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16  Santharian Game Projects / General Game Discussions & Newbie Area / Arms and equipment on: 20 August 2003, 04:58:00
Browsing some rpg sites I found a detailed arms and equipment guide. I think the weapons and armor presented here will suite our game just fine.

Have a look (164KB)

www.legendarytales.com

17  Santharian Game Projects / General Game Discussions & Newbie Area / Re: Back to music on: 20 August 2003, 06:18:00
I 've been doing some searching for Delphi multimedia components. Guess what I 've found. A component which interfaces with DirectX 8.

This simply means

a) We can add any number of channels to play at the same time (mixer capabilities)

b) Each channel can have its own volume setting. We can have for example a background music channel, an ambient channel for eerie stuff and one ore more sound effects channels

c) each channel can fade out without any volume adjustments by a single Fade call to a method.

d) mp3 and wav files are supported by this component only but they should be enough.

OK. I have not integrated the thing yet but I have done a small application with this component so it won't be difficult I think.

By the way, if this is integrated it will be the first text based game ever to require DirectX 8  or later :lol  

www.legendarytales.com

18  Santharian Game Projects / General Game Discussions & Newbie Area / Re: More RPG music coming hopefully... on: 17 July 2003, 06:07:00
I already use a Media Player Component in the program. I don't know if it makes any use of this ocx though but I don't think that you can play two files at the same time with the media player. This is our main concern.

Quote:
The great successful men of the world have used their imaginations. They think ahead and create their mental picture, and they go to work materializing that picture in all its details, filling in here, adding a little there, altering this bit and that bit, but steadily building, steadily building.

-Robert Collier




www.legendarytales.com

19  Santharian Game Projects / General Game Discussions & Newbie Area / Re: More RPG music coming hopefully... on: 16 July 2003, 10:34:00
Well, send me the ocx control then ... And any registration codes in case they are needed.

Quote:
The great successful men of the world have used their imaginations. They think ahead and create their mental picture, and they go to work materializing that picture in all its details, filling in here, adding a little there, altering this bit and that bit, but steadily building, steadily building.

-Robert Collier




www.legendarytales.com

20  Santharian Game Projects / General Game Discussions & Newbie Area / Re: More RPG music coming hopefully... on: 14 July 2003, 15:20:00
a) Difficult to impossible

b) This is already possible as long as the music is in .mp3 or .mid format and the sound effects in .wav format.

Quote:
The great successful men of the world have used their imaginations. They think ahead and create their mental picture, and they go to work materializing that picture in all its details, filling in here, adding a little there, altering this bit and that bit, but steadily building, steadily building.

-Robert Collier




www.legendarytales.com

21  Santharian Game Projects / General Game Discussions & Newbie Area / Re: Terms of the Legendary Tales/Santharia Cooperation on: 25 May 2003, 04:02:00
I certainly agree (especially to the terms I added myself :lol  )

Death is certain, life is not.

22  Santharian Game Projects / General Game Discussions & Newbie Area / Re: Concerns about the development of quests. on: 16 July 2003, 10:47:00
YES. My ears are hearing about the stuff of legend at last! I might even get over the cookery book. :lol  We should move towards that direction Artimidor. Goblins are great for parties of beginning levels. As in BG ( dah.. )  And a darker - larger background scheme that will be unveiled in the course of the game sounds great.

Although the player should get warnings we should not actually bar entry to dangerous areas. If he wants to go to the basement with bare hands then let him get killed. He will not try it again. Anyway, these are just small details.

Quote:
The great successful men of the world have used their imaginations. They think ahead and create their mental picture, and they go to work materializing that picture in all its details, filling in here, adding a little there, altering this bit and that bit, but steadily building, steadily building.

-Robert Collier




www.legendarytales.com

23  Santharian Game Projects / General Game Discussions & Newbie Area / Re: Concerns about the development of quests. on: 14 July 2003, 15:18:00
Artimidor. I believe you. I just need your assurances from time to time if this is OK. So it is fine.

Talia: Most gamers and especially today do not like to think when playing. They just want to hack some monsters and spend their time nicely. If there is a story background so much better. I must admit that this is the kind of games that LT was originally created for. If the game is going to be a traditional adventure there are better tools and interpreters for that purpose.

But you must understand that since this will hopefully be the first game released for LT, if it is not good or come up to the gamers' expectations it will certainly affect the course and future of LT negatively. This is why I am worried.

Quote:
The great successful men of the world have used their imaginations. They think ahead and create their mental picture, and they go to work materializing that picture in all its details, filling in here, adding a little there, altering this bit and that bit, but steadily building, steadily building.

-Robert Collier




www.legendarytales.com

24  Santharian Game Projects / General Game Discussions & Newbie Area / Concerns about the development of quests. on: 13 July 2003, 06:54:00
I 'll have to express my concerns about the quests involved in the game. That is especially after seeing the recipe book that will get the player into another chore as I see it and reading somewhere in the forum that Orcs do not exist in southern Sarvonia and some other similar stuff about Santharia being a "peaceful" place to live.

I believe all these stuff will get the World and the game away from traditional role-playing without a good deal of beasts, fighting, danger and evil as I would like to see it. Instead, it will be more like an adventure and although we had this discussion before I only see that things get this way.

Rats, spiders, harmless green snakes and long dialogues will not be enough to keep the traditional role-player in the game for long.

And it would be OK to start the game with simple stuff and chores but the problem is I don't see it evolve in any different direction. So I would like to know what do you think about this Artimidor and if there would be any heroic quests and real danger and real mystery at all in the near future.

Quote:
The great successful men of the world have used their imaginations. They think ahead and create their mental picture, and they go to work materializing that picture in all its details, filling in here, adding a little there, altering this bit and that bit, but steadily building, steadily building.

-Robert Collier




www.legendarytales.com

25  Santharian Game Projects / General Game Discussions & Newbie Area / Re: HELP on: 16 July 2003, 10:31:00
a ) Any creature added in the Enemies section of a location can attack/can be attacked by the player(s). These can be predefined and once the player clears them they will not appear again. This is good for game balance e.g. what experience the player will finally gain and how much powerful he will be. So you can simply say that 2 wolves exist in this location and that's all. Just mark them as hostile so that I know where to add them.

b ) Random encounters are also supported. Once there is a set of different creatures these can be added at run time in a location in any number. This is handled by the script. So for a location you can actually design random encounter tables which can be perfeclty implemented in LT. e.g.

10% : 2 wolves
30% : 1 wolf  (more frequent so it should be easier)
10% : 1 poisonous spider
20% : 1 giant spider
30% : Nothing

In the above example 7 out of 10 times that the player enters the location he will be confronted by one or more evil creatures.

Things can become even more complicated just as in real RPGs. For example

30% : 1d6 + 1 wild dogs
20% : 1d3 spiders

This means that there is a 30 percent chance that the player will be confronted by 2 to 6 wild dogs and 20% chance of 1-3 spiders.

c ) There are 2 ways to start combat.

 1 ) The enemies notice you immediately and attack. This is handled by the script usually in an OnFirstEnter event. Even if a location contains evil creatures, they will not attack. This is intentional to handle for example a dialogue with the evil ones before they get to fighting. Once the EnterCombat command is called the enemies automatically attack.

 2 ) If the player attacks any of the enemies or casts an "offensive" spell at them then the enemies will attack and we get to fighting again.

Note: Before calling the EnterCombat there can be a message describing the start of combat. This is easy.

d ) Finally each attacking enemy can have a customized message when his attack succeeds and one for the attack that fails. E.g. Rat bites ugly at Humangus. Yes, names of targets can be included in the  message and they will be resolved at runtime. These messages are added in the Extended data. When there are no custom messages then the default "Enemy Name" attacks/misses are used.

This is an example of how these messages are actually added to the Extended Data

AtkMsg=Rat bites ugly at ??|Rat misses ??

Question marks will be replaced with the name of the target at run-time.

Quote:
The great successful men of the world have used their imaginations. They think ahead and create their mental picture, and they go to work materializing that picture in all its details, filling in here, adding a little there, altering this bit and that bit, but steadily building, steadily building.

-Robert Collier




www.legendarytales.com

26  Santharian Game Projects / General Game Discussions & Newbie Area / Re: More questions on: 08 June 2003, 13:02:00
There is a simple way we can realize day and night. The game starts in the day and we can have some points in the game (e.g. the completion of a quest) at the point of which we will consider that the time has passed. Of course, this is possible if the game is going to have a generally linear plot.

Now, the hard way is also possible. I even recently tested a way where we can have a background counter that counts minutes of gameplay( it is paused in a turn-based combat though) and in this way we can have a time-of-day indicator. We can assume that 2 real hours of gameplay are the equivalent of 24 hours time in the game.

But things will get pretty complex. Our original thought was to first create something simple and playable at an acceptable level then we give more features to the players to keep them interested in the following games :)  

Quote:
The great successful men of the world have used their imaginations. They think ahead and create their mental picture, and they go to work materializing that picture in all its details, filling in here, adding a little there, altering this bit and that bit, but steadily building, steadily building.

-Robert Collier




www.legendarytales.com

27  Santharian Game Projects / General Game Discussions & Newbie Area / Re: More answers on: 01 June 2003, 04:00:00
Yes. Once the player enters a certain difficult location (or when he exits from that location) we can do some random damage to all the party members or to those who lack a skill (e.g. climbing).

Death is certain, life is not.

28  Santharian Game Projects / General Game Discussions & Newbie Area / Re: More answers on: 29 May 2003, 13:23:00
You assume correctly Artimidor. The only limit is the number of available slots.

Death is certain, life is not.

29  Santharian Game Projects / General Game Discussions & Newbie Area / Re: More answers on: 29 May 2003, 03:14:00
Hey this is great. I will try to find some first level spells that can be integrated into the game. Thanks.

Death is certain, life is not.

30  Santharian Game Projects / General Game Discussions & Newbie Area / More answers on: 28 May 2003, 14:36:00
To Talia:

There is no reason to use the editor actually, and if you want my opinion the engine will certainly not work on the mac with any number of pc simulators. It is just to dependent on windows currently.

Yes. I use the terms health and endurance to mean the same thing. There is no measure of how much tired a player is, so endurance=health.

Yes, you can sell anything you can carry in your backpack provided that the store will want to buy what you have. You must also specify a base price in gold coins. This will vary though depending on who you sell your stuff to.

Each PC can carry 15 items max plus 3 items in the quick items slots. Now, since the group will have a maximum of 4 players this makes a total of (*runs the windows scientific calculator *) 60 to 72 slots. But the player can also carry containers in his backpack that can contain a maximum of 10 things. E.g if there are going to be many herbs it would be a good idea to let the player buy a container specifically made for herbs (I don't know what this can be exactly). The same applies for precious stones found in the mines.

To Silfer:

The Legendary Tales program has a built-in system implemented. If you open the Help file there is a Sword Justice entry. There you can find a description of the system and how spellcasting and combat works as well as level progression. This system is generally simple but it allows flexibility.

If you now have some specific spells just tell me and I will see if they can be implemented.

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