Author Topic: [WIP RPG] Land Of The Wind | (What themes of Dungeons do you want? Page:7)  (Read 16485 times)

/title

As many of you may or not know, I, Gunny, and a few other people have been building an RPG for a very long time. Luckily, the RPG build is in a stage where we can turn it into basically whatever type of RPG we want.

here are some pics:



Also:
As of right now, we are strongly leaning towards a futuristic type of fantasy RPG. but different..
So, basically the civilization WAS incredibly advanced and futureistic but after war / fallout, the world went back to medieval times kind of, but with futureistic elements mixed in. As you progress in the story line, you slowly discover more and more advanced things(items ores enemies etc) until finally in endgame you find a completely and totally advanced futureistic civilization that only the highest level players may enter..

Thoughts?
(I typed this on my phone sorry if there are any spelling errors)


That said, what would yall like to see in an RPG, and what would you say makes an RPG most compelling?
« Last Edit: February 21, 2017, 12:41:23 AM by Dragonoid.Slayer »

dino rpg


build is amazing

dino rpg


build is amazing

Thanks, we're trying to make it so its not just another generic grindy rpg, but we're just curious on what kind of mechanics people wanted

do you guys have any ideas right now? like will it be medieval fantasy, post-apocalyptic, just medieval, ect

well if you got a bigass map that looks pretty might as well add things to find

I'd like to see a Mars colony RPG. Don't worry about changing the grass to red dirt in your build - just include in the storyline that the colony has successfully fertilized and grown plants for a few generations (maybe longer). There are a lot of tasks that will have to be done to sustain life on Mars, so maybe these tasks could act as 'quests' or jobs in the RPG. Examples of these tasks include extracting minerals from the martian surface to produce methane rocket fuel, growing food, planting grass to oxygenize the atmosphere, exploring the surface and mysterious underground, etc. There's probably more interesting tasks. You can research a bit if you want.

do you guys have any ideas right now? like will it be medieval fantasy, post-apocalyptic, just medieval, ect
I'd like to see a Mars colony RPG. Don't worry about changing the grass to red dirt in your build - just include in the storyline that the colony has successfully fertilized and grown plants for a few generations (maybe longer). There are a lot of tasks that will have to be done to sustain life on Mars, so maybe these tasks could act as 'quests' or jobs in the RPG. Examples of these tasks include extracting minerals from the martian surface to produce methane rocket fuel, growing food, planting grass to oxygenize the atmosphere, exploring the surface and mysterious underground, etc. There's probably more interesting tasks. You can research a bit if you want.
As of right now, we are strongly leaning towards a futuristic type of fantasy RPG. but different..
So, basically the civilization WAS incredibly advanced and futureistic but after war / fallout, the world went back to medieval times kind of, but with futureistic elements mixed in. As you progress in the story line, you slowly discover more and more advanced things(items ores enemies etc) until finally in endgame you find a completely and totally advanced futureistic civilization that only the highest level players may enter..

Thoughts?
(I typed this on my phone sorry if there are any spelling errors)
« Last Edit: February 01, 2017, 07:52:11 AM by Dragonoid.Slayer »

quests and chests are the best


a cool story would be nice. i like the idea you guys have, and think itd have a lot of potential to have some good storytelling integrated into the gameplay. ive never seen an rpg in blockland that has very much of a story, or anything beyond the bland quest bots give you. i like the theme you guys have now and think it has a lot of potential for some good lore. this would really draw in the players more, making them want to come back and explore the map more. after all whats the point of having such a big build if the only reason for playing is to grind skills in areas specified by the builders? exploration should be a big factor here imo, travelling around the map and looking into secret areas should give you small bonuses and there should be artifacts and npcs to discover that give you more insight to the story. the player should have a very large amount of freedom to what they can do overall.

personally i like the idea of not making this such a grindy bot-killing fest we usually see in blockland rpgs. obv that aspect will have to be present, but shouldnt be the main/only source of a player gaining exp and leveling. quests should be a bigger part of it, and the main point of the game should be finishing the main quest (getting to the city or whatever). also offer players a variety of directions they can go in the story. for instance, make a few different factions, and depending on which faction you mainly do quests with determines what your end game is like. maybe also (if possible) have "events" that happen randomly (supply drops, convoy raids, ect) that members of the different factions can "win". if they win whatever event, all members of the faction (that participated) get a reward. maybe the factions towns get some sort of upgrades or players just get a gold reward, but it would be cool to see some sort of competitive aspect that is team focused in the game.

im a interested to hear what your guys idea are for what skills youll want to be included. will this rpg be primarily combat-based or will there be other aspects like farming/mining/woodcutting/ect

It'd be nice to see something that's an actual gamemode with some actual design, and not just the latest and greatest RP chat mod with rainbow colors and 10 thousand loving rules telling you what you aren't allowed to do. I don't want to have to manually change my avatar to whatever the admin's handicapped perspective of "In-Character" is and I don't want to have the chat constantly being flooded with "FREEKILL!" or have to be pulled into a "sit" or something equally handicapped and present my case to the server dictator whenever I kill some moron for their gear, effectively obliterating the immersion. There shouldn't be 10 million rules, the rules should be enforced through the gamemode and not some gigantic team of power tripped admins.

A massive map doesn't mean much if there's nothing to do in it. Medieval Roleplay has a massive map but there's effectively nothing to do with it except "interact" socially with a bunch of pre-teen role-players who are constantly hungry for their next excuse to murder somebody without getting banned. You could wander around in that server for hours and accomplish absolutely nothing. What's the point? You might as well just be teleporting around to where everyone else is because there's no gameplay to be found anywhere else. There should be NPC's that you can fight and loot or some actually interesting areas to explore, and actual rewards for exploring. Not to mention, Blockland is a game about building, and I'd like to see some innovation in that area when it comes to RP servers

Some kind of story would be nice, what you've got going on sounds cool, just something in the background that I could investigate could really bring life to what otherwise might be a pretty flat experience.

And some sort of character progression system. The reason why CRPG is such a popular gamemode despite being notoriously poorly designed is because you have goals that you can make progress on. Leveling up/boosting stats/ect. would make for a pretty prolonged experience

Replying to last two posts: once the base build is near complete, we will have a long sit-down Convo and think through the actual theme we are seeking, and the story we want. We will, most likely, invite great blockland creative minds(like BL film makers) to help us write and create a compelling and interesting quest and story line that will shape the map. It'll be an open server so anybody can join and brainstorm with us.

The game will also revolve mainly around dungeons and combat. Although, there will be mining and tree cutting, etc mixed in, it's most likely that all items and EXP will be achieved through dungeons. For example, there will be weapon drops / metal bar drops / exp potion drops etc in dungeons. I personally was also thinking that there would be an overall base player level, which will increase all levels(combat, mining, MANA, etc) when it is increased, and is increased by doing anything in the server.

And we were absolutely planning for 'events' to be a thing, although we haven't thought through how they would work.

@Rally, Rps revolve around player personality while RPGs revolve around server content and not personality.

I remember making an RPG years ago and always wanted to make a new one. Level Up RPG (back in 2012) and World RPG (back in 2014) were my favorite RPG servers I have made. Funny how the years go by every 2 and wanted to make one. I had an RPG half finished but lost the files to it last year.

I would like to help if you guys are interested.



My next RPG I was planning to make was having all kinds of monsters belonging in certain areas and you have to be in a level range to defeat the monster. Having too low of a level could get you killed easily and you do not do as much damage as you would (sometimes not do any damage), and killing the monster at a very high level (due to very high damage) will not give you any exp/money. Leveling up was involved a lot and obviously it's required to become a greater character in the game. As you level up you can choose certain skills to increase (health, speed, melee damage, ranged damage, stamina), and each time you level up those skills help increase. There is a max on certain skills and max amount of points you can get on a certain thing (such as speed). Bosses would be in their own biomes and occasionally there would be world bosses, which means that everyone on the server has to kill that boss to save the world. No one is ever able to take down that boss by themselves. It's a group thing. Teamwork on any enemy, it all depends on how much damage you do to the boss, the more damage the more rewards you get. You could timewarp to certain biomes if you had a certain thing that would allow you to timewarp (teleport to the area) (and certain areas are required to have different materials to get a timewarp there). Crafting is a thing, so if you want to do more damage, get better weapons. Another thing is buying weapons/materials from merchants. Some merchants will only have limited stuff too (per person/global), and some merchants will change their items to sell at random points. Also in certain weapons might have combos of skills (this was an idea, I am not good at making weapon animations), those combo skills if timed correctly could do more damage in the fight.

If you are into most of my ideas I'll be gladly to help.
« Last Edit: February 01, 2017, 03:07:48 PM by Kyuande »

Really appreciate the feedback, I'm gonna sit down and write a story in a few days randomly got motivated. Refering to what Dragonoid said, we will have the basic mining / crafting goods but we will not force you to only mine and craft crap for 6 hours. Dungeon loot whoring will be a thing probably the main way to get items we just need to flesh out mechanics. Overall i was planning on have a giant spire dungeon as the main one and then scattered ruins with maybe 2 or 3 levels to explore as mini dungeons. (Main dungeon will most likely be randomly generated so it won't be repetitive).

right now the only thing i'm worried about is brick count, seeing how massive this thing might get i'm hoping we don't run into any huge bumps while building.

An RPG that ends. Almost all RPGs on blockland fail due to their endlessness, making it an increment game (a game where you accumulate some quantity indefinitely until you get bored). It would be nice to see an RPG that people advance in to reach a conclusion, where it promptly ends and resets, giving a different outcome with different ways to complete it again