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Xeogaming Forums - Help & Suggestions - Xeogaming Dungeon RPG (An exclusive ACMLM RPG Addon) | | | |
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Lord Alexandor Knight Discord Manager Since: 10-15-06 From: Dayton, OH Since last post: 1386 days Last activity: 77 days |
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Project: BOSSOverviewProject: BOSS is the replacement for the ACMLM RPG Addon. This project will be primarily stand-alone, but will be adapted for ACMLM integration when the stand-alone project is completed. This project is primarily a 1v1 battle simulation, but plans for an RPG and battle royale are being considered.Restrictions and RightsThis project is currently the intellectual property of Kevin Walker and Nathaniel Walker and will not be distributed to any site without written permission. When completed, the owners may decide to release the project under Creative Commons or GPL or something. The project will be provided to Xeogaming.org free of charge as the primary ACMLM integration host. The project will be made publicly accessible on DarkUnderWorld.net when completed.Support and SponsorsSo far, the entire project is funded by Kevin Walker (Lord Alexandor). There are no sponsors as of yet. However, once made public, the site will be supported by minimal ads and donations. If you would like to support development, please consider donating $5-$10. Donations will go toward website upkeep for DarkUnderWorld.net, professional assistants (artists and graphics mostly), and development costs. Donations will not be used as personal funds (like buying drinks or food).Current Development TeamKevin Walker (Lord Alexandor) - Coder, Graphic Designer, DebuggerNathaniel Walker (Soul_Of_Steel aka Natimus Prime) - Game Engine Developer, Testers:
Current WebsitesDevelopment & Testing - Darkunderworld.net [link]Public Gameplay - n/a Psudo-Legal StuffAny and all dates and/or information is subject to change with or without warning and/or notification for any or no reason.
Kevin Walker (Lord Alexandor), owner of DarkUnderWorld.net, reserves the right to modify, restrict, or terminate access to any portion DarkUnderWorld.net for any or no reason with or without warning and/or notification. Original post (canceled project):**This post will be edited with any and all updates. A new post will also be added to the thread for any updates. Introduction I've been thinking about making a battle system for ACMLM boards for months, but I never really got around to doing it. Mostly because creating one from scratch is tough work. However, I got a great idea. I've started getting into Dungeons and Dragons lately (mostly via a NeverWinter Nights campaign called Ansalon) and I thought to myself "Hey, why not use the D&D system as an ACMLM Battle/Item-shop addon?" I know enough about PHP and MySQL to write it, but I didn't know enough about the D&D system to do anything yet. However, I soon realized that doing so would land me with a copyright infringment lawsuit. Therefore, I dropped the D&D engine like a hot potato. Now I, Lord Alexandor, will create the ACMLM RPG Addon using my own engine! Construction Status The ACMLM RPG addon began construction on July 28, 2008. The ACMLM RPG addon was terminated on May 1, 2009. Current Progress: 7.8% complete Currently working on: Player/Monster/Container Generation and Inventory Tracking Estimated RP Alpha: ACMLM RPG Editions Basic Limited Game The Basic Limited Game edition of the ARPG addon will be very very simplistic. Zone navigation and combat will have a top-down graphical interface. Users will be limited to 5 characters at a time. Each character is generated using a 6 stat system. A seventh stat will be added later, when needed. Characters will be able to move and interact with the zone's environment. Think of a zone as a part of a dungeon. If you've ever played NeverWinter Nights, zones are the same as that, but much smaller. Like NWN and most D&D games, enemies will be visable when the character being controlled spots them. Combat will begin when the a character or enemy decides to attack. Entering combat will load a new interface, similar to Final Fantasy 7 and similar RPGs. Towns and shops will likely not exist in the game world, but as a separate function. Intermediate Game Plans coming soon. Full Game Plans coming soon. Addon Restrictions and Rights This addon and engine will remain the sole intellectual property of Kevin "Lord Alexandor" Walker and will not be distributed to any site without his written permission. The addon will be provided to Xeogaming and Darkunderworld.net free of charge because Xeogaming is just awesome and Darkunderworld.net is Lord Alexandor's own webspace. The ACMLM RPG addon will be exclusive to Xeogaming and Darkunderworld.net until the Basic Limited Game is finished and Debuged. At that time, the Basic Limited Game will be available for download for free (but please consider donating $5-$10). Xeogaming will, until further notice, recieve updates to the addon before any other sites (excluding Darkunderworld.net). The stand-alone version of the addon will remain exclusive to DarkUnderWorld.net until such time as Lord Alexandor decides to release it. Lord Alexandor will likely put the addon and stand-alone versions online for free download under some sort of licensing agreement (GPL, Creative Commons, etc). Support the ARPG Project To support this project, please donate to the cause (donate to Lord Alexandor). A donation button has been added below, so users may donate in any amount to the project. Donations will go toward the purchase of materials and paying for professional assistants (artists and such). Donations will also encourage me to work faster and harder. Likely, I will get a few friends that I know involved in the process. Please, don't ask to be on the team. If I want you on the team, I'll ask you privately. Current Development Team Lord Alexandor - Primary Developer Lord Alexandor - Coder Lord Alexandor - Layout/Interface Designer Lord Alexandor - CSS Implementation Lord Alexandor - Terrain Artist Lord Alexandor - Character Artist Lord Alexandor - Monster Artist Lord Alexandor - Debugger Astrophel (aka Thex) - Game Engine Consultant Cujo Kyros - Game Engine Consultant Lord Alexandor - Tester Astrophel (aka Thex) - Tester Cujo Kyros - Tester Lady Aria - Tester Current Servers Development - Darkunderworld.net Testing - Darkunderworld.net Game play - Darkunderworld.net Future Servers Game play - Xeogaming.org, Darkunderworld.net *All estimated dates are subject to change without warning or notification for any or no reason. **Lord Alexandor, owner of DarkUnderWorld.net, reserves the right to modify, restrict, or terminate access to any portion DarkUnderWorld.net for any or no reason without warning or notification. Edit: new paypal button (Last edited by Lord Alexandor on 10-15-10 10:30 AM) |
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Astrophel Fear will kill your mind and steal your love as sure as anything; Fear will rob you blind and make you numb to others suffering Since: 10-03-04 From: Azul Lux Orbital, Kirin Beta Since last post: 2481 days Last activity: 1332 days |
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Way to pick a painfully unbalanced system!
Okay, yeah, that was a bit too hostile, sorry. While I like the system, there are severe balance issues in 3.5ed. This isn't such an issue in normal D&D because the players are all working together, and shouldn't be an issue when dealing with monsters as long as you don't throw in too many that utterly destroy certain classes (hi, fighter), but it will be an issue for PVP. Question: Is it just the core D&D books, or do you intend to expand beyond just those? I wanna play a Duskblade... and I think those more familiar with an MP system would want to play Psionic classes instead of Wizards and Sorcerers. (Last edited by Thex on 07-28-08 05:37 PM) |
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Lord Alexandor Knight Discord Manager Since: 10-15-06 From: Dayton, OH Since last post: 1386 days Last activity: 77 days |
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Originally posted by Thex I am well aware of the PvP balance problem. As such, I have devised a clever (read: lazy) way to fix this. Squishy characters (wizards, sorcerers, bards, rangers, etc non tanks) will have an extra feat called "Squishy Balance" which will give the character 1 hit die of extra health at the beginning of the match, a (10+level difference)%* XP bonus, and a +1 modifier to all damage rolls. The feat will only work when the teams are not balanced by the following codes: Squishy = 1 x level Tank (non-squishy) = 2 x level Team = sum of squishy and tank if Team 1 > Team 2, then Team 2 gets Feat if Team 1 < Team 2, then Team 1 gets Feat if Team 1 = Team 2, then neither gets Feat Does that make sense? Do you think it will help balance the PvP? Note that I said "help balance" not "balance" in that question. *Minimum 8% because of the level restrictions on PvP. Originally posted by Thex I am currently limiting classes based on the edition of the addon. Check the main post for class restrictions. Also, I updated the post to have the donation button in it. |
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Astrophel Fear will kill your mind and steal your love as sure as anything; Fear will rob you blind and make you numb to others suffering Since: 10-03-04 From: Azul Lux Orbital, Kirin Beta Since last post: 2481 days Last activity: 1332 days |
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Originally posted by Lord Alexandor Believe it or not, the balance issue is that the tank-types are generally quite weak at higher levels. Rogues and Bards have enough skill points (plus the always-useful Use Magic Device) that they're always useful, plus they have their sneak attack and buffs respectively. Rangers, similarly, have decent skill points and are very good with ranged attacks, helping with flying enemies and flying Wizards. Moreover, other than certain non-core classes (namely, the Knight), the tank has no way to actually force people to attack him, thus eliminating their only other potential niche in a party. To summarize it a bit more directly: Fighters hit things. Wizards kill things. At higher levels, the most dangerous abilities aren't HP damage, they're save-or-die and save-or-suck abilities. This is also part of why I'd like non-core classes included, so there's fighter-types (esp. Tome of Battle classes) that are good at higher levels. Now, if people aren't optimizing, the balance issue isn't as bad... but, let's be honest here, people will optimize for PVP. |
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Lord Alexandor Knight Discord Manager Since: 10-15-06 From: Dayton, OH Since last post: 1386 days Last activity: 77 days |
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I will admit that I am not all that familiar with the game in its entirety, I only have what little experience I have gotten from the Basic Game and NeverWinter Nights. That means I have very little. Perhaps I should have some assistance. Check your PM box. | |||||||||||||||||||||||||||||||||||||||||||||||
Gan Ning Snifit Since: 10-21-04 From: Love Shack, that's where it's at Since last post: 3438 days Last activity: 3438 days |
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For D&D 3.5, single classed melee classes (at least from the core books, i.e Fighters and Barbarians) are absolute trash at high levels. Barbarians can be considered better than Fighters due to their ability to Rage. Single classed Fighters are the worst core class in the game imo. They don't even get any decent skills, they have mediocre at best saves, and a lack of combat and non-combat options. They get bonus feats, but in the core books there aren't enough decent choices available to make a Fighter shine. Basically, for Fighters it comes down to whether or not you'll Power Attack in battle, and that's probably the only tactical option they'll get. Like Thex said, they don't even get a MMO style "taunting" ability, meaning they often can't even act as meatshields. At high levels a melee Fighter becomes a liability more than anything else, due to the AoO rules he/she's more likely to get mashed just trying to hit something with a decent reach such as a dragon.
At mid to high levels, Clerics and Druids can hit just as hard as Fighters (Druids especially with Wild Shape) and also have a wide range of other spells too. Even at low levels a Wizard or Sorcerer can subdue an entire group of enemies with a single Sleep spell. At higher levels Wizard and Sorcerer become almost ridiculous, able to do just about anything. I'd highly reccomend bringing in some non-core stuff. |
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Lord Alexandor Knight Discord Manager Since: 10-15-06 From: Dayton, OH Since last post: 1386 days Last activity: 77 days |
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First, please join me in welcoming Astrophel (aka Thex) to the Development Team! *claps*
Second, I have decided to add some non-core classes to the intermediate and full games. I am aware that straight melee classes suck at high levels, but who would be dumb enough to not multi-class? Anyway, there will be multi-classing and some non-core classes, but I am doing some research on those classes before I decide what classes they will be. In the mean time, I'm working on the Basic Game today while I'm at my job. |
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Astrophel Fear will kill your mind and steal your love as sure as anything; Fear will rob you blind and make you numb to others suffering Since: 10-03-04 From: Azul Lux Orbital, Kirin Beta Since last post: 2481 days Last activity: 1332 days |
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Gan Ning: Actually, look at Monks. Yeah, they've nearly invincible... a shame about being even less able to do anything. A Fighter, at least, can hit.
The issue, Alexandor, isn't that single-class melee sucks at high levels, it's that nearly all melee sucks at high levels. Rogue levels help considerably, especially for a two-weapon character... though two-weapon fighting is a very weak option under the normal rules, because it takes too many feats to even be worthwhile. Might want to go with a homebrew fix there, I've seen a few. Typical solution's to roll all the two-weapon feats into one instead of requiring someone to take five feats just to get an extra three inaccurate attacks per round. Some classes you should definitely consider adding: Knight - they get the ability to draw attacks, so they actually function as a proper tank. Duskblade - Fun fighter/mage hybrid, focused almost entirely on damage. While it can cast in medium armor, it only gets spells up to level 5, and they're almost all damage spells. Psion - Amazing how a Wizard-like class with heavy armor and no spell failure chance is balanced, but compared to Wizards, it actually is. They also use an MP-like system, which most people are more familiar with, and they're better at straight damage than a Wizard, giving people more accustomed to mages in other RPGs an easy, familiar option. Of course, if you screw up on the various restrictions, balance with them goes all to hell. They don't have as many disable/instant-kill options as normal Arcane casters, though. On the Neverwinter Nights topic, go here. Adds a crapload of classes, and it's easily added to other modules including the official campaigns. If you already updated to 1.69, however, you'll have to either downgrade to 1.68 or wait for PRC 3.2 (which will hopefully be done soon...) |
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Gan Ning Snifit Since: 10-21-04 From: Love Shack, that's where it's at Since last post: 3438 days Last activity: 3438 days |
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I'd just like to say I really, really like Psions. | |||||||||||||||||||||||||||||||||||||||||||||||
Lord Alexandor Knight Discord Manager Since: 10-15-06 From: Dayton, OH Since last post: 1386 days Last activity: 77 days |
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Well, let me just clue you all into something about this: Basic Game is not going to come out for a couple months. Intermediate (where you can build characters) isn't coming for probably 6-8 months, and Full Game won't be around for about 18-24 months. I'm only one guy working on a huge project in his spare time.
Also, I'm focusing more on RPG play than PvP play. Don't expect a fabulous, balanced, shiny PvP thing. I'm seriously considering "home-brewing" the PvP arena to have 3 types of character: Melee (Barbarian), Ranged (Archer), and Mage (BattleMage). The system would be relatively simple compared to normal DnD play. All characters have some stats that are randomly generated at creation, have modifiers from items, and can have class-specific weapons (daggers for all, then swords/axes & shields, bows/crossbows & arrows, spells & potions). The system would feel like the traditional Itemshop & Battle mods of ACMLM history. Please, for my own sanity, don't say "you should have this" or "this thing is unbalanced" because you are likely talking about Intermediate or Full Games. I'm trying to focus solely on Basic right now. Thanks. |
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Astrophel Fear will kill your mind and steal your love as sure as anything; Fear will rob you blind and make you numb to others suffering Since: 10-03-04 From: Azul Lux Orbital, Kirin Beta Since last post: 2481 days Last activity: 1332 days |
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It's still something you should consider so you don't make it too hard to add things later. | |||||||||||||||||||||||||||||||||||||||||||||||
Lord Alexandor Knight Discord Manager Since: 10-15-06 From: Dayton, OH Since last post: 1386 days Last activity: 77 days |
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Sorry if I came off as angry. I was just getting tired of talking about future versions, when the Basic one (the one I'm working on) is very ridged and set. Even that is hard enough.
BTW, I've gotten a VERY basic map generation and unit placement engine going. woot for me. |
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Cairoi This isn't about you and your loud mouth, This is about me and my fucking beard. Since: 08-29-04 From: PA Since last post: 4850 days Last activity: 4473 days |
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I'm still excited for this, no matter what you do. Just putting that out there. | |||||||||||||||||||||||||||||||||||||||||||||||
Lord Alexandor Knight Discord Manager Since: 10-15-06 From: Dayton, OH Since last post: 1386 days Last activity: 77 days |
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UPDATE: The Phases and Editions sections of the main post were updated. Updated information below.
**This post will be edited with any and all updates. A new post will also be added to the thread for any updates. Construction Status Current Progress: 5.8% complete Currently working on: Database integration, Dungeon/character/monster/door/treasure chest generation, character movement Estimated RP Alpha: 10/01/08* Phases
ACMLM D&Dx Editions Intermediate Game Plans coming soon Full Game Plans coming soon. **EDIT: fixed tables and recalculated percent completion. (Last edited by Lord Alexandor on 07-31-08 12:29 PM) |
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Lord Alexandor Knight Discord Manager Since: 10-15-06 From: Dayton, OH Since last post: 1386 days Last activity: 77 days |
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UPDATE: The project has been restarted using a new system. I created a game engine in less than 12 hours, and that's what I'm using. It isn't anywhere near perfect, but I'm working on it. Because of the nature of the system, it will be easy to add stats and change the calculations that are used. It should work quite well. | |||||||||||||||||||||||||||||||||||||||||||||||
True Flight The One Since: 08-21-04 Since last post: 101 days Last activity: 101 days |
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You know what every RP needs? An enthusiastic, always cheery, yet bipolar NPC. | |||||||||||||||||||||||||||||||||||||||||||||||
Cairoi This isn't about you and your loud mouth, This is about me and my fucking beard. Since: 08-29-04 From: PA Since last post: 4850 days Last activity: 4473 days |
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You're thinking of animes, not RPGs. | |||||||||||||||||||||||||||||||||||||||||||||||
True Flight The One Since: 08-21-04 Since last post: 101 days Last activity: 101 days |
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Originally posted by Cairoi They are in RPGs too... Take Yuffie for example. |
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Lord Alexandor Knight Discord Manager Since: 10-15-06 From: Dayton, OH Since last post: 1386 days Last activity: 77 days |
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UPDATE!!!!
Yes, I am still working on this project, though rather slowly. Here are the most recent updates in list form: Name: This project is now the Mirnous RPG. The "game studio" is called Mirnous Studios. Research: I've been doing much research into DnD (as I would like to be as close to DnD as legally possible) and most of that research is from weekly gaming sessions at college. Engine design: The engine has been designed and tested in the most basic ways, but no combat has taken place. In the next few weeks, I will be working on character creation. After that, I'll work on character interactions (combat, mostly, and dialog). Then I'll take care of items and inventory stuff, followed by effects (item uses like potions, spells, traps, etc.), then containers, triggers, in-zone doors, terrain interaction, cross-zone doors, and finally, dungeon processing. I'm treating monsters and characters as the same things with different stats and images. Questions/comments are welcome. |
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Xeoman Ball and Chain Trooper Administrator Since: 08-14-04 From: 255 Since last post: 89 days Last activity: 78 days |
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Sounds insanely awesome. |
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