Leading the way to the Future
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07 Dec 2009 02:38:52 pm by GloryMXE7
speaking of card games and Pokemon, has anyone ever played Pokemon trading card game for the game boy (my favorite game ever)

anyway you could make it so you can trade cards with others via the link cable also
07 Dec 2009 06:19:58 pm by JoeYoung
I played the Pokemon card game on GBC

but as for your idea, i'm not exactly sure the cards are going to work like that.
08 Dec 2009 01:12:21 am by Bhaliar
I think that unnecessary. Every game has the same cards, but certain ones may remain locked or hidden.
08 Dec 2009 01:22:20 am by hotdog1234
Whether card-based or regular RPG, you should consider that too many stats may make it difficult for a player, though I can't really explain why.
08 Dec 2009 12:41:24 pm by Bhaliar
I get what you mean. In a card game, different stats apply to different cards, making some cards have more stats, which, with to many cards and stats, will make it confusing. And A long list is easier to cut down to a good size then a short list.
15 Dec 2009 12:48:32 am by Ed H
Some potential stats:

Imagination
Pulchritude
Vim
:biggrin:
16 Dec 2009 11:41:57 pm by Bhaliar
Ed H wrote:
Some potential stats:

Imagination
Pulchritude
Vim
:biggrin:


There neat in the idea, but the way there applied may not be germane here. Rpg's tend to use magic for using something along the lines of wishes, or magic elves. I'm not really sure what the vim was, and imagination, meh. It may be used when you have multiple items, like make more combos available, but like we said, card based needs to be straight forward. Maybe an imagination spell card, which allows you to create combos. Also, i'm not nit picking. I'm just saying what my opinion on its ability to be added to an rpg.
17 Dec 2009 12:05:04 am by JoeYoung
Bhaliar wrote:
Ed H wrote:
Some potential stats:

Imagination
Pulchritude
Vim
:biggrin:


There neat in the idea, but the way there applied may not be germane here. Rpg's tend to use magic for using something along the lines of wishes, or magic elves. I'm not really sure what the vim was, and imagination, meh. It may be used when you have multiple items, like make more combos available, but like we said, card based needs to be straight forward. Maybe an imagination spell card, which allows you to create combos. Also, i'm not nit picking. I'm just saying what my opinion on its ability to be added to an rpg.


that was all-in-all a joke post >.>
17 Dec 2009 08:12:14 am by IAmACalculator
My personal favorite stat is the 'Stache (moustache) stat from the Mario & Luigi games (reduces cash needed to buy stuff). Just awesome.
18 Dec 2009 09:09:12 am by JoeYoung
IAmACalculator wrote:
My personal favorite stat is the 'Stache (moustache) stat from the Mario & Luigi games (reduces cash needed to buy stuff). Just awesome.


upped criticals in the game too
19 Dec 2009 12:03:32 am by Bhaliar
Well we should mybe wite something where all this stats stuff is maintained.
19 Dec 2009 08:37:58 am by GloryMXE7
i do agree with hotdog on the stats matter i think once we outline all the stats we should shorten the list and then group the remaining ones into groups than replace the groups with a general stat that does every thing that the stats in its respective group did
19 Dec 2009 03:33:52 pm by Bhaliar
Umm okay. Haha. Like I said, we should get the maij stats then create something that adds points or takes them away when its supposed to.
20 Jan 2010 11:48:47 pm by Bhaliar
Been absent from here and programming for a bit. Anyways

Health Points
Magic Points
Level
Vitality
Attack
Strength
Guts
Adrenaline
Defense
Intelligence
Wisdom
Speed
Dexterity
Luck
Agility
Resistance



Health
Magic points-(Magic, resistance)
Level- (What level and experience, Also maybe how many “skill” points you have)
Strength- (Strength, vitality, guts, defense, adrenaline)
Knowledge-(Wisdom, intelligence,)
Agility-(Speed, dexterity, dodge)

Luck is odd one out. Some explanations:

Strength affects how well you can defend against attacks, how strong and lively you are, if your brawn or brain, and if it gets to low, adrenaline is released for short period.



There is at least a frame we can start from or tweak.

Also, I have a story that may give us a good 4 hr's play time, and have some live action gaming, simple live action gaming, but live action gaming nonetheless. It'll make it more fun and attention grabbing with a mix of live-action and turn-based.
21 Jan 2010 09:37:18 pm by GloryMXE7
who died and made you project leader [laughs]. any way id like to hear the story you have in mind. also lets not make it to complicated
22 Jan 2010 03:43:54 pm by Bhaliar
Very Happy. No one. It just kinda stopped mid brain storm so I'm reviving it. I'm actually working on an rpg now, but scaled down. Alot. Its pure basic so... Anywho.

The theme of my story is quite simple. In layman's terms, meet regular boy. Big tragedy. Boy must go on quest. Boy saves day. Big cheer. In detailed, its got some twists turns mini games etc. The beginning I had in mind is you live with a relative, and you deliver things said relative makes. This makes first mini game where you are in a road, and have to dodge things as you automatically move down it. You can move back and forward, but you will never stop moving completely. Well tragedy havent thought of. I don't wanna use a hackneyed one. This is just for story filler. Town attacked, people prisoner while your way. You return to see caravan leaving. You chase after lose em. Thats where the real game starts. In a forest path to a town. The monsters didn't come this way, but its where you must start your search. Also, I think that we shouldn't make him have to go places for big weapons and all. He should get em from beating monsters or people, in towns as side quests. Thats just the beginning and whew.
20 Feb 2010 11:44:10 pm by kinkoa
well this is quite elaborate and thats alot of stats, classes; how exactly are you planning on makling a game with that much without it being incredibly slow or are you doing it in assembly