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1  Development / Mechanics / Re: 1 turn = 1 sec? I see real character growth issues here... on: September 12, 2009, 09:23:18 PM
To point b)
Yes that is my idea as well.
Basically there is "knowledge", a theoretical part of a skill
and a practical part of a skill meaning your character has to
use and train that skill to keep that skill momentum.
If a certain skill looses that momentum, it temporarily decreases
untill a certain point which is in that case "knowledge", converting
it ingame it means a skillpoint limit, where no further decrease
is possible.

To point c)
Maybe i should use better examples to put more sense into it.
Or at least let me try, probably not the best examples.
Fallout: A sniper requires high perception and a high "small guns" skill
Now the question is how can somebody with low perception even become
such a good master of the "small guns" skill?
Fallout: The "Barter" and sometimes "Speech" skill requires charisma,
now how can you become a good barter with low charisma, how can you
convince people with speeches if you lack charisma? My idea is
stats not only define skill starter points but also a skill MAXimum
depending on stats.

I won`t edit your work except it is by adding missing stuff in text-form.
My critism is just when i take the role of the programmer and see such entrys
i´d maybe know what is desired but whats lacking is a strict direction with
strict solutions, basically a "how to make it and convert it into a game".
Currently i lack the time to write everything as desired, that`s why i
hope you appreciate  that advice from me and keep that in mind.

2  General Category / Website / What happened yesterday? on: September 12, 2009, 03:08:32 PM
Most Online Ever: 120 (September 11, 2009, 05:11:43 AM)

 Grin ?? Can somebody tell me what was so special yesterday, somehow i can`t believe so many users were online at the same time.
3  Development / Audio / Re: Oracle - Music sample on: September 12, 2009, 03:06:21 PM
The "vrooom" (orcacle.ogg) sound starts from 2:19, can be found at 2:27; 2:35; 2:42.
and continues throughout. As already said i`m not a big fan of that particiular sound.
4  Development / Audio / Re: qubodup's footstep sound work on: September 11, 2009, 07:45:06 PM
Perfect footsteps sounds.

PS: this link is down:
5  Development / Audio / Re: Oracle - Music sample on: September 11, 2009, 07:34:35 PM
Pretty awesome. I disagree with you border, it has to feel light otherwise those ambiance soundtracks get annoying pretty fast and when you play the game you get bored the heck out of it. Best example are modern games where they use the same orchestrial music everytime a combat starts (yes, i hate this too). It shouldnt feel monotone , thats true.

Only sound i dislike in this track is the "vrooom" "vrooooom" - sound, no idea how its called. Hearing it too often causes boredom, i`d advise you to remove it but of course the final decision is yours martini.
6  General Category / Meetings / Re: Meeting of the entire development team on: September 11, 2009, 07:18:53 PM
Do we have a date yet? 12th is already tomorrow.
7  General Category / Introduce yourself / Re: New Programmer on: September 11, 2009, 07:13:19 PM
Hallo !

am besten schaust du mal im IRC vorbei und barra sagt dir alles was du brauchst.
8  Development / Graphics / Re: Animation Dump. on: September 11, 2009, 07:07:11 PM

those animations look really good.

As far as i understand all male NPCs will get those same animations.
But what makes a character is also how the character moves. The typical raider is hungry for blood, he wants action,
so maybe he uses his foot to open a door, grabs the stuff from the floor more greedy, etc.
From a technical standpoint this is probably the only way to get this RPG finished.

So when raiders have the same animations, they have to be much different visually from the normal NPC.
I think that raider on page 1 doesn`t looks brutal enough, i`d rather like to see him as civilian or player character.
9  Development / Mechanics / Re: 1 turn = 1 sec? I see real character growth issues here... on: September 11, 2009, 06:46:51 PM
Hello all, sorry for the late answer.

Typical Level system:
The character gains levels, for each level you get skillpoints which you can invest wherever you want.

Your proposal:
Learn-by-doing; Learn-by-study;

Both systems have certain "levels", let`s use for example "outdoorsman" - skill.
55 points outdoorsman is obviously less than 80 outdoorsman.
So a player B with higher outdoorsman has a "higher level" then player A.
In the end all boils down to numbers and when you increase the number of that skill,
no matter how, i`d call it "leveling up" because that`s what it is.

I`m not defending the typical leveling system, because it`s flawed.
Giving players the option to put skillpoints where they want makes no sense.

I prefer the leveless system too , only if following points are not being ignored:
a) Mastering skills must get harder after each improvement
aka "Easy to learn, hard to master"
b) Skills only stay very high when they are in use or being trained,
if not they get back to a certain point
c) Skills are dependent on the character stats.
> Stats(like Strength etc.) not only define with how much skills you start with
but also how fast you are able to improve them(Intelligence etc.) and how much
you are able to raise that skill (skill MAXIMUM depending on stats)

Then again, this goes even deeper. Why should stats be constant?
When you start with strength 7, it`s not realistically when it stays constant
if you don`t do physical training at all or when you do physicial training
it actually gets higher. The question is: How close to reality do we want
our RPG?

Zenbitz most of your wiki entrys read like lists to me not like a solution to a certain
problem or offer a way how you would like to see them implemented. Maybe this was
or is your intention to make a "rough sketch" first, i`d like to see a more detailled
approach with a stricter direction.

10  Development / Graphics / Re: Asset license aspects on: August 17, 2009, 05:24:47 PM
my mistake, i mean CC and GPL.
11  Development / Graphics / Re: Asset license aspects on: August 17, 2009, 04:39:55 PM
1. Very common
2. depends for tiles for example maybe 1 texture per tile or 1 texture for 2 tiles
Texturing 3d objects: Small models: About 4+ Complex models: 10++
3. GPL or GNU or GPL and GNU, mixing them textures.
It`s easy to dig up license information but the "paperwork" is annoying, it makes me less enjoy my work keeping track of those things but it is possible if the documention doesn`t ends up like german bureocracy.
12  Development / Graphics / Re: Animations on: August 16, 2009, 09:52:45 PM
Honestly i enjoy them too, but all im saying is they dont fit here. So either we go the realistic approach and keep it consistent or we go the sci-fi 50s setting or something else where more creativity is allowed. Those are comic deaths, we would have to redesign PARPG completely to make it fit.
13  Development / Graphics / Re: Animations on: August 16, 2009, 03:17:41 PM
Layered sprites aren`t really useful, except that game would feature a 2d side scroller view, then it would make sense.

I don`t think Fallout like death animations would fit into the setting, because most of them are comic-like deaths, while PARPG is headed more towards realism as far as i understand .
14  Development / Graphics / Re: Walk cycle animation for the player character on: August 16, 2009, 02:03:22 PM
Use some white background please, it`s really hard to judge.
15  Development / Graphics / Re: Feedback thread: Suzi on: August 16, 2009, 11:38:43 AM
No no white looks actually better, i was just surprised that somebody uploaded it because personally i didn`t felt that it looked good enough, because of lack of fixes and  a bit color wouldnt hurt.
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