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edg3
05-09-2007, 04:01 PM
Game Title: Undecided at this stage, calling it unlimited RPG for now.
http://img213.imageshack.us/img213/381/scr26fb417ti6.th.jpg (http://img213.imageshack.us/my.php?image=scr26fb417ti6.jpg)
Release: v0.4 (http://www.gamedev.za.net/filecloset/data/files/208/UnlimitedRPG.rar)

Information:
Ive been watching anime a lot lately gaining ideas for a RPG, and have been wanting to flesh out these for a while now. All my ideas have so far been pretty basic in implementation, but make for interesting ideas in gameplay.

Features: (most up to date)
- Unlimited Level/Health/Spirit Power system
(levelling up isnt the only way to get strong)
- Turn Based Freeform battle system
(the battles are continuous as long as you are in game, but only affect playing when you interact in it)
- Basic Weapon and Armour system

how is it going to be presented?
There are different menus, and at each menu you can see an ASCII representation of yourself, and of your enemy, to see their condition.
The main menu for example will have the following options:
- Player Info
- Enemy info
- Battle
etc, and each option will give you specific information and/or a new set of options.

Training Restraints (Not part of final plan)
These were actually more of a side line thing, to help you get stronger quicker, but will work in well when you get to about level 5 or so, as the basic enemy for training gets difficult to beat as a once of pattern.
When I though of these I had a specific Naruto episode in mind, where Lee is fighting Gaara, and he turns out to have weights on his hands and feet, and jotted training restraints down when I saw that.
Having seen DBZ myself I know what you mean, where Goku increases the gravities in the capsule for training. Similar concept, different method

Plans:
- Multiplayer
- Powerups

Extra Info:[\B]
There isnt going to be a story line as such, but rather a purpose to playing.
There are different titles you can achieve, by finishing challenges, letting you know what you have achieved. Being styled on Japanese anime concepts, Im going to find some nice Japanese styled titles.
(eg. Leaf of Hitsurugi)
v0.2 doesnt have this feature, as Im still working out decent challenges... :)

[B]What you will see in the next release:
- Item System
- Multiplayer
- Save Data

ShellShok
05-09-2007, 04:05 PM
So is this gonna be one of those RPG's with no graphics, just text? It could be interesting... :)

Thaumaturge
05-09-2007, 10:02 PM
This does sound interesting...

If I may ask, how is it going to be presented? A page full of statistics, descriptive paragraphs, or perhaps ASCII characters representing the player and creatures?

[edit] The "training restraints" in particular do sounds like something taken from anime (at least, to go by my rather limited experience with it) - they remind me of Dragonball Z, specifically... (Wes, I confess, I've watched Dragonball Z... I didn't say that I thought it a wonderful series, but I have watched it... *looks ashamed* :P)

edg3
06-09-2007, 06:44 AM
how is it going to be presented?
There are different menus, and at each menu you can see an ASCII representation of yourself, and of your enemy, to see their condition.
The main menu for example will have the following options:
- Player Info
- Enemy info
- Battle
etc, and each option will give you specific information and/or a new set of options.

Training Restraints
These were actually more of a side line thing, to help you get stronger quicker, but will work in well when you get to about level 5 or so, as the basic enemy for training gets difficult to beat as a once of pattern.
When I though of these I had a specific Naruto episode in mind, where Lee is fighting Gaara, and he turns out to have weights on his hands and feet, and jotted training restraints down when I saw that.
Having seen DBZ myself I know what you mean, where Goku increases the gravities in the capsule for training. Similar concept, different method :)

edg3
06-09-2007, 04:45 PM
First Release, I hope its completely bug free.
V0.2 available here (http://www.gamedev.za.net/filecloset/data/files/185/UnlimitedRPG.rar)

Havent gotten graphics done yet, or saving, or colour, but its on its way :)

Thaumaturge
07-09-2007, 04:46 AM
This is a cool start, edg3. ^_^

My only real criticism at the moment is that it seems to lack direction: why am I fighting these enemies? IS there some goal ahead?

Of course, if I've missed the point, then a I do apologise. ^^;

edg3
07-09-2007, 06:32 AM
At the moment there is no point to miss :) You're quite right in that there is no direction yet, but when multiplayer gets sorted theres going to be a ranking system, so basically the aim will be to become strongest, but also Im working out a challenge series, which will comprise of around 5 or so tasks (quests :P) that require you to beat a certain number of enemies with certain armour and/or weaponry, and find certain items, but thats still to come :)

Thaumaturge
07-09-2007, 09:02 PM
Aah, fair enough. ^_^

The goal of "becoming the strongest" really reminds me of DragonBallZ!

"You can't possibly defeat me!"
"I can if I power up to <insert latest level of power here>!"
"That's... just... not... possible!" XD

edg3
08-09-2007, 08:36 AM
What im planning is similar, but not quite that.

There are different levels of ninja in naruto (jounin, etc) which give some information on how strong they are, and my system will include something similar, but having a different theme.

The spirit power will essentially do the same thing, but on a slightly smaller scale, so that becoming a higher level will also be necesary. Also there are going to be different elements of spirit power, but only for multiplayer, so it wont affect levelling.

As for the titles, they would effectively be like so: 'edg3, defender of the peace, champion of moon'.
And they would stack, but be more individual titles, although giving some kind of bonus (eg stat points.)
m
Ive gotten colour added, and some of my planned ascii art is pretty much ready, but im having compiler problems, so im not going to have the balanced version ready for a while, but when it is ready it will be much improved.

SkinkLizzard
08-09-2007, 10:32 AM
just thought i'd add my two cents worth (downloading to test it out now) but goku also had weights on him at one stage later on after he died killing off cell(think its him) he went to that hero place and king ki put massive weights on him the opponents were like you so cant fight like that so he went super saayin...
but imo bleach and its bankai far better anime series to draw ideas from :)

and now a question will you have unlockable attainable powers in the game, I know you've stated powerups but I mean something like a characters special ability, e.g. gai's 9 gates unlocky thing or ichigo's hollow form

edg3
08-09-2007, 05:39 PM
Ive never really thought about a skill system, but its a good, idea, when ive gotten my weapon and armour system working, and my titles and final tweaks to spirit power sorted i will definitely look at skills.
I have a newer version which saves your progress and is more balanced ready, im just working on ascii art, and a better name for it before i post it.

C++ question:
Im using classes to hold player and enemy's stats, and such things, but when i tried to write a weapon class and an armour class i get an error saying something like:
Unexpected: 'class weapon ('
Except my code looks like follows:

class weapon
{
public:
Int weapID;
Int weapAtk;
Char wname[8];

Weapon()
{
weapID = 0;
weapAtk = 0;
wname = "none";
};
};

Im pretty confused as i use the same syntax for my player and enemy classes, and they work fine, i only have errors on the weapon and armour classes.

Thaumaturge
09-09-2007, 12:58 AM
I think that the problem may be that you seem to have spelled "Weapon" with a lowercase 'w' in the class name declaration, but with an uppercase 'W' in the constructor...

edg3
09-09-2007, 07:40 AM
It doesnt matter, i could name the constructor "bob" and it should still work, but i'll try that. Thanks

edg3
26-09-2007, 10:18 AM
The latest release is available for download.
Hope you enjoy it.

Thaumaturge
26-09-2007, 04:38 PM
It's a nice game, edg3. ^_^

Heheh, I like the battle animations! ^_^

I also like that I seem to be able to repeat previous actions using the "up" arrow.

I do have two suggestions:

1) It would be nice, I think, to have messages remain on screen for a little longer - perhaps wait for player input to clear them.

2) I found the blue option numbering against a black background is a llttle difficult to read - perhaps a lightr shade of blue would work better?

Gazza_N
26-09-2007, 11:01 PM
This is really cool, edg3! I don't really have much more to add in terms of comments other than what Thaum mentioned. Nice work!

edg3
28-09-2007, 08:23 AM
Thanks :) i dont think i'll have time to change anything now, as im not at home, and going straight to rAge from here.
I also didnt write in my "story line" as it doesnt work in well with the ideas of the game yet.
This is pretty much my entry for the comp, all that i really have is a few bugfixes on the even newer version and half a save file, so its not quite there yet, see you guys at rAge if you're there