Author Topic: [RANT] RPGs in Blockland  (Read 10148 times)

Otto-san, have you ever tried my RPG? I agree with many things in your post, and I am wondering if you have any complains about my RPG in particular.
« Last Edit: June 25, 2012, 02:21:09 PM by Jorgur »

I am surprised that Gamefandan's Monster RPG has not been mentioned yet, because that is one of the RPGs focused mainly around combat, same with Chao's Stonequest, which were my two favorite RPGs in Blockland of all time.

I agree with OP on alot of his posts, RPGs and RPs need a huge overhaul.

Btw I just began making an RPG and after reading this I think I'll change it up a bit.

Another thing: I was thinking of a mod for BL, not really a RPG at the moment I guess but it involves full use of teamwork.

But what are some good examples of RPs and RPGs?

I've been wanting to make a little singleplayer RPG to release for some time, but what are some ones that have been made already that I should look at?

But what are some good examples of RPs and RPGs?

I've been wanting to make a little singleplayer RPG to release for some time, but what are some ones that have been made already that I should look at?
1) Don't look to DRPG
2) Look at PRPG for good adventure
3) Look at Stonequest for good combat and game mechanics
4) look at MRPG for good AI system

I think GUI based shops and minigames would be cool, I remember someone made a Tetris GUI once, why not some kind of pong that activates when you step on a brick or click it? Perhaps it could solve your boredom issue.

Oh! Maybe if a player does something in one of these mini-minigames they could earn something!
« Last Edit: June 25, 2012, 07:38:51 AM by Frostbyte »

-snip-
I was going to address all of these issues aside from 8 when I made an RPG. The only issue was no one being able to make customized player animations.

Speaking of #8. No. I'm not going to go over this again.

Speaking of #8. No. I'm not going to go over this again.
Gotcha covered:
Otto, I agree with everything except the GUI thing (where I disagree almost completely). I think it's just dumb to complain about downloading a little client mod, especially when it enhances gameplay as much as it does. How would checking your inventory work with servercmds? List all the items you have for you to sift through? And what about skills and stats? Given, some of the commands that were more applicable could have been made. The thing is, they were. Commands in DRPG, like /give, /drop, /use and etc were existing servercmds, and worked seamlessly with the GUI.

I think the best thing about DRPG was the GUI. The overlay was pretty, easy to use, functional, integral, and moreover it made DRPG seem so amazingly cohesive. I mean wow, just look at how good this mod is, it has it's own custom GUI! The DRPG GUI was pretty much how my mind branded DRPG.

Yeah, imagine my RPG without a client mod.

/inventory

...

Inventory: Ironite Pirato Longsword [equipped, 91% durability, 99% quality, 14 weight], Ironite Pirato Shield [equipped, 74% durability, 78% quality, 24 weight], Ironite Chunk [33% quality, 3 weight], Ironite Chunk [98% quality, 8 weight], Ironite Chunk [88% quality, 1 weight], Pirato Log [97% quality, 7 weight], Dirin Armor Plate [equipped, 97% durability, 67% quality, 34 weight], Dirin Pirato Two-Handed Sword [equipped, 100% durability, 88% quality, 24 weight], Dirin Chunk [98% quality, 2 weight]... and so on, with a message saying [PgUp to see more].
Plus forgot to include item sizes, which would show that Dirin is lighter than Ironite, instead of just having the person think the Dirin chunk is just really small.
Now imagine trying to drop the ironite chunk with 88% quality and 1 weight without a GUI. Would you simply spell all of it out, or would you give an ID number? The time you could've spend just hitting [Download] and then dragging a zip file into your add-ons folder would be much more worth it than typing out /inventory, looking around for that heavy item you don't want, and typing /drop [whatever you need to type to drop it]. And inventory is just the start of it. There's also stats, skills, very detailed team and location statistics, storages, using skills in combat, core HP during invasions, character selection GUI, the HUD itself and no i'm not using a bottom print and a center print, that's not enough, try including: HP, stamina, energy for each piece of equipment that uses it, Core HP, skill cooldowns, enemy HP (under certain situations, like having a specific high skill), team stats showing HP and stamina, shield bar for energy armor. Also 2d music per client, and the list goes on.


Please try to replicate all of this without a client mod and actually have people enjoy it.

There are limitation to events which scripts take advantage of. That lot above is probably possible with about a million lines of VCE, but I have no idea how anyone who go about that.

A lot of the weapons would probably have to be made and scripted to add their effects and weight.

Just to clarify, I have absolutely nothing against client modifications. I prefer to have them.
One big complaint about DRPG was that a prerequisite for participating was to download a mod. Now, that's arguably not a big deal at all.

Without a GUI, gameplay can be extremely tedious and boring. Not only that, but having good GUI could probably immerse the player more.

Just to clarify, I have absolutely nothing against client modifications. I prefer to have them.
Without a GUI, gameplay can be extremely tedious and boring. Not only that, but having good GUI could probably immerse the player more.
I'm confused
It looks like you agree with what me and chrono have said, yet GUIs are still in your rant? What's the problem?

I'm confused
It looks like you agree with what me and chrono have said, yet GUIs are still in your rant? What's the problem?
The rant is talking about when the GUI is done badly, not the existence of them. Obviously, I didn't explain that point very well.

The rant is talking about when the GUI is done badly, not the existence of them. Obviously, I didn't explain that point very well.
Clearly. Because you straight up said the main point was that they shouldn't be forced.

I agree, the combat system is really forgeted up. I tried once myself to do it Final fantasy style where you walk up to it or you are randomly walking and you encounter a monster out of a safe zone like a city. It was pretty decent. You could even select your attacks once you transported to the battle scenery.