Walyn
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| Joined: 30 May 2007 |
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| 04 Nov 2012 08:42 PM |
TL;DR: Based off of what suggestions and ideas people give me, I will make a place and post about what went into it in this thread.
I've wanted to make a great place for a while, but aside from a few scraps of concepts, I have nothing to show for my effort as of yet, due to lack of ideas on what I really want to make.
I would like for you guys to give me ideas on what I should make for a place, and in exchange, I will post in detail about what I do to get the place made, so that this thread can help others make places.
I am an adept scripter at best (I have no experience with the use of GUIs), and I only have a mega server place available to me in terms of BC-only features, so please keep these limits in mind.
When the place is finally finished for a complete release (as in I start trying to advertise it), the people that have helped me will be given credit for helping (and who knows, if you have BC, and the place becomes a hit, I might share the wealth).
So yeah, give me your ideas. |
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Walyn
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| Joined: 30 May 2007 |
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| 04 Nov 2012 08:48 PM |
| Addendum: My ability to use CFraming and terrain is very limited. |
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Walyn
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| Joined: 30 May 2007 |
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| 04 Nov 2012 09:07 PM |
Just a question,
Is the Great place going to be a GAME or just a scenery kind of game |
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Walyn
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Miro034
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Walyn
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| Joined: 30 May 2007 |
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| 05 Nov 2012 02:56 PM |
| I still need an idea - bump |
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| 05 Nov 2012 03:02 PM |
A list of idea threads I've made:
http://www.roblox.com/Forum/ShowPost.aspx?PostID=68037274 http://www.roblox.com/Forum/ShowPost.aspx?PostID=76105779 http://www.roblox.com/Forum/ShowPost.aspx?PostID=70851731 http://www.roblox.com/Forum/ShowPost.aspx?PostID=68576582
Have fun. |
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Walyn
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| Joined: 30 May 2007 |
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| 05 Nov 2012 05:45 PM |
The second and fourth ones I don't see myself doing, as there'd be a lot of multiplayer issues, especially with two people in the same area.
The first one sounds pretty fun, but not many people would play it. Sadly, brickbattles aren't played that often anymore.
The third one also sounds fun, and sounds like people would play it - I'll wait a while, and if nobody gives another idea, we'll go with this one. |
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Walyn
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| 06 Nov 2012 04:48 PM |
| Bump - still looking for more ideas |
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Miro034
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Walyn
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| Joined: 30 May 2007 |
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| 08 Nov 2012 05:13 PM |
| Horror adventure game? Can you elaborate on that idea? |
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Miro034
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| 09 Nov 2012 11:11 AM |
| Mutated humans and detailed maps and st00f |
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Walyn
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| 10 Nov 2012 07:47 AM |
Alright, I have decided to go with ninjasheep's third idea.
There are two types of players - the Hunters (all but one player are put into this role every round), and the Beast (one player per round). There is also wildlife running about for both types of players to benefit from.
-The Hunters
The Hunters, whose goal is to slay the Beast in the area, are provided with basic weapons and tools at the start of a round. They have to survive the area's natural problems long enough to get further better supplies, or they can search the area for smaller game to hunt for small amounts of money and leftover gear from initial scouting parties sent ahead.
At the start, they will be no match for the Beast, only having a small chance of defeating it in combat. But as they get better equipment, they can begin to fight the Beast on their own terms, and this predator becomes their prey, if not through cunning, then through superior firepower.
-The Beast
The Beast is mostly concerned with ruling its territory as it sees fit and eating the occupants, and what it does not eat it simply kills and leaves to rot. As it eats the wildlife, it becomes stronger, eventually becoming the pinnacle of its species' strength. But it finds something trying to take its territory from it, in the form of things that it cannot use or eat being missing, or kills against the wildlife not being from it.
At the start, the Beast is quite simply the strongest force in its territory, but the rate at which the new foes gather power and grow will outpace the Beast's own growth. But the Beast knows its land better than any other, and these predators will become his prey, if not through strength of arms, then through cunning.
-Gameplay Basics
There will be several premade locations for both types of players to spawn in, which will always be far away from each other. Both types of players have Health and Stamina. Health determines how much damage you can take before your body fails you and you die, and Stamina determines how much you can do before your body fails you and you have to stop and rest.
Stamina naturally regenerates over time, and can be regenerated quicker by certain sources depending on whether you are a Hunter or the Beast. Health does not regenerate, but can be regenerated by certain sources, much like Stamina.
The main resource for the Hunters is Money - when a supply wagon reaches the Hunter base, the goods they have gotten throughout the exploration of the area are sold, and they can buy useful equipment like guns, traps, first aid kits (which regenerate Health and stop gradual Health loss from wounds), and vitamins (which regenerate Stamina). Money is gained through the hunting of wildlife in the area and gathering of materials that can be sold at the supply wagon.
The main resource for the Beast is Meat, which is gained through the hunting of wildlife. The Beast, as it eats, it becomes stronger, and can use the Meat it has eaten to gain useful skills and hone its physical strength and instincts. The eating of Meat recovers Health and provides a boost to Stamina for a while.
-Victory Conditions
The Beast will not be pushed out of its territory, and the Hunters refuse to fail at their mission. The only way for the game to end is for either the Beast or the Hunters to all die. If the last member(s) of either side die from damage-over-time effects after killing the last enemy, it is a tie. |
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| 10 Nov 2012 09:42 AM |
Very nice. You turned my backwards hide and seek game into a hunting expedition.
:P |
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Miro034
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| 10 Nov 2012 10:14 AM |
| I like that idea. Fascinating! |
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| 10 Nov 2012 10:25 AM |
One nice additional element you might try including is platforming: not just the usual jumping, but wall jumping, wall climbing, ceiling clinging, etc. Admittedly, this would require a new character model to do properly, but the rewards would be great.
-God Bless- |
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Walyn
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| Joined: 30 May 2007 |
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| 10 Nov 2012 10:50 AM |
I could see those platforming features being able to be used by a Beast.
In fact, I had the idea of multiple types of Beast - some ranging from being very agile to the point of having the chance of projectiles missing even when they physically "hit", but being physically weak and only being able to tackle one mid-tier Hunter at most, to gargantuan powerhouses capable of simply defeating squads of the best equipped Hunters, but their large size would keep them from moving slow and they would be easy to trap and kill, or even reaching certain areas. |
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Walyn
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| Joined: 30 May 2007 |
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| 13 Nov 2012 07:10 AM |
Alright, time to plan out the initial framework of the game. I favor using psuedocode for a basic layout of how the game will be set up, as it makes it more readable beforehand.
First, the game should have a preset amount of players required to play the game. For now, let's say 4 is the starting number.
Next, the game will decide who is the Beast based on how recently they have been the Beast, and how they did last game. I am not sure how the specifics will work on this - if anyone has a suggestion, let me know.
Then, the game will prompt the players to begin setting up their characters - selecting what their intial weapons, skills, etc are. Once a player locks in their character, a timer will begin, starting at 120 seconds and counting down, reducing the timer by 120/(number of players) for every additional player that locks in.
Finally, the game puts the players into an area randomly chosen by the game (or maybe another method would work?), and the script involved with this begins running a constant check to see when a player's "alive" status changes, doing certain things based on the situation.
When a Hunter player dies and they are not the last one alive, the other Hunters are given bonus stats to compensate for the loss and prevent a snowball effect for the Beast.
When a Hunter player dies and they are the last one alive, the Beast is declared the winner, and the game ends. The Beast player only loses half of his selection weight for the Beast choosing process.
When the Beast player dies, the Hunters are declared the winners, with a special mention given to the Hunter that dealt the most damage to it (will work out how this will be figured out later, not a very high priority), and the game ends. The Beast player loses all of his selection weight.
I will go over the more specific details (supply wagon, wildlife, and area-specific events) later. Any feedback would be appreciated. |
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