View Full Version : [Game Idea] Battle monsters
Bonezmann
13-06-2008, 03:15 PM
Right, I've had this idea in my head ever since I tried Oldtimer's source code. It just jumped into my head:
You know how you save your stats on COD4 when LANning? Well I was thinking something like this, it's a multiplayer RPG(PvP) game played at LANs. Basically you create a monster, give it some stats, attach some items etc. You then battle another player 1vs1 (Or in teams) at a LAN, you wager in game money used to buy equipment, weapons, spells etc. which is then saved in your profile and you can then build up your creature.
What do you think? Could this work?
Could something like this work in GM7Pro?
Any suggestions/comments welcome :)
dislekcia
14-06-2008, 02:04 AM
What do you think? Could this work?
Could something like this work in GM7Pro?
Yes.
You have networking, file saving and a game engine. What more do you need?
-D
Thaumaturge
16-06-2008, 06:56 PM
That sounds pretty cool - it could be quite a fun LAN experience, if done well, I think. ^_^
Am I correct in interpreting your description to indicate that success in a battle depends both on monster stats and player skill (that is, that there is at least some degree of - perhaps total - player control of the monster in-battle)?
Hmm... Since a monster's power is likely to be related to previously-won rounds, and the resulting equipment and the like acquired with the money so gained, are you planning on weighting the odds by creature equipment? For example, if player A is just starting, and has a "naked" monster, and is playing against player B, who has won a few rounds already and has bought some equipment, does he gain more money for succeeding than player B would have?
Finally, how much customisation of the base monsters do you intend to include? Are they all basically the same, but with varying stats, or could one choose a monster with eight legs, or three arms, or two heads (perhaps offering resistance to knowckdowns, an additional attack and a once-off save against beheading, respectively)?
Bonezmann
17-06-2008, 09:26 AM
Am I correct in interpreting your description to indicate that success in a battle depends both on monster stats and player skill (that is, that there is at least some degree of - perhaps total - player control of the monster in-battle)?
You are correct. :)
Hmm... Since a monster's power is likely to be related to previously-won rounds, and the resulting equipment and the like acquired with the money so gained, are you planning on weighting the odds by creature equipment? For example, if player A is just starting, and has a "naked" monster, and is playing against player B, who has won a few rounds already and has bought some equipment, does he gain more money for succeeding than player B would have?
Yip, you're spot on :)
Finally, how much customisation of the base monsters do you intend to include? Are they all basically the same, but with varying stats, or could one choose a monster with eight legs, or three arms, or two heads (perhaps offering resistance to knowckdowns, an additional attack and a once-off save against beheading, respectively)?
They will differ in terms of looks and stats, I'll try and make them as customizable as possible. :)
Thaumaturge
18-06-2008, 01:13 AM
It sounds pretty good, then - I look forward to seeing it! ^_^
Bonezmann
18-06-2008, 11:13 AM
[UPDATE]
I still need to figure out how to save data to external files and load them again(I'm still getting errors Dis, I'll post them later)
I need to figure out how to make a network game( I roughly have an idea)
I'll try and have a basic prototype available this week, with basic battling monsters and basic equipment etc.
I won't be able to work on it on Saturday as I have a LAN, but Sunday it's gotime then I'll tackle the whole save game thing :)
So my next goal would be to just get the game working with saving and all even to just play on one Pc for now, and then add the Multiplayer thing.
dislekcia
18-06-2008, 12:47 PM
I still need to figure out how to save data to external files and load them again(I'm still getting errors Dis, I'll post them later)
Post them and your saving code (and anything to do with file access) if you can please, it'll make it a lot easier to debug :)
-D
Bonezmann
18-06-2008, 04:32 PM
hmmm, I found this on gmtutorials:
global.getstr=get_string("Enter a value",""
fname=get_save_filename("Save File|*.save",".save"///open and save
if (string_copy(fname,string_length(fname)3,4= '.save'fname+='.save'
file=file_text_open_write(fname)
file_text_close(file)
f=file_bin_open(file,1)
file_bin_write_byte(f,string_length(global.getstr) )
file_bin_close(f)
Read data
fname=get_open_filename("Save File|*.save",""
if (filename_ext(fname)!=".save"fname += ".save";
f=file_bin_open(fname,0)
global.keystr=file_bin_read_byte(f)
file_bin_close(f)
I'll try it out tonight and see what goes on :)
edit:
I also found this
{
ini_open('gsave.ini');
obj.x=ini_read_real('Gamesave','x',0);
obj.y=ini_read_real('Gamesave','y',0);
ini_close('gsave.ini');
}
for a write system replace both the reads in the 3rd and 4th line
dislekcia
18-06-2008, 08:16 PM
hmmm, I found this on gmtutorials:
I'll try it out tonight and see what goes on :)
edit:
I also found this
I would stay the hell away from that first code. It's badly formatted, incoherent and doesn't make sense. It might work, but if it does it's only because GM's script handler is so goddamn awesome that it can turn gibberish into something worthwhile...
-D
Anilihst
20-06-2008, 10:15 PM
If I could offer you some advise from my limited experience it would be to design and plan the whole game on or with the network code in mind.
Anilihst
VoXoV
20-06-2008, 10:47 PM
Sorry for the random question but, where do you get GM7 pro?
Bonezmann
20-06-2008, 11:40 PM
Uhm, u buy it?
rpgstudio
22-06-2008, 05:37 AM
Uhmm is this better for RPG job?
http://sites.google.com/site/rpgstudio/
Bonezmann
22-06-2008, 01:04 PM
I'll check out that rpgstudio when my internet connection at work is back online, thanx :)
Bonezmann
23-06-2008, 06:00 PM
!PROTOTYPE! (http://www.cononiah.com/ini.zip)
This Protoype is only for saving variables in an ini file and loading them from the ini file. :)
I tried RPGStudio. It didn't grab me, I'll stay with GM7 for now :)
Any Questions/comments welcome :)
Thaumaturge
27-06-2008, 12:30 AM
Well, when it runs, I see what appears to be a man dressed in purple and wearing a red hood, hat or helmet (my guess being helmet). Is this the expected output?
You say that it saves to and loads from an ini - where should that be turning up? I don't see it appearing in the directory to which I extracted, or in my Documents and Settings sub-folder, but of course it could be ending up somewhere else.
Bonezmann
27-06-2008, 11:27 AM
Sorry, I neglected to explain on how to use it:
Upon entering the game there is a purple man, click on him.
After entering your details, a next screen will appear showing the info you entered in constructed sentences.
The ini file is created in your game directory as soon as you finished typing in your info
I could upload the source code upon request :)
Smiley
27-06-2008, 01:40 PM
A cool idea you got there, the idea certainly has a lot of appeal already with 1vs1 and team bouts and like Thaumaturge said, it may work if done well. Personally i am not too fond of starting an RPG game because of the technicalities involved. Planning, planning, planning, oh yes and one more thing - planning! Have you seen how most reviews of RPG's emphasize in-game resources and items and upgradables and all the seemingly little things? All that is well thought out and planned well because an inconsistency can cause frustration and lead to disaster. Visuals of course usually matter little in this field.
Depending on your target audience you should tailor the design of your game to appease your victim. I would recommend a more superficial design, loads of flashing bright colors and particle systems since you are going for a social thing, but of course don't skimp on technicality.
I see your game is in a top-down view from the front, if it was from the side, top-down - i would be willing to provide the crappy skeletal animator i wrote for Soul Reaper. While on the subject of file load/save, i recommend you do a bit of file encryption to protect the contents of the file because anyone can edit the obvious contents of most .ini files and we all know how disastrous that would be ;). I am not too vested on the art of encryption but i reckon this (http://en.wikipedia.org/wiki/Cipher) would be a safe place to start research.
May luck be with you!
Bonezmann
27-06-2008, 02:01 PM
Thanx smiley.
I see your game is in a top-down view from the front
It's not the actual graphics of the game, I use those graphics for all my testing purposes :)
Feel free to supply me with that skeletal animator though ;)
Smiley
27-06-2008, 04:04 PM
Sure thing, btw when i said crappy, i meant it! it will crash 70% of the time and it can only animate skeletal people(with a fixed bone number, for now). i am travelling atm, so a bit later, at this rate soul reaper may not make it :(.
Btw, how do you plan on handling encryption of some sorts?
Bonezmann
27-06-2008, 04:06 PM
It's okay, the game is still far from animating characters :)
Thaumaturge
27-06-2008, 07:55 PM
Sorry, I neglected to explain on how to use it:
Upon entering the game there is a purple man, click on him.
After entering your details, a next screen will appear showing the info you entered in constructed sentences.
The ini file is created in your game directory as soon as you finished typing in your info
Aha! I see now, thank you. ^_^
Well, it looks as though it works happily on my system, a formatting issue in the output to screen of the "gender" field aside (it doesn't seem to include a space before the gender value, and doesn't seem to take the length of said value into account). ^_^
Bonezmann
28-06-2008, 09:56 AM
That's because of my sucky programming ;)
Thaumaturge
02-07-2008, 04:11 AM
Fair enough. :P
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