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Ledgends New Journal

#1 User is offline   Padz 

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Posted 30 June 2007 - 12:02 PM

I have developed my basic idea for a new game(as yet unnamed) but here are some main ideas i'm using. This is all paper by the way i haven't started yet.

-The game will be set in the same world as Legend of Rhovanion, mainly because i want to keep the games all linked together but also to save valuable game making time by using similar graphics :( (note that this is not LoE or LoN the two sister games i have planned for LoR)

-The central character will be a mage of some type able to focus on different aspects of magic(alchemist, enchanter, necromancer) and each will have a good and evil way to play.

-The world will be set out similar to LoR also but with random elements. I'm really going to consentrate on making the game very re-playable.

-Trade will be a big part of the game and also a VERY large inventory and item usage, players can create a vast variety of items.

-Again like LoR there wont be a main plot, except for the ones you choose. There will be Guilds again but a lot more non-linear with a tree-like system as you progress through.

Anyway they are the basic principles i will be working off starting this afternoon.

Feel free to post any coments
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#2 User is offline   CHEZZY 

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Posted 01 July 2007 - 12:58 AM

Awesome, good to see you are continuing this series.

A few questions: When you the main character is a mage, does that mean you can't be a warrior or an archer like in LoR?
And will you be able to choose the races from LoR?

So, yeah. Don't give up on this.
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#3 User is offline   Padz 

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Posted 01 July 2007 - 12:44 PM

CHEZZY, on Jul 1 2007, 12:58 AM, said:

Awesome, good to see you are continuing this series.

A few questions: When you the main character is a mage, does that mean you can't be a warrior or an archer like in LoR?
And will you be able to choose the races from LoR?

So, yeah. Don't give up on this.

My plan is for this to be a spin off from LoR CHEZZY and these are my ideas now.
(bear in mind the only link to LoR is its in the same world, no plot link or anything)

-You are a mage, in a land where magic is not too welcome.
-There is only one race
-specialising in alchemy,enchanting and necromancy. you will use your skills to collect items and make money. Heres how the main system works:-

magical scrolls written with alchemist ink written with enchanted quills
alchemist ink made with alchemy
enchanted items made with soulstones
soulstones made with necromancy(summoning souls of creatures)
summoning done with magical scrolls and alchemy

I'm working on a full-random engine so thats going to take some time. basicly i want to make wilderness boards like in LoR but random with each game. I have some good ideas on how it will work
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#4 User is offline   CHEZZY 

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Posted 05 July 2007 - 07:50 AM

Sounds good, are you going for a random forestation type thing like out of Oblivion? Or will entrances to dungeons and such be randomised too, plus random dungeons? Keep in mind that too much randomisation can spoil a game.
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#5 User is offline   Padz 

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Posted 05 July 2007 - 01:00 PM

oblivion isn't random! its all pre-made.

my plan is for the boards to be pre-made but placed on certain random areas on the map. I've been toying around with it and it does work, but i need to make mzx realise what boards are going next to each other better so you dont go strait from a forest board into an ice tundra.

i'm away for a while so progress will be slow for a while

dungeons will be mainly randomised with quest areas linked in

like you said too much randomisation can spoil a game but i am determined to make it work!!
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#6 User is offline   CHEZZY 

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Posted 06 July 2007 - 10:26 PM

Im pretty sure oblivion has randomised forests (meaning random placed trees, bushes, fallen logs etc.) at least thats what the guy said in the oblivion videos, maybe they changed that on release.

Yeah well everything sounds good, keep up the good work.
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#7 User is offline   Padz 

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Posted 28 July 2007 - 09:39 AM

I always thought the whole point of the tes series was that its not randomised.
anyway i'm back and mzx-ing.
Idea has changed slightly but still got the same principles. With the trade i'm going to try make the town change and adapt depending on how you play and what items you find and create to sell to the town
I'll let you know more when i know! Still working on randomisation engine
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#8 User is offline   asgromo 

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Posted 28 July 2007 - 10:51 AM

Tree branches, foliage in general, and the boring stuff on the ground is randomized, but object placement is all clearly static...
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#9 User is offline   Padz 

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Posted 08 January 2008 - 05:17 PM

anyways hi. i've been away again as i tend to do every now and then. going to try and do some mzxing again nice and fresh. lost the plot on where LoR is at so i am going to have a little play and try and tweat a bit more for a final, final version haha
my main concentration is a new game something to keep me interested. similar game concepts to what i've said above but its not going to be in the same world as loR, nothing similar in fact. but i may be using certain element from the engines.
anyway just a quick one to let you know i havent left and i'll hopefull update at least monthly
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#10 User is offline   afkHideki 

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Posted 09 January 2008 - 03:58 AM

It sounds neat so far.
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Posted 09 January 2008 - 09:37 AM

Agreed with the sounding neat and whatnot. i guess I am curious and I don't think there's anything SERIOUSLY wrong with this, but howabout non-default textboxes? (Hopefully I remember that right; if I don't then scratch that!)

((Also, It's my understanding that the first couple tES games were randomized in at least a few ways, including dungeons, but that I think at Morrowind it got more set in place with not-random dungeons.))
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#12 User is offline   Padz 

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Posted 09 January 2008 - 11:08 PM

yeah in the new game i'm going to cut out the default mzx stuff that i had in LoR i never changed it before for ease really as there was far too many characters already in the game. hopefull with this one i'll have all the req'd engines designed strait away.
For those interested my plans now are for an open ended game as usual (its my style of game lol) set in a futuristic semi/post apocolyptic world with loads of inter guild/agent missions, bounty hunts and exploration. my plan is for a large world map (qdurin size ish) possibly with randomised elements.
also i'll be having a similar race/skill system to LoR but with as many new races as i can. like i did with LoR i'll have a history and plotline for the game world so i'll have some inter racial missions and links
any of you who know what i was like creating LoR can expect the same with this lol delays, big changes, and all sorts of other problems haha so i wouldnt expect it anytime soon
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#13 User is offline   Padz 

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Posted 14 January 2008 - 12:26 PM

ok i've been doing a start on my new game 'hive world' (working title) mostly research and writing up odeas for the level up system and how the world will fit together. basicly the game will revolve around one huge hive city metropolis.
actual game development is mainly low level basics. last night i designed a futuristic script set. and i've been working on the animations for the player (a bounty hunter) so far walking is completed. and about 10 weapons are drawn but not animated. i'm currently working on the weapon engine/animation as a main priority and all other player anims/engines.
next priority is the enemies which i plan on developing a high AI. like gears of war on a mzx scale. taking cover, working together and whatknot

i'll keep you posted
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#14 User is offline   Padz 

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Posted 14 January 2008 - 11:29 PM

I have done the first (easy) weapon the lasblaster. and i've got a good idea on how the rest will work(about 15 so far). also ive worked out the atributes and how they affect combat. (strength,agility,willpower,intelligence,perception,charisma) i really want to focus on the combat in hive so you have to think about how you apply your weapons and skills.
i also plan on getting a couple of screenshots up in the next month or so

This post has been edited by Padz: 14 January 2008 - 11:30 PM

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#15 User is offline   Padz 

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Posted 15 January 2008 - 12:46 AM

Here's a quick screenshot of the (wip) weapons i'm egineering just for a feel of the character.

Posted Image

This post has been edited by Padz: 15 January 2008 - 12:53 AM

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#16 User is offline   Padz 

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Posted 15 January 2008 - 09:12 PM

ok so the lasblaster, dual lasblaster and shotgun engines are all done and i'm just finishing the laserrifle. next i'm on the 3 flamer types! fun!! also more work on combat and player stats engines
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#17 User is offline   nooodl 

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Posted 16 January 2008 - 08:06 AM

Padz, on Jan 15 2008, 01:46 AM, said:

Here's a quick screenshot of the (wip) weapons i'm egineering just for a feel of the character.

Posted Image

They all look kind of cute :D

However, the bottom right one kind of looks like he's shooting a string of something, not a rapid firing of bullets. (I think that is what it's supposed to be)

This post has been edited by nooodl: 16 January 2008 - 08:06 AM

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#18 User is offline   Padz 

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Posted 16 January 2008 - 11:24 PM

i've changed some of the weapons from above. that was just a quick shot lol

Ok quite a bit done tonight. weapons 1-11 are complete. so thats 3 flamers, 2 sniper, 1rifle, 1shotgun,1heavy,3pistol.

I have 2 more heavy and 2 specials to do. then thats all the basic weapons complete. (about 3 full bots of code) i'll add further variations later.

I'm going to be working on the combat/AI tomorrow. I may upload a file for bugtesting once its complete but prob not for a while.

This post has been edited by Padz: 16 January 2008 - 11:26 PM

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#19 User is offline   nooodl 

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Posted 17 January 2008 - 06:51 AM

Padz, on Jan 17 2008, 12:24 AM, said:

I have 2 more heavy and 2 specials to do. then thats all the basic weapons complete.

Are the heavy and specials also going to be part of the basic weapons? Because if so, you still have other 'special' weapons to do :)
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#20 User is offline   Padz 

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Posted 17 January 2008 - 08:24 AM

yes the heavy and specials are part of the basic set. ie one or two per animation set. i will be doing variations of the basic weapons later, as in more powerfull/different ammo types
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#21 User is offline   Padz 

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Posted 19 January 2008 - 11:18 PM

ok all weapons are done for the moment 17 in total.
7 class 1 (pistols/dual pistols)
4 class 2 (rifles/shotguns)
4 class 3 (specials/snipers)
3 class 4 (heavys)
0 of 4 class x (grenades/charges)

now the player weapons are pretty much sorted i'm starting on enemy AI which could take a while. i'm planning on making it check for cover positions and move between them when attacking

once thats finished i'll release a single simple mission board for testing. and hopefully see what you lot think
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#22 User is offline   Padz 

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Posted 28 January 2008 - 11:46 PM

ok ive been working on the battle system, i have a basic design for ruined building areas with some simple interactions. i have the basic enemy ai(moving and taking cover and firing) having a few conflicts with enemy weapon anims but not too many problems. heres some simple screens

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image

This post has been edited by Padz: 28 January 2008 - 11:47 PM

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#23 User is offline   nooodl 

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Posted 29 January 2008 - 06:51 AM

Heh, looking neat! Good luck on this project.
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#24 User is offline   NoahSoft 

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Posted 29 January 2008 - 08:38 PM

This actually looks really cool

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