Now, some of you should know me well enough to say that I am a confident scenario designer and data modder. I feel it is time to do my bit for the forum and help out a little, sharing my pools of ideas.
For those that know me and my multiplayer side, you will know that I enjoy a good scenario game over a RM or CBA game. I prefer RPG's to most. So this topic will be aimed at helping you all make the best, the greatest, and the awesomest RPG's ever.
Some of you will indeed of seen me sharing my thoughts with a young man by the name of Sir Twi who is trying to make a very nice free-roaming rpg (which can be found *HERE*. I personally think his ideas are great, and that we need to be seeing more rpg's like that.
So here goes, to start us off I will be giving out free slices of character help.
A Vital thing in an RPG, being it single or multiplayer (I tend to do multiplayer, myself.) is the characters you play as. If you are doing a single player RPG you would probably want to make a preset hero, or give the player a choice of class. I tend to go for a choice of heroes for multiplayer and have a preset hero in single player. Now, my multiplayer rpg's are normally for around 4 or 5 people, with a set of choosable characters at the begenning. On paper, I have noted down several heroes that I tend to use across my rpg's because they are balanced and have good strengths and weaknesses. I have a choice of 3 Ranged heroes, each with around 200 or 300 HP, and 10 or 15 attack. 3 Melee Heroes with 500 or 600 HP and 15 attack (Balancing out the starting heroes is everything. A high HP for a close quarters unit is ideal and goes well with a low HP ranged unit.) and ontop of that I have two cavalry - A ranged cavalry with 200 HP and 10 attack, and a knight hero with 400 HP and 15 attack. Using my RPG system that I demised purely on my own, the starting stat's play a huge part in the rpg's difficulty. I am a hater of those "run in with a 1k attack uber hero" rpg's. They are boring and all have the same objective. Nowadays, my RPG's consist of a near-enough free roaming land, a decent quest, several side quests and a whole lot of skill required. Unit's aren't spawned at a constant rate, only to be mown down by your uber strong hero. They spawn on a small timer, and depending on where you are and what stage of the quest you are at depends on their difficulty. With the fair starting stats of those heroes, it makes the difficulty of the rpg "moderate". If we then put in my RPG system, the difficulty ranges from Moderate to Hardest.
MY RPG SYSTEM: I demised this system on a saturday night, a few months back.
As you have read, the players are offered a fair hero choice before getting out properly into the game. The players normally have a main hero and a sidekick to help at the start so that the heroes arent killed straight away by a level 8 athelfirth. Thats right, Units and Heroes that do NOT belong to the player have levels of difficulty, my difficulty system works out like this: Every level, a unit gains 5 attack and 50 hp. level 1 is just the normal unit. Player Controlled Heroes, on the other hand, do not "level up" with kills, they get gold as a kill reward and have to BUY their health, their attack and their monks. This also ups the difficulty of the rog, making it alot less boring.
50 gold for 3 attack, 50 gold for 5 health (2 HP, 3 unhealable HP), 50 gold for a Monk. Thats my prices. Fair and makes the rpg more entertaining. The players can now choose what they want to improve on etc etc.
Along with the gold system, I have also got ideas for EXP systems, Food systems, Kill systems, Razing systems. the list goes on. and this is what THIS TOPIC is for. Discussing RPG's and their designs, aswell as hearing my systems, getting help from me and me being proud of my abilities. OVER TO YOU ON THE BENCH!
BF_Tanks
Proud_Member_of_(The NEW)_BlackForest_Studios
Co-Creator of: ~Silent Evil~
Creator of: The EEE Mod
"chance of survival is like winning the lottery 10 times with 1 ticket per draw. The lottery chooses numbers from 1-99. You only buy a ticket with money you find on a bus after getting struck by lightning" -DTrungle, And another: "online game where people have screen names like gaytardosaur23431 and rectumpunch_mcstinkyfist" -Bart Pimpson. A Third: "Sorry I didn't respond all day. I was busy cleaning the s*** out of my pants after I saw the Crysis 2 trailer." - Chrome235, Crysis Modder
For those that know me and my multiplayer side, you will know that I enjoy a good scenario game over a RM or CBA game. I prefer RPG's to most. So this topic will be aimed at helping you all make the best, the greatest, and the awesomest RPG's ever.
Some of you will indeed of seen me sharing my thoughts with a young man by the name of Sir Twi who is trying to make a very nice free-roaming rpg (which can be found *
So here goes, to start us off I will be giving out free slices of character help.
A Vital thing in an RPG, being it single or multiplayer (I tend to do multiplayer, myself.) is the characters you play as. If you are doing a single player RPG you would probably want to make a preset hero, or give the player a choice of class. I tend to go for a choice of heroes for multiplayer and have a preset hero in single player. Now, my multiplayer rpg's are normally for around 4 or 5 people, with a set of choosable characters at the begenning. On paper, I have noted down several heroes that I tend to use across my rpg's because they are balanced and have good strengths and weaknesses. I have a choice of 3 Ranged heroes, each with around 200 or 300 HP, and 10 or 15 attack. 3 Melee Heroes with 500 or 600 HP and 15 attack (Balancing out the starting heroes is everything. A high HP for a close quarters unit is ideal and goes well with a low HP ranged unit.) and ontop of that I have two cavalry - A ranged cavalry with 200 HP and 10 attack, and a knight hero with 400 HP and 15 attack. Using my RPG system that I demised purely on my own, the starting stat's play a huge part in the rpg's difficulty. I am a hater of those "run in with a 1k attack uber hero" rpg's. They are boring and all have the same objective. Nowadays, my RPG's consist of a near-enough free roaming land, a decent quest, several side quests and a whole lot of skill required. Unit's aren't spawned at a constant rate, only to be mown down by your uber strong hero. They spawn on a small timer, and depending on where you are and what stage of the quest you are at depends on their difficulty. With the fair starting stats of those heroes, it makes the difficulty of the rpg "moderate". If we then put in my RPG system, the difficulty ranges from Moderate to Hardest.
MY RPG SYSTEM: I demised this system on a saturday night, a few months back.
As you have read, the players are offered a fair hero choice before getting out properly into the game. The players normally have a main hero and a sidekick to help at the start so that the heroes arent killed straight away by a level 8 athelfirth. Thats right, Units and Heroes that do NOT belong to the player have levels of difficulty, my difficulty system works out like this: Every level, a unit gains 5 attack and 50 hp. level 1 is just the normal unit. Player Controlled Heroes, on the other hand, do not "level up" with kills, they get gold as a kill reward and have to BUY their health, their attack and their monks. This also ups the difficulty of the rog, making it alot less boring.
50 gold for 3 attack, 50 gold for 5 health (2 HP, 3 unhealable HP), 50 gold for a Monk. Thats my prices. Fair and makes the rpg more entertaining. The players can now choose what they want to improve on etc etc.
Along with the gold system, I have also got ideas for EXP systems, Food systems, Kill systems, Razing systems. the list goes on. and this is what THIS TOPIC is for. Discussing RPG's and their designs, aswell as hearing my systems, getting help from me and me being proud of my abilities. OVER TO YOU ON THE BENCH!
Proud_Member_of_(The NEW)_BlackForest_Studios
Co-Creator of: ~Silent Evil~
Creator of: The EEE Mod
"chance of survival is like winning the lottery 10 times with 1 ticket per draw. The lottery chooses numbers from 1-99. You only buy a ticket with money you find on a bus after getting struck by lightning" -DTrungle, And another: "online game where people have screen names like gaytardosaur23431 and rectumpunch_mcstinkyfist" -Bart Pimpson. A Third: "Sorry I didn't respond all day. I was busy cleaning the s*** out of my pants after I saw the Crysis 2 trailer." - Chrome235, Crysis Modder
[This message has been edited by Tanks_fst (edited 04-07-2009 @ 06:26 AM).]