I think every-one who still with quest is moving towards online rpg's, prolly cos they're so cool.
But i think some of us should form a group or something, making one together, that'd mean progress wouldn't be restricted on one person and a lot more idea can merge together, et cetra...
So what's the theme or idea behind faeguard, what features you gonig to have, race, classes, and so on!
Anyway, i'm existed that you're back in the game and everything, but let's not be rivals, completing our rpg's against eachother and all that. let's as they say 'be friends'. yes? lol.
oh, if you have a battle code, may i borrow it. just to look at and see how to make one as i'm having a bit of trouble with mine at the moment... thanks.
Why can't I be happy with my blogger looking clean and nice like that, instead I try to do something fancy and mess it all up.
Good luck with the game...
...coding complex systems in ASL is a lot easier for single player than multiplayer, so I'd say that was a good call...
The RPG code I'm working on right now is a bugger, and until I can get a good formula for damage, then it aint gonna happen!
...Quest can-can's out at 32,000-odd (integer limit).
Tr0n wrote:
Of course, good planning should mean the RPG system for single-player should be pretty much cut-and-paste into network play, with little alteration.
Knowing this, and that a large set of numbers or calculations can be mirrored by a smaller set (relatively)
Eh, if you used any arrays, they would immediately be broken
Yeah.. It needs damn good foresight to plan it all properly to be ported easily... Still requires a fair bit of changes and debugging though.Point taken though, we both just know it isn't that easy typically
That fixes userid's, but you still need to programme some pritty horrid stuff now to cater for everything being properties.
Why not make the curve smaller?
Style is size-less
You only make sense for this is you build around a %-based system - which I'm not going to do as that'd require a re-write of almost everything.
Next Quest release should have Long integers (~4 billion limit IIRC)
Is there a reason why enemies can't just have 10 hps and 35 hps instead?
35000 isn't necessarily harder to kill than 35. It all depends on the damage inflicted. If you're going to start your character capable of dealing 1000 points of damage with a hit, wouldn't it make more sense to start him with 1 or 2 points per hit?
Keep it lower...
tell us more of the wound-system over-cat....
because 35000 is harder to kill than 35
Tr0n wrote:"because 35000 is harder to kill than 35"
EXACTLY...
, a 35 hp enemy if I was carrying a short sword with inflicted 5 points of damage per hit?
Quite true.the odds of anyone playing the game long enough to amass even a tenth as many hps is extremely unlikely?
You may also gain HP through other means..Assume you start with 10 hps and gain another 10 every level. Now assume it takes an hour of gameplay time to gain a level. How long till your player has 35000 hps?
I don't.On the other hand, if you're starting the game with the player having 1000 hps and gaining an extra 1000 every level, consider just why you're starting with such massive amounts.
davidw wrote:So if I'm carrying the Uber Massive Sword of Vengeful Smiting +45 which inflicts 20000 points of damage with a single hit, it would take me longer to kill a 35000 hp enemy than, say, a 35 hp enemy if I was carrying a short sword with inflicted 5 points of damage per hit?
Sorry, but a total of 35000 hps is ridiculous...