I am making a new RPG called mumbo's world (A crappy version is already out) and I am wondering what i should Put In it, any ideas?
I already have:
- A Good Combat system and stats
- Monsters (lol, an RPG without mosters would be funny)
- 8 character classes
- A newbie friendly starter enviroment
- Talking and walking NPC's
- Weapons & Items
and thats it... I could really use ideas!
ID:153941
Oct 15 2002, 5:54 pm
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Oct 15 2002, 6:02 pm
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A good story with several plot lines, multiple endings, and allows you to affect the outcome by your actions. (For example, if the mayor of a town has been possessed by an evil spirit and is going to destroy the town slowly from within, you can kill him to save the town. The town then survives, and can negotiate peace between two neighbouring nations who are about to start a war, thus saving the world... or something like that. :P)
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In response to Crispy
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Thx crispy.. Anyone else have ideas? (now to work in a evil mayor with an orc plot..)
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In response to Jermman
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My advice is to forget what Crispy said (no offense). That sort of stuff is all well and good for a single player RPG, or a linear multiplayer sort of RPG (something vaguely along the lines of Diablo II, for example), but it actually makes things a little less engrossing for a massively (ish) multiplayer game. For instance, OK, the mayor is possessed by an evil spirit and has declared a tax on breathing. Sorceror Joe goes over and lays down the smack on the spirit, the mayor is unpossessed and the town is saved. Yay! Now you have one of two options:
1. The quest is over forever. If there was any nifty bonuses or treasure for completing the quest, only Sorceror Joe gets them. Plus you run out of quests pretty fast if you're not spending a lot of time putting in new ones. 2. The quest resets itself in about half an hour. Suddenly the mayor is possessed all over again, so someone else comes up and whacks the evil spirit. Then 30 minutes later the evil spirit comes back, and someone else whacks it. Eventually the mayor has been possessed and depossessed many hundreds of times and the townsfolk are really wishing their town charter had a term limit. |
In response to Leftley
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Make the world HUMONGUS and add lots of little quests involving finding items for several different people. These wouldn't hurt to be reset. Also, see if you could creste a marketplace where you can trade with other players.
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In response to Jp
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If you want to complicate things, you can have each quest only work once for each player. Just give every player a flag list:
var/list/flag[1000] And have each quest set a flag when finished. So if the quest to restore slay the mayor is finished, flag[1] is set to 1 for that player. Then, when you talk to the townsfolk, what they say will be based on whether the flag was set or not. Well, it kinda works. It would work better in single player, still, though. |
In response to Foomer
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My quest system in DBTC works sort of this way...
Each player has a list called "currentquests" and one called "finishedquests"... When assigned a quest, the name of the NPC assigning the quest is added to the player's currentquests list... Any other NPCs that need to be involved in the quest check the player's currentquests list for the quest giver's name... If it's there, then they do their part, and so on... Upon completion of the quest, the quest giver's name is removed from the curentquests list (just for storage cleanup) and added to the player's finishedquests list... The NPCs also have a var (questassign) that is set to 1 when they assign a quest to someone, and set back to 0 when they complete it (or log out... so the NPCs don't get tied up forever) If another player tries to get a quest from an NPC with questassign==1, then they just get a bland "Hi" type of message and nothing happens (to keep people from trying to perform the same task at the same time... it gets messy sometimes in that situation...lol)... Most of the NPC work in my game is done via Bump()... Quest NPCs have their Bumped() proc written to handle all of their quest data... Including a proc that sets up any necessary parts (like if they're sending you to look for something, that object is created when they assign the quest to you) That way, the mobs themselves keep everything working... No need for me to reset anything manually...and it allows for every player in the game to complete every task...even if someone has already done so that session... Also, the NPCs first do a check to see if their own name is already in the player's finishedquests list... If so, then they do not assign the quest to them again, but they say a friendly "Welcome back" type of message, and perform a friendly service for you (optional)... Failing that check, they then check to see if their name is in your currentquests list, and if so, do not assign the quest to you again, but rather give you a "Please finish my task" type of message... Failing both of these checks, they go on to explain their task, set it up for you, and send you off on your way as explained above... The whole system seems to work really well... And since I've reorganized my code a bit, it's a lot easier for me to add new NPCs and quests because I only have to override a few generic procs... And it's allowed me to use a variety of quests with the same framework... Things like "find my item and bring it back" to "defeat this NPC in battle for me" to "complete this other NPC's task for them and come back to me" to "take this item to this NPC" and so on (or any combination of the above)... All accomplished with one rather simple generic system... Another thing they have is an optional check for a prerequisite for their quest (as in they'll only give you a quest if you've talked to so and so, or if your power is high enough, etc) So all in all, I really like the system I've settled upon... I think it works nicely for a multiplayer, semi-linear, quest-based style of game... It resets itself, and allows everyone to accomplish every goal without ruining the storyline (which is only very loose to begin with)... Basically allowing each player to go upon their own storyline... |
In response to SuperSaiyanGokuX
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Wow. DBTC? Might be a Dragonball game worth my checking out! Sounds nifty.
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In response to Polatrite
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It was the first DBZ fan game to be accepted into the official listing... I'd say that says a little bit about it...lol (Zeta was the second, and seemed to grow much more popular, though, for some reason)
The current uploaded version is nowhere near finished...but the version I have on my computer that I'm presently working on is very near to "completion" (I put that in quotes because I'm sure I'll always be working on it, making it better, adding new things, etc... but it will be to a state that has a game winning goal, and such) It contains no pbags... Well, I lied... It now has some... However, most are inert objects that make a funny comment about having dust on them from not being used by the real fighters when you bump into them...lol And the others are in the character creation room as fight-able training dummies... But they hit back, while teaching new players how the fight system works...lol Speaking of the fight system, it's turn based... Not action-game oriented... No "Attack" verb to click over and over or macro to win a fight... You actually have to strategize and work in a fight... But I've bragged enough now... I'll stop...lol |
In response to Leftley
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Leftley wrote:
My advice is to forget what Crispy said (no offense). That sort of stuff is all well and good for a single player RPG, or a linear multiplayer sort of RPG (something vaguely along the lines of Diablo II, for example), but it actually makes things a little less engrossing for a massively (ish) multiplayer game. Oh... right. I didn't realise Jermman meant a multiplayer RPG... heh, stupid me. :P I was thinking more along the lines of singleplayer RPGs. |
In response to Crispy
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As much fun as those would be, I don't think they're going to be any good on BYOND until a certain "host" button has the option of being disabled.
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In response to Foomer
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Foomer wrote:
As much fun as those would be, I don't think they're going to be any good on BYOND until a certain "host" button has the option of being disabled. It's like 2 lines of code to make a game non-hostable. Just don't allow more than one person to log in. |
In response to Deadron
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Yeah, but I think that seems sort of a "duct tape" solution... It'd seem much more professional and clean if it were possible to cut hosting off at the Host button... instead of letting people try to log in and fail... just don't give them the option...
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In response to SuperSaiyanGokuX
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SuperSaiyanGokuX wrote:
Yeah, but I think that seems sort of a "duct tape" solution... It'd seem much more professional and clean if it were possible to cut hosting off at the Host button... instead of letting people try to log in and fail... just don't give them the option... At least for now you can periodically do this: world.OpenPort("none") to stop hosting. Not really less ducttapesque, but another thing to consider. |
In response to SuperSaiyanGokuX
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Thx everyone, I will take this into consideration as I continue to make mumbo's world. And one more thing, I AM planning to make a single player RPG - Fantsy game with most of mumbo's worlds features, other than character selection. but it will be even better if i work hard!
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In response to Spuzzum
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Correction: An RPG where the players themselves are sometimes the monsters...
lol |
In response to Spuzzum
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In response to Spuzzum
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http://www.ataleinthedesert.com
Another RPG without monsters (my other post was messed up, and now I can't delete it...) |