Author Topic: RPGs and RPG tropes  (Read 3498 times)

are you talking about lampshading tropes?

here's a cool idea for a boss
"K0RL.exe" (korl-ex)
okay so he's this wizard guy and he does stuff like minimize the game window or make fake pop ups with ads of hmself on or and generally mess with you, psycho mantis style. forget up the resolution, etc.

if that was possible it would be hilarious

here's a cool idea for a boss
"K0RL.exe" (korl-ex)
okay so he's this wizard guy and he does stuff like minimize the game window or make fake pop ups with ads of hmself on or and generally mess with you, psycho mantis style. forget up the resolution, etc.

if that was possible it would be hilarious

SS3 did something similar including a "Lag" gameplay.
It was terrible.
No. Don't do this.



It would be nice that every single enemy dropped their weapon, but it's generally stuff, but you can basically use it as scrap (?) for things or just sell them.
Also weapons should have individual skill levels that increase together, but the weapon you use at the moment receives the most XP, and then the class.
For instance if you had a battle axe, it would be in the "heavy" category. Killing with a battleaxe would give a bunch of XP to Battleaxe Wielding, some XP to the "heavy" category in general including but not limited to pretty much any Two-Handed out there and then the "light" category that will get a tiny amount of XP. The same method would be used for classes, instead of using classes, at the beginning people have a choice what weapon to start with and what category they'd receive a bonus at. So you could also use bows and a two handed sword from inventory, but they would not XP each-other. If a category has less than 75% XP, while using a weapon from that category you gain double XP to make up for the loss. For instance if you are currently on a battleaxe, and let's say you'd have about 1000 XP, and you have daggers at 250 given light and all, but you found 2 really good daggers and you think you can make a nice new set with them, you would gain XP twice as fast with the daggers until you reach 750 XP with them, allowing players to change roles without any severe punishment, and also no instant-changing. Depending on the damage calculations, this may also force high level players to return to low level areas if they want to change classes, which adds more to the gameplay.


here's a cool idea for a boss
"K0RL.exe" (korl-ex)
okay so he's this wizard guy and he does stuff like minimize the game window or make fake pop ups with ads of hmself on or and generally mess with you, psycho mantis style. forget up the resolution, etc.

if that was possible it would be hilarious
He could hide the HUD. He could invert your controls. He could spontaneously crank up the volume to maximum. He could delete System32. He could access your personal information. He could crash the International Space Station into a major city. He could shut down global communications. He could cause a worldwide economic crash.

SS3 did something similar including a "Lag" gameplay.
It was terrible.
No. Don't do this.



ss3?


SR3; Saints Row 3. My bad.

ar3 wasn't an rpg in the slightest. and that barely happened in the deckers zone at all, what are you on about

ar3 wasn't an rpg in the slightest. and that barely happened in the deckers zone at all, what are you on about
A mechanic is a mechanic no matter what game you put it in. And it did happen, and it was annoying enough.

A mechanic is a mechanic no matter what game you put it in. And it did happen, and it was annoying enough.
i didn't think it was annoying at all. besides they barely elaborated on it in SR3, you could do a lot more with the concept

so it's gonna be 3/4ths roguelike? will it have permadeath, turn/tick based actions, random generated worlds, randomized item effects, tile based system?

no, 3/4ths as in that's the perspective it's played from.

it's a roguelike in that some of the dungeons and weapons are randomly generated but it's probably more like an open world rpg more then anything. already got a turn/tick based system (which is HELLA COOL, by the way) and a tile based system rolling

so yes that's done

i didn't think it was annoying at all. besides they barely elaborated on it in SR3, you could do a lot more with the concept

it actually seems like a pretty neat idea but it's also a medieval (well, pseudo-medieval) roguelike so there's no real reason things like lag would effect the protagonist outside of magicka-style spell casting

which is too far down the 'completely not serious' scale for my preference

you need random events. tons of random events.
enough for 30 playthroughs.

Dwarf Fortress style damage and combat systems

Make the "humans" tribal bastards. Or invert it and make, um... actually every race has been tribal bastards. Besides Hobbits/Gnomes. I think.

Make the "humans" tribal bastards. Or invert it and make, um... actually every race has been tribal bastards. Besides Hobbits/Gnomes. I think.

We're trying to mix up the standard formula here. Instead he should make it so that nobody is even remotely tribal, not even insinuating

... thank you for outlining every rpg ever.
How do you know it wasn't a list on what you shouldn't do?