Bobb1118
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| Joined: 03 Oct 2008 |
| Total Posts: 476 |
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| 20 May 2013 08:56 AM |
Hello there! I'm Bobb1118. For the past 2 weeks I've been developing an RPG, and it's nearing the Open Alpha phase, which will allow you to save your stats for each completed skill.
The first skill I've been working on is Mining. Simply equip a pickaxe and click a rock, and it will begin mining it and will continue to do so until you get a successful swing, granting you the ore in your inventory. More than one player can mine the same ore vein.
* Features * (completed/upcoming)
- Centralized database that contains the info for items and gatherable resources (level req, exp gain, tool req, respawn time, etc) This will allow me to add brand new skills extremely fast. - High detail UI which will be able to be repositioned if needed to by the player. -Mining skill (almost completed) -28 slot inventory with ability to have stackable items -Full equipment section (head, torso, legs, feet, hands, cape, quiver, amulet, ring, main weapon, and offhand slots) -There are example items to equip when you enter the game - General Store (sells basic items, but allows you to sell items and buy ones that players have sold) - Highly detailed Lumbridge Castle (hours of work put into for authenticy)
Once combat is implemented, the item drops will go to the player who dealt the most damage to the monster!
* Skills that will be made next *
Woodcutting Smithing Firemaking Fishing Cooking
Come check out the game. Lots of work is being done on a daily basis. Please don't hesitate to contact me, I love feedback and suggestions!
Link: http://www.roblox.com/BloxScape-MMORPG-Alpha-place?id=111161639 |
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| 20 May 2013 09:06 AM |
No offence, but BloxScape is one of the most cliche names I've heard for an RPG. Why not name it something relevant to your storyline?
Read the RPG Creation Guide, there is a section on names that could help you:
http://www.roblox.com/Forum/ShowPost.aspx?PostID=73492309
However, your game engine seems great. |
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Bobb1118
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| Joined: 03 Oct 2008 |
| Total Posts: 476 |
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| 20 May 2013 09:12 AM |
| Hehe.. I know it's cliche I'll most likely change it. And thank you! Have you tested the game? Some features are currently testable like inventory, requirement for tools, inventory space checking. |
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| 20 May 2013 10:05 AM |
Take a look at my tips: http://www.roblox.com/Forum/ShowPost.aspx?PostID=85089125 |
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Bobb1118
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| Joined: 03 Oct 2008 |
| Total Posts: 476 |
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| 20 May 2013 10:11 AM |
| Nice tips. But someone should actually go in my game and give feedback on build (castle) maybe bugs you find, if you like the GUI. I absolutely pride myself on my guis. c: |
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| 20 May 2013 10:16 AM |
| I'm a semi-professional critique. |
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| 20 May 2013 10:23 AM |
Destroyer, give yourself more credit. Professional would be a stretch for anyone, but you're a solid expert at it, just like I am.
And I'll take a look at it when I'm online next. |
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Bobb1118
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| Joined: 03 Oct 2008 |
| Total Posts: 476 |
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| 20 May 2013 10:23 AM |
I'd love some professional criticism.
Just to let you know my hook for this game is that it's going to be a sort of clone of Runescape in Roblox
just with some changes to the system like faster exp gain, players skill based combat |
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| 20 May 2013 10:38 AM |
| Like I said in my tips, you need to put the GUIs on a side. |
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Bobb1118
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| Joined: 03 Oct 2008 |
| Total Posts: 476 |
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| 20 May 2013 10:44 AM |
| GUIs are on the side. And fully repositionable if you click Move Guis in the top left corner, which I'll make save once I learn data persistence |
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| 20 May 2013 10:45 AM |
Noooooooooooooooooooooooooo.
Don't do that. That's a bad way to go.
You can get a much better hook making something new. Runescape has a lot of short comings (at least since I played it last), such as no storyline at all, and focusing levels too much on combat.
Although it is still a good game by itself (Runescape isn't bad), but a ROBLOX variation of it would just not suffice. |
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Bobb1118
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| Joined: 03 Oct 2008 |
| Total Posts: 476 |
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| 20 May 2013 11:00 AM |
well this will have more action based combat, (like sword fighting tournament) keeping the difference attack types slash/stab/crush which will take into account of the weakness of the armor of players. . keep in mind I dislike Runescape, but private servers are awesome. so I'm going to have it more like that
obviously we don't want guild wars 2 combat... level and equipment should be an advantage, but keep in mind of the combat triangle.
As for storyline, I'm not so good at writing. I don't believe it will have that much of an impact on the game . I'll figure something out for it. |
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| 20 May 2013 11:04 AM |
I agreed with everything in that post except the storyline.
The storyline is one of the most important factors for a *good* RPG. |
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Bobb1118
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| Joined: 03 Oct 2008 |
| Total Posts: 476 |
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| 20 May 2013 11:22 AM |
I'll have some kind of main quest line, which will be the story for the RPG, alongside the free to play quests that runescape has that I'll code into my game. And some other quests. As long distractions with big rewards, like the ability to trim armor gold, or an awesome cape, or pets and other vanity items that are very difficult to get and just scream "I'm awesome"
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| 20 May 2013 11:42 AM |
| Focus on the storyline before the vanity items. |
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Bobb1118
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| Joined: 03 Oct 2008 |
| Total Posts: 476 |
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| 20 May 2013 11:52 AM |
First thing is get the baseline for skills, shops, banks, and inventory complete. and then figure out item dropping, and finish the first town with areas to level up a few skills. then I might figure out how to let players trade with each other |
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| 20 May 2013 12:28 PM |
Alright, good that you are working on your engine first. That's an organized way to do it.
But it helps if you have a solid idea for a storyline... |
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Bobb1118
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| Joined: 03 Oct 2008 |
| Total Posts: 476 |
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| 20 May 2013 02:08 PM |
I guess so. :P
slot[x].Image = "http://www.roblox.com/asset/?id="..tostring(Database[Item].Icon.Value - 1)
Best inventory image management by decals. |
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Bobb1118
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| Joined: 03 Oct 2008 |
| Total Posts: 476 |
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| 22 May 2013 12:21 AM |
Bump.
Inventory and equipment system almost completed.
Features:
-Stackable items (if it makes sense to have them stack) -Stack number amount is shortened automatically in thousands or millions depending on length so as to not extend past it's own box -When moving items into inventory, it will determine if the item is stackable, then search for the same item and combine the amounts if it finds one. If not, it will find the first empty slot to place it in -Almost instantaneous coding, will be stress testing the speed at which the script can handle allocating items to the inventory. I expect either no wait or wait() speeds. -No models are in the player unless it is active equipment. Models will be cloned in from lighting and welded to the player, which will then update your characters offensive and defensive stats. the only tools will be weapons, resource gathering tools are cosmetic model welds (for the time being)?) so I can use ClickDetectors._.
Still to add: dropping items. Items will have a time where only you can pick it up, incase you drop the wrong item. you will be able to drop a variable amount of items from stacks click and drag item position swapping, although I just had an epiphany on how to accomplish this. |
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Bobb1118
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| Joined: 03 Oct 2008 |
| Total Posts: 476 |
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