Recent posts by Nehalydd on Kongregate

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Topic: War of Omens / Endless Loop Deck

Playing as Metris, I stole some coins from a Vespitole, so he ended up with such an endless loop :(

 
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Topic: Collaborations / TextRPG: The Turning Point (Alpha released)

I would like an update now :)
I hope Pimgd hasn’t stopped working on this project altogether. A bit difficult to give feedback without new input…

 
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Topic: Collaborations / TextRPG: The Turning Point (Alpha released)

Originally posted by Pimgd:

10:

Yes, items should have more stats than just attack and defense. I’ll still have to come up with some sort of system for enchantments. The ring idea is a bit flawed, since one would be limited to just 2 rings (which wasn’t what I wanted)

11:

Skills are more like abilities. I derive most “Skills” from attributes.

12:

Races are hard to use for storyline. Whilst it provides additional diversity, it’s a bit hard to stick in the story (because people might treat you differently if you are different).

12: People might treat people of other races differently. But if you let the races already be living together in harmony in the village, they will have become used to each other and most will not discriminate. Gives you the freedom to create some slightly different quests later on if you would like to.

rawr1232: why don’t you write some music and put it in the Collabs? Post a link here when you have something and I’ll be sure to listen to it.

 
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Topic: Collaborations / TextRPG: The Turning Point (Alpha released)

Originally posted by Pimgd:

3: Yup.

7: World map idea is nice, but upgrading items etc is just not possible due to the way I built the core engine. I might use rings or such to make up for item enchantments.

8: Whilst that’s a good idea, I’m against sloppy written storyline. Quests don’t consist of “Get me 5 monster fur”, but of “Normally, I would get my fur from this hunter that wanders the woods. Last time he told me that he had found some ‘excellent quality fur’, except it was still ‘crawling around’. I fear the monster might have gotten the best of him… So, could you guys fetch me some furs? I need them to continue doing my business – don’t worry, I pay good.” Next quest in that line could be finding out whatever killed the hunter.

9: Same thing… I think most of the gear will be made obsolete, BUT I’ll have achievements like “Get all items” to make up for that.

10: Mmm… interesting. What if:

I took the gems, which you can upgrade and such… (Diablo style) and then, you can bring the gem to the crafter, which will make a ring for it. This ring will then have things like +5% weapon damage.

11:

Yeah, that’s a good one. Traps in dungeons. Dexitery just got an extra use.

I’ve had a busy week. Hope to get a job by the end of it, so if I disappear you know what happened. Btw is there a way to get email on new messages to a thread?

10. Diablo style upgrading is good. Are you planning on letting weapons and armour have more statistics then the basic attack and defense? Items that increase skill levels? There could be uniques that are given as quest rewards.
I think adventurers (provided they have two hands with at least one finger on each) should be able to have one ring on each hand. Everyone knows that more than one magical rings on the same hand will cause magical interference that is not… good. Right? ;)

11. Logically, I would use dexterity to avoid traps. There could be a skill called Traps. When the party encounters a trap there is a chance that they detect it (depending on dexterity and Traps level), disarming it (dexterity and Traps) and if that fails they try to avoid it using only dexterity.
There could be mechanical traps, stuff that activates when you step on a trip wire; magical traps (uses intelligence as well to detect and disarm) and simple traps like camouflaged pits.

I agree with petpepper’s comment that picking races would be cool. Maybe a secret unlockable race? Secrets are fun ;)

 
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Topic: Collaborations / Action RPG, need programmer[still looking]

In the Programming forum there’s a wealth of helpful links to development environments, tutorials and more…

 
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Topic: Collaborations / Feedback Please!

I don’t really get the point of the game. Could you describe what the purpose is? What makes this game different from similar games? (avoiders and asteroids-clones)

 
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Topic: Collaborations / TextRPG: The Turning Point (Alpha released)

Originally posted by Pimgd:

3:

Skill experience sounds interesting. I’m a bit wary of skill-grinding though – Probably want the game to have tiny increases from skills.

6: … Nah. I don’t think that’s any good. Sorry. Mainly due to the fact that a character is bound to a class.

7: Now this is interesting. You just solved my travelling problem. I.. I definitely love this one. I’m not too sure about shops, but I think I wouldn’t mind a dungeon. Maybe add some time based harvesting skills, and I could add resources too. That would fix the ideas problem too… wild train of thoughts

I definitely like the pseudo-maps idea. How about towns? And – based on my idea of using the loot of monsters to unlock new gear (taking fur to the shop to get armor) – do you think you have any improvements on that one too?

Ok here comes another one :)

3. Skill grinding can get tedious, but customizing your character is fun. Gotta find the balance between the two. Or make it depend more on using the right skills instead of having the highest level.

7.
I should admit I was inspired by www.Warriors2.com but I didn’t copy everything. Check out the page, it has screenshots of dungeons and a world map. (Free to try.)

Towns would be a part of the world map as well as the Dark Forest and the Abandoned Mines. When you explore at these places you can find different places. I suggest these:
inns (restore health and mana. Might have different prices. Stash items?)
shops (NPCs that buy and sell stuff. Each has a different stock)
blacksmiths/wizards (upgrade items, infuse items with magic)
alchemists (sell potions. Advanced potions might require ingredients that are rare quest items)
quest NPCs (give quests)
dungeons

8. Feature: quests, quest rewards. NPCs may give quests that you may choose to accept. Possible goals might be: bring quest item McGuffin to NPC X in another part of the world; find Y quest items and bring them to me; kill Z monsters of a certain type. Rewards may be: gold, item, special item, party learns a certain skill, party learns the location of a new NPC or world map location, party is transported to special location or dungeon; for example. Using these basic kinds it would be easy to implement user-suggested quests later on.

9. Equippable items. Warriors2 has many different items. For example, a Great Dagger of the explorer. Dagger is the base item, that has predefined stats, for example +5 attack and +1 defense. The prefix Great tells us the general quality of the item: it can be blank (default), Fine +5%, Good +10%, Great +15%, Excellent +50%, Awesome and so on. The suffix of the explorer modifies the base stats. An explorer would have an item that increases finding skill and maybe something more; whereas a warrior would have a bonus to attack, defense and strength instead and maybe penalties to other stats. The player will have to make a choice between equipment that makes you more skilled at finding new places or equipment that helps you fight monsters. Equipment can also be upgraded at a blacksmith using money to a certain point, after that they can only be upgraded using skill points, which you get a lot once you achieve a high level.
However, if you have many possible different items, it will require much work to balance their power and pricing in shops. Might cause grinding too, if upgraded items become too powerful. Worth thinking twice about, I think. It is fun when most items are useful sometimes rather than all other items are made obsolete by the über-gear in the final dungeon.

10. Special items and quest items. A quest item may be anything, that might have no use other than to finish a quest. For example, imagine a dragon egg that can be found by randomly exploring in the dragon forest; or bought at an NPC shop; or found when you defeat a dragon. One NPC might be a tanner: if you bring him an animal fur (dropped randomly when you battle the animal) he might agree to make an armour out of it for a certain price.
Imagine an item that heals you once every real-time day, or boosts your stats for the next battle only.
Also consider magical gems that come in different qualities. Get them to a special NPC (mage or alchemist) and he might agree to upgrade one of your items using them.

11. Dungeons. TextRPG 1 dungeons were kinda like I figure exploring could be in TTP. If there are dungeons in TTP they could include more battles without possibility to return to town, tougher enemies, devious traps, better treasures (gold and items) and quest items as reward when you finish dungeons. But I don’t want to copy everything from Warriors2, don’t know what I wanna suggest yet…

Finally: I would like to see some travelling and exploration system like that I describe above, NPCs that teach skills and give quest with some variation, some different kinds of items and a way to upgrade or improve items. Not sure about dungeons though.

 
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Topic: Collaborations / TextRPG: The Turning Point (Alpha released)

I got a bit carried away. And now I notice I’ve written another huge “wall of text”. Sorry guys – please have patience with me. Next time I’ll be brief ;)

3. About “resources”. A character should start with some basic skills or be able to learn a basic skill pretty fast, otherwise mages won’t be any fun :) Some simple spells could be bought be money in shops (or “skills” could be “trained” by an experienced adventurer). Rarer skills could be given as a reward when you finish a quest. I like the idea of skills being more powerful if you train them. Battles could give “ability points” that are added to skills that were equipped during the battle; after a while they level up and become more powerful. Another possibility is that skill points are gained when a character levels up. These are used as currency to buy skills and skill levels. (Kongregate example: Sonny)
My suggestion: characters can learn some skills from trainers/shops and get some skills as quest rewards. The skill is then available at level 1. From there on, each time a player uses a skill during battle it is trained a little and may level up.

6. Feature: equip skills. (Let’s call this paragraph 6 – easier to keep track of them that way.) I’ve borrowed this idea from Final fantasy five. In addition to basic actions like “attack” and “use item”, each character starts with a pre-defined skill based on his class and an empty skill slot. As he learns new skills he can choose which skills to equip. (A fighter might have: Attack/Guard/User-selected-skill/Item) After a while in the game, he may take on optional quests that has the reward of increasing his number of skill slots.

7. Feature: pseudo-maps! Let’s say the party needs to go into the Forest to find the Old Forester Dude or something. At first you only get one option: Explore. When you click Explore, the percentage of the map explored goes up. Each turn there’s a chance that the party either finds something “interesting” such as the Old Forester Dude, an Abandoned Bandit Hideout; or they find a treasure or an item; or that they encounter monsters. Once a location is explored, it stays on the map and is added as an additional option alongside Explore. The chance to find interesting places increases the more the party has explored the map. Locations may be: Quest givers, Shops, Skill Trainers, Inn.

 
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Topic: Collaborations / TextRPG: The Turning Point (Alpha released)

Ok, then here’s some suggestions about skills!

In the first textRPG the skills were all of the same kind: deal damage to the enemy. There were five spells that all did the same thing, deal damage to the enemy. And that made the spells that did less damage obsolete as soon as you could afford the more expensive one. Another way of thinking about skills is that each skill could potentially be useful the entire game, provided that you invest resources (skill points) in it. You could choose to maximize “magic arrow”, which does average damage and always hits. Or maximize “fireball” which does low damage but splashes over to other enemies. Or maximize “petrify” that has a certain percent chance to kill enemies but certain enemies may be resistant or immune. Or invest equally in a balanced set of skills to be prepared for everything. This is much more difficult to program, or rather there will be a lot of special cases.

Another strategy is to give all skills a cooldown, so that you cannot use it twice in a row. After using “fireball” you must use other skills for two rounds before it’s ready again. That’s another way of making weaker skills used; the best skills can’t be used as often.

Let’s look at “fireball”, as an example. It does damage based on the characters level and intelligence. As the level and stats rises, damage go up. If the player invests resources (skill points, money or quest rewards?) the percentage of damage splashed to other enemies rises. So a upgraded “fireball” would be very useful for large groups of enemies.

Finally some example skills, the most fun part :)
A fighter could have skills that help him survive in close combat: Armour – increases defense, Shield – better chance to block attacks if he’s got a shield equipped, Charge – attack that does more damage, Protect – the fighter will take damage instead of the protected party member next time it is attacked.
An archer would have skills relating to archery: Multi shot – shoots extra arrows (starts with one, upgraded to shoot more), Aim – attack that always hits, Wound – attack that has a greater chance than normal attacks to be critical.
Mage spells: Heal, Revive, Fireball (splash damage), Magic arrow – high damage on a single target, Venom bolt – damage and chance to cause poison (damages a certain percentage of current monster hp each turn), Thunder storm – several lightning bolts that randomly damages enemies and possibly part members.

And it would be totally awesome if you could pit your party versus another players party in a deathmatch! ;)

 
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Topic: Collaborations / TextRPG: The Turning Point (Alpha released)

Yea, back to topic! Do you need more feedback or suggestions? I can help with both ;)

 
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Topic: Collaborations / TextRPG: The Turning Point (Alpha released)

Judging from the previous TextRPG, this game could be a lot of fun. I’d love to see it finished! This is my feedback…

I think the give instant turn mode should be an optional setting. But I suggest another change: make the charging go a little bit faster, and make it more visually obvious whose turn it is. You could pick a brighter colour or make the bulbs flash. Does every character start at zero at the start of battle? There could be a % chance of preemptive strikes, that gives the party a head start.

The mage dies instantly every time for me :(
In the finished game, there should be some option to protect weaker characters, like “back row” or a warrior skill that lets him take damage instead of a specific character.

The interface is functional, but it’s obviously difficult to give feedback on item and equipment pages when they don’t exist ;)
1. Could you make every button or menu option have a hotkey?
2. Create borders (like on the inventory page) on each button and “invert them” when the mouse is over a button. Make disabled buttons gray (skills that require more mana then a character has for example, inn options that the party cannot afford). Or you could make images for the buttons.
3. The round red and blue things below the characters’ names, what’s their function?
4. On the stats page, change the colouring on the buttons below the selected character (equipment, attributes, skills) so that they are easier to see and it is obvious which one is currently selected.

 
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Topic: Kongregate Multiplayer Games / [Remnants of Skystone] Beta Testers Needed for Remnants of Skystone

I would like to beta test this game.