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878313 Posts in 32916 Topics- by 24330 Members - Latest Member: Mustaklaki

May 21, 2013, 03:40:25 PM
TIGSource ForumsDeveloperFeedbackCube World - Voxel-Based Exploration RPG [WIP]
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Author Topic: Cube World - Voxel-Based Exploration RPG [WIP]  (Read 30275 times)
_Tommo_
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« Reply #150 on: December 01, 2011, 07:05:05 AM »

This is probably a topic for another thread, but I find those class types and specialties so cliché and boring it's an immediate turnoff.

Yes, please. Do not just stuff in clichè RPG stuff, put in those mechanics you think would really give more to the player!
You are creating a world after all, no need to do it assembling ripoffs.
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wollay
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« Reply #151 on: December 01, 2011, 07:24:35 AM »

In my opinion different classes are what make up an RPG. I think it's fun, so I'm adding it. It was planned as an RPG from the beginning and not an experimental new game genre. Also I'm not assembling ripoffs, I think my game has a unique gameplay.
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SolarLune
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« Reply #152 on: December 01, 2011, 07:41:26 AM »

In my opinion different classes are what make up an RPG. I think it's fun, so I'm adding it. It was planned as an RPG from the beginning and not an experimental new game genre. Also I'm not assembling ripoffs, I think my game has a unique gameplay.
As an alternate option, you could just allow the player to equip whatever items and skills that would make up that class, like wielding two swords but also having stealth, or having a bow and arrow, but also having a 'power-up' berzerk skill, or something to that effect.
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rek
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« Reply #153 on: December 01, 2011, 10:02:02 AM »

In my opinion different classes are what make up an RPG. I think it's fun, so I'm adding it. It was planned as an RPG from the beginning and not an experimental new game genre. Also I'm not assembling ripoffs, I think my game has a unique gameplay.

Nobody said you shouldn't have classes, you shouldn't make an RPG, or that you should create a new game genre. Relax buddy! Sad
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furii
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« Reply #154 on: December 09, 2011, 07:18:57 AM »

@furii I plan to add different classes. I was thinking about a warrior, a thief and a mage for the beginning. Each class should have a different gameplay.

The idea of having classes is pretty fresh for this game's genre - usually I do see classes, but in a much less predetermined manner. I can't really say whether or not that's a bad thing, considering how this game is still in its early stages of development. Would the Warrior get the bow? Does the Thief get any special stealth abilities? Is the Mage entirely ranged?
This is probably a topic for another thread, but I find those class types and specialties so cliché and boring it's an immediate turnoff.
Yes, please. Do not just stuff in clichè RPG stuff, put in those mechanics you think would really give more to the player!
You are creating a world after all, no need to do it assembling ripoffs.

Wow, people really jumped on that. I only was asking, in the first place... Besides, I was hoping for stealth-based gameplay, and I certainly doubt a class under the name of, "Mage," or, "Warrior," would fit such a part. It was probably best to assume a class named, "Thief" would get such a privelage, especially after seeing tons of roguelikes integrating a class of similar name in such a manner.
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rek
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« Reply #155 on: December 09, 2011, 08:52:33 AM »

This is probably a topic for another thread, but I find those class types and specialties so cliché and boring it's an immediate turnoff.
Yes, please. Do not just stuff in clichè RPG stuff, put in those mechanics you think would really give more to the player!
You are creating a world after all, no need to do it assembling ripoffs.

Wow, people really jumped on that. I only was asking, in the first place... Besides, I was hoping for stealth-based gameplay, and I certainly doubt a class under the name of, "Mage," or, "Warrior," would fit such a part. It was probably best to assume a class named, "Thief" would get such a privelage, especially after seeing tons of roguelikes integrating a class of similar name in such a manner.

I think it shows there's interest in something new, even if it fits within the class/attributes paradigm – and within the fantasy genre. Warrior/Mage (White magic or Black magic! oooh)/Thief/etc can be found in a thousand games with minor variations.

Here, some random ideas that still conform to the typical archetypes:

Mauler - brutal strength and speed, fist/short blade/grappling/throwing/biting attacks, extensive helmet/armour upgrades, no magic but increased defence

Conjurer - terrakinetic magic to shape the land around him, uses telekinetic magic to wield any weapon or turn other objects (or sprites) into projectiles.

Puppeteer - necromantic magic, possession of NPC creatures, HP/MP drain/restore magic

Trickster – invisibility/shape-changing abilities, decoy/hallucination magic, uses traps instead of weapons.

Lithe - extensive immunity to magic, teleportation magic, walks on water and limited flight or really long jumps, archery.

No they aren't 100% original, but they are distinctly different from the clichés and each requires a different style of play.

But like I said, this is probably fodder for a different thread – I doubt wollay will be swayed.
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furii
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« Reply #156 on: December 20, 2011, 09:51:46 AM »

This is probably a topic for another thread, but I find those class types and specialties so cliché and boring it's an immediate turnoff.
Yes, please. Do not just stuff in clichè RPG stuff, put in those mechanics you think would really give more to the player!
You are creating a world after all, no need to do it assembling ripoffs.

Wow, people really jumped on that. I only was asking, in the first place... Besides, I was hoping for stealth-based gameplay, and I certainly doubt a class under the name of, "Mage," or, "Warrior," would fit such a part. It was probably best to assume a class named, "Thief" would get such a privelage, especially after seeing tons of roguelikes integrating a class of similar name in such a manner.

I think it shows there's interest in something new, even if it fits within the class/attributes paradigm – and within the fantasy genre. Warrior/Mage (White magic or Black magic! oooh)/Thief/etc can be found in a thousand games with minor variations.

Here, some random ideas that still conform to the typical archetypes:

Mauler - brutal strength and speed, fist/short blade/grappling/throwing/biting attacks, extensive helmet/armour upgrades, no magic but increased defence

Conjurer - terrakinetic magic to shape the land around him, uses telekinetic magic to wield any weapon or turn other objects (or sprites) into projectiles.

Puppeteer - necromantic magic, possession of NPC creatures, HP/MP drain/restore magic

Trickster – invisibility/shape-changing abilities, decoy/hallucination magic, uses traps instead of weapons.

Lithe - extensive immunity to magic, teleportation magic, walks on water and limited flight or really long jumps, archery.

No they aren't 100% original, but they are distinctly different from the clichés and each requires a different style of play.

But like I said, this is probably fodder for a different thread – I doubt wollay will be swayed.

I would like to note that those classes are extremely similar to classes such as (respectively): Warrior, Mage (in some games), Necromancer, Shaman, and Archer (with anti-magic abilities). I'm not really trying to jump at you, but if you're trying to be original, the only originality I see is the naming. There's very little ground that the role-playing genre hasn't covered yet, and that ground is mostly consisting of either unfitting content for such a genre or concepts too sophisticated (think Runemaster in TomeNET).

Aside from the whole class topic, I'll just throw something out there...

I think that being able to choose your character's build type would be really cool, and could possibly compliment your class choice. It's a relatively fresh concept, introduced by the recent Brink. It adds an extra level of personality to your character, while also giving a choice between maneuverability and maximum HP.
(I really have no idea how this came to mind; I haven't played Brink for a while. I guess the idea of parkour in a voxel-based world sounds really cool to me.)
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rek
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« Reply #157 on: December 20, 2011, 03:44:48 PM »

I've started a separate thread for this RPG class/cliché topic. wollay has said he's sticking with the classes's he's already picked, so there's no point letting this off-topic discussion clog up his devlog.
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J. R. Hill
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« Reply #158 on: January 02, 2012, 04:53:25 PM »

So glad this is front-paged!  This is an awesome game-in-development that deserves some recognition.
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kitheif
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« Reply #159 on: January 02, 2012, 05:01:05 PM »

Oh wow! I love this so much!  Kiss
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Christian Knudsen
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« Reply #160 on: January 02, 2012, 05:10:42 PM »

Jesus Christ this is amazing! I love that rotating minimap and the Simlish-like talking NPCs! Everything has such a lovely feel and atmosphere to it. Seriously, keep up the good work! I hope this project is as successful as it deserves to be!

EDIT: Just checked your blog and saw the massive amount of comments you're getting. I don't think there's any chance of this game not being successful! Grin
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Laserbrain Studios
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« Reply #161 on: January 02, 2012, 05:14:20 PM »

Wait... frontpage? Wow, awesome! Beer!
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kitheif
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« Reply #162 on: January 02, 2012, 05:22:58 PM »

You deserved it, cant wait to explore stuff :D
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illisid
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« Reply #163 on: January 02, 2012, 05:42:33 PM »

God this looks so awesome. I commented this on your blog post but I'll post it here too:

what are your plans with this game? multiplayer? singleplayer? Story-based and linear, or completely sandbox? Or somewhere in between, like elder scrolls-ish? Whatever you decide, I just want even just a minor demo... this looks so incredibly sweet.
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SolarLune
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« Reply #164 on: January 02, 2012, 06:02:54 PM »

I'd like to see some multiplayer action, as well. In fact, I'd plop down $10 for an alpha right now. I mean, right now. Right. NOW. Crazy
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