Back to the Korax Forum Archives


Forum

KRPG Alpha Progress

Fri, 13 Nov 2009 13:34:30

RambOrc

Milestone 3: Internal Alpha Basic RPG features like experience and leveling Travel map with at least 5 waypoints At least two town maps At least three hubs of dungeon maps NPCs and interaction (conversations and quests) Mage and Cleric spellbook systems Inventory
Post here what is already done and what you are currently working on.
Fri, 13 Nov 2009 13:53:55

RambOrc

The dungeon maps are architecture-wise finished, they mostly just need new map numbers for the exit (or linedef for travel map). There are several town/village maps under construction, for an alpha they should be fine in their current state. What they need is exits to the travel map and NPCs (quests, shops, etc).
Fri, 13 Nov 2009 17:50:26

Firebrand

I'm working on the artistic version of the map and implementing NPCs for towns, how many would be needed as of now? I'll be fixing the RPG system afte the KA release to remove limits on stats. After that's tested and working I'll begin implementing new enemies from the bestiary that I have downloaded <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. Finally I'll draw the previews of the arsenal screens and spellbooks, and continue my implementation code wise.
Fri, 13 Nov 2009 19:53:07

RambOrc

No need for visually different NPCs, it's about the technology behind them (shops, quests, dialogs). Also, new enemies are not needed for alpha.
Sun, 15 Nov 2009 16:20:03

Firebrand

Good to know, I'll focus on that then <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 15 Nov 2009 17:14:50

Crimson Wizard

Now when they support conditions (with some mistakes yet, perhaps) dialogs may be considered fully working. New functions may b added to them relatively easy if needed. I started to work on quests structure, but don't remember what's the status, also I wasn't sure how much needed for them in terms of coding, since many thing could be achieved by map script. Regarding enemies - what about making a "Zoo" map?
Sun, 15 Nov 2009 18:03:10

RambOrc

Since it's alpha, putting stuff to test into dedicated mini-maps should be no prob at all, we just want to see and test the features in-game before building a beta. So you could basically make a zoo and an NPC test map if you like, or you can use one of the existing maps for these purposes.
Sun, 15 Nov 2009 19:58:48

Firebrand

I would suggest doing a small "save my cat" quest or something like that and include a small store somewhere <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 15 Nov 2009 20:41:00

Crimson Wizard

[quote="Firebrand":2p8prsri]I would suggest doing a small "save my cat" quest or something like that and include a small store somewhere <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. "Save my pig" or "chicken" would be easier since we have sprites already.
Sun, 15 Nov 2009 21:50:15

RambOrc

Quests would probably mostly consist of having to kill a certain boss or picking up a certain item (which would be in a room behind a boss <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->).
Mon, 16 Nov 2009 15:46:59

Firebrand

Whatever then... the main idea was to make a small quest for testing what is listed on the first post <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, we could make a couple of NPCs, the one that gives the quest, a store somewhere, and another that give information on the quest IMO. Then make the map link to the travel map to test the feature and 2 or 3 maps at maximum for the quest itself, maybe adding some new weapons/items/enemies that are already coded, to test the new content too <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 16 Nov 2009 18:12:00

Crimson Wizard

Shall we make shops like Strife ones, where player select items from dialog? I actually hoped we could make some sort of graphical store menu.
Mon, 16 Nov 2009 18:29:23

Firebrand

I prefer the way it's done in KMOD, i.e. you have "stands" for every item on stock and simply pressing the space bar in front of the item buys it, but it could also work with doing some graphical menus thought <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 16 Nov 2009 19:05:46

RambOrc

I'm open to whatever system you cook up.

Back to the Korax Forum Archives