Hey guys, I've decided to come back into LUA and make a gamemode. After a long brainstorming session with a few friends, a number of ideas came up and what we concluded upon with was an RPG based game. There is currently [u]no work done[/u] on the actual gamemode - it is all in planning right now, however, I should begin work on the coding over the weekend. So, what I have so far (non-implemented in any way, shape, or form) is:
-Elaborate talent tree, allowing you to specialize in three extremely different fields:
--Minion talent tree: Control minions to aid you in battle
--Player/Weapons talent tree: Boost your damage, have special attacks, et cetera
--Player/Special Skills talent tree: Not fully developed, but is going to have the ability to blink, go stealth, and other non-standard skills
-Experience formula so you will always get experience, no matter who you kill - it will cap out 10 levels below you and 10 levels above you; if you're a level 20 and you kill a level 5, it will treat it as a level 10 kill, so on and so forth.
-Item discovery and equipment system - mainly, different weapons, possibly hats (why the fuck does everyone love hats so much?), and definitely minion tokens - equipping a different token will cause different minions with different base stats to spawn.
-10 minute deathmatch period, with 2 minute intermission inbetween to assign skills / equip items.
Gameplay mechanics have been discussed and we have a general idea: We're going to find / make a large, open map, preferably with hills and rivers and shit like that. There will be spawn points scattered across the map, the player will spawn at a random one (given that it is safe). There will also be points that you can capture - some will yield experience towards leveling for your skills, some will yield gold towards bettering your equipment.
Again, this is mostly the planning phase right now; this post will obviously be expanded on once I have more to share. I do plan to have something actual to share within the next week - screenies, videos, whatever. I'm going to look into getting a dedicated server again, and we'll see how this all goes.
Edit: Current in-game implementation of the talent tree (much more fully developed out of game, of course).
[IMG]http://i51.tinypic.com/2qalf8y.png[/IMG]
[b]I am currently largely changing the gameplay schematic for this. Information will come when it is ready, but for now, I am going private with this project's progress. I'll provide more details when I am ready to share them.[/b]
So, will your progress be saved for later games or do you start over every game. Also, what about players that join late? Will this be purely PvP?
The players that join late will be behind in levels and skills; however, they will certainly still be able to kill the higher level players. It will just be more of a challenge (but the reward will be greater)
And yes, this is all going to be PvP. Progress will be saved across games. I'm thinking of making leveling be gradual rather than fast-paced: this will make it so you will have to carefully invest your skill points, and it will also keep the server from having everyone be max level.
You will have to come up with something to make players that just joined catch up quicker. Let's face it; most people that are not part of your community and join your game, do so to have some fun and do not want to have disadvantages for being new.
I love the idea of keeping track of your progress but unfortunately it is only effective in some scenarios. The RPG you plan on coding sounds like a lot of fun for people who play it regularly and build up their characters; newcomers, however, will not stand a chance and it will be frustrating for them.
One of the only scenarios I see this working in, is a progressive MMORPG where you actually do more than just PvP. In contrast; you wouldn't save items / stats in a game of DotA, right?
There's a lot of things that you need to consider when realizing this project. Good luck with it though!
Again, though, the skills won't provide extreme advantages; additionally, a low level player in the server would more quickly catch up to the higher level players playing in a current game because of the experience curve. It won't be extremely fast leveling but they'll level up enough to get a few skills in and certainly more than stand a chance.
In terms of the progressive MMORPG factor, I actually did consider adding other MMO elements such as NPCs (I was planning on putting them in the spawn garage thing in gm_construct). However, I would like the dedicated players to be able to keep their perks because of their dedication; if someone gets up to a high level, they deserve to stay there, in my opinion.
I actually think this will turn into something good (for once), i came here and expected someone who cant even spell and got this :golfclap:
I hope it goes well
The skill tree should be implemented in game by the end of the day. I'm currently working on the last portion of the skill tree - I'm going to use Guild Wars icons for the skills, I think. Just a status update.
Tobba - Thanks for the support. I hope not to disappoint-
[QUOTE=Render Case;26309274]-Experience formula so you will always get experience, no matter who you kill - it will cap out 10 levels below you and 10 levels above you; if you're a level 20 and you kill a level 5, it will treat it as a level 10 kill, so on and so forth.
[/QUOTE]
I don't think that is a good Idea, what stops people of killing small guys? I mean lets face it would you kill a lvl 1 or a level 10 if you are level 20?
Also good luck! :bubblewoop:
Commander - While you make a good point, I'm not sure how effective it would be to remove that cap. If you're level 20 and there's only level 1's online, how are you supposed to get anywhere towards leveling? The experience is going to be very small 10 levels below you in any event.
Rule of GMod: People like to be assholes
I agree totally, and you should make sure people cannot camp other people's spawn points by giving at least some kind of randomization in where they spawn in that general area -- just to be safe. Will you have the server save a player's progress on a constant basis or after some kind of event, like XP gain or death?
Kodan: My plan is to set up a good 30 spawn points; there will also be a check if it is safe to spawn at a point, and if it's not, you'll spawn at a different, safe one. And I'm thinking that the progress will be saved before the rounds - I'm thinking, as of right now, skills will be saved, but items will not; you will have to randomly find them each game (maybe I'll add expiration, too, so you can only use amazing items for a few rounds).
Edit: Current mockup added to first post.
If you ever need a beta tester, this is the kind of thing I live for. ^_^
D=
Sorry, you need to Log In to post a reply to this thread.