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scragar |
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Posted:
Tue Apr 04, 2006 6:38 am |
The Specialist
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Online RPG Question
I'm making an online rpg, and I'm currently adding a map, as most people on here play RPGs I was wondering if anyone could let me know their preferences on a few predicaments:
Q1: map size: how large should the visible portion of the map be? FF2 uses 11x13 squares, but I want to keep bandwidth and loading speed to a minimum.
Q2: items: should all items be available from everywhere letting you upgrade where-ever and when-ever you wish, or should you be forced to move around to find the right shops?
Q3: battle turns: if the battle takes place in turns based on the ATB(with you being able to wait out a single persons, or multiple turns), should I list all turns since your last turn or have the turn executed one at a time so people can see how the battle progressing?
Q4: dropdown menus: if I use the suckerfish dropdown menus for quick navigation how should I handle users who can not use the dropdown menu(either because they use IE with javascript disabled, or firefox with css disabled, or some other browser), should it list the menus in a steping scale(each option is tabbed in a little bit from it's parent in the dropdown) or what?
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seifer |
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Posted:
Tue Apr 04, 2006 11:11 am |
Highwind

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A1:i cant give you a specific size but if you are speaking of the world map, just scale things down so you can see more regardless of the actual size of the window. when it comes to town, im sure ff2 style would be fine.
A2:i feel that the idea of an rpg is to tell a story, to do so you need to lead the characters around the world so you would naturall want them to do the same for better items (weapons and armor and magic as well). think of it as a back up reasoning to keep following the plot.
A3:turn exicuted one at a time, if anything just to keep it simple. less is more afterall.
A4:im not sure how you should handle this. you want the game to be avalible for everyone but you dont wanna mess things up for those that wouldnt normally suffer. just... wait till more ppl answer you i guess lol.
ill be more than happy to beta test it lol. good luck.
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Thorlord |
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Posted:
Tue Apr 04, 2006 12:54 pm |
Golden Chocobo

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1 dont worry about size, most people have broadband, but since its an online RPG i would go for simple, immersive and super RPG s nice, but dont try to take too much under your belt all at once.
how is this going to be done? like this website, or like a flash RPG?
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Klyern |
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Posted:
Wed Apr 05, 2006 3:59 am |
Avalanche Member

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I support thor, you can go wild with the map size, go to your liking not to what's expected, if you start mixing both ur gonna end up with a hibrid, you can worry about editing later, that's what bettas are for, experience
about items, yes its common nuisance to have them go around the world map gathering things if your pixels are cute and the game isnt boring, that way theyll get sucked up a bit more into the game, just dont make it so that they got to go to a billion places before advancing in the story line.
also be sure to sell all the vital stuff everywere or almost everywere (depending on the game dificulty you want just dont make it boring) and last dont make all shops the same, that's also boring, make them sell some special stuff only in some places(i think this is the hardest point, u can go crazy just thinking this if you play your own game).
ATB is fun but its out of fashion, turn mode, ap or ap and moving like parasite eve are always it coz its like black it never gets old (ATB is more like white, it doesnt gets old either but it does tend to get out of fashion) lol im talking like an old gezer or a lady x.x
(i dont remember what ap means it was something like speed points, but turn is nicer coz speed points kinda unbalances stuff)
Hey, if you dont mind me then id like to be a beta if its ok with you =) i dont chat has much has i post anyway so i might not be a bother.
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scragar |
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Posted:
Wed Apr 05, 2006 7:03 am |
The Specialist
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my goal is to produce it much like this site, however rather than simply going to your headquaters and then entering the battle area you will have several expansive maps to explore(once I'm done).
I've still not worked out some of the details, but I have the basics up and running without too much dificulty(3 people can use it at the moment: me, my brother and a freind who's doing the graphics for me) but I felt it nessesary to see what people though I should do about some of the things I'm unsure about.
as for the story my goal is that it will unwind as a direct consiquence of your actions(burn down a town and people from that town will fear you. Save it, however and they may offer greater rewards).
as for the point on turns during battle I've decided users should be able to set it in their acount options.
EDIT:
I was wondering what you thought to having the items divided not by power, but by type, so an area heavy in dwarves will carry lots of hammers and axes, while the elves will have bows, slender blades and such...
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_________________ 98% 0f the teenage population does or has tried smoking pot. If you're on of the 2% who hasn't, copy & paste this on your signature |
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littlejas |
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Posted:
Wed Feb 28, 2007 11:25 pm |
Chocobo Raiser
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have u finst the game and if u have plzzz tale me the game are send me a link
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scragar |
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Posted:
Thu Mar 01, 2007 4:46 am |
The Specialist
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not finished yet, I've run into a bit of trouble creating the maps(only recently fixed with an upgrade to my map-creation page), and then I have to check everything over at least once before I let anyone have a go.
I'll let everyone know once it's finished.
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_________________ 98% 0f the teenage population does or has tried smoking pot. If you're on of the 2% who hasn't, copy & paste this on your signature |
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seifer |
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Posted:
Thu Mar 01, 2007 3:28 pm |
Highwind

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i assume you mean, you can buy weapons that the monsters in the area are week against? if so i think dividing the type of items sold by the area you are in makes sence.
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littlejas |
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Posted:
Sat Mar 03, 2007 5:46 pm |
Chocobo Raiser
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how do u make a online game and does it cost money
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