Topic: Collaborations /
TextRPG: The Turning Point (Alpha released)
Originally posted by Pimgd:
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.
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)
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.