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RyokuHasu

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Posts posted by RyokuHasu

  1. Hmmm… I see you included Electronic, this might not happen any time to soon, but after my Current project i was planning on doing a bigger one. The project is a Cyber Punk PvP based game that you could say would be kinda like tron crashed into .hack// where the game world is in a virtual inviriorment, including a player hub, warp gates, instanced PvP maps, and a massive digital world to explor and gather parts for you character.

    Player equipment would be somthing along the lines of the CPUs from Hyperdimension Neptunia: Dark with Neon lines , while the major parts a "floating" off the body.

    The game will still be 2D sprited, but the scale will be larger than the standard here, allowing better looking spties and effects.

    But like I said, it's jsut a concept right now but hopefully i can gather mi resources and start finding people to help make it real. I think I might keep you in mind when that starts to happen. And to let you know the "Budget" for that project will be quite alot higher than the average budgets here, most likely a 4 didgit budget will be used instead of 2 or 3, But sorry if its not as large as like a professional budget.
  2. Story is 1/2 way to bing descent for an online game, but it its way to short, it lacks details and a back story. also Try to avoid the situational "some heros" try to make it flow to explain why soo many heros are playing rather than just one or a few, maybe they arnt hero's but soldired in the king's army and they are being recuited, or something, be creative in the way that you explain how and why they players are playing. tell us about thes "dark forces", put a face to them, who are they, what's THEIR story, and why are they attacking. Now this story has the potential to stretch into a full game, but you might want to think of all they ways you could take this, maybe the game goes past saving just that 1 Island if you word your story the right way. It's stil your story and you deside what will happen to it, I'm just suggesting that you give us somewhat of a more fullfilling strory.

    also If that is my Buffing system please credit me. If there is anything i dont like its that I don't get proper credits from people who take my tuts and use them.

    Anyway I share this information with you hoping that you can make a great game if you put forward your best effort. I wish you luck with making your game.
  3. This, this is what a WIP post should look like from the start, Sir i congragulate you on your dedication to your project from the start.

    I also salute your story, even if a little too much J.R.Tolkien for my taste of online games, It's got a great base and I would like to see it expanded if possible into a full spread of what's going on with every detail. It would be the most epic story here, i'm sure. lol

    If you've already put this much effort into it I'm sure your maps will turn out good too, keep up the epic work and give yourself a gold star. I caint wait to play already.
  4. 3 sentances is NOT a story. It's not even a paragraph. And for what you DO have that not even in proper online multiplayer game format. This "master assassian" deasn't have hundreads of apprentices, nor are their hundreds of "master assassians" to each have thier own, am I right? To make an online game story you must give a history of why the player is playing the game, a logical reason for thier being hundreds of hero's instead of just 1, and a common goal in the story that the players should work toward. Please go read Rose online's stroy, and Aika Online's story, and see how those two (not super popular) games do just the 3 things needed to make an online story. Once you have your story, make the main set of quests flow from that story as smoothly as you can, this doesn't mean you can't have any side quests, thoise are always a good distraction from the main goal.

    Rose: www.**roseonline**game.com/

    Aika: **aika**.gpotato.com/

    Two wonderful examples of stories can befound on those games.

    Now onto your mapping, its not super horrible, but its far from good, its just "meh". Personally I have nothing aginst your tileset choice, hey I use it, just be sure to us it the "right" way. add Patches of thick grass, pathways, a wider variety in odds and ends. You could even use the cliff or wall times to make a gradiant leveled map meaning part of the map is "higher" than the other, it just seems too flat.

    I'm telling you these things to help you make your game better, not to say you should start over or anything. Just put more thiought into the Flow of your content, how does it all fit together, why are players playing. I look forward to the success of your game, and encurage you to put in the right amount of effort to make such a game.
  5. Thank you all for your responses. I was hoping to start an intelligent discussion on the merits of RPGM tiles and I believe it turned out better than I thought it would. Thank you for all being mature and decent.

    Back on topic:

    I see where you guys are all coming from while its true that people generally look for short-cuts, leading them to grab the first stuff they can (RPGM tiles), and since they are already cutting corners they cut corners while mapping. So it looks like in a few short post we've come to the conclusion that both the overuse and the misuse of these tile are attributed to people being lazy and as Likestodraw said:

    > They simply want to slap something together and go around saying they made a game.

    And if people just cared more about what they were doing that it might start to clean up both the issues. Do you agree with this? Or do you have a different opinion?
  6. So, it's been long said that RPGM tiles are over used and people should avoid them if possible, it can not be denied that a lot think it and some have even said it. However is the problem that they are over used or that people really don't know how to use them? Would they be so bad if more people used them "Correctly" or at least in a more appealing manner?

    Personally I think that they are just plainly misused and we might have a more positive look about them if better mapping standards were used in games. There is a big difference between a map "thrown together" and a map that took time to plan and make. I wouldn't mind the tiles being "over- used" if more people put more thought into their maps. From day 1 of my project I've said I wanted to used the tiles to show an ok-game can be made using them. What are your thoughts?
  7. The LOZ:OOT server has been updated for the new 1.4 update! It also has been fitted with a DEV-Bukkit for 1.4

    Bukkit Plugins:

    -Essentials

    -Anti-Xray

    -Factions

    -FactionsPlus

    This is just a go nuts and do what ever you want server, the recreation of LOZ is just for the LULZ and nothing is claimed or protected yet (except maybe the spawn point)

    There are some creeper holes and enderman holes from earlier play, deals with it. And I realize that the Biomes don't match the recreation, again Deals with it!

    Rules:

    -No Cheat mods

    -No nuking

    -No obscene chat

    -Other than that GO NUTS
  8. A VM is a computer that is completely run from the internet, it has no physical tower/laptop. IT works by …. errrr... i'm not sure ... it just does, and it has a fixed IP too.... also cause its already in the internet it DOES NOT need port forwarding because it has no router .

    PS my service is BACK UP and here to stay, the more people who join the less it costs me and the longer it stays!
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