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Found 45 results

  1. As I'm no longer sure if I want to create this as a game or develop it into a regular story, I have decided to just post it as a concept here and share and get feed back about it. Below you will find the base premise of how the game or story will be about. I will also link in the WIP from years ago from when I was actually still interested in game development. Needless to say from then to know there have been revisions on names and other things. And here is everything so far. Original Game Topic (Not actual original but it is the first game post here. The actual original game post was made on a different site) Calendar and Year Information Characters Gods and Demons Races and Spoken Languages Regions/Cities/Towns/Maps
  2. Hello, I would like to share about 2 projects that I am working on at the moment, in the future there will be others. If you are interested in learning more about the projects, join the discord group, there I share all the progress logs daily: https://discord.gg/zhYReAA The projects are br, but if you have a good amount of people interested, I can do an English translation too. CDZ DBZ
  3. Using Intersect Engine Storyline: 50% A war that had raged between humans and demons for a 150 years was finally over. The four Kings, Rilnor, Gantel, Nintee and Thir finally rallied all of their Knights, Paladins, Mages and Monk's to slay the Demon King Together they reclaimed the four continents that had flourished so many years ago. After meeting for several weeks to discuss the future of the continents, they finally agreed to give one to each King. Together they put an initial to each of their continents and they would forever call their new world Riganthir. To be honest, my imagination is horrible. I am amazed if this ever sees the day of light. And i am the only dev for now! Map status: 5% Class status: 100% Spell status: 15% Item status: 5% Gear status: 10% Classes: The Knight, a solid tank to have in your group to help bring down the toughest types of enemies. The monk with their heals and stat buffs will make sure that your group is strong and healthy at all times Paladin is a hybrid between Tank and Monk, they have minor heals at the same time as they use 2-handed weapons. However, they dont have buffs. The Mage is what you always want in your group, his heavy dps and ability to move while doing so makes it the most viable class in game. Of course there will be tweaks and nerfs as we go along with each class. So this is what i have to show for now, hope it lures out some interest
  4. Richy

    Concept Sacred Stones

    The Story: Long ago, when the world was dark and void. A God descended to the planet to create the perfect world. From the mountains to the rivers, this God had placed. From the creatures to the animals, this God had placed. This God created even the light, there is no darkness to be found, except that of His universe. This God created men, and women, but once men and women were created, this God found it hard to control His world. So He created Angels to help with the controlling of this world... Then there was a fight in the universe, for one of the Angels (which it's modern day name is the (Dragon King)) betrayed the God, and created deception which led to destruction in His world. Man went against each other, women went against each other, even the animals went against each other. God then cast the Dragon King away from the world and bound it with 6 Stones and placed each Stone deep inside the world's modern day Caverns and Dungeons; However when some of the other Angels learned that God had cast the Dragon King with 6 Stones, they had also betrayed God and descended to the world to gather the 6 Stones in an attempt to free the Dragon King. God can not allow this to happen because if these Angels get the 6 Stones and release the Dragon King. The planet will be consumed by the waters that he can call upon... So now; God has chosen many men and women, but only needs one man or woman, to get ALL 6 Stones at any cost, even if it means mass bloodshed in the planet. for all 6 Stones need to be given to God to cast another demon away. Will you be the one to get the Sacred Stones??? TD:DR Story God created 6 Stones to bind the Dragon King away from the planet which caused deception and destruction. God placed each Stone inside Caverns and Dungeons and now God needs all 6 Stones back... Will you be the one to get the 6 Sacred Stones??? The Concept: The Stones: Being that there are only 6 Stones in this world. Players will have to engage in PVP to take a Stone they need from another player to achieve getting all 6 Stones. The coding is already in place and it prevents ALL the exploits that I can think of... These Stones are not Items so they can not be bought/sold or traded, they will show inside the main GUI once acquired. Each Stone gives a player a specific power: This is a Spoiler so. The Engine: Highly modified EO 2.0 in VB6. Ambardia's server and client to be exact. The Graphics, Sound, Music: Right now; I am using Ambard's graphics for the most part. I am redesigning the UI because I am using Ambardia Reborn as my base so everything was wiped off the server and I'm slowly replacing what needs placed in the client so a lot of it is ripped and modified by me.. As well as Reiners Tilesets, and some other tileset resources. I have no clue what all is in here, as I've not really looked through it all yet. Sounds and Music, Probably Enterbrain and Blizzard tracks right now, I know I have some custom tracks in there. Anything else, I've no clue where they came from. The Staff: I still credit Ambard @ Ambardia Productions as I am using resources that I did not create, but I am trying to use as much as my own as I can, even though I know I'm not that great in graphical design. But as of right now, I am solo developing this. I might open for a small group of testers at some point (if anyone is interested, PM me.) I will let you know when I can use the testing via PM reply... Screenshots: All I really can show is some of the UI I have edited, as that has been my biggest focus, as well as the coding of the Stones. I have a small sample map that I just created because I got tired of seeing the black screen. The Future: Not even really thinking about it. I am doing this basically because I've been very bored and thought of a concept and went with it. I don't know how far it'll take me but I am accepting feedback and/or suggestions right now about this. I will likely be taking my time with development as I am known to burn out very quickly. I have re-done alot of the UI and the Stone codes within just 2 days. So, in-game content will probably be a slow progress to make sure it's all good and smooth sailing. I am solo testing until I feel confident enough to move this into an alpha stage: But be warned, it'll be quite awhile.... Completion States: Story: 50% Coding: 80% Stones: 100% Mapping: 0% Items: 0% NPCS: 0% Spells/Summons: 0% Animations: 0% Quests: 0% Skills: 0% Playability: 0% Thanks: Anyone who decided to TL;DR but still did. I love you. <3 Development Blog Updates: I won't be bumping this thread with updates so I'll just add any and all updates right here. TODO: ... I don't know when lol. Still need to update UI for Shop/Bank and Trades. I have to clean up the resources in my folders and remove items/spells/animations/sprites/sounds/music I won't be using. I'll have to start with the creation of items, as I have the items and item stats documented. Will have to try creating music and sounds... As I know I will be lacking in those resources the most. August 20th 2019 Updates: Finally fixed EO 2's Hotbar. The blt was fine, the problem was the fancy math in IsHotbarSlot(X,Y). When that just needed a simple Left = (32 * i) Updated UI's for Item/Spell description boxes. Cleaned up how imgbuttons were handled, unnecessary duplicate calls in each Select Case, instead of just calling them all invisible once and then just loading/unloading the picture box of which button was clicked. August 19th 2019 Updates: Got the coding completely done for the Stones: Meaning.... Players who stay logged in for over an hour will reset their inactivity state. Players who are inactive (logged out) for over 24 server hours will lose 1 stone per 24 hours of inactivity. These stones are placed back in the Caverns and Dungeons where they began. The stones are the main mechanic of the game and need to be available for all. Players will lose 1 stone per PVP death, that stone will be given to the PK'er. Players will lose 1 stone if they exit the game during the PVP combat timer. (UI changes which timer is on/off.)... These stones are placed back in the Caverns and Dungeons where they began. Players who have stones are able to be attacked in safe zones, but they can defend themselves once attacked, the pre-emptive strike is there for players that are trying to get the stones, yet there is no pre-emptive strike if the attacker also has a stone. Players get special bonuses for having each stone. The player who get all 6 stones are rewarded greatly by the God's as it is the end game for the conquest of all of the stones. All of the stones are placed back in the Caverns and Dungeons where they began, and this player does not need the stones any longer. I'm calling the Main UI done, I've spent more time than I wanted to on this... I just need to touch up the other GUI's.
  5. So I was using my old laptop today in the Uni lecture hall and I dug up some old battle systems I made when I was about 14-15. Judging by the fact I'm 20 soon, nostalgia is everywhere here. Here is a list of the battle systems in the video: Pokemon wild battle system with working animations and all moves involving damage and status effects coded! (I think I had catching and switching working too lol) Final Fantasy Tactics style battle system Old classic RPG battle system I thought I'd share what they were like with you guys, here's the video:
  6. Heyo! Its been a while. From the title i want to clarify that I know there are a ton of DBZ games around and some of you are probably tired of them, but hear me out Back in the days of Eclipse I made a concept of a sort of 2D "platformer-ish" dragon ball game called "Dragon Ball Tau" that was based around using LSW sprites (i love that artstyle). I managed to save two gifs from back then (they are from 2010 so at least 10 years ago lol): As you can see It wasnt truly a platform game because it lacked gravity and physics and it was just a matter of perspective (using sprites/tiles in a lateral way and a background image). But that game stayed with me all these years as a cool 'what-if' project to make one day. I think now is the day. Now that the source is out i've been playing a bit with the engine and im really liking it. I needed the source for this game mostly because i need to make a some sort of system of directions (4-directions is not enough, i need at least 6 with up-left, up-right, right, left, down-left, down-right) and probably a ton of sprites for airborn and grounded stances, so i was waiting for it to be released before starting heavily on this project. Now that it is out im having a bit of fun with it and im liking the capabilities Intersect offers from the ground up, amazing work there devs. Ive done this in a bit of spare time between yesterday and today, testing around graphics and animation/projectiles and also graphic tilesets: Wanted to share in case any of you is interested, and wanted to give some feedback ♥ Have a great day!
  7. Anterium Online Chap. 1. Enjoy the Ascension Overview: - Anterium is the name of the local planet where the game takes place, within the vision of the game there are five continents, with only two continents available to play in the first chapter. - In Anterium there will be no predefined classes, that is, the player will be able to use mixed equipment, use staff as his main weapon and equip metal armor, which in some games would be “Class lock”. - In Anterium the player will choose a faction, each faction has its continent, so the open pvp between different factions will occur. - In Anterium most of the maps are open pvp, with the exception of the big cities, the posts of the kingdoms and the maps conquered, the other maps have open pvp. Note: On the conquered maps this is a system where it will have a double interpretation, the map is conquered by the faction, however there are other maps on different continents that are destined for a certain faction, we can call this map Neutral, as it is as if it existed a treaty between the post and the enemy kingdom. - In Anterium, the intention is to minimally interfere in the players' actions, in this way we mean that within Anterium there will be multiple possibilities for player styles. The SG Soft Team (Sky Genji Soft) is concerned with serving all styles of players but without harming other styles too much. The player styles present in Anterium will be: - One of the great features of the project is to bring the sandbox world to the players, giving players maximum freedom to explore the whole project and its diversities. A little bit of the game's historical storyline A little about the available systems: Inside Anterium there is a server maintenance system, which is the means by which it will acquire resources to stay online; The first server maintenance system is the premium, which is a distinction between players who contribute financially to the project. There are two forms of financial contribution in the premium mode, the first of which is monthly subscription and the second is the purchase of the premium share. The monthly modality is almost self explanatory, to have access to the benefits of the premium player he will have to pay an amount every month (Note: it is not auto renewable, that is, every month the player must go to the store through the website and renew your signature). The premium action purchase mode is a “lifelong” way of accessing benefits, in this mode the player will pay a fee to obtain an item that is commercial within the game, this item will give access to all premium benefits for a single payment . Regarding equipment: Within the first chapter of the game, although we have several slots of items available, not all will be used at this time. We will have thirteen item slots, but only ten will be available: Fighting clothing and equipment: Accessories: • Specials: Team and plans: Team SG Soft (Sky Genji Soft) Plans:
  8. Hey, guys. I'm new to these parts and decided to create a thread to dump progress and stuff into. Right now, I'm just working on design concepts and framework. The goals of this project are to expand my logistical understanding of an online game, gauge reactions to my creative aesthetic and direction, and to serve as a piece of my portfolio. The only thing that looks good enough to show right now is the title screen, which I may end up changing now that I know a little bit more about customizing it in Intersect. Even still, I think it fits the overall theme that I've envisioned. If it wasn't obvious by the plot above, this game is going to be high fantasy with a tinge of futuristic elements. I'm not a great artist and that is the one thing that has impeded my progress, so most of, if not all, of the assets will be borrowed or modified in some way, with some of my own added here and there. Just a heads up, in case you recognize something. Title Screen:
  9. Takeshi

    Concept Grand Beasts

    Note: This project is purely a concept, and I have no intent to begin putting the game together until I feel like I have perfected the vision I have for the game. This thread is mostly for me to have a central place for all of my ideas, to gain feedback and suggestions. Engine: Intersect BETA 6.1 (Tentative - I am hoping to just wait for Open Source) Brief Overview Grand Beasts is a game with quite an interesting story, and the entire game takes place underground (in a cave-level system), this location/world is called "Underworld". The complex system of caves will get more intense the further a player goes deeper into the Underworld. This game will be heavily based around a few main goals: Resource Collection, Government Roleplay (Kingdoms), Questing, and PvE. We will have PvP opportunities, but they will be mostly based on Kingdom relations (war, events, etc). Storyline The story of Grand Beasts takes place in an underground world that has many stages, or levels. Players begin in "The Commons" which is an underground village with Neutral relations. From there, players will begin forming the rest of their gameplay experience by joining a Kingdom and following the primary quest line. Lore The player enters the story, and the primary objective is to become strong enough to fight the Beasts that rule the Underworld in hopes to find the missing King to restore order amongst the kingdom. The player must focus on the primary quest line, as well as working on their collection skills to learn the secrets of the Underworld. Classes The classes are based on the primary groups of people within the storyline, but I would like to introduce more classes in the far future (Post-Release) as we expand the game. However, there will be four main classes upon release. Sentinel (Melee, Crowd Control, High Defense) The Sentinel is a melee class that uses crowd control abilities and high defense to battle. The recommended Mastery with this class will be Forging to create powerful gear to make up for their lack of range. Runecarver (Magic, Area of Effect, Unique World Interactions) The Runecarver is a magic class that can interact with Runes to create Enchanted Tomes (items used for every class to learn new spells). The recommended Mastery with this class is Enchanting to enchant powerful weapons. Veilguard (Assassin, Stealth, DPS) The Veilguard is an assassin class that uses an element of surprise and brisk attacks to fight their enemies. The recommended Mastery with this class is Enchanting or Alchemy to enchant powerful weapons or create strong potions. Virtuoso (Healer, Marksman, Execution) The Virtuoso class is a healer/marksman class with a powerful spell kit, and it is recommended to be on their good side! The recommended Mastery with this class is Alchemy to create strong potions. Kingdoms Upon completion of the Royal Quest, players will be allowed to choose between two kingdoms (we may add more in the future). Each kingdom controls certain areas within the Underworld, and can therefore teleport between those areas, interact with general NPCs (banking, general shops, government NPCs, etc.). Players can switch Kingdoms at a cost. Players will decide the fate of kingdoms through roleplay, as every 3 months a new King in each kingdom will be elected by popular vote. Kings can interact with certain settings within a kingdom, and help create the amendments/rules of their respective kingdoms. Neither kingdom is class based, and therefore will offer classes no added benefit. However, certain kingdoms will have quick access to certain collection areas, and would be beneficial for certain masteries. Runic Kingdom The Runic Kingdom primarily rules over territory with high Rune concentration. Last Order Kingdom The Last Order Kingdom primarily rules over territory with abundant resources. Masteries Masteries will be a good way for players to pass time when they complete their Daily Tasks and need a break from questing. Masteries will give the economy a special feel, and let players specialize in a certain area within the game to create exclusive items through their masteries so that they can sell them to people without that Mastery. Players can only master one skill, and will be chosen by visiting the specific Mastery NPC. Players will complete a very long quest line to Master certain skills, but once they do, they can create pretty much anything as long as they have the resources. Masteries are not the same as resource collection (mining, rune gathering, etc). Forging Forging allows players to use mined ores to create and forge powerful gear for each class. Forging is recommended for classes with low range, otherwise they'll be putting a lot of their money in purchasing strong armor. Forging must be done in a Forge. Enchanting Enchanting allows players to use runes and other resources to create powerful weapons and enchant them. Enchanting must be done at an Altar. Alchemy Alchemy uses resources to create special and unique items that cannot be bought such as potions. Alchemy must be done at an Alchemy Bench. Teleportation Teleportation uses Runes and Geo-Essence to create Teleportation Stones which can be used to teleport almost anywhere. Geo-Essence is very difficult to obtain, however, so it is recommended to only go this mastery if you know how to obtain it (it's a secret muahaha). Agility Agility is a mastery that actually doesn't make items, but gives the player a huge advantage when it comes to getting places. Players with this mastery can use special map interactions to get places faster, or to actually get to places not normally accessible to other players (these areas will not be areas that are required to access, but may be helpful such as more resources). Special Items Explained For my sanity, I have created a list of special items that are explained. Team & Current Plans Team: Updates: Plans: I really appreciate you checking out my game concept, and I really hope through feedback and some effort, I can turn this into more than just a concept! I never want this game to be exclusive, so as long as you like what you see, there'll be no need to apply for things like closed access. As soon as I finish what I want to be the initial testing phase, it'll be open to everyone who wants to test the game out. Please, please, please share your suggestions and feedback. I am someone who heavily relies on the ideas of my community, so it helps to hear the opinions of others. I really want this game to be unique and fun, so help me make it that way!
  10. Hi guys, and thanks in advance for taking the time to read this and eventually helping me with it First of all, i never introduced myself to this little and joyfull community - and i don't plan to do so right now, i'll probably make a topic later, so let's set this matter aside and get into the main topic of concern : as you might have guessed, i'm here because i stumbled upon the Intersect engine while daydreaming about making (at least) my own oRPG, one that would - of course - revolutionnize the way you play (MM)ORPG. So here i am. Well, i'm probably not good enough to make the next WoW-like hit right off the bat but i like to (modestly) think that i might have some original (if not good) design ideas. Either way, i'm currently playing a bit with the engine, and despite having done a fair share of research on the net, i'm having quite a dilemma about one of my main features. In my game, i'd like to give the player a big (big ! about 90% of the game content) area (a forest, actually) to explore, with many many many secrets (zones, npc, events ...) to discover : yep, exploration would be the main focus of the game. I know it would lead to problems later on, like players finishing the proposed content too fast or such, but that's not the point. I'm facing something more like a level design problem, and without further ado here is it : should i map the forest like a ""real forest"" - that is, with space between the trees, possibility to go everywhere, no real obstacle but bush/thorns or the occasionaly gully or river ... you got my point. The downside is that the visibility will clearly be really low, but i'd like the player to get that "omg i'm lost in this big ass forest" feeling. On the other hand, should i map with a more ""classic"" feel in mind : "wall" of trees, dirt paths (or not, but the way is somewhat indicated), kind of "rooms" of forest ? The player is more used to this kind of environment, the mapping will be easier, i could lead the player where i want to with correct level design & the visibility will be obviously better but that's not what i want to achieve (because players will memorize the way/each rooms) and i think it would fit less in the eerie atmosphere i'll be trying to set. I'll be glad to hear what you think about this. If you have question, feel free to ask Thanks a lot, guys, really, this community seems amazing ! And the engine is way too great for me to describe
  11. I was wondering what you guys (and more generaly what nowaday ORPG's players) are fans of. I think that it could be a good topic to give ideas of what the AGD community are more likely to enjoy, and might give inspiration for anyone passing by. So instead of asking it here and there, I decided to create this topic with a small multiple answers poll : What kind of style and genre do you like the most / would you like to see more in ORPG games ? There will be a couple of pre-generated answer in the poll, but I encourage you to add anything that might miss in the comments down below. If you could also explain your choice(s), that would be even better ! I personally love Medieval / Steampunk genre. Having some anachronism laying around, with technologies that are yet to explain but available through use of artifacts and good old engineering powerd by coal, steam and lava. I'm not a huge fan of magic in the other hand, but it can go well with my previous choices. I do understand people have a thing for Dragons and other similar creatures, although I find it cliché and stereotipycal to use in such games. I tend to avoid them as much as I can. And you, what is your opinion ?
  12. Hey guys, I use to go on freemmorpgmaker.com about 5 or so years ago. I love what you've done with the site and the engine. Good to see some people still around from the old site. I'm planning another game now that I'm older and have a better (not perfect) understanding of coding. Ironically I've been looking at C# and C++. I've been working on this concept. I Photoshop for a hobby still so it's not perfect lol. I've attached my original images I used. The character is a Cyborg. I'm planning on incorporating it into my game once I announce it.
  13. My content has been deemed too negative for this venue, so I shall be removing it. Bye...
  14. So basically the higher level you get, the more guilt you collect from killing enemies and you get much weaker. This also applies to enemies if they kill a player!!! This means that pros and noobs can actually fight because pros have the skill and noobs have the advantage You have to credit me for using this lol
  15. Here's my game concept, the art is completely original, made by myself. New HUD, new ARMOR and more! NEW NPC!! New DEVELOPMENT IMAGE!
  16. Hello, I've been working on my project World of Adea for quite a while. While i originally only intended to only do mapping for fun whenever i felt like it, it ended up as something i wanted to finish/be playable, while there's quite a bit of content playable for Adea i felt there was something missing. Since i originally used it just for mapping since that's what i enjoy the most, i had zero plan or thought behind what i was creating. Intersect has also come a long way since i started doing anything with it, with those things combined, i felt Adea was rather lacking in player progression, balancing, zones, etc, just over all simply put. So a while back i started ripping some tiles from games that (there are rips by game rippers, but they're just raw sheets) and editing them myself to make them fit to a 32x32 grid. It has taken many many hours.. Not just to make them fit, but to edit pixels since they're not intended for a 32x32 system. From what i can tell, tidbits of graphics from these games have been used over the years, but not the parts i've customized myself. A part from this, i also dabble in pixel art, i've made a few of my own item paperdolls, and monster sprites. They can be found in my Adea thread. An important aspect that i will completely ignore for now, and possibly change in the future, is how i do paperdolls. I made them overly complicated, adding 'attack' animations with the movement frames. I will not do this now, and instead just use the movement frames for attacking. This will also allow me to use more sprites, change them easier (since i used a modified sprite as my base sprite), and also use bows/ranged attack weapons. With that said, I've decided to put Adea on the shelf and move on to a new and more well planned project. So before i delve into my plans for a game that i will spend most of my game creating time on, here are a few sample screenshots of the graphics mentioned above: https://imgur.com/a/fjQjy0q To start with, any projects i've made over all my years of game developing has just been raw mapping and some combat, never created a thought out story line. I intend to change this, by combining a base story, and then individual stories depending on the class you pick. Now, to be clear, there is a base story that everyone starts out with, but that quickly branches for each player. I've never been a fan of the 'great story line' where your path is laid out in front of you, with few deviations. What i've been thinking goes a long the lines of this: After character creation you discover you are part of your countries army, which is in the process of beginning an invasion of a neighboring continent. After you set sail, and i was thinking some type of short event movement controlled intro here, you land at an island a ways out in the ocean outside your target destination. This zone acts as the tutorial zone. You gain a few levels, during those levels you get to do a few simple tasks gathering provisions for the rest of the journey, to have the player acquaint themselves with the various schools of attack(melee, ranged, caster), and then set sail again for the mainland, however during the last stretch of ocean there's a massive storm, which sinks the entire fleet. You then wash ashore and start working your way inland, discovering a village (which is just outside Nusst, the capital of the continent). Nusst controls the entire region and most of the continent. There are outposts in every village/town to enforce rule, protect the citizens and collect taxes, etc. They also serve as quest hubs. Once there, the player decides it would be best to try to blend in, claim you are from a distant village looking for work, and thus you start your journey. Here is where it starts to branch off. I will include some elements from Adea, such as the class advancement system etc. Same with how i intended to create story lines. Each class will be given a quest chain that 'never ends'. It's purpose is to be able to further your class and have a type of goal, this quest chain is partially gated by content level, with dungeons and such being included in the quest objectives. This part includes whether you wish to work your way up the military ranks of the ruling nation or not, meaning you can freelance if you so desire. One of the things that will further your choices even more, and this part is not fully fleshed out (see below about organizations) is factions/reputation. Apart from your class quest chains i've put together a neat little idea, and that is organizations and factions. One thing i find is lacking in a lot of games is the villain groups. WoW does this excellently (or did, i haven't played the later expansions). So i've decided to take a page out of their book and implement that into my game. You can expect to have frequent encounters with: The Jade Alliance - These guys are a bit of a mix between all type of characters, bandits, outlaw mages, sellswords, and the likes, that banded together under one banner. They often raid supply houses and supply convoys. Western Trading Union - A group of excellent smugglers, thieves, and mercenaries united together to safely steal, ship, and sell various materials and resources. Excavators Company - The excavators company is a shady group of wealthy people who hire workers to excavate and plunder the land for resources. This group often works together with the Western Trading Union. The Southsea Raiders - A fearsome fleet of pirates who regularly attack and capture unprotected vessels out on the open sea. They also have a strong presence along coastlines and many harbors. Apart from the villainous type of groups, i've got plenty of good groups and organizations planned. While the groups mentioned above are mostly for player progression combat and quests, the good groups will serve as quest hubs etc. Features/ideas I intend to implement line by line: Fully open world Bounty System Encouraged World PvP Different Zone types with individual rules And all the usual jizzyjazz games nowadays has As you might be able to tell, i'm not much of a storyteller. Just not my strong suite, i'm rather unsure about the direction i'm headed with the game in general, but over all i'm quite satisfied and think it will be a lot of fun if executed properly. That is why i made this thread, since I work alone it is difficult to see if an idea is decent or not. So, based on the short idea and ideas i've posted, any thoughts? I'd love some feedback Worth noting, since i have a general outline of what i want to do, i've been developing and mapping for quite some time now, but i've halted enough so that i can still implement changes to the ideas above.
  17. So, I've been working on an engine as well, and for quite a while now--but I've never finished it, since I keep starting over from scratch. This time I was able to salvage a lot of the logic from a previous attempt, so I've gotten pretty far relative to the week or so that I've spent back on it now. Here's a video demonstrating my camera system; right now, my engine is not chunk-based, so when the camera hits the edge of a map, it will stop scrolling, and the player moves from the center of the screen. Eventually I'll make it work for chunks so you get an open world, but this is the first step in getting there: (Watch in HD so you can see the code--it will help explain what's happening, since there's no sound)
  18. So I have been messing around with the idea of making a side scroller with Intersect. There are a few issues that I would have to find a work around for. One issue is jumping which I could just leave out and instead just have climbing as well as using the grapple stone feature. So far it seems the more I think about this idea the more I feel it might be possible. Any ideas and suggestions would be much appreciated so throw them at me if you have any. Here is a screen shot and a short screen recording showing climbing in action. The video is pretty choppy so keep that in mind. Video: http://recordit.co/l8vWWx4WwP
  19. Hey guys, What you guys think about my new project. Here somes graphics that I made:
  20. Hello, i'm french, sorry for my english ! Numtopia Online What is it? Numtopia Online is a small ORPG developed with Intersect 2D. The game will immerse the player in the world of Melynnon. The story Two hundred years ago, the seven kingdoms of Melynnon were devastated by the great war against the evil forces called the Ne'Pry. A race using the magic of nothingness to control the elements of natures such as animals or other creature, which gives them a powerful armies. The seven kingdoms managed to lock Resh'zu into Todem's space. Todem is a huge magical fortress once fortified by the Kair. Resh'zu to successful find all his magic power and destroyed the space of Todem, two hundred years later he is back, and want to annihilate the world of the seven kingdoms. Peoples The people of Melynnon are numerous and all have a peculiarity of their own, it took a few months but now we have the name of each people, here they are: Kairi, Ill'Caris, Micathia, Helodyns, Aquavians, Moatis and Zornums. Each people will have their own characteristics and different style of play. Each kingdom will have a different specificity. The history of the seven kingdoms will be available soon. The gameplay Quest system PvP system Craft and skill system Friends and group system Navigation system by the sea Medias The links Our sites Our development blog: https://web-play.fr Our forums: http://web-play.fr/forum/communaute/numtopia-online/ Game Page : https://web-play.fr/numtopia-online/detail/ French Version : More information Road map: http://web-play.fr/forum/Sujet/feuille-de-route/ Logbook: http://web-play.fr/forum/Sujet/journal-de-bord/
  21. Hello guys, so today i will releasing the first teaser of the game i am making, i hope eveyone like it ! This teaser shows some extra equipment and paper dolls, The extra equipment is : Gloves/Gauntlets Rings Amulets And will have a slot for capes too. and the convencional shield and sword ^^ i hope everyone like it, i will release some more information in future, will take a time because i'm working in this game solo, and don't worry, i don't want help, i'm fine. put your feedback below !
  22. Firstly, i'd like to say that this is my first time making a post like this, so excuse me if i make grammatical errors and what not. What's the game about? RHG is a tournament style animation battle between 2 animators and their unique stick figures, basically whoever's animation was better would win and some would even make their battles canon to their character(etc one of them called FLFFL{ALFA}lost his arm in one of his battle and since then he's been only using one arm). This game is similar but you don't need to animate anything and theres alot more than just battling for glory. The players(stick figures) have some freedom to explore and travel around to become stronger however they choose to become so, whether by doing quests, hunting other players, NPCs and other things. The game would be designed to make you choose what you want to do instead of holding your hand for 90% of the time. Story? You're at the age in the stick figure community where you'll be able to become a gladiator, a gladiator is assigned tasks, missions and also participate in tournament battles against NPCs and other players. You can choose a general stat path where you want your character to be in (whether it is fighter,mage or tank and so on) then you'll be able to assign your own stats freely each level. There would also be alot of customization elements that would make your character unique like different skill setups, clothing and weapons. Thats pretty much all i have at this point. For staff, it's just me alone which you would realize after seeing the only few screenshots i have at the moment What has been done so far is basically just placeholder stuff to make it a viable concept(If that makes any sense), i have a stick figure character sprite that could be alot better but since there aren't much stuff from rpg maker regarding stick figures i had to improvise and modify one of the existing rpg maker ones and just made it plain black. The style of the map i was going for was like a moba styled one, where you have a base and then you go out into the wilderness,jungle and rivers until you find the next landmark and what not. The only weapon i fully made was just a sword to test the paperdoll and damage. There still needs to be a female sprite so i'm working on that. Classes are basically done but i think they may need better balancing as things go more foward. My plan right now is to actually get serious about this and make it into an actual thing, i didn't really have the motivation until realizing there aren't alot or any prominent mmo stick figure rpgs of this sort. I did have a playable version running and was using a custom character stat system but i didn't get enough forms turned it to actually make use of it so i just left it there. So in the next 6-7 days i'd make some changes to the user interface and actually try to make a presentable map and maybe a trailer of some sort? i dunno. I have alot of items and skills to make so i've been preparing myself and collecting alot of different ideas for skills that players would be able to use If you want to point out somethings to me and give me feedback and criticism i'll gladly accept it.
  23. Hi. For those of you don't know, I'm working on a game called Aegis with @Ghostly and @BiGG. We don't have a thread yet because we're working on preliminary things while waiting for Intersect's source to come out. Nonetheless, earlier today I was working on some lore/backstory for the game, and I made a zone overview for the game world. It's a pretty big image, so be sure to zoom in and scroll around to get a better look at the text. If you have any questions/comments/concerns/suggestions about the overview or the game feel free to ask!
  24. Hi everybody, As a game developer who works with pixel art spritesheets but who don't know how to use programs like photoshop properly, I always had the same problem when I wanted to change the color pallet of some spritesheets: I had to change the color of each pixel of each sprite of the spritesheet. That is so annoying, so I decided to develop a program which could do that for me. When I started to design the program I decided that it would be great if everyone could use that program, even if you have 5 years old, and that's what I did. Of course, I did it using Java as it will be easy to use no matter the OS you have on your computer. I called my program "Changing Pixel Jutsu"(from this momment, CPJutsu). It is so easy to use: You pick a picture, you click on the pixel to select the color you want to change(you can manually add it by writing the rgb values), you write the rgb values of the new color, you click on the "¡ ¡ ¡ C H A N G I N G P I X E L J U T S U ! ! !" button and it's done. When you've finished, you only have to save the picture. I think I couldn't make it more easy to use. Also, it is so light and fast, and no progress bars when opening it or when working with it! My program isn't finished yet(I want to add more functionalities) but I want to know if it is easy and comfortable, so I need some people to test it and tell me what they think about it(will send a google form link or something like that with questions). But, as this is only a prototype and I don't want people downloading it yet, I've protected it with a few firewalls so only people I want to will be able tu use it. Also, there is a method for me to know who have sended it if I find a download link, so please don't be bad. I'm not a very rich person, I won't give money to the testers, but they can keep the testing prototype to use it whenever they want before I release the final version(it works right now, I'm using it when working with my spritesheets actually). So, if you are interested in giving a helping hand, please pm me and I will tell you what I need and I'll send you your copy. Thank you!
  25. Since open source is not released yet, i've been writing down ideas i get on a whim in a text file. I'm pasting it here because this area is called "Show Off" and maybe you're interested.. maybe. *Hunger/Thirst/Energy system that drains from 100 to 0 percent over 10 hours. When maxing out your statuses, get up to 150% experience. When your statuses are 0%, only get 50% and start getting hurt. 0% sleep will knock you unconscious for 1 minute at a time, getting you back to 1% sleep giving you time to make it back towards the nearest town. *Each player gains a spell at level 30 called "Alter Ego". Allows you to transform into your alter ego for a minute. Each player is given a randomly generated looking alter ego, using the paperdoll slots. Ability gain is dependant on your stat build. *At level 50(max), each player is given a spell called "Last Words". A hardcoded spell that does different things depending on stat build, but always has a crippling effect on your character once finished casting, good way to end a fight if you're confident it will kill your target. *Adding rain to the engine. Rain can occur randomly but not more than once per two hours and not longer than 10 minutes at a time. Rain gives you a WET debuff, draining your status bars faster. Can be avoided by wearing an umbrella or raincoat or activating the mana shield spell. *The further you stray from safe areas like towns, the higher danger levels become. Each danger level number adds a number to the range of players you can attack works like the wilderness, but in a rectangle around safe zones. Add an integer to map data and map editor, so i can set danger level for each map. *Day/Night cycle. Nights are shorter than days since most aspects of it are negative. Some monsters spawn during the night that dont spawn during the day. NPC houses can be robbed during the night. PVP danger levels are doubled during the night from a maximum of 10 to 20. *Add a spell that has different effects depending on nighttime/daytime. *Add bombs that can break cracked walls, like Zelda.
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