Re: Adventure games
- Posted by Hawke' <mdeland at GEOCITIES.COM> Dec 12, 1998
- 351 views
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! _/ _/ _/_/_/ _/ _/ _/ _/ _/_/_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/_/ _/_/_/ _/ _/ _/_/ _/_/ _/ _/ _/ _/ _/_/_/ _/ _/ _/ _/ _/ _/ _/ _/_/_/ _/ _/ _/_/_/ ({<=----------------------------------------=>}) ({<=- http://members.xoom.com/Hawkes_Hovel> -=}) ({<=----------------------------------------=>})