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Titular
Zeph- 06/03/2010 10:40 AM
- 966 views
I'm betting that I got your attention because the title of this blog had the word "tit" hidden in it, you deviant.
So it's been a while and I've decided that I should blog about my feelings again, so sit tight and I'll unload a fresh warm load of information all over your eyeballs.
Progress on the game has been going along, albeit slowly but that'll pick up soon. Today I opened up RM for the first time in a week or so and started brainlessly mapping a new town while thinking of interesting ways to deal with skill delivery. (I've decided on one that might do the trick, but I'll save it for another blog post.)
Last thing, I made a title screen.
Pictured: over 100 hours in MSPaint
Back on topic, I noticed something. That something is that I have been sectioning my maps by what area of the continent they are located in categorizing my spells by element,and more. It got me thinking about whether or not anyone else does this too.
So I guess a more interesting topic would be if anyone out there is as OCD about categorizing things in their maps, skills, items, etc. as I am.
Another idea I've been mulling about is crafting. Essentially, every monster has a chance to drop crafting materials, and some chests can hold rarer materials. There are lots of different materials and items you can get to combine into really nice rewards.
An example would be, you kill an air elemental and he has a chance to drop a rare item, say essence of wind or sommit.
You take that essence of wind to a blacksmith who specializes in wind items. He combines/tempers/imbues a Claymore of yours and now you have a Vortex Sword, which deals Physical/Wind damage.
Another example, say you've been killing Jellies, or what have you, and now you have 4 Jiggling Jelly Post-Death Bowel Evacuations. So you go to your favorite alchemist, (and the only one that is willing to dig around in Jelly Crap) and see that she can make a Potion of Disgusting Strength for you if you give her your 4 Jiggling Jelly Post-Death Bowel Evacuations and a Stench-Warding Flask. You can buy common crafting ingredients from a crafting supplier in every town that has a crafter of any sort. So you buy the flask for a modest sum, and combine the two items to get your Potion of Disgusting Strength, which when drank, poisons you and doubles your Attack for as long as the poison lasts.
Ideally, there would be up to 4 unique items to craft from each NPC due to the small screen size, with different types of crafters charging different amounts for their services. Getting around to old places you've been to in order to craft something back there would be no issue, as there are already systems in place for fast-travel. (There will not be boats in this game. Well, not one the player can directly control anyway.)
A lot of MMOs have a system like this in place, and I took a few ideas from WoW (True to the pasty white nerd I am, I love WoW) and KH2 (Which I am replaying on my new 42" TV, it's great) but without the boring grindy bits or having to be a crafter yourself.
Possible types of crafters include, but are not limited to;
Blacksmith (Weapons, Imbued Items, Armor)
Alchemist (Potions that have various effects.)
Scribe (Scrolls, Stat-increase items)
Engineer (Useful tools that the Thief can use.)
Jewelcrafter(?) (Accessories, like rings and trinkets)
The names aren't confirmed yet because I'm going to have to make sure everything is feasible in RM2k3. (maybe I'll just move this project to VX? ehh)
If you actually read all of this I commend you, and now that I'm done verbally wandering I'll leave with the note that this is far too long of a blog post and maybe I could've just made a thread on the forums about this but the personal blog is, well, more personal and I'm less likely to be e-violated because of my opinions.
So it's been a while and I've decided that I should blog about my feelings again, so sit tight and I'll unload a fresh warm load of information all over your eyeballs.
Progress on the game has been going along, albeit slowly but that'll pick up soon. Today I opened up RM for the first time in a week or so and started brainlessly mapping a new town while thinking of interesting ways to deal with skill delivery. (I've decided on one that might do the trick, but I'll save it for another blog post.)
Last thing, I made a title screen.

Pictured: over 100 hours in MSPaint
Back on topic, I noticed something. That something is that I have been sectioning my maps by what area of the continent they are located in categorizing my spells by element,and more. It got me thinking about whether or not anyone else does this too.
So I guess a more interesting topic would be if anyone out there is as OCD about categorizing things in their maps, skills, items, etc. as I am.
Another idea I've been mulling about is crafting. Essentially, every monster has a chance to drop crafting materials, and some chests can hold rarer materials. There are lots of different materials and items you can get to combine into really nice rewards.
An example would be, you kill an air elemental and he has a chance to drop a rare item, say essence of wind or sommit.
You take that essence of wind to a blacksmith who specializes in wind items. He combines/tempers/imbues a Claymore of yours and now you have a Vortex Sword, which deals Physical/Wind damage.
Another example, say you've been killing Jellies, or what have you, and now you have 4 Jiggling Jelly Post-Death Bowel Evacuations. So you go to your favorite alchemist, (and the only one that is willing to dig around in Jelly Crap) and see that she can make a Potion of Disgusting Strength for you if you give her your 4 Jiggling Jelly Post-Death Bowel Evacuations and a Stench-Warding Flask. You can buy common crafting ingredients from a crafting supplier in every town that has a crafter of any sort. So you buy the flask for a modest sum, and combine the two items to get your Potion of Disgusting Strength, which when drank, poisons you and doubles your Attack for as long as the poison lasts.
Ideally, there would be up to 4 unique items to craft from each NPC due to the small screen size, with different types of crafters charging different amounts for their services. Getting around to old places you've been to in order to craft something back there would be no issue, as there are already systems in place for fast-travel. (There will not be boats in this game. Well, not one the player can directly control anyway.)
A lot of MMOs have a system like this in place, and I took a few ideas from WoW (True to the pasty white nerd I am, I love WoW) and KH2 (Which I am replaying on my new 42" TV, it's great) but without the boring grindy bits or having to be a crafter yourself.
Possible types of crafters include, but are not limited to;
Blacksmith (Weapons, Imbued Items, Armor)
Alchemist (Potions that have various effects.)
Scribe (Scrolls, Stat-increase items)
Engineer (Useful tools that the Thief can use.)
Jewelcrafter(?) (Accessories, like rings and trinkets)
The names aren't confirmed yet because I'm going to have to make sure everything is feasible in RM2k3. (maybe I'll just move this project to VX? ehh)
If you actually read all of this I commend you, and now that I'm done verbally wandering I'll leave with the note that this is far too long of a blog post and maybe I could've just made a thread on the forums about this but the personal blog is, well, more personal and I'm less likely to be e-violated because of my opinions.
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Jeweler.
Also, I assumed that Titular would be in reference to the Title screen that you also just posted (and I got a notification about). I was not fooled! (Nice title, btw)
I like the idea of crafting systems! The workbench was one of my favorite parts in the KotOR and KotOR II games.
Also, I assumed that Titular would be in reference to the Title screen that you also just posted (and I got a notification about). I was not fooled! (Nice title, btw)
I like the idea of crafting systems! The workbench was one of my favorite parts in the KotOR and KotOR II games.
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