Medieval Mod 2.0

Author Topic: Medieval Mod 2.0  (Read 10706 times)


I recoded from scratch to make it more dynamic, the old one was very hard to add to, you had to update all the systems. RPGKIT is basicly a easier to modify version of my old rpg with various improvements.

I'll do the mapping.


Not to down your mod rky, but I think it would be better in the end if we started from scratch with the layout we chose, and then put any of your code were it can fit and work with the rest instead of taking your mod as a base and trying to get what we want out of it.


Also, I think players should be able to hop into the RPG without having to do 10 different / commands for setting up their charicter then discovering that they chose wrong for how they want to play.  Instead I sugest all players start the same, and as you play, the things you do get better.  This will lead to more of being able hop in and play for 20 mins if thats all you have time for verses spending 10 minnuets making your charicter, then having to spend 30 minuets to figure out how to gain levels and do tasks.  I sugest not even having levels, for seamless gameplay.

The entire basis of RPGKIT was to just set up base code for rpgs to make it easier to get started, but whatever, if you guise want to start from the ground up we can.(we as in I would like to join the dev team if thats alright with you Dilt)

Like I said, we can put your code in were it fits, but I don't think we should look at it and try to mold it into what we want, get what I mean?

Yeah, its just hard for me to grasp because my idea was to look at it and mold it into what we want. :cookieMonster:

Anyways if we do happen to need something from it its always there, but otherwise starting from scratch will help us get the mod just the way we want it, except I want to make sure we start right and make a dynamic system so we dont see ourselves scrambling around various codes to implement one new spell or ability or something, because that was the downfall of my old rpg, and we should learn from our mistakes.

HAY GIYS LOOK AT ME!111 :D

(ignoring last post)
Yes, definetly make it dynamic.

For spells I think that there should be quality over quantity, and spells should get more powerful as you grow in power.  Ex: You learn the fireball spell.  It starts out with 10 damage and slowly rises to a max of thirdy or something.  Also, I think we need to make HP dynamic as well, so higher level people don't have shorter battles, they're just on a higher scale with more explosions >:D.

I can try to help make some models or what ever if you want.

If we have a playertype with a massive amount of maxdamage, we can use a script to implement a max depending on their level/constitution/w/e.

when will beta testing be open  :cookieMonster:
seeing as i cant script at all, its all i am good for =/

When it is open.


Yea, I think that HP should grow as they get hrt, shoulds odd, but it would work.  The fighter who is always in the middle of it would end up with the most HP, wile the wizard who strikes from a distance you have less because they get hirt less.

Thats a good idea, so basicly it would build up stamina/defenses when you get hurt?
I think there should be a limit to how much you can take in one hit-- I.e if you take 20 damage you'll get stronger but if you take something like 60 damage you wont progress or you'll get weaker, I.e breaking muscles.

Also, I think players should be able to hop into the RPG without having to do 10 different / commands for setting up their charicter then discovering that they chose wrong for how they want to play.  Instead I sugest all players start the same, and as you play, the things you do get better.  This will lead to more of being able hop in and play for 20 mins if thats all you have time for verses spending 10 minnuets making your charicter, then having to spend 30 minuets to figure out how to gain levels and do tasks.  I sugest not even having levels, for seamless gameplay.
Welcome to the concept of a skill-based system. I'm not so sure how Abilities will start off, but skills will all start off at 0.00%, and have to be worked up.

I'm sad. Player speed/jump/etc has to be made through datablocks. That's the most depressing thing about this, IMO. We can probably do a script to scale damage based off of an 'endurance' skill, or such. Holy, as I was typing that, you guys landed on this topic, too. Getting hurt increases your endurance, so you don't feel as much pain when you do get hurt.

I'll get the IRC chat up in a few moments. Owch, knee. My endurance has risen 10% today.

whats your thought and standing point on monsters in the mod
basically player bots with a mind of their own and certain outfits and face prints like an orc?