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Some questions about the characteristics of TRTG.

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Re: Some questions about the characteristics of TRTG.

Post by Arch Fiend on Thu May 05, 2011 8:04 am

just wanted to get that out there for darre to think about. as for me ima wait till the game is orginized and ready to be put together. i dont even know what to draw yet XD
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Re: Some questions about the characteristics of TRTG.

Post by Tim Hortans on Thu May 05, 2011 8:05 am

Yeah I'm thinking art will come after we have a story so we know what everything should look like.
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Re: Some questions about the characteristics of TRTG.

Post by Cial on Thu May 05, 2011 8:50 am

Arch Fiend wrote:oh and btw. we still havent consitered, class system. level system. stats. alinment. ecinomics, types of weapons, healing and helth, magic and mana, and other atrabutes such as elements.

I don't think this is a very good thing to consider at all at this point. No one in this clan is experienced enough to create almost any of those.

A class system or level system would be ambitious at best for any of us to create. Let alone alignment, etc.

As for teams I say we work as a "flat" system, like Valve does. Everyone is just an "employee" no-one has a title or rank in the team.
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Re: Some questions about the characteristics of TRTG.

Post by Shadow on Thu May 05, 2011 3:48 pm

Cial wrote:As for teams I say we work as a "flat" system, like Valve does. Everyone is just an "employee" no-one has a title or rank in the team.

Sounds good to me.

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Re: Some questions about the characteristics of TRTG.

Post by Mrsebi on Thu May 05, 2011 4:20 pm

I still say go for a minigame RPG... maybe a troll fight similar to Monkey ISland?
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Re: Some questions about the characteristics of TRTG.

Post by Peregrine on Thu May 05, 2011 5:30 pm

I believe Nuke said he can do inventory and shops yesterday, so currency and weapons is in fact something we could talk about. Maybe even loot. I assume combat also includes health and mana, or at the very least health. He might be able to do elements/stats/levels and it would be cool if he could but like Tim said we should start small just to see if we can get a basic game coded before we try to get an advanced game coded (due to all original coders having up and left).
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Re: Some questions about the characteristics of TRTG.

Post by Snukems on Thu May 05, 2011 6:23 pm

Peregrine wrote:I believe Nuke said he can do inventory and shops yesterday, so currency and weapons is in fact something we could talk about. Maybe even loot. I assume combat also includes health and mana, or at the very least health. He might be able to do elements/stats/levels and it would be cool if he could but like Tim said we should start small just to see if we can get a basic game coded before we try to get an advanced game coded (due to all original coders having up and left).

What I can do in RMXP (CONFIRMED):
Inventory
Shops (I'd probably just use the PokeMart script from Pokemon Essentials for this.)
Currency
Exp/Level
Stats (I'd probably just use stats from Pokemon.)
Levels (I'd probably just use stats from Pokemon.)

What I think I can do but have never given effort to:
Elements
Weapons / Equipment
Rewards from battles / "Loot"

This is in RMXP, though. Haven't started on AS3/Flash. And also, some of these things are only assuming we use a turn-based system with a pokemon-style battlefield and overworld. Won't do that without Darre's approval. But most of those things are probably easy to make, anyway, so no big deal. Although I'd sure like to just edit Pokemon Essentials. It'd be interesting.
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Re: Some questions about the characteristics of TRTG.

Post by Darre on Fri May 06, 2011 1:46 am

Nuke that is exactly what I was thinking of. However for the battle system could we edit the battle screen so maybe the menu was different and the fighters are across from each other like in DF style?
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Re: Some questions about the characteristics of TRTG.

Post by Tim Hortans on Fri May 06, 2011 2:02 am

That'd probably be doable.

From my experience with RMXP... But I really don't know.
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Re: Some questions about the characteristics of TRTG.

Post by Peregrine on Fri May 06, 2011 2:04 am

Would it be possible to have party combat Nuke?
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Re: Some questions about the characteristics of TRTG.

Post by Cial on Fri May 06, 2011 2:06 am

Peregrine wrote:Would it be possible to have party combat Nuke?

I think it should work, but I'm just inferencing from how Pokemon fighting works.
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Re: Some questions about the characteristics of TRTG.

Post by Tim Hortans on Fri May 06, 2011 2:11 am

That depends on if RMXP would be able to use a pokemon base which has those 2 v 2 fights. I think those started at D/P. Which I doubt RMXP handles.
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Re: Some questions about the characteristics of TRTG.

Post by Arch Fiend on Fri May 06, 2011 2:55 am

um is it posable to makea game thats not turn based? i kinda hate turn based games with passion
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Re: Some questions about the characteristics of TRTG.

Post by Darre on Fri May 06, 2011 2:59 am

Like AQW?
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Re: Some questions about the characteristics of TRTG.

Post by Snukems on Fri May 06, 2011 3:26 am

Tim Hortans wrote:That depends on if RMXP would be able to use a pokemon base which has those 2 v 2 fights. I think those started at D/P. Which I doubt RMXP handles.
You mean R/S, which it does handle. I could edit so that a larger team than two could battle at once, though.

@Darre: I could make battles happen in the overworld, even. So yes...I could probably do that.
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Re: Some questions about the characteristics of TRTG.

Post by Arch Fiend on Fri May 06, 2011 3:29 am

aqw isint turned based
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Re: Some questions about the characteristics of TRTG.

Post by Peregrine on Fri May 06, 2011 3:31 am

It actually is turn based, it's just that the turns are fast paced.
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Re: Some questions about the characteristics of TRTG.

Post by Darre on Fri May 06, 2011 3:35 am

Snukems wrote:
Tim Hortans wrote:That depends on if RMXP would be able to use a pokemon base which has those 2 v 2 fights. I think those started at D/P. Which I doubt RMXP handles.
You mean R/S, which it does handle. I could edit so that a larger team than two could battle at once, though.

@Darre: I could make battles happen in the overworld, even. So yes...I could probably do that.
..Even though overworld battles might be less visually appealing they would be easier to make so I support them.
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Re: Some questions about the characteristics of TRTG.

Post by Tim Hortans on Fri May 06, 2011 3:48 am

He meant if you wanted a combat system like AQW.

Which I'm sure the general population doesn't.

Because y'know.

AQW's combat system sucks majorly.
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Re: Some questions about the characteristics of TRTG.

Post by Darre on Fri May 06, 2011 3:50 am

To be utterly clear. Turn-based overworld is what I want. What do you want?
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Re: Some questions about the characteristics of TRTG.

Post by Snukems on Fri May 06, 2011 4:02 am

I mean overworld as in a pokemon-style overworld sprite pulls out a sword and then slashes, for example.

With a combat menu. And stuff.
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Re: Some questions about the characteristics of TRTG.

Post by Tim Hortans on Fri May 06, 2011 4:20 am

pokeman styles plsplspls
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Re: Some questions about the characteristics of TRTG.

Post by Darre on Fri May 06, 2011 4:30 am

Snukems wrote:I mean overworld as in a pokemon-style overworld sprite pulls out a sword and then slashes, for example.

With a combat menu. And stuff.

Right on the dot.
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Re: Some questions about the characteristics of TRTG.

Post by Snukems on Fri May 06, 2011 6:16 am

Darre wrote:
Snukems wrote:I mean overworld as in a pokemon-style overworld sprite pulls out a sword and then slashes, for example.

With a combat menu. And stuff.

Right on the dot.
Alright, I'll do that.
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Re: Some questions about the characteristics of TRTG.

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