ACTIVE_RADIO'S PROFILE
Active_Radio
41
We're Active Radio, two guys that thought they'd give a shot at making some games.
Active Radio is composed of:
Haz: Graphics, programming, map making, overall game design, art.
Jon: Plot, dialogue, character design, music, tester, online manager.
A couple of games are currently in their beginning stages. No release dates have been set.
Active Radio is composed of:
Haz: Graphics, programming, map making, overall game design, art.
Jon: Plot, dialogue, character design, music, tester, online manager.
A couple of games are currently in their beginning stages. No release dates have been set.
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Dungeon Crawlers
While I completely agree with you, and you have numerous points, the game will almost certainly be a typical RPG, in the battle system, anyways. While I'd love to have the battles take place on the maps themselves, with little to no transistion, I just don't have the technical prowess at this point to do so. I simply cannot create a CBS that would work for this.
Thanks for the input, nonetheless. It's appreciated.
Thanks for the input, nonetheless. It's appreciated.
Rendertile system (rpg maker 2003)
I think pre-rendered graphics are fine, as long as the difference between them and the other sprites isn't too jarring. Of course there will be an obvious difference, but as long as thesprites are done in a similar fashion that suits the surrounding, I like the idea.
Dungeon Crawlers
author=Blobofgoo
About the classes: Dragon quest IX has a pretty interesting one. When the player changes a characters class they instantly become level 1 in that class. If the character is changed back to a class that the character was previously skillful in (higher than level 1) the character goes back to that level they were at and and continues from there. This could probably be done pretty easily with an input # command.
Just like you though, I've never even heard of Gauntlet or Wizardry 2.
I know of and have played Gauntlet, but not Wizardy 2.
I considered something along those lines for party creation, but I think I'll stick with just having a character for each class. It encourages some diversity, since players won't be able to have more than one of the same class in their party. At game start, I'm going to have gender choice and name creation for each of the base party members (I'm thinking about six). As for secret classes, the player can choose their gender and name once unlocking them. I have ideas for two secret classes so far, but not what needs to be done to unlock them. I'm thinking of doing something maybe along the lines of Disgaea, where reaching certain levels with some classes allows others, or something similar.
Dragon Siege
TOKYO.png
Dungeon Crawlers
A'ight. I'll attempt to play Wizardry 2 one of these days, and see what I think. Who knows, might learn something from it.
Dungeon Crawlers
author=Funky_Gun
Make it like Wizardry 2 and you have a winner.
Can't say I've played Wizardry 2, but I'm not really trying to make this like anything. Sure, it will no doubt have similarities with other games (hard to make something completely original nowadays), but I'm not going to attempt to make it like some other game.
Dungeon Crawlers
author=Funky_Gun
Make it like Gauntlet and you have a winner
Not exactly what I meant by 'dungeon crawler'.
Dungeon Crawlers
Ah, I haven't played that game before. I don't have a DS, so that's probably why.
My plan is to have locations in towns to swap out party members, or maybe on the base floor/outside of each dungeon. Also, if the dungeon is substantially deep/high, a checkpoint area midway, so the players don't have to go all the wall back to the bottom because their party choice doesn't work with the boss at the bottom/top.
Going back to the item creation idea, I'm thinking of having different item creation possibilities depending on the classes present in the current party. Alchemist create potions, cleric can make holy water, etc.
Also, I'm thinking of including hidden classes, which goes along the lines of secrets/collectibles. They'd most likely be something a bit different from the norm (Though not substantially more powerful than the base classes, then there'd be no real reason to have anything but them).
My plan is to have locations in towns to swap out party members, or maybe on the base floor/outside of each dungeon. Also, if the dungeon is substantially deep/high, a checkpoint area midway, so the players don't have to go all the wall back to the bottom because their party choice doesn't work with the boss at the bottom/top.
Going back to the item creation idea, I'm thinking of having different item creation possibilities depending on the classes present in the current party. Alchemist create potions, cleric can make holy water, etc.
Also, I'm thinking of including hidden classes, which goes along the lines of secrets/collectibles. They'd most likely be something a bit different from the norm (Though not substantially more powerful than the base classes, then there'd be no real reason to have anything but them).
Dungeon Crawlers
Thanks for the feedback as well. Like I said with puzzles, Golden Sun is probably going to be one of my inspirations. Some of the puzzles in those games (First two, I have yet to play the third) were amazing, in my opinion. Some utilized the entire dungeon.
Along the lines of collecting/achievements, there will almost certainly be collectable items. Useless for the most part, they'll mostly be...well...collectables. From secret enemies, bonus puzzles, hard to reach locations, ect.
Seeing as plot will be somewhat minimal, most humor will probably be from interacting with NPCs, as well as other easter eggs like you suggested. The humor and collectibles will probably blend somewhat together in some cases.
New question for everyone: When choosing classes for PCs, how would you like this handled? I'm considering an almost FFI approach, where the player has options and chooses four, and sticks with those for the game. I personally like that, but I'm somewhat reluctant because if the player chooses something that they realize is a bad combination, they're basically screwed and have to start over. Another method I'm thinking of using is having the players choose their four, but also being able to swap those characters out in the starting area with other classes (though those other classes, if previously unused, will be at the starting level). So, if say, you're an hour or two in and realize "oh, I don't like this damned bard", you can go back and swap him with, say, a cleric. The cleric will be at the starting level, but if you were to reclaim the bard, he/she would still be at the level you left him.
I hope that made sense, not the greatest at organizing my thoughts in a coherent manner.
Along the lines of collecting/achievements, there will almost certainly be collectable items. Useless for the most part, they'll mostly be...well...collectables. From secret enemies, bonus puzzles, hard to reach locations, ect.
Seeing as plot will be somewhat minimal, most humor will probably be from interacting with NPCs, as well as other easter eggs like you suggested. The humor and collectibles will probably blend somewhat together in some cases.
New question for everyone: When choosing classes for PCs, how would you like this handled? I'm considering an almost FFI approach, where the player has options and chooses four, and sticks with those for the game. I personally like that, but I'm somewhat reluctant because if the player chooses something that they realize is a bad combination, they're basically screwed and have to start over. Another method I'm thinking of using is having the players choose their four, but also being able to swap those characters out in the starting area with other classes (though those other classes, if previously unused, will be at the starting level). So, if say, you're an hour or two in and realize "oh, I don't like this damned bard", you can go back and swap him with, say, a cleric. The cleric will be at the starting level, but if you were to reclaim the bard, he/she would still be at the level you left him.
I hope that made sense, not the greatest at organizing my thoughts in a coherent manner.













