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Some ideas...

Wed, 18 Jul 2001 10:00:00

Tzar Sectus

Just some ideas I was thinking about: -Weather effects would be cool. Rain, snow and... er... rain and snow [img]images/smiles/icon_biggrin.gif[/img] -Wouldn't it be cool to be able to summon something like a familiar, which follows the player around and attack any passing enemy. And it would also be able to gain xp and get new attack through gaining levels. It could just start with a puny fireball, and get a... bigger fireball later. [img]images/smiles/icon_biggrin.gif[/img] Well, something more original than that. The familiar also needs to be something which flies so programming the AI would be heck easier. If we want to be really ambitious we could have more than one type offamiliar, one which is all offensive with fireballs and the lot, one which is all defensive and can heal the player and similar stuff, and perhaps other types. -Okay, about the idea I mentioned earlier about how to make the fighter more interesting. What about having two classes, the usual fighter, and the new barbarian class. The fighter will be a little tweaked, to make him a little more interesting we could add a few spells for him (after all, he *does* have some sort of magical power since he already uses mana for weaponry, magical items and such). The barbarian would be graphical like the fighter, although only with a bunch of other changes. The barbarian would have *no* magical abilities, can't pickup mana ever, can't use *any* magical items. His weapons would be like the fighter's only he can't use the mana-version of them, and his version of the Quietus could be that melee sword I made. He could gain certain abilities as he rise in levels, for example, one specific idea I was thinking of. When looking at the weapons to the fighter, all of them are aligned to the right, so it would be very easy to mirror the weapons to appear on the left side of the screen. That way the barbarian could for example wield his hammer and axe at the same time. Obviously, this class would be best to use in cooperative since he has no ranged weaponry. Well, just some ideas I thought of. (darn, the forum seems to be real quiet nowadays) -Remi
Thu, 19 Jul 2001 12:17:00

kendrome

- I really like the idea of additional classes, it adds a little more to the game. Another idea would be an archer. We could use the graphics from Heretic for the character and the weapons. - Small idea...what about a slight shake up an down whenever the player moves. Kinda like a little bob caused by walking. I've seen games that have that and it just adds a little more realism to the game. - What about setting free-look, where the player isn't limited to a certain angle up and down they could look. I know the sprites will look weird, but I know when playing through the game using a mouse, I really would have liked it.
Fri, 20 Jul 2001 00:53:00

RambOrc

Weather effects: there will be a *weather system* in the engine, tracking movement of winds, temperatures, air humidity, etc. You go to sleep in an inn after a bright sunny day and you wake up next morning, look through the window and see nothing but thick fog and it's cold out there... the southwest wind arrived... [img]images/smiles/icon_wink.gif[/img] Classes: no more classes... I want to stick very closely to the world of Hexen, meaning 3 orders and 3 character classes. OTOH I already planned out a dual-split for each character class, making as good as 6 classes in the end: fighter ==> Blademaster (less health and strength, but more agility and intelligence) and Barbarian (brute strength, a lot of it, and tons of health, like up to 3-500 or more) cleric ==> Missionaire (aggressive, rather offensive spells, more health, strength) and Healer (defensive, peaceful, but can even do real miracles towards the end of the game, like turning away a whole troop of monsters at one wink so they all go to pick flowers :P) mage ==> Battlemage (offensive spells of great power, can be cast quickly in the middle of a battle, more health and some physical fighting skills) and Arcane Mage (spells that can't be cast in a second or 2 but might take up days of preparation, but have immense power like opening a rift in the desert, very fragile of health, virtually zero physical skills, spends a lot of time in his tower and learns new spells) As for free look, see the 3rd paragraph of the Korax Mod manual, I really wonder why the fuck I did waste my time typing it... [img]images/smiles/icon_razz.gif[/img]
Fri, 20 Jul 2001 01:53:00

Tzar Sectus

<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><HR>Weather effects: there will be a *weather system* in the engine, tracking movement of winds, temperatures, air humidity, etc. You go to sleep in an inn after a bright sunny day and you wake up next morning, look through the window and see nothing but thick fog and it's cold out there... the southwest wind arrived... [img]images/smiles/icon_wink.gif[/img]<HR></BLOCKQUOTE> EEK! You surprise me all the time with what you're planning for the game. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><HR>Classes: no more classes... I want to stick very closely to the world of Hexen, meaning 3 orders and 3 character classes. OTOH I already planned out a dual-split for each character class, making as good as 6 classes in the end: fighter ==> Blademaster (less health and strength, but more agility and intelligence) and Barbarian (brute strength, a lot of it, and tons of health, like up to 3-500 or more) cleric ==> Missionaire (aggressive, rather offensive spells, more health, strength) and Healer (defensive, peaceful, but can even do real miracles towards the end of the game, like turning away a whole troop of monsters at one wink so they all go to pick flowers :P) mage ==> Battlemage (offensive spells of great power, can be cast quickly in the middle of a battle, more health and some physical fighting skills) and Arcane Mage (spells that can't be cast in a second or 2 but might take up days of preparation, but have immense power like opening a rift in the desert, very fragile of health, virtually zero physical skills, spends a lot of time in his tower and learns new spells)<HR></BLOCKQUOTE> Well, personally I've never liked having "fixed" subclasses in a game, in the end it just makes me think "Hey, I want that spell of the Arcane Mage, but still be able to "input cool thing another class can do!"", so what about instead of having subclasses we make some sort of "free gain system". So, for instance, instead of giving a player a spell when he gains a level, let him *choose* a spell from a spell-tree, where certain spells lead to other more powerful spells and such. Perhaps we could also make a similar skill tree, where you can gain one skill per level or something... hmmm... although skills would probably be better off given to the player when he reaches a certain point in a stat. When it comes to RPGs I like the class/skill system ala System Shock 2, Ultima Online, Ultima Underworld 2 and other similar games like that, because they have really big freedom when making characters. In those games the only difference in the classes are the starting statistics, from there the player can choose what he likes, he can choose a Fighter at start but start learning spells to make some sort of hybrid. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
As for free look, see the 3rd paragraph of the Korax Mod manual, I really wonder why the fuck I did waste my time typing it... [img]images/smiles/icon_razz.gif[/img]
[removes original response, darn, I should have actually read the manual again before "trying" to remember what was writtn there] -Remi [ July 19, 2001: Message edited by: Tzar Sectus ]
Fri, 20 Jul 2001 02:02:00

Tzar Sectus

<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
- Small idea...what about a slight shake up an down whenever the player moves. Kinda like a little bob caused by walking. I've seen games that have that and it just adds a little more realism to the game.
Heh, if you look closely (for example walking up do a wall and keep walking), you'll see that the actual screen does go up and down a little while walking (although only even less if try it against a wall). It's just not any apparent since the bobbing isn't any huge at all. Perhaps we should have a menu choice to choose how big the bobbing should be? -Remi
Fri, 20 Jul 2001 02:08:00

Tzar Sectus

And yeah, one small comment. Personally, I would like to see that gaining xp from destroying non-enemies (pots, trees, etc...) is removed. It's just very odd, and it doesn't exactly add anything to gameplay, it has only given me the bad habit of destroying every piece of furniture I see. -Remi

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