Author Topic: Destiny RPG v0.2 Public Beta  (Read 59027 times)

Introduction
Destiny RPG is a mod I've been working on for the past week. It is a medieval mod with a range of features. I originally had a slash command version but I lost that and now I'm recoding it with guis included.
Features
  • Woodcutting Skill (Done)
You cut down trees.
  • Mining Skill (Done)
You mine ores.
  • Building Skill (Done)
You build to level up.
  • Crafting Skill (Done)
Craft a range of metal and food to level up.
  • Farming Skill (Done)
You plant crops then harvest them later.
  • Crafting System (Done)
Craft a range of metal and food.
  • Inventory System (Done)
You can drop items, sell items and use items.
  • Shop System (Done)
Sell items and buy a range of items from different shops.
  • Equipment System (Done)
Equip items in your inventory.
  • Nation System (Done)
Fight in a nation, with a political battle. Leaders control their nations taxes and build using their profits.
Screenshots



Client v0.14
You download the client when entering the server.
Server v0.1

Team
  • Zack0Wack0 (Lead Scripter)
  • LoserHero (Lead Modeler)
  • Chrono (Co-Lead Scripter)
  • Clockturn (Scripter)
  • Racer (Modeler)
« Last Edit: January 29, 2011, 05:22:44 AM by Destiny/Zack0Wack0 »




No thankyou. I'll keep with the pros ;D

No thankyou. I'll keep with the pros ;D

I Am not a pro? wait whaaaat?.

Farming is almost done. Dev screenies:

Can I be a beta tester or GUI creator?


This looks like it will be successful unlike all those other RPG mods that were never finished. Good Job.

Plants look high-poly for their size

This looks like it will be successful unlike all those other RPG mods that were never finished. Good Job.


Why do you dissapoint everyone?.

It's pretty awesome.

I still think that the ability to gather new resources should be more frequent in terms of levels, levels should be harder to gain, and there should be more resources of each type.

So rather than having 5 types of wood spaced out as 1, 5, 15, 40, 100; it could be 10 types of wood spaced out as 1, 5, 10, 20, 30, 35, 50, 60, 75, 100.

With the method with 10 resources, the levels would be harder to gain so you would get a new resource type as often as with the 5 type method. However, the goals would seem closer, and therefor keep people's interest better.

And also, with the 10 type method, it would just make the game longer over all, so no one masters it too quick.
« Last Edit: October 02, 2010, 10:12:37 AM by Doomonkey »

I think the idea of having the same resource over and over again with different name is not good unless it has different model also about the Gold system, if there is a gold system there should be NPC'S Like "Item Sellers" "Weapon sellers" Something like every category seller & buyer, anyway looking forward to server :c.

I'd prefer that rather than there being specifically one new resource every X levels, have certain resources that are gatherable at the same level.

On top of this, introduce some "fantasy" resources (such as stone trees) that require certain levels in mining AND woodcutting. Or other things to generally broaden the amount of things there is, as it is rather bland and linear. Look at the amount of stuff there is to do in Runescape (as much as I hate to pull that example).

Commence OH GOD, WOOOOORRDS

For instance:

Woodcutting
Lv.Resource
1Pine
5Oak, Willow
15Maple, Mining 15: Graveltrees
30Yew, Mining 15: Stonetrees
50Moonwell Trees

Mining
Lv.Resource
1Copper, Tin
10Silver, Gold
15Coal, Iron, Woodcutting 15: Graveltrees, Woodcutting 25: Stonetrees
30Mithril
50Adamantite, Obsidian

In this example, Graveltrees yielding a Gravelwood Log with a small chance to yeild an ore of a precious metal (silver or gold), and Stonetrees yielding Stonewood Logs and having a small chance to contain Iron or a smaller chance to contain Mithril - plus gravelwood and stonewood having their own uses (though what these are I can't really say). And just to mix things up a bit, perhaps Graveltrees and Stonetrees could require the first 75% of their health to be done with a pick and the other 25% to be done with an axe. Weakening the surface, as it were.

On top of interlacing skill trees to add a bit more depth, you should also look at the idea I mentioned for charcoal in crafting - when smelting ores, it should take X units of coal which can be substituted for X*2 units of charcoal, which is made from different types of wood.
Consult this table: (yes I like tables)
WoodCharcoal
Pine1
Willow2
Oak3
Maple3
Yew4
And Moonwell Logs are not usable as charcoal due to their ~*mystical properties*~. But Clockturn, you say, Oak and Willow are the same level to be chopped but Oak makes more charcoal!
Well that's not a mistake. Oak is a very firm wood but Willow is much more supple (assuming this of course from the general shape of a willow tree). It's less dense, thus, less charcoal. Plus - different wood, different use. Make bows from treated willow because it's not so solid, or something.

The point of the whole charcoal/coal idea is to add a bit of 'alternative variety'. Having multiple ways to do the same thing is good - it makes people feel less locked in to the same thing over and over again. If I need to smelt a heap of Bronze but I can't mine Coal, but I can chop Oak, that puts me in a good position - as one log of Oak is effectively one and a half units of Coal. (Of course, I would need to be able to make my own charcoal. At the very first crafting levels - I'd say charcoal would be unlocked at 5 - I'd have to buy fuel from NPCs.)

Oh and Pine is just stuffty. Ignore Pine. It requires 1 Woodcutting to encourage its prompt genocide.

Edit: Deliberately not showing farming no love. It can wait till another huge post this one is big enough