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nsigman197

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About nsigman197

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  • Birthday 03/29/1987

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    East Coast US
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    Video Games of all genres, novels, comics, movies, music, just about everything.
  1. PPPPPPPPPOOOOOOOOOOOOOOOOOOKKKKKKKKKKKKKKKKKKKEEEEEEEEEEEEE!!!!!!!!!!!!!!

  2. What now, *****? xD

  3. Summons the god of poking and send you to eternal poking HELL!

  4. Ah, dude that sucks, like alot. .....SURPRISE POKES AGAIN!!!!!

  5. POKES WITH A BURNING PASSION OF EVERYTHING POWERFUL IN THE UNIVERSE!

  6. POKES EVEN HARDER WITH A FEROCIOUS YET CONFUSED TENACITY!!

  7. Hey guys, thanks for the comments! Yeah, if I want to make this thing look good at all I'm going to need somone else to make tilesets and graphics. Monkeydlu, thanks for the input as well and trust me, I know putting this thing together won't be easy, but I'm positive it can work, without scripting even. I've already done some playing around with the event editor and made sure that the basic components will function properly. Yes, it's true that at this moment it isn't my main project, but I have to have at least two projects to work on at one time otherwise I don't get anything done at all. Depending on whether or not I can get support (either from here or from people I know), I'll make this my main project as it wouldn't be fair to ask for help and it not even be my main project. I do understand where your coming from though. It will be a difficult game to put together, but I am completely confident that I can get this concept to work. The only thing I've not been able to figure out how to get it to work myself is a reworking of the damage formulas without making a whole new battle system, but that can easily be worked around. Plus, I have a very simplified, but working, versioin of the space battle system running. I've got all the things that will need to be implemented in the gamplay figured out, i.e., how to switch weapons and the only skill each player has is that weapon and normal attack uses fists, how to set up the missions structure, etc. There will have to be plenty of carefull planning and tons of conditional loops and common events and mundane work involved, but that's just a part of any good project. Oh! before I forget, I think the MMO you might be talking about is Eve Online, I've played it, and yes, it sucks. It's too repetitive, but this isn't going to work so much like that, but more like an amalgamation of Firefly, Outlaw Star, Cowboy Bebop, and Elder Scrolls Oblivion, just to name a few sources that I'm drawing inspiration from. If anybody wants any more details on how I'm planning on making anything work just let me know and I'll reply with more specific explanations on how I plan on doing them.
  8. Although I've already got one project currently in the works, an idea came to me the other day for an RMXP project. As far as I know/have seen, no one has made a game quite like the one I have in mind. I don't think I could pull this one off on my own, but I am positive it can be done, done well, and possibly with no custom scripting (thought if it does it won't be too much of a problem.) So, here are the basics for the projects, and below that the help I would need to make this work. Concept: You are the captain of your own starship. You choose your name, sex, ships' name, and possibly uniform and so on. The idea is to create a game that gives the player total control of what they do. While there would be some structure to progress certain key elements as far as a story goes, most of what the player does is up to the player. Take the jobs you want, forget the ones you don't. You can do both illeagal and legal jobs, while the legal ones are safer since you don't have to worry about run-ins with the authorities, the illeagal ones will offer a higher payout. Story: As I mentioned above, there is no "story" in the conventional sense. That doesn't mean that there won't be any story, but by players making their own adventures they develop their own relationship with their crew. Some will end up being heroes to the galaxy, while other will become powerfull and reviled crime lords. See Mission Structure for more details. Gameplay: The player will be able to explore many different planets (I'm aiming for at least 20-25), their own ship, and space stations (aiming for at least 5, up to 10). Space stations will be where jobs are excepted, either from the authorities or from criminals. This is also where parts for ships can be purchased and attached, as well as many other items. Instead of normal leveling to increase a players attributes, items and equipment will be used. I believe this will add a different kind of depth to the game if it is implemented correctly. The legal ways of raising stats will be through training classes and similar ways of paying for somone to teach your characters, while dealing with the black market dealers will offer implants and drugs to artificially beef up your characters. While EXP will not be in the game, REP -or Reputation Points- will. REP will increase your Reputation Level. This will not make the characters stronger, but instead will unlock new opportunities and jobs that the player can accept to earn more money. At this point, I would like to keep ground battles in the classic battle mode that is standard with RMXP, but I would like to change the damage formulas. I would like to change it so that the only stat used when the normal Attack option is used is strength (agility will be used for defense), as this will have the character use their fists. SP will become AP, or ammo points and Skills will become Weapons. Each character can equip one weapon and the only stat that will be used to calculate damage with weapons will be dexterity (intelligence will be used for defense against weapons). Handguns will use 1 AP to fire, while weapons like rocket launchers will use about 35 AP with a characters normal MAX AP being about 100. Of course there will also be weapons that can be used from the item menu, like grenades for example. Space battles will be one-on-one bouts against other ships. Instead of the default battle system, a new custom system will be created that takes place on a map. Up to three weapons can be equiped on your ship, and they will change in appearance based on what is equipped, i.e., if you change a turret to a missile launcher in slot 1, slot 1 on your ship will change to a missle launcher. The space battles will be turn based. Mission Structure: The current goal is to have five difficulty levels of missions, with five random missions that can be assigned via a criminal or authority on a certain space station, one unique mission to advance to each REP level/mission difficulty, and one local mission that can be found on each planet. That comes up to about 50 missions that can be accomplished by the player, some of them requiring difficult moral choices. Example: You are given a job to rob a transport vehicle and bring the goods to Planet A for Crime Boss A. Then you find out that the goods you snagged was desperately needed medicine for the people on Planet B. Do you give Crime Boss A the goods and get a hefty sum, or do the right thing and give it back to the people who need it for next to nothing? Either way you earn REP, but you might also have to deal with a very upset crime syndicate who wants nothing more than to take you out for intentionally failing the job. I'm 99.99% positive I can make all the mechanics for the game and battle system work out like I intend them too, but what I would really need help with would be the visuals. I would need new tilesets, characters, images of the ships and things like that. I believe I could make the animations without too much difficulty, but I may need those as well. Also, I'm going to need help coming up with ideas for 50+ missions. I would like to keep them from becoming too repetitive, but I also have some ideas to keep even the similar ones from being too predictable. That's pretty much the basics. If anyone is interested at all or has any questions, let me know. Like I said, I already have one project in the works, but I'm willing to put it on hold if I can get enough people excited about this one. I really think that if we got this thing up and running, that it could very well be one of, if not the most, impressive RMXP game out there, not too mention extremely fun to play. Let me know what you think! :D
  9. No problem: http://www.mediafire.com/?sharekey=f877605...04e75f6e8ebb871 Hope you like what there is to see. BTW, it "ends" after you see the guy with the green hair.
  10. Thanks! I just got a demo of it put together. The maps are, of course, sloppy, but it gives you an idea of what to expect. Here is the link to download: http://www.megaupload.com/?d=A54CMLW3 Demo features include: Sneak peak at the parties' Exception Abilities First 15-25 minutes of gameplay Classic battle style Many customized animations (Though they use the RTP stuff) If anyone is interested feel free to check it out! Just remember that this is definitaly a work in progress, so many things are still subject to change.
  11. I think I'm going to wait for the tutorial before posting another attempt :D
  12. Wow, I do really like your version. I thought I already had those two autotiles, but I didn't pay close enough attention to realize they were rounder. I'm still trying to get a good hold on where to find that balance between not-too-much-stuff and not-too-little. :blink: Thanks for the advice :)
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