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my text RPG! read!
I know that there are some people that have done text RPGs before. Now I'm going to do one. I want to make it, upon completion, among the best on these cproramming boards. What things/features would you like to see in it that would make it better, more interesting, and help to make it among the best? Any ideas are welcome :)
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here is the introduction:
Code:
cout<<"It is just another day on the farm. You got up at 5:30 a.m. to go milk the cows,"
<<" feed the chickens, and do all of your other daily chores. Today was a special"
<<" day, however. You would get a break after doing the morning chores! After you"
<<" finished, you were in such a hurry that you knocked down the ladder in the barn."
<<" You called for your dad to help you hang it up again. No answer. You called again."
<<" This time longer, and louder. No answer. You ran up to the house, and slowed down"
<<" when you got to the door. There were NO sounds from inside the house. None at all"
<<". You could feel a sense of danger and uncertainty that came from within the"
<<" abandoned house. The house seemed to be alive with emotion, screaming at you not"
<<" to go inside! But your curiosity overcame you, and you stepped inside. AHHHHHHHH"
<<"HHHHHHHHHHH!!!! The moment you stepped inside, something large and dark leapt out"
<<" of the darkness and knocked you down! Stuggling to get away, it pinned you down!"
<<" With its four legs, it held you to the ground. It's long, slimy arms came forth"
<<" and cut the top of your head open. You could see naught what it was doing, but"
<<" you could feel a strange pain in your head now. You now know what was happening."
<<" On a sharp utensil was a small portion of your brain. It put the portion in a jar"
<<" and beat you senseless with a club until all was black......."<<flush;
like it?
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>Any ideas are welcome
No bugs :)
-Prelude
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uh......yes, that is a good thing....... Any *other* ideas?
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Item modifiers like in 'Diablo II', a huge number of them, completely random too :)
If you've never played the game, let me explain. You can get items like a 'Broad Sword', the 'Broad Sword' could have magical properties, like 'Bronze Broad Sword of Inferno' and these prefixes/suffixs would add say +10 fire damage, or +20 durability.
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well i've played balurs gate II A LOT. you mean i should have +1, +2, and +3 weapons? and the really good ones could have abilities that you could use only once per day. you must rest in my game.
I have quite a bit done so far. you will gain exp and gold. the room switching is VERY good. I have almost all of the setup done. what i mean by setup is declaring all structs, and how things will happen, etc.
how big should the levels be? at first you start out in a dungeon (like in bg II) and have to get out. you must get around to certain rooms and do certain things for other rooms to become accessible. about how many rooms per 'map'/level?
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I believe it is in console format. It's only text based. A good RPG contains a good storyline. It's not good for RPGs to lower the quality of their storyline later in the game. Think of it as a novel with configurable choices the user can make. good luck.
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Each level should have 6 to 12 rooms, and on each level have a secret passage that will help complete the level AND reward the user with a weapon or spell. You will have sorcerers for user characters, won't you?
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make the text parser recognize english words, not just
attack him knife
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when fighting: should i just have 1st of all, like a 70% chance of hitting, and then what kind of formula should i use for mixing strength, speed, weapon, and bonus according to class (str, speed, magic, etc.) to determine damage? what about for magic attacks? ooh, and would it be cool if there was a 'magic blow' that combines magic and fighters. i could have 3 classes: wizard, fighter, or fizard (wizard/fighter). wizard only uses magic, fighter only uses weapons, and fizard uses magic blows, but drain energy much faster than normal, making you have to rest more, thus decreasing your score.
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Your dexterity should modify the % chance to hit.
Each monster should have a certain % resistance (maybe in increments of 25 to make it easy) to elements (Fire, Ice, Lightning, Magic) and each spell is of that type. For example, fireball spell does 100 damage, but the monster is 25% resistant to fire, so it only recieves 75 damage. You could also have physically resistant monsters. What about spells that would lower or remove a monsters resistance?
Just some thoughts :) If you want to talk, I have many ideas.. you can ICQ or MSN me.
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NormalHitAmount + (Strength/10) = the amount of energy drained from the monster or whatever.
Like he said about the resistance thing.
SpellPower * MagicLevel = amount of energy zapped away from the monster or whatever. Then drain SpellPower from the user's "magic reserves" which are replenished with resting.
Be sure to have ways of raising your MagicLevel!
And also have a menu option or command line option:
"View Player Stats"
and in fighting mode:
"View Player Stats" and "View Opponent Stats"
On the stats pages, list level, experiance, magic reserves, energy, elemental resistance, weapons, spells and the weapons/spells power.
Is your game going to have menus, or are the users going to have commands to enter at the cmd line? i like the latter
I will let you know of amy more brilliant revelations of mine! when you get done, i would love to beta test it! PM me when you finish it.
~Inquirer
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it has commands that the user must enter at the cmd line, not menus. after i get my fight function working how i like, i will post the code so far. and im going to have loot from monsters like gold, weapons, and magic scrolls. for wizards, i will let them have about 10 spells in memory. they'll have a struct MEMSPELLS that has the ones in memory, and maybe struct SPELLBOOK that can hold all spells. they can only use memorized ones in battle. they will be able to swap out spells for other ones.
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Stupid question which was understood by ErionD
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