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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 InventoryAs suggested a few weeks back, we will release already this version to a small number of people outside of the devteam. Basic RPG features like experience and leveling As far as I know, this is already implemented in the KRPG code, if FB did the updates we discussed a few weeks ago, the could should include more or less the final form of the attributes update screen as well. Travel map with at least 5 waypoints At least two town maps At least three hubs of dungeon maps To check bullet points 2, 3 and 4, we already have the graphical version of the travel map, and the design guide/concept document shows where main storyline's locations are. Locations 1-6 should be accessible from the travel map. For Locations 3, 4, 5 and 6 there are already maps, the combat maps basically finished, the town maps under construction. For locations 1 and 2 simple placeholder maps will be used. CW: can you create the travel map with these 6 locations for in-game use? FB or CW: what's the best way to pack maps for KRPG? Also, the maps' numbers need to be modified as many point to the same entries. FB and CW: do you need me to give you a finalized version of all 3 non-combat maps and the starting combat map (placeholder) before you can execute these tasks? NPCs and interaction (conversations and quests) As far as I know, these systems are mostly in place, at least simple conversations that do nothing have been in-game for a long time. A quest is I'd say basically the player choosing the "yes" option for a certain question, picking up the item or killing the monster that's associated with it, and talking to the same or another NPC to finish the quest. There are 4 quests required for the moment: - from the starting base (Location 2), you get sent to the first dungeon to kill a boss monster - from the same starting base, after you finished the first quest, you get a quest that sends you to the port city (there is no turnin part to this so it's technically not a quest maybe) - in the port city, you get a quest to go to the desert village (same as previous?) - in the desert village, you get a quest to go to the nearby dungeon and pick up an item Mage and Cleric spellbook systems I'd say skip the Cleric spellbook system and maybe the Cleric class as such too. If work on either the new warrior or mage system turns out to be a lot of work, IMO it's sufficient to include one playable class in this mini-beta/ex-alpha/demo/whatever. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> Inventory Not sure what's the current state of the work on this, hope one of you has some info.
Firebrand
Crimson Wizard
RambOrc
Crimson Wizard
RambOrc
RambOrc
Crimson Wizard
RambOrc
RambOrc
Firebrand
Firebrand
RambOrc