Greetings, forum members
Ive been working on a project unlike most other games made with fps creator. I chose to make an rpg where you can explore dungeons, do quests, buy houses, ammo, and weapons, Enemy respawn system, weapon faults and benefits, and a never before seen pickpocketing system.
I chose to post this in the scripts section since it had to do with several important scripts.
The projects story is in progress, which should be done soon. What i can tell you now is that you will be fighting fantasy creatures in the medieval times, and doing quests and earn money and other things like the stuff in the above paragraph, so this is very similar to the game oblivion, or diablo where you have to do quests, earn money, buy items, all that good stuff.
In this forum thread, i would like to be going over each of these features and would like feedback about if you like it, if you dont like it, what you could add, what you could take away, Things like that.
so first off, i would like to go over dungeons/caves first.
The dungeons play a big part in the story as well as side quests, dungeons are found in every level of the game, and are filled with monsters, traps, and of course loot. A quest in my game requires you to enter a certain cave and kill an ogre named robshack, your reward is what the ogre is guarding, a chest with a weapon inside.
Another quest would be the main quest where you have to find an exit (which leads to the next level) that you will have to go through sooner or later. So dungeons(or caves) do infact play a pretty big part in my project.
Another aspect of my project is the quest system.
The quest system is very similar to the quest system in oblivion.
Step one-Talk to someone that requires help.
Step two-accept quest (or deny) and do whatever the quest requires you to do.
step three-being the final step, and probably favorite step of all-retrieve reward. There are 2 diffrent types of quests. A sidequest.Or the main quest. A side quest is a quest that has no impact on the story, nor does it take part in the story, usualy sidequests are preformed for ther reward. The main quest is where the story plays along. Sometimes the main quest does not earn you rewards, but will enable you to go places you never been before.
Now that the quest system has been explained, the money system must be described.
If you are familiar with conjured entertainments cash system then this section of the thread should be a tad more understandable. In my project the cash system enables you to:buy a house, weapons, and ammo, and money can play apart in quests aswell. When you buy a lot(house) you will have your own living quarters and bed. I mentioned the bed because i made it so that when you are infront of the bed you will regain health. You can purchase a house from realtors. A shop can be found in every city in the game (not always vilages). You will be able to buy ammo (arrows for the bow, and bolts for the crossbow) and if in stock, a weapon. There are several ways to get money. You can do quests, for some coin, or kill monsters for that gold.
Being the most complicated the money system is, the least complicated is the enemy respawn system.
I have added a respawn system so that after a not too long amount of time, a killed enemy will have respawned. So that means that you will never run out of monsters in every level of this game. I thought it would give a good flow to my project, so that the player never gets bored of the game.
Another intresting aspect of my game is the weapon faults and benefits.
Say you have a sledgehammer. There are some faults to it, and some very good benefits. The good part about the sledgehammer is that if you can actually hit someone with it, he will probably fall onto the ground and most likely die. The same goes for the weapons in my game. Say you have a crossbow (in my game)the damage that the crossbow does is really high. Although a fault about the crossbow is its very slow reload rate. Where as the bow has a much faster reload rate, but low damage. See what i mean?
Now, the never before before seen pickpocket system.
I am not exactly finished on the pickpocketing system but its coming along as i go.This pickpocketing system is like oblivions, where it is smart to pickpocket when an enemy has not seen you yet, but you can still pickpocket from people and enemies even when they have seen you (its not recomended youl find out why in the real game. A small fault about the system so far is that when you have successfuly preformed a pickpocket the item taht you have stolen will automaticly go to your house. That is the only fault so far, hopefully no more bugs on the way.
So in conclusion,i am hopefully going to have all of these features implemented as planned in my project. Thank you for your patience to read through this (if you did) and make suggestions, thank you all and have a wonderful day.
-Tokyomage
.....the feel of solitude hurts inside....