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Candymaniac
#70419817Thursday, June 21, 2012 2:51 PM GMT

Ok, first of all, I'd just like to point out that, with all these other RPGs rising in popularity, I got hooked and decided to develop my own. Now, some of you might be thinking 'Omg, it's another one of those stupid RPGs...' Let me put this clear, this is not those RPGs (clichéd much?). It is a dynamic, evolving world. Ok, so what's the problem nowadays? Well, RPGs are trying to be as realistic as possible, on ROBLOX! Now, that's a huge mistake! Realism simply dos not provide enjoyment. This game's art and architecture would be focused on classical architecture - blocks w/ studs, blocky buildings, blocky terrain, etc. Overall gameplay you say? Well, what is a typical RPG? Hmm, equipments, weapons, enemies, bosses, quests, money, levels, and so on. Well, this 'RPG' would stray away from these typical RPG elements. First of all, you are not special in any way. You are not tasked with cleansing the land from evil, nor killing a boss. You are just a normal person, venturing the world, in search of whatever you are in search of - fame, infamy, wealth, etc. And, your decisions WILL affect other player's gameplay. Well, of course, there will be equipment. Acquiring equipment would be to craft it or buy it from the specific shop, such as a blacksmith. The type of equipment available to you will vary; some shops might neglect selling items to you if they know you did something bad in their village, whilst others might give you discounts if you did something good in the region. What kind of enemies? As I said, this is a dynamic, evolving world. Enemies will appear, and disappear. Some monsters might completely go extinct, whilst others might go completely out of control and destroy a village. For example, simply killing too much of the same type of enemy will make them go extinct, whilst letting an enemy breed might make them attack a nearby village and destroy it. That would mean you can't interact with that village anymore. Quests? Some people might need help, and will tend to ask you. Quests are able to freely change depending on the world. For example, if a nearby village is destroyed, a nearby villager might ask you to find his missing son, whilst if a village is being attacked by blockers, they might ask you to attack them. Some quests are given straight in the field, let's say if you save a village from being attacked by blockers, they might reward you. Money. Money, for once, will have an actual economy. Inflation might occur, and crisis's too. In an inflation, buying equipment would be expensive, whilst in a crisis, money-making would be harder. Levels & Skills? There is no level. There is only skills. The game would let you play who you want to play, as a spellcaster, fighter, archer, etc. Skills would be acquired each time you practice it. So, for each spell cast, you gain experience in that skills, and would be able to know how to cast more advanced spells. Professions? Yes, professions are part of the focus of this game. Professions will determine your reputation with other factions and cities. For example, if you are a miner, you will be respected throughout blacksmiths and miners alike. You would not be able to choose your profession, rather, you are able to freely gain skills in other professions. So, let's say you want to be a fisher/baker hybrid, all you need to do is practice your fishing and baking skills. So, professions are really just determined at your skills at them. If you're good, you are more respected and famous. Dynamic Events... Yes, we've finally reached the most vital aspect of this game. But, what is dynamic events really? Well, let's say you arrive at a village. The locals will react to you depending on your reputation and relationships with them and nearby factions. Let's say you've pillaged countless villages and murdered countless nobles. This village will react like you are a criminal and will attempt to arrest you, and the locals will not want to trade with you, nor interact with you. Rather, they would call the guards if they meet you. That's one example, time for another one. Ok, so by now, you've pillaged another village, and stumbled into a caved-in mine. You have choices - leave it alone, blow it up, investigate it, etc. You've chosen to blow it up, gather some friends, and investigate it, only to find out that evil rockerblocks are crawling out of it. You must fight it off or it will destroy the other villages, which is not good. Now, let's say, the world has no more villages and cities, and all of them are in turmoil, chaos, and is overrun by monsters. You are able to re-build the cities/villages with the help of other players. Now, if blockers are taking over the world, and exterminating other monsters, you might be able to try and fight them off, or try and create a disease for them so they will die and be extinct. Now, all this might seem too much, but in reality, the main focus of this game is a dynamic and an evolving world. Enemies will appear/disappear simultaneously, quests will change over time and events will affect other player's gameplay. Let's say a mine has been destroyed, then other players who rely on that mine will have to make a new mine or search for another one. The world would not be saved, as the inability to save between servers. Rather, a new, default world is created everytime a server is started, and it will change depending on what the player has decided. For tl;dr : Genre - RPG Open World? Yes Quests? Dynamic Quests Equipment? Yes Levels? Only skills Storyline? No Professions? Yes Main focus: Dynamic Events This is only a concept and not an actual game. However, I do am planning to make this. :3 Just think of it this way: A game that you could actually shape the world around you and are able to gain infamy, fame, wealth, etc. ☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance.
Candymaniac
#70420911Thursday, June 21, 2012 3:13 PM GMT

oh god I hate it when we spend time doing this while other people just ignore it and tl;dr. ☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance.
Kirbykid02
#70424289Thursday, June 21, 2012 4:12 PM GMT

Sounds a bit like Stick RPG.....
Candymaniac
#70424735Thursday, June 21, 2012 4:17 PM GMT

What's that? ☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance.
Kirbykid02
#70425144Thursday, June 21, 2012 4:23 PM GMT

A game kinda like what you described, not on ROBLOX. It's basically a flash game.
Candymaniac
#70425386Thursday, June 21, 2012 4:26 PM GMT

ok well does it have dynamic events? ☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance.
richjoel
#70425421Thursday, June 21, 2012 4:27 PM GMT

When you say crafting, do you mean something like minecraft crafting, where you have your craftbench and 4 boxes and you put stuff in there and out comes something, or are you completely redesigning the way survival crafting game guis are ?
richjoel
#70425524Thursday, June 21, 2012 4:28 PM GMT

Name the game 'Spiritus, The quest for glory' :P
Candymaniac
#70425927Thursday, June 21, 2012 4:33 PM GMT

Nu. I liek 1 word names. (Less is more) :P I'm pretty much remaking how we are doing crafting in ROBLOX really. ☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance.
Kirbykid02
#70426000Thursday, June 21, 2012 4:34 PM GMT

Dynamic events.....not really....
Kirbykid02
#70426047Thursday, June 21, 2012 4:35 PM GMT

There is karma in it which can change what you can do...Haven't tried the sequel....People say the sequel is a lot better...
Candymaniac
#70427133Thursday, June 21, 2012 4:49 PM GMT

Well, if this game gets created, it would probably be the first game on roblox to have dynamic events as a real vital focus on a game. About the crafting, you'll have to collect ingredients, as always. But, with a little twist. For example, if you want to make a bow: What type of wood are you gonna use? *Note that all these are fiction. Leke Wood: Highly bendable = Faster projectile speeds Klov Wood: Sturdy & Tough = More Accuracy What type of strings? Norm String: Hard to stretch = More accuracy Gly String: Easy to stretch = More speed & Damage Players are able to create their own recipes to make their preferred style of weaponry that suits their play style. ☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance.
Kirbykid02
#70430621Thursday, June 21, 2012 5:43 PM GMT

Data Persistence would be annoying to script....would it?
Candymaniac
#70431229Thursday, June 21, 2012 5:52 PM GMT

I'll just save a model full of the player's entire stats. :3 I got the crafting idea off assassin's creed's 'bomb' crafting. So think of it like that. ☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance.
Miro034
#70435883Thursday, June 21, 2012 7:04 PM GMT

@Candy No one wonder you were ignoring me. You were writing this about 4hs? xD
Candymaniac
#70436209Thursday, June 21, 2012 7:09 PM GMT

Well, it did take a long time. :3 ☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance.
thek00lkid
#70476823Friday, June 22, 2012 5:06 AM GMT

Kill stats completely, kill quests, factions are fine, and you're good to go!
cyberzodai
#70476963Friday, June 22, 2012 5:09 AM GMT

Problem. You need a persistent world. In order for everyone's actions to effect one another, you need everyone on the same server. And let's face it. You really think you can get that many people on one server?
Candymaniac
#70480264Friday, June 22, 2012 6:19 AM GMT

@k00lkid; Why? Don't stats and quests actually make a game more rewarding and motivates players? I won't add an emphasis on them really, just a dynamic world. Yes, I do need a persistent world but you simply can't due to ROBLOX. Yes, by everyone's actions to affect one another's gameplay, I do mean everyone should be on the same server. Do you mean lag or just that players won't play it? Playing solo should still be a fun experience as you could still shape the world around you. I also don't want a persistent world because if the current world is messed up, like it's overrun by monsters, a player could join another server and enter a new world. ☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance.
Swifttalon1
#70484065Friday, June 22, 2012 8:40 AM GMT

I hope this game comes to be.
02Alien
#70488956Friday, June 22, 2012 1:28 PM GMT

omigod go project vortex :) Seriously, what happened to vortex? That game was really cool.
02Alien
#70488990Friday, June 22, 2012 1:30 PM GMT

Oh, and I have a place that has "classical" looking buildings, terrain, et cetera.
thek00lkid
#70490306Friday, June 22, 2012 2:05 PM GMT

Well, stats and quests are far too cliché. Quests are an ugly invention which makes the game and the plot separate. Stats, on the other hand are a boring pathetic way to imitate the scape of rune. Yes, the player needs a reward, but having 'skills' in which the player becomes better and better at performing mundane tasks is outrageous. If something is pathetic enough to stimulate no actual gameplay, don't implement it! Levels superimpose reward over gameplay. Overall, these features are used far too often, and far too often used pathetically.
Candymaniac
#70491236Friday, June 22, 2012 2:28 PM GMT

As I said, quests in this one won't be like those 'Kill this, come back' or 'Mine this _x times and come back', etc. Quests are more optional, and could change depending on what you do. For example, if you find that a group of monsters are being exterminated, you could decide to help them in the field and after, you are rewarded. What is your suggestion for replacing quests and stats? ☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance.
02Alien
#70491858Friday, June 22, 2012 2:40 PM GMT

@k00l, maybe candy can decently use them.

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