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Messages posted by: BattleMode  XML
Profile for BattleMode -> Messages posted by BattleMode [120] Go to Page: Previous  1, 2, 3, 4, 5, 6, 7, 8 Next 
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Szlat wrote:
I think Warrior, Magician and Medic are good starting points. People understand the terms. 
Ok.

Szlat wrote:
I notice you allow players to sell abilities they have bought. Are you planning to allow them to change Classes? 
Yes, I would. I intend to use the same trick Druid used, by making classes abilities. My own UT2004 RPG flavor has a rebuild button instead of the reset button. If this is disliked by server admins I can of course add a setting to disable the sell button, but so far I got no request for that.

There is an additional consideration. With UT2004 it is relatively easy to create multiple builds, each with their own abilities. With UT3 this has become harder.

Szlat wrote:
The key to making it successful is how well the abilities can be configued to the classes:
  • which abilities can be bought by which classes
  • which abilities can be bought without a class
  • can class A purchase the same ability as class B, but cheaper and/or to a higher level 
  • Different pricing based on one's class. Have to think about that one. I intend to make the classes configurable allowing server admins to choose their own aproach, but I am not sure about dynamic pricing. It is more complicated to make, maintain and explain. What I intend is to at least allow requirements (e.g. you need level 3 of X before you can buy Y) and exclusions (you cannot buy A if you have B) for it. But I have to play around with it a little to see what works best. INI settings are less flexible than code and I want to try to keep it so most server admins will understand how it works. Hm the more I think about it the more I realize this is going to take multiple iterations .

    Szlat wrote:
    The other consideration is what non-Magicians will do with mana - at the moment in UT2004 there are booster/berserk combos.  
    I intend to give some generic artifacts (probably bonus and spiderpig) to everyone. And I will make it configurable allowing server admins to choose their own aproach. Perhaps I should make artifacts similar to the original combo's.

    Szlat wrote:
    By the way, excellent work on the RPG.  
    Thank you.

    TheDruidXpawX wrote:
    In the old days, you could buy any skills you wanted. Eventually a player figured out that the rarely purchased adrenaline skills could, when used carefully, let you run a triple damage for almost the entire game.

    That's when a separation of skills became necessary, and the weapons master and adrenaline master were born. The adrenaline master was supposed to be more of a mage like character, while the weapons master was your standard fighter. 
    I didn't know that. The onsrpg.com version of RPG has similar restrictions (e.g. you cannot buy loaded weapons if you have loaded artifacts) but without the classes. Essentially it has 5 build types (generic, weapons, artifacts, medic or vehicle). I separated the vehicle stuff (e.g. there is vehicle vampirism) from the other stuff. This being because in ONS vehicles play a larger role.

    TheDruidXpawX wrote:
    If I had unlimited time, I'd have constructed my own "weapon" for healing. 
    Hm, interesting thought.

    TheDruidXpawX wrote:
    The engineer was an idea we kicked around for a while before Szlat took on the adventure to hook it up. 
    I never looked into that one. Is there a description somewhere?

    TheDruidXpawX wrote:
    IMO The toughest trick is to keep the classes somewhat balanced. Everyone thinks the grass is greener 
    Jup this sounds very very familiar . I also noticed this isn't a stable condition. People invent new ways to play the game all the time, so you keep (re)balancing things.
    For BattleRPG V7 I want to implement an optional class system for server admins who like classes on their servers.

    I intend to create a dynamic class system so server admins can design their own classes. I will probably make an example config with 3 classes (something like Warrior, Magician and Medic).

    Since there are lot of fans for class based RPG on disastrousconsequences.com I would appreciate your input on this. E.g. are "Warrior", "Magician" and "Medic" good names or do you have better suggestions.

    In general I think the Warrior class will get loaded weapons, the Magician loaded artifacts and the Medic a magic weapon maker. Comparable to how Druid designed it for UT2004.

    Disiple wrote:
    Cool INvasion for ut3. Great Job  
    Please note I didn't make the Invasion.

    BattleRPG is made from scratch by me (it's not a port).
    UT3 Invasion is made by Rodney Powers (who also made UT2004 weapons of power).
    Galtanors Invasion (which is based on Satore) is made by Michael Wells.
    And Frostbyte helped me connecting BattleRPG with the Invasion mods.

    TheDruidXpawX wrote:
    The simple fact of the matter is that you can almost certainly look forward to seeing this running on the DC server very soon. 
    That would be great!

    I made everything with extensibility in mind (http://bigbattleservers.com/forum/viewtopic.php?f=24&t=727) so I am hoping at some point if you guys have some more time you will consider to add things like magic, abilities and artifacts to it.

    BattleRPG has no classes yet, but I intend to add class management to it. Everything needed to make that useful is now in place (I wont be using classes myself but I know a lot of people like to have them).
    A completely operational RPG for UT3!

    Features levels, experience, Mana, magic weapons, artifacts and FULL ability management. Has abilities like weapon speed, vampirism and quick foot, artifacts like god mode, spiderpig and Mana gambling and magic like rage, ultra gib and invisibility. It also has a custom RPG scoreboard, a custom RPG HUD, etc. Includes UT3 Invasion and Galtanors Invasion and custom versions of BattleRPG made to work together with them.

    Go to http://www.onsrpg.com/battlerpg.php for download (including full source code), a player manual, an administrator manual and a developer manual.

    New in V6:
    * Implemented 9 artifacts: Double Damage, God Mode, Flight, Spiderpig, Bonus, Kamikaze, Magic Weapon Maker, Max Magic and Mana Gambling.
    * Replaced 100 Mana bonus with the bonus artifact.
    * You now get bonus XP for killing someone with a much higher level than you.
    * Magic weapons now show how much extra damage they do.
    * Ultra GIB now had 5 levels with 50% extra damage per level.
    * The UT3 Invasion scoreboard now shows RPG levels (donated by Rodney Powers).

    Custom BattleRPG HUD with magic, level, experience and Mana:


    BattleRPG with Galtanor's Invasion:


    BattleRPG menu where you can spend your hard earned RPG$ on abilities:


    BattleRPG enhanced schoreboard showing PPH, Deaths and RPG Levels of all players:

    Grizzled_Imposter wrote:
    SWEET! I have been playing on a warfare server and it rocks! 
    Thank you.
    A completely operational RPG for UT3! Implements levels, experience, Mana, magic weapons and FULL ability management with abilities like weapon speed, vampirism and quick foot and magic like rage, ultra gib and invisibility. It also has a custom RPG scoreboard, a custom RPG HUD, etc.

    Now includes UT3 Invasion and Galtanors Invasion and custom versions of BattleRPG made to work together with them.

    Go to http://www.onsrpg.com/battlerpg.php for download (including full source code), a player manual, an administrator manual and a developer manual.

    Custom BattleRPG HUD with magic, level, experience and Mana:


    BattleRPG with Galtanor's Invasion:


    BattleRPG menu where you can spend your hard earned RPG$ on abilities:


    BattleRPG enhanced schoreboard showing PPH, Deaths and RPG Levels of all players:
    Galtanor's Invasion is an invasion gametype made by Michael Wells, it is based on Satore.
    UT3 Invasion is made by Rodney Powers.

    Frostbyte adapted BattleRPG P3 to work with these. I am now busy integrating his changes into BattleRPG. Galtanor's Invasion is working now, with UT3 Invasion I am still having some problems, but I think those will be solvable.

    BattleRPG with Galtanor's Invasion:

    Dracos wrote:
    Nice. Quick question though. Eventually we will be able to change what each value is for each weapon later on right. Like "of Damage" we can change the +Range to whatever we like and how much %damage per plus. Same with the abilities, like Changing Damage bonus from 5% to like 2% per ability level right. 
    Good point, thank you. I will add making those configurable to my to do list.
    *** COULD NOT FIND DELETE MESSAGE BUTTON ***

    Kearin wrote:
    Honestly though, the monsters are addons to a core Invasion mod. That's why I focused on making a solid robust foundation. With that, any monsters made for either will be easilly ported between the two. 
    Good point. I have a similar aproach with BattleRPG. Create a solid core first, add 1001 abilities later (I am hoping DC will do some of those, but I think Druid is very busy lately). I intend to look into the things you and frostbyte did tomorrow. I think there are several advantages to a tightly connected RPG and Invasion mod.
    A completely operational RPG for UT3! Implements levels, experience, Mana, magic weapons and FULL ability management with abilities like weapon speed, vampirism and quick foot and magic like rage, ultra gib and invisibility. It also has a custom RPG scoreboard, a custom RPG HUD, etc.

    Go to http://www.onsrpg.com/battlerpg.php for download (including full source code), a player manual, an administrator manual and a developer manual.

    Custom BattleRPG HUD with magic, level, experience and Mana:


    BattleRPG menu where you can spend your hard earned RPG$ on abilities:


    BattleRPG enhanced schoreboard showing PPH, Deaths and RPG Levels of all players:

    Kearin wrote:

    BattleMode wrote:
    His aproach has a lot of side effects (as documented in his source code). I prefer the cleaner aproach. Width some help from Shambler I figured out a way to also let it work for "unsupported" weapon types, but I have not implemented that yet. 


    Care to spill the beans? I'm really curious how you're going to do this. 
    With a special bytehacked mutator it is possible to change default values of objects. By changing the name of the weapon and reverse engineering this back to the proper type of magic it should be possible to do magic without actually changing the weapon class. Since this aproach has its disadvantages (one of them being the delay) I think I will make this as an extra to support custom weapons and use my current aproach for the regular weapons.

    Kearin wrote:
    I'm still waiting for the field of RPG mods to clear. I had intended to try my own after Invasion, but I'll see how things are when I actually finish Invasion. 
    I have a similar problem with the Invasion mods. I would prefer to spend time on supporting only one of them. Yours seems to have the best features but Galtanors seems to have better monsters.

    Oh well, time to start working on my magic weapons and release a new BattleRPG.

    Kearin wrote:
    And you can give each weapon its own inventory chain. The weapon power ups in Weapons of Power where just a unique kind of inventory chain I created that each got a chance to act on various weapon events like AdjustTargetDamage, AdjustPlayerDamage. It's not that bad really, just copy the InvManager model of InventoryChain. The trickiest part really is replication. 
    I could chain my magic to get a similar effect, or create an ability that allows multiple magic. What I haven't figured out yet is if I want guns to have multiple types of magic.

    Kearin wrote:
    Also, one thing you guys need to consider with the approach you're taking of subclasses all the weapons is that you've locked the weapons that can be affected. If anyone makes a new weapons, you'll need to make a new subclass for it to work. I think Mysterial did it the correct way using a decorator/proxy pattern. By having RPGWeapon, he could support future weapons. 
    His aproach has a lot of side effects (as documented in his source code). I prefer the cleaner aproach. Width some help from Shambler I figured out a way to also let it work for "unsupported" weapon types, but I have not implemented that yet.

    Kearin wrote:
    Lastly, for the overlays, you're right they pushed it down into UTPawn. There might be a way to do this with a custom material. Assuming the materials for weapons aren't complex, the effects would just be shaders that take the original weapon skin as an input. I'd have to play more with this to know for certain. 
    Hm, this is going to take some figuring out.

    Kearin wrote:
    Good luck with your RPG mod. 
    Thank you.
     
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