Re: Adventure games

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Paul Martin wrote:
> I have for a while been working on a adventure game project.
> This is what I have so far:
wow, a lot of stuff! u been busy ;)

> it uses color ANSI characters for graphics, but I would like to
> go ahead and make it 3D isometric
myself, and a couple others, are planning on making something
similar, but we ... ummm... well, none of us actually like
that view... heh... there is only one game i've seen that
ever had that viewpoint 'right' and that is Heroes of
Might/Magic II... guess i cannae convince u to make it
top down? (or other 'angle/view')...

> I would like to make the game multiplayer
this might be arrangable...


> 1. Enhanced AI for monsters and party members that you are not controlling.
(snip)
most of those are rather basic and easy to implement...
you may also wish to make some tests for the mobs that your
party is fighting, such that, the mob (enemy) attempts to
determine which of your party member is best for it to attack
obviously, a spell caster with leather and a broomstick would
not want to attack a titanium armored and 14ft-long-sword
wielding ogre fighter hand to hand... :)

> Things that still need to be written:
> 1. A quest engine.
> 2. Code to handle NPC's (merchants, barkeeps)
> 3. Code for all the weapons and spells.
> 4. Random encounters and battles.
--a few things i can think of that haven't been mentioned:
--ability to save/load games/plr info
--a map maker? or better, online editing (especially if multiuser)
--skills? (u mention spells/weapons...)
--pets/familiars (assist u while fighting, it's great fun to
    walk around with three panthers as pets... not many mobs
    or creatures like messing with you :) and having birds
    for scouts to increase 'radar range')
--vehicles... boats, horses, carriages...
--legal systems (stealing, killing, mayhem! yayaya)
--political systems (there is an uprising against the dictatorship
    in the 'area' 2 maps over that makes the prices for certain
    items in _this_ area fluctuate, as well as the need for
    player(s) to go assist (and that could then become a quest...)

>I would like to have a story line that is not necessarily linear.
positively, nothing sucks worse than 'finishing' a game and seeing
that ever-so-cheesy-let-down-of-a-grand-finale-before-dumping-to-dos.

there could be several 'large/main' quests, that provide a 'glue'
to hold the theme together, with hundreds of minor quests to
undergo to finish each main quest, as well as *bunches* of
'side' quests that advance the story none, but help your character(s)
to become richer/faster/stronger...

will post more as i think on it...
ta!
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