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| 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. |
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| 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. | ||
| 15 Dec 2009 12:48:32 am by Ed H | ||
| Some potential stats:
Imagination Pulchritude Vim :biggrin: |
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| 16 Dec 2009 11:41:57 pm by Bhaliar | ||||
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. |
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| 17 Dec 2009 12:05:04 am by JoeYoung | ||||||
that was all-in-all a joke post >.> |
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| 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. | ||
| 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. |
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| 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 | ||
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. |
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| 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 | ||
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