STATUS

Almora: Online

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So, here is where I'm going to update how my RPG is coming along, and all that.
So far I have created 15% of the map, 500 items, 200 equipment, and got some skills, and monsters out of the way.

The game begins with you creating an "account" by simply asking you to type in your name, and if you are male or female. You are then asked to put in your character's name. Afterwards you get to create your character. Sadly, I don't know how to make it so you can actually create your character without having 12,000 different events options and creating 12,000 different sprites (that is just too much work for me.)
You can select a style that you want your character to be, they are as followed:

-Cool
-Bad Ass
-Justice
-Damnation
-Nerd
-Goth
-Emo
-Gay/Lesbian
-Cute
-Sexy
-Lolita (female only)

Then you move on to class:

-Warrior - Skilled at melee combat, the warrior is the master of using heavy armour, and the greatsword.
-Soldier - Skilled in the art of war, the soldier makes use of a sword, and shield in battle.
-White Mage - Averse in healing magic, the white mage can heal any wound.
-Black Mage - Aversed in dark magic, the black mage destroys any foe big or small.
-Red Mage - The red mage is the best of both the white, and black mages, but lacks the mastery of them as well.
-Thief - Trained to be a shadow, the thief out-classes all in agility.
-Paladin - A follower of light, the paladin calls down justice as he slays foes with his spear, and heal the rightious with his limited knowleadge of the healing arts.
-Dark Knight - A follower of the dark, the dark knight calls down pain as he slays foes with his spear, and smite kindness with his limited knowleadge of the dark arts.
-Ranger - Skilled with the bow, the ranger can attack from a long distance.
-Monk - Trained in hand-to-hand combat, the monk is the greatest fighter.
-Gunslinger - Like the ranger the gunner is great at long range, however the gunner does greater damage.
-Bard - Master of music, and a great leader. Can sing songs to restore the party's HP, or MP.
-Adept Rouge - The jack-of-all trades yet master of none class. The Adept Rouge has the power to be all the classes at the cost of mastery over one, and extra XP to level.

Originally I had the Adept Rouge instead of the Bard, but after much thought I decided to go with having Primary/Subclasses so people weren't forced to stick to just one class. Sadly, it didn't leave room foe the rouge anywhere, because everyone would just put Adept Rouge as the primary and get access to every weapon and armour.

After all that if you didn't play the Beta version of Almora: Online you are taken to a tutorial level and learn the controls.

Then your dropped in the town square of Akallúya, then what you do is really up to you. You can talk to the other "players" or go pick up plants and do alchemy, battle enemies, and get leveled up.

(If I could I'd love to make the game have a "forum" page like in the Dot.Hack//G.U. games, but I don't know how to do that.)

As for players there are 40 that can join your party, some join you, some don't until you pay them; some can't join you until you get a high enough level.
Some character can't join your party, because well 40 seems like enough to me.

However, there are some characters that may have a special "quest" you can do to learn more about them in the real world.

Here is a list some of the characters you may encounter while playing:
-Black Wolf
-Kyria
-Black Rose
-Evia
-Chane
-Black Angel
-Mr. Nipples
-Your Mom
-Black Rayven

Hopefully I will finish this game, because it just seems like a really cool idea that just isn't seen all that much. (I only know one game that simulates and mmorpg well, and that's Dot.Hack//G.U.)

If you guys want to play what I have so far I can send it to you in an e-mail, or I can tell you more about if you ask. Other then that feel free to give me feedback on anything. Good, bad, liked, disliked. hated, loved, ideas, better ideas, whatever it may be. I want to make this game better so everyone can enjoy it.
NeverSilent
Got any Dexreth amulets?
6299
This isn't really what statuses are there for. If you want to talk about the design process of a project of yours, we have a "what are you working on" thread for that kind of thing. Otherwise, if you want to keep people updated on the progress you're making, you'd usually create a game page for your project once you have some actual material to show.

Also, just as a piece of friendly advice, you'd probably be better off rethinking some of the stuff you've laid out here. All the different ideas you want to realise will probably make your game overblown in scope and drain your motivation quickly. In addition, a lot of the humour, "coolness" or "edginess" you're going for just seems very forced and rather immature. Please don't take this as an insult or a personal attack, just try to reconsider what target audience you want to reach.
Ah okay. I'm still new to all this to be honest. I have come pretty far through compared to other games I tried to create. I am trying to make it feel like an online game, there are some people out there that have odd, or funny character names/accounts.

But thanks.
There are 4 characters with black in their names, and none with death, killer, dark or evil. Lots to improve on. No numbers or lead speak, or anything. Plus some puns and hard-to-pronounce elven name there.
Seriously tho, I understand the idea, you can do jokes, too. But since there are all kinds of names, there is no need to include all kinds of them, unless you like 'em :)

I was most curious how you intend to implement the mmo feel - the majority of the feeling would be the character interactions, really.
I would keep combat, class creation and options as basic as possible. Offering a few choices - many online experiences don't offer such a wide variety anyway.

Take a look like games at wednesday's knight who take a spin of the game being interacted on while it is being played. Hell, even the narrations of Persona 3 on the MMO social link were plenty enough.
I don't think you need to aim for an overly large complicated mass to get the mmo-feel down, and I would very much advise against it. Try to implement one path of interacting with people, like focusing on eventually befriending one person whilst you are out doing quests.
You could still add other paths where you can befriend others, later on, and add some details and sidequests (or pets) 40 people are .. beyond massive! Really. Be kind to yourself.

Ultimately, it is your game, your work, and your choice, naturally :)
Just a few ideas for you to nail that sort of game without emulating every aspect of an mmo (there is no need to, since you don't want it to be an endlessly played mmo in length)
There are also a few free visual novels starring in mmos. Can be neat.

For myself, honestly, MMOs in their design are inherently boring since, unless they focus heavily on exploration of areas which is more a text mud thing, the gameplay is really really dull and heavily revolves around the feeling of being productive or useful in the ingameworld playing with others, guildwork, teamwork etc.
Making battles by themselves interesting isn't all that easy a feat starting out with the rpg maker engine. Nevermind the sheer massiveness to balance.
You do have the option of adding pages and blogs to your game page when it's accepted to the site (not before, unfortunately) so if your game is on the site already you can easily just keep updates like this there and the people who subscribe to your game will get notifications when you update.
The characters with Black in their names are part of a guild called the Black Legion Guild. Before, I had a story with Almora Online with it being you play as a main character who is looking for his/her sister in the game, and you come across these elite hackers called the Black Legion Guild. There was a whole story to it an everything, but halfway through I just got tired of it, I wanted the game to feel more like an mmo so I recreated, and made it pretty much what it is now. I still plan on having a backstory at least for the Black Legion Guild, who they really are, and all that.

What exactly are status for then?
Status' are like the twitter section of rmn. I don't use twitter, but it's just to do random jokes, talk about what's going on, and such silly things.
Like someone posting a status because it's their birthday. They pop up if you open as the community section amongst other new posts and blog entries. Take a look over the last few and you'll see what I mean :)

http://rpgmaker.net/users/statuses/

Gotcha.
Still, "feel like an mmo" is very very vague. If you want to recreate EVERYTHING a mmo does - I will tell you, especially starting out, you won't make it.
And there are many free to pick up mmos you CAN pick up anytime you wanted anyway, so it also makes it less attractive to play once it's done.
If you have a focus you create something that doesn't exist like that, usually.

Focus is key. Keep it simple, see how it goes, and then expand from there.
It is the one best guiderule I have seen for creators, both in their games, and for themselves.

You could focus on creating your guild space, I know in Everquest you had a few guild areas you could freely customize.
you could build around building the prettiest home the way you want, add different furniture, recruit different members to your guild, reach a higher rank in it, you could have a pet collection and many of these gathering collectives with a simple battle system and simple story.

You could focus on the party interactions and teamwork in particular, helping each other out. For example, someone could need help for a boss and you could either help him out, or keep farming where you are (teleport devices for the win) and working around balancing helping and being helped.
Like an affinity system - if you never help, you won't get any help and will have troubles beating yer own bosses.

You could focus on the dialogue portion of character interactions - you could either do a linear short rpg with lots of dialogue making it out to be something actually played where you view the outcome of each player's decisions.
Or you could do talk and gameplay segments seperated by logging into a chat every now and then, or going to the main gathering places/town/pubs to see what is new with people as you progress through areas.

You could also focus on general town interactions, silly bathhouse scenes, drinking contests and such, or seasonal events popping up ingame.
You could play on NPCs standing out and being different, too.

And that's just a few directions!
Doing all of these at once is a crap ton of work, and also does not necessarily work as well as the invidividual focus, because the time devoted to each part is only limited, with many breaks possibly breaking the immersion.
So make sure you note down what exactly you want this mmo feeling to be. And then focus on that.

Like Kylaila said, statuses are basically casual interaction in the community area of the site - for things like making observations, weird quips and just interacting without having to commit to a topic. They're a lot like twitter, come to think of it, except with no character restrictions. ;p
Ah I see now. So, I guess I should delete this status?

Well, originally in the Alpha version, as I call it, Almora Online was really about the story, you played as an Adept Rouge, and were limited a bit in what you could do around the world. I let both my real life friends playtest it and they didn't like that they couldn't pick their class, or steal items from player shops. So, I trashed that idea until I made all that I have so far. So, I guess that's why I made put all the options in the game. I understand what you mean though, I mean what makes my game different from free mmos, nothing really.

Even though no one may ever play it, I'd still like to finish this rpg, at least then I can say for the first time in my life I actually finished something, Plus if I can finish something as massive as this then I can finish any rpg I create, and even if this rpg is crappy, you can only get better, right?
Gotcha.
I think this is really a lot about what people expect - if they expect to play a full-on mmo, then such a story-focus will be a let-down, but if it is simply an mmo-story, then this is perfectly okay.
Not everyone will like story-focused game, of course, but not everyone needs to like it, either. If those who enjoy the story can enjoy it, then you've already got people :)

And yes, that's a good sentiment to do it. Do they game you want to make for the sake of making it. It is just something to consider to possibly make it easier and more worthwhile in the long run.

Nothing here gets deleted, and it's perfectly fine to keep it like this. Just keep it in mind for the future.
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