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Character migration between games

Tue, 07 Aug 2007 15:26:43

RambOrc

Since some of the options are somewhat long, here they come and in the poll options only an abbreviated version. 1) The second (SE) and third (TSP) parts of the trilogy aren't made for a lvl 1 character. Part 2 starts at e.g lvl 21 and part 3 at e.g. lvl 41. You can either roll a new character or import your character from the end of the previous part, regardless of what level he is. 2) A system similar to that of Diablo II: Once you finish the game, you can start all over again using the same character but now on a higher difficulty, meaning you will have just as hard a time as in the previous run, just with higher stakes (your weapons and spells are more powerful, but so are the monsters). The parts would be independent of each other, but you could start any part with a lvl 1 or with a higher char (when playing it again). 3) A combination of these two, like that the second part would be designed for a lvl 20+ and the third part for a lvl 40+, but if you wanted to make things more difficult you could roll a new char for every part. Or you could play part one as lvl 1, then import your char into part 2 and play on medium difficulty, then import your char into part 3 and play on hard difficulty, giving you about the same challenge as starting each part at lvl 1 on easy difficulty, but allowing you to keep your custom char. 4) Something different along these lines (please specify in detail). 5) Absolutely nothing of this stuff - you start any and all modules at lvl 1 and when you finish you are done, when you start a new game you have to roll a new character (the way it is in KMOD).
Tue, 07 Aug 2007 15:36:24

The 4th Class

I voted for #1, mainly because it's the most straightforward and perhaps easiest to implement. Also perhaps the most logical, seeing as how we are following the adventures of one hero, who grows a little wiser, a little better every day. That said, if the player finishes all parts and wants to play again, we could then proceed to something similar to #2.
Wed, 08 Aug 2007 08:52:32

Camper

I´m for a mechanism similar to the baldur´s gate saga. nouff said
Wed, 08 Aug 2007 10:33:26

Crimson Wizard

As for me, I usually prefer to give users as much possibilities as possible (heh <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ), if not they are too difficult to implement. [quote="The 4th Class":3eb1hpmq]I voted for #1, mainly because it's the most straightforward and perhaps easiest to implement. Nah, #5 is easiest to implement, then goes #2, and #1 only after. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 08 Aug 2007 13:51:42

RambOrc

[quote="Camper":38mjyyhc]I´m for a mechanism similar to the baldur´s gate saga. nouff said No, not enough said as I have never played that saga (only part of the demo of the first game). What mechanism is that?
Wed, 08 Aug 2007 14:33:20

Crimson Wizard

It has common AD&D "mechanism", when you may both create a new character of high level or transfer one from previous game.
Wed, 08 Aug 2007 16:32:49

RambOrc

So it's basically option 1?
Wed, 08 Aug 2007 22:08:21

Firebrand

A combination of numbers 1 and 2 is what I think, it'll be nice to implement something like that, but we need to define a format for this stuff.
Thu, 09 Aug 2007 14:45:55

The 4th Class

This reminds me: assuming we go for something like #1 (current consensus seems to be a mixture of #1 and #2 anyway)... when the player begins Scattered Evil on lvl 21, he will start the game with all the powers/spells that he would've gotten had he started with a lvl 1 char who progressed all the way up to 21, right? Or will he ONLY start with higher stats, and no weapons and spells (having to find them again later)? P.S.: It's really exciting now we are making a plan. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 09 Aug 2007 14:55:39

RambOrc

If you roll a new high-lvl char at the beginning of the second or third part, you'll get about as many spells/abilities as you'd have on average when playing the previous game, e.g. the mage would have like 20 spells, the warrior 5 different weapons each of a tier 2 or 3 quality etc.
Thu, 09 Aug 2007 15:15:05

Crimson Wizard

[quote="The 4th Class":3n5xiz51] P.S.: It's really exciting now we are making a plan. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Yeah, that is what worries me lately... <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Thu, 09 Aug 2007 18:40:11

RambOrc

Huh?
Thu, 09 Aug 2007 20:04:19

The 4th Class

Sounds like CW feels this is too little too late? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> But anyway, now I see that my vote can practically go to #3 anyway, seeing as how my proposal was #1, but with a #2 twist if you want to play again after you finish.
Thu, 09 Aug 2007 20:26:01

RambOrc

Which makes the vote pretty unanimous, good. I'll update the concept guide accordingly. This also means that we can actually work on part 2 of the trilogy (SE) first and do TCS at a later time if we want. We will just deliver an SE that starts at lvl 21 or so.
Fri, 10 Aug 2007 09:12:42

RambOrc

Which brings up the next poll...
Fri, 10 Aug 2007 10:12:07

Crimson Wizard

Yeah, that's it, I would like to start making something for RPG. Maybe we should already create SVN repository for that and upload original Hexen progs there. How it can be done?
Fri, 10 Aug 2007 10:20:33

RambOrc

Feel free to implement any of the stuff that is already in the RPG concept document and most of what's in KMOD. One thing off the top of my head that's different in the RPG is that the EXP gained from killing a monster needs to be an integer for itself, and not a percentage of the monster HP as it is in KMOD. This so we can tune the EXP gained without changing monster hit points.
Fri, 10 Aug 2007 13:39:32

Firebrand

[quote="Crimson Wizard":35sdgze7]Yeah, that's it, I would like to start making something for RPG. Maybe we should already create SVN repository for that and upload original Hexen progs there. How it can be done? Create your own sandbox (local copy of files), then using TortoiseSVN right click over the main folder with all the files and check the options there, it's pretty easy <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, if you have any problems with it, please post again, I'll be glad to help you out <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 12 Aug 2007 12:30:13

Crimson Wizard

Well, I know how to create repository on my machine, but how is the repository on sourceforge is made? Is it free of charge by the way?
Sun, 12 Aug 2007 14:39:04

Firebrand

Yes, SF.net services are all free, don't worry about space there <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, if we manage to make something wrong, SF.net will contact us before doing anything <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. I finally got the time to look at the TortoiseSVN options myself <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, you need to right click on the main source folder (which has the client and server subfolders and all the stuff needed for compiling, etc.), then select the "TortoiseSVN" submenu, then another menu will popup, there's one option that says "Create repository here", if you click it, you'll get asked on the modules name, make sure you use something like "KoraxRPG" or similar, again, if you've got any trouble with it, just ask <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 12 Aug 2007 17:53:27

Crimson Wizard

As I said in previous post, I DO know how to create a repository on my own machine. But it is useless for other devs here, if I'm not mistaken. My question is - how should I create a repository on SF? Or should I wait with that and do coding on my local repository for the first time?
Mon, 13 Aug 2007 00:48:13

Firebrand

I'm really sorry CW <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , I was checking the SF repository and there's a KoraxRPG module already there, so the next step is that you check it out on your local machine and then just copy the updated source files to it and commit the changes <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, it should work just fine.
Mon, 13 Aug 2007 07:41:41

Crimson Wizard

Ok, I found it. KoraxRPG seems to be Vavoom progs, but say, what is it for? I mean, will it be used for all the RPG parts, or should it be something specific? Secondly, does it have just ANY modifications over original Vavoom progs, so I'll have to merge last vavoom version weith it, or it doesn't and I may simply write over? As for "Scattered Evil" folder it doesn't look like Vavoom at all...
Mon, 13 Aug 2007 08:41:42

RambOrc

Yep that's the old SE that was to be built in Doomsday 5 years ago. It is called KMOD 3 in the meantime. As for the Korax RPG on SF, that's from Moose, he should be able to tell what exactly is in there.
Mon, 13 Aug 2007 11:27:09

Firebrand

I don't really know if it had modifications, IIRC it had one of the damage skins implemented (the ettin IIRC), you could verify this by getting the KMod.wad file and extracting the ettin's damage skin and testing it, if you can't find anything else, I would go for overwriting it, Vavoom's progs have changed a lot from the version used there IMO.
Mon, 13 Aug 2007 11:29:33

Crimson Wizard

Yeah, it seems so. All the logs there say something like "Initial import" or "Added last Vavoom changes". And the last changes were made 18 months ago. Ok, I am going to replace it fully. EDIT: Say goodbye to old KoraxRPG.. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> There were some additions by Firebrand - "Added Rain/Snow effects", and also by tache_man (Moose?) - who added some "Code::Blocks" workspace and project files (have no idea what's that). Anyway, they should be accessible since SVN stores them as older version (I hope <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ). Besides Firebrand's changes were made to files, that are no longer exist in current Vavoom progs version.
Mon, 13 Aug 2007 22:39:27

Firebrand

Nice work then <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, those snow/rain effects aren't much of a problem to re-implement, so there's nothing to regret there, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->

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