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I think you should add more gold to the quests, as you seems to get more from killing enemies than doing quests.
You know, so that everyone's doing quests instead of just grinding :thumb:
So you're looking for ideas on how to do the cooking system? I've got a couple...
Have you ever played Harvest Moon? Maybe you should make the cooking thing like that...?
I never got into it, but I'm pretty sure it goes like this:
-You buy appliances (oven...) at the hardware store (pretty expensive).
-You order pots/pans over the TV (not phone, not internet? Weird.), then get them.
-You take the stuff you grew, got from your animals (milk...), and/or bought at the store (flour...).
-You choose what appliance, cookware (pots/pans), and ingredients to use
-You experiment and successful recipes are added to your cookbook.
Lastly, in addition to the oven, etc., you can buy the cabinet and fridge, which let you store all your foodstuffs.
Or you could make it like Paper Mario, short, sweet, simple, and rewarding!
-Take absolutely any item
-Undergo the "cooking process" (put it in the oven no matter what/put it on the counter then the sink and fire)
-Come out with something new
That results in either a "Mistake", an item that recovers 1 HP/FP each, or a good recipe which does whatever it does. Also, once you get to a certain point in the game, you can consecutively cook 2 items for even more recipes (including throwing weapons)!
Note: FP is the same as MP or SP, it's just different for a Mario game, in case you didn't know. Plus, the numbers (stats) in PM are pretty small compared to most other RPGs, so yeah...
How about a range of cooking equipment: stove, grill, oven, chopping board, mixing bowl.
Then a range of cooking items, such as vegetables, meats, fish, etc.
You can use any item with any piece of equipment, but not everything will work. If it works, you gain the made item and it gets added to a recipe book. If it fails... it fails.
I also really like the look of the dungeons.
As for a cooking system, will you be able to cook things inside your house if you put an oven or something there?
Just a thought.
And yeah, stoves in player owned houses are for cooking.
Added the Catacombs dungeon from the origional game, replaced all the enemies with the new ones (skeletons, aquatins, elementals, possibly skeletal guards soon once I make the sprite), and moved the Necromancer trainer to there. The enemies in here attack on sight (rather than those on the island who normally don't aggro).
Something else to keep people wanting to play the next version: Global Enemies.
Not every enemy can be global, but a few, yes.
Basically all that happens is, the enemy in question's HP is replaced with a "World Variable", shared across the server. When one player damages the enemy, the HP is taken away from the WV and everyone else notices that difference. So people can team up against a large enemy.
It's done, scripted, all that it's waiting for is the new server so I can just switch one line (from game_variables to world_variables or whatever the syntax will be).
I don't have a screenshot; just imagine an enemy but that everyone can fight.
Something still left to script is a system that divides the reward between those fighting the enemy.
this game has still not been released? oh my god.. :thumb: good job
Edit: Just going to note, you are using bones as a drop. Runescape i think is the only online game to have that as a drop from an npc character, by putting it in your game, i think your copying. Also the same with the armour names, although they can be accepted as they are used in rmxp :D but im liking the screens :D
Edit #2: I just finished reading your total post and its uite impressive, but come to think of it you have nicked a tiny bit from guild wars, WoW nd runescape alltogether to make Vengence: Runeworld of guildscape
There has been some betas, I think it's still is if you go to his forums.
Fate":3mwbk1kd said:
Edit: Just going to note, you are using bones as a drop. Runescape i think is the only online game to have that as a drop from an npc character, by putting it in your game, i think your copying. Also the same with the armour names, although they can be accepted as they are used in rmxp :D but im liking the screens :D
Bones is actually a quite normal drop in most games (since you took it as an example I can say that Wow have bones too), but like it will be here the bones aren't as boring as the Runescape bones.
Edit: Just going to note, you are using bones as a drop. Runescape i think is the only online game to have that as a drop from an npc character, by putting it in your game, i think your copying. Also the same with the armour names, although they can be accepted as they are used in rmxp :D but im liking the screens :D
They also invented the metals bronze, iron, and steel, and the common mythological metal of mithril! (Which I believe Tolkein invented, or was at least the first to use in a fantasy storyline)
Edit #2: I just finished reading your total post and its uite impressive, but come to think of it you have nicked a tiny bit from guild wars, WoW nd runescape alltogether to make Vengence: Runeworld of guildscape
Please explain to me what I have stolen from either game, and then I will listen to your arguments. Until then, just shut up, k?
Other than bones (common to many games I have played), the idea of levelable merchant skills (also in hundreds of games), and using metals for armour types (also common to all games AND REAL LIFE).
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The next quest I wanted to remake was "Having a Blast!", a quest which to the best of my knowledge didn't even work properly in the last release. The quest was meant to introduce the Dwarvern kind, but didn't do so very well. The player found some mines, found a cannon, talked to a dwarf, found some gunpowder, gave it to the dwarf, came back later and the dwarf had used the cannon to blast a hole in a rockface leading to a slightly larger mine.
Quite depressing really how short it was.
Well, I'm remaking it. The first thing to do was again, remake the dungeon. I wanted to make the dungeons so far link up in some way. The easiest was the Dwarvern Mines with the Catacombs, as there was an obvious link.
The obvious thing to do was to extend the Dwarvern Mines southwards.
Anyway. This is the basic barebones of the dungeon so far:
I've also never seen many screenshots of WoW. All I know about it is what's in that Mr.T advert (which isn't much).
Also:
Please explain to me what I have stolen from either game, and then I will listen to your arguments. Until then, just shut up, k?
Other than bones (common to many games I have played), the idea of levelable merchant skills (also in hundreds of games), and using metals for armour types (also common to all games AND REAL LIFE).
Really I'm still thinking about the end result on if people are going to be able to see the same monster. When I played the beta before, people were attacking monsters that I couldn't see and same for me attacking monsters they couldn't see. A key element to any MMORPG is teamwork.
On the dungeons and stuff: it's good to see you're trying hard to add real content to the game and make it more interesting. I remember the old bear quest was (not counting the glitch that made me unable to complete it) pretty quick since I just had to go to the room on the right and kill the bear there. But you're actually making these quests the way quests should be so that's good. One thing I think you should add/update is the tilesets because they're way too RTP looking. A hue change to lighter or darker might help in so.
Anyways on the dungeons, will we be soloing it since people can't see the other monsters? That is what is mostly going through my mind.
Every time I peek into this topic I'm astounded about how epic it looks. There seems to be something new you've added every time. Well done, and I'm looking forward to the release!
In the mine map, the long straight area you can see is the DLR (Dwarvern Light Railway, rl reference intended). I've tried to construct some form of overpass, to reach the Eastern platform, not sure how well it's turned out:
(Again, this is just the backbone of the map, no real detail done)