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Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods Go to Page: 1, 2 Next 
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Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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I'm working on an RPG system, sort of based off UTRPG. I need your input, guys. I can't do this all on my own. I mean, I can script it all, but I've never been one for that 'off-the-top-of-your-head' creativity. Download the (definitely unfinished) mod here, and find the documentary here. Please try it out, and read the documentary to see if anything needs changing.

Right off the top of my head, can any of you guys think of another name for Damage Reduction and Max Ammo Bonus? I've renamed most of the stats, like Dexterity, Constitution, Vigor, and Strength, but I couldn't think of any for those. Perhaps Endurance for Damage Reduction?

When you try it out, set the stat points per level at 80 or so.

If you have any questions at all, please do ask and I'll clear it up for you.

Please post any and all bugs and suggestions.

Thanks in advance.
Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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Aww come on .
Chyster

Wicked Sick!
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Joined: 02/08/2005 20:26:37
Messages: 573
Location: Victoria, TX
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Boy oh boy, I am way to busy for play testing. I've been bowed up like a Halloween cat. But names for the other two I can give ideas.

Since it seems that you are following another style of game in the naming convention

Max ammo bonus could be bag of holding or simply backpacks.
The other could be called a vitality bonus.

A thesaurus is great for paraphrasing purposes.

If at first you don't friccasee, fry, fry a hen.
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kyraeu

Rampage
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Joined: 08/20/2005 18:13:53
Messages: 110
Location: Edmonds, WA
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First time I scanned thru I didn't see links, sorry.

Now clicking upon them I wait about 15 seconds, nothing happens, and I give up.

My Players: Junkie: Kyraeu 85 -- Medic: Excuses 68 -- Weapon: Fyruse 40
Saving for: Ghost 1, 2, 3, then adren skills -- Ghost 3 -- max DB, then some HB
Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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Ah, my internet was crapped up in the past 10-15 minutes, right when you downloaded. Try again please.

And yes, I had thought about a backpack, but that's hardly a personal stat, like Strength or Dexterity... Perhaps I might remove it and replace any requiring abilities with the universal 'per ten levels' thing.

I tell you what, if there's one small modification I ever want to make, it's making every weapon pick up with its max ammo. I mean really, if you go to pick up a weapon, are you gonna pass up ammo if you can carry it? And resupplying by hitting them again. In reality, couldn't you simply swap a weapon with another to get full ammo? Perhaps a Halo-style pickup system could be devised...
Frag.Stag

Killing Spree
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Joined: 01/29/2006 00:46:25
Messages: 77
Location: Columbus, Ohio
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I downloaded it and gave it a shot. My biggest problem is that this seems like a direct copy of the current RPG. I know that the big changes probably haven't been implemented, yet, so I'll hold off judgement.

The Halo style inventory sounds interesting. It'd make players have to choose between sniping and super weapons.

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Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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Well, right now it basically is a direct copy, but more balanced, or, let me rephrase that, even. In the first, your stats started at 0, except for Adrenaline, which was 100. In mine, they are all 10. The abilities are going to be shortened, making less actual purchases, but in return costing more for each. This should result in each ability having two, three, or five levels (regen will be lowered to three, Vamp will become 5, as will Cautiousness).

A major, yet simple change will be that you will not be able to see what abilities you can get until you meet their requirements. It prunes through the ability list the same way it normally does to label abilities with the 'Cannot Buy' tag. This may or may not seem like a good idea. It will give players more of an incentive to explore with their stats, instead of saying, 'Okay, I want to get this ability, so I'll get these stats, and then I was this ability,' etc. If, in a semi-reality, you dedicated yourself to training your endurance, you would continue training your endurance and then, after a while, go 'Holy crap, I can regenerate!', not go 'I want to regenerate; that'll take two weeks of training, and three weeks to regerate twice as fast, and...' see what I mean? I mean, don't get me wrong, planning is always good, but I want to change things.

To further streamline the ability list, there will be a toggle function to switch between owned and purchasable abilities.

Once all the basics have been perfected (that includes names for Damage Reduction and Max Ammo, though I think I've figured them out), then I will move on to classes, which will be a very large revamp, adding more 'skills' than abilities. For example, the medic has like, 15 levels of monster points. instead of being a long line of abilities, it will look like a skill slot, and you will increase it as you would any other stat.

With the introduction of classes will come a different ability purchasing system. The different classes will have a tradeoff between ability purchases and stat points. For example, a Marine will have one ability every three levels, but 7 points to use on stats, whereas a Medic will get 1 ability per level, but only 3 stat points per level (which may very well short out the number of abilities purchasable...).

Another idea I was contemplating was a magic system, inspired by Kingdom Hearts, and functioning generally the same way. You have a Maximum MP, such as, for example, 5. Now, let us say you had no MP whatsoever. As you damage opponents, a 'charge' bar will begin to fill, slowly, and once it hits the 1 MP mark, you get 1 MP and the charge bar goes to 0. Keep hitting people and once the charge bar gets to 2, you get another MP and charge goes to zero. So you see, it is easier to gain MP earlier on, and more difficult as you progress.

Are these enough changes for you?
SilverMonkey

Killing Spree
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Joined: 10/27/2005 11:02:14
Messages: 35
Location: Tucson, Arizona
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The whole blindly choosing your abilties sounds like a bad idea. First of all I know for a fact that I would HATE the fact of wasting my time by not knowing what I was suppose to get first to attain a certain ability. Playing for a month and then realizing you had to upgrade the other stat to get what you wanted would piss me off to the point to not wanting to play anymore.

The whole MP system sounds intresting but I don't have any idea what purpose it could serve and besides...there's already something called adreaniline which is pretty much what you want to rework...

Just some thoughts from readin' what you wrote...

SiLvErMoNkEy - Level 90 Weapons Master
Zangetsu - Level 37 Adrenaline Master
SiLvErSuMmOnEr - Level 22 Monster Master
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Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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Your opinion has been noted. But keep in mind many of these abilities will be changed to better suit gameplay, especially ones like Ghost and Ultima, which I think I will change to be level based, as will Monster Tongue. Also, the whole point is not knowing what abilities you can get. I gotta get to school, catch up with you later.
kyraeu

Rampage
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Joined: 08/20/2005 18:13:53
Messages: 110
Location: Edmonds, WA
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Played it, and (although these things may be on my side, not the RPG's) the monsters killed me in about 2 hits on wave 1, and I ALWAYS got a rocket launcher of infinity.

Other than that was fun. A little misleading with the little box to type how many points you want to spend, though, since I was thinking I could almost max out any stat after one level...

My Players: Junkie: Kyraeu 85 -- Medic: Excuses 68 -- Weapon: Fyruse 40
Saving for: Ghost 1, 2, 3, then adren skills -- Ghost 3 -- max DB, then some HB
Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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That's odd... try changing settings, perhaps? I never always (interesting negative) get a Rocket Launcher of Infinity... hmm... Yeah, check your KohanRPG.ini file for anything fishy.

Back to what I was saying in my last post, yes, abilities will be tweaked quite a bit. As for the whole magic thing, I was thinking it might replace Adrenaline. It would add a bit of balance to it, I suppose, and add support for magical abilities, perhaps replacing artifacts to some extent. Wow, ideas a'flamin... Yeah.

I also thought I might try a 'start from freakin scratch' thing. Like, no dodge jump, no double jump, etc. And you would probably get them as you levelled up, or as abilities. The origin is from Kingdom Hearts, as with the MP idea came the thought 'I should translate a bunch of kingdom hearts abilities over to KohanRPG'. So I was looking at Guard, Dodge Roll, Glide, et cetera, when I was thinking, 'But UT characters already have that'. So Guard would become a shield gun. Don't have Guard? No shield gun until you do. Don't have Dodge Roll? No dodge for you. No Glide? No double-jump, et cetera. This whole thing takes the whole 'Elites Only' theme of UT and makes it 'Zero to Hero', which I think would be very interesting.

An insanely awesome idea, albeit difficult to implement, would be melee weapons, basically a copy of ChaosUT2, which would make magic spells as a ranged weapon more important. Combine that with Invasion and KohanRPG and you've got some serious gaming potential.

Righteous.
kyraeu

Rampage
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Joined: 08/20/2005 18:13:53
Messages: 110
Location: Edmonds, WA
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It's wrong-looking, but not in the way I would have expected:

Code:
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Healing',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Healing',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Healing',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Healing',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Healing',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Healing',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Healing',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Healing',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Protection',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Force',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Piercing',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Penetrating',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Infinity',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Damage',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_NoMomentum',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Energy',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Luck',Chance=1)
 WeaponModifiers=(WeaponClass=Class'KohanRPG.RW_Poison',Chance=1)

My Players: Junkie: Kyraeu 85 -- Medic: Excuses 68 -- Weapon: Fyruse 40
Saving for: Ghost 1, 2, 3, then adren skills -- Ghost 3 -- max DB, then some HB
Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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Ah, well, yes that does look weird... Erm... try getting rid of the extra 'Healing's and see if that has any effect (which it very well may have).
KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
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Well, I found out that it continually adds 'Healing's because in the game updating code, it looks to see if it's below version 1.2, which it always is (0.15), and apparently, Healing was added in v1.2, so every time it's run, it adds another healing on there.

I fixed it up, did a lot of tweaks, so now it is v0.15. v0.2 will include removing damage reduction entirely (Health Bonus will get some more attention). I'll see if I can attach the .u here...

Hmm... I can't... and my dad doesn't want my server going because it 'makes the computers vulnerable' . I'll see what I can do.
KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
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Coolies. It's now v0.3, which has gotten a helluva lot of changes, and I'll post a link to it once I get the package over here.
 
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