012 - 06:39 AM

Fable had this awesome thing where you could drop items in your pet's inventory, and actually click a button to send him back to town to sell all your unneccesary items for you! That would be one feature I'd like to see in more RPG's.


Try torchlight. You can complete the entire game, and never return to town. Your pet inventory is as large as yours :D
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#25 Yal

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Posted 08 June 2012 - 08:31 AM

I like the idea of sending a pet/sidekick back to town to sell stuff for you; perhaps that one greedy plump guy that's useless for everything except he says hilarious stuff all the time is a born merchant and can get more cash for the stuff than you can (and same for the Fanservice-clad elf belly dancer, and the very cute puppy that wields a knife but mainly sticks around as a cute mascot because he dies in one hit) so sometimes it's more beneficial to let your support characters handle shopping to save money for you. Except maybe some people have poor memory and comes back with the wrong items, or the Staff Chick loves to go shopping and comes back with so many items her inventory is full again, and so on.



Speaking of Save Points, some RPGs has Load Points: you can save anywhere [outside of battle], but when you load your game you'll start at the last Load Point you visited.
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#26 aaabbbccc

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Posted 09 June 2012 - 12:19 PM

I like the idea of sending a pet/sidekick back to town to sell stuff for you; perhaps that one greedy plump guy that's useless for everything except he says hilarious stuff all the time is a born merchant and can get more cash for the stuff than you can (and same for the Fanservice-clad elf belly dancer, and the very cute puppy that wields a knife but mainly sticks around as a cute mascot because he dies in one hit) so sometimes it's more beneficial to let your support characters handle shopping to save money for you. Except maybe some people have poor memory and comes back with the wrong items, or the Staff Chick loves to go shopping and comes back with so many items her inventory is full again, and so on.



Speaking of Save Points, some RPGs has Load Points: you can save anywhere [outside of battle], but when you load your game you'll start at the last Load Point you visited.


Yes, I was thinking about adding this. Just no sure how.
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#27 aaabbbccc

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Posted 11 June 2012 - 12:31 AM

bump
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#28 Yal

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Posted 11 June 2012 - 08:22 AM

- Health, Mana, Fatigue
- Ability to upgrade attacks
- Going to have a wide range of enemies
- Going to implement secondary quests aswell as the main story

More details please?


Fatigue: what would it do?

Upgrade attacks: how? Different types or just "Does 10 more damage per Attack Level"?

"Wide Range Of Enemies": care to explain? How would you differentate the different enemies from each other? Mostly graphically, mostly with stats, or mostly with movement and attack variety?

Secondary quests: what type? Fetch quests or would they actually have dungeons and character development?
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#29 aaabbbccc

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Posted 11 June 2012 - 01:51 PM

- Health, Mana, Fatigue
- Ability to upgrade attacks
- Going to have a wide range of enemies
- Going to implement secondary quests aswell as the main story

More details please?


Fatigue: what would it do?

Upgrade attacks: how? Different types or just "Does 10 more damage per Attack Level"?

"Wide Range Of Enemies": care to explain? How would you differentate the different enemies from each other? Mostly graphically, mostly with stats, or mostly with movement and attack variety?

Secondary quests: what type? Fetch quests or would they actually have dungeons and character development?


Fatigue : It's mainly used for sprinting.

Upgrade Attacks : Basically you start with 3 different moves and a special ability (of your choice) You have a ranged attack an AoE attack, a healing ability and an aura. You have the ability to upgrade the Ranged and AoE attack 9 times (there is 10 levels) and each time you upgrade it the attack animation is different and it deals a lot more damage.
The healing can be upgraded to level 8 and just heals you more. The aura does not get upgraded but levels with you.

Wide Range of Enemies : It's mostly graphically but out of the 5-10 i've made so far there is huge stat differences. There is attack and movement variety too.

Secondary Quests : Not sure about dungeons, as much as I want to add them I'm not sure how I would. Everything is persistant however, so would that mean you would come out of a dungeon the same place you went into one?

If I do add dungeons, they probably won't have quests. Just item rewards and such. For the secondary quests however it will most likely be helping random civilians and such. However any ideas for secondary quests are welcome.
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#30 Conan87

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Posted 13 June 2012 - 06:26 PM

How about the addition of "Easter Egg" type items which are just for fun to use in the game say like a machine gun in a medieval rpg
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#31 psycho666

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Posted 14 June 2012 - 08:27 AM

How about the addition of "Easter Egg" type items which are just for fun to use in the game say like a machine gun in a medieval rpg

Yeah, i have a mario clone with AK47... However, i think this will just kill the game idea... If it's a serious medieval rpg medieval weapons will be enough for the game to be awesome. Now if it is a fun game - you may kill aliens in it with by just spraying them with sea water.
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#32 Lukasmah

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Posted 17 June 2012 - 04:00 PM

Every RPG needs...

More than one boss and more than one zone.
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#33 xhawkeyex

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Posted 17 June 2012 - 05:10 PM

It needs live action. I can't stand battles where each character gets a turn to attack and you have to choose an action off a list.
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#34 Neon00

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Posted 18 June 2012 - 06:40 PM

I thin RPGs should have battles in the main overworld, not like where you go to a battle room to battle where you click "Use Magic Blot" because that just ruins an rpg in my opinion.
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