SUPREMEWARRIOR'S PROFILE

"Do not be discouraged, the only limits are, as always, those of vision".

"If you have never failed, you have never lived. Life = Risk."
Zombie Outbreak
Survival game...

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a_gentlemanly_drive_by_threatening.png

Love that car graphic!

weaponSkillSystem.png

author=Ashes of Emerald
When will be a demo out? I really want to try this.
Not for a while I'm afraid I still have to do some tedious tasks such as the item pictures for the new inventory system and I still have to code the equipping gear part of the system. Currently I'm working but hopefully I get to work on it sometime next week.

Your future RMN overlord

Cute kid, btw does he suffer from Eczema? I see red flaky cheeks. It's best to deal with eczema when he is young so that he does not suffer from it when he is older, as a eczema sufferer I know about the trouble dealing with such a annoying skin condition.

weaponSkillSystem.png

author=Jpratt
author=supremewarrior
author=NewBlack
I'd love to see your eventing for your weapon, ammunition and weapon skill systems.
Nothing complex really! I could give you a sample project with the barebones weapon skill system if you would like?
Would you be able to do something like this for me for the weapon projectile system? I have a hell of a time with projectiles but if I had a base project that was done right (I've tried some crappy ones) then I could actually do a decent game.
Sorry dude but I don't work for free, I work for passion.

CharacterCreationScreen.png

author=Ashes of Emerald
I like it, are the health and stamina adjustable as well?
Should it be? If so why?

17/07/12 - Inventory System

author=NewBlack
author=supremewarrior
Working on the inventory system and gonna have to draw 100+ item pics :(
I feel your pain :P

Just a rambling suggestion but... perhaps you could have two (or more) tiers of damage and coverage would simply determine the odds of taking a worse or better damage tier.

For example, if you had equipment on 5/6 areas then you would have a 1/6 chance of taking full damage when the damage is calculated. You could even weight enemy "AI" so that some enemies go for certain areas more often than others, say, for dogs it would be wise to protect the legs and arms more as they can reach them more easily? Human zombies go for the head/neck more often than elsewhere? That sort of thing.

I think it'd be pretty cool and not too complicated to implement (at least, I think so?), just have one "roll" for which area of the body is being targeted (weighted by "enemy AI") and then another "roll" using the stats of the armor on that part and the enemy's attack power to calculate the damage to the player.

Also, nice to see you're still working on this :>

Oh, that is actually a pretty good idea... Thanks for that! It would probably have to be explained in-game as I don't think the player will be able to figure it out. Example: The player has 75% coverage but has nothing equipped to protect his hands and is still wondering why he's occasionally taking damage from a zombie dog.

Unlocking equipment (and other upgrades)

Why can't the player earn the special upgrade by defeating the special monster in a certain land? I think having some upgrades be one of a kind would add more value to them and would probably encourage the player to obtain them more. I really do think that special upgrades should be optional and not obligatory to progress further into the story as that would kind of ruin it.

Starless Umbra

I got some weird error that said "Zero battle id" and then another error message popped up but forgot what it said, then it went back to the title screen.

How planned-out should your RPG be before you begin?

author=kentona
I say plan the shit out of the game first. In the long run, this is far more enjoyable because you reduce the likelyhood (and frequency) of times where "wtf this doesn't mesh AT ALL with this part of the game now I have to redo this argh!" imho this is far more of an enjoyable experience.

I once made a full RPG in 10 days. I didn't even open up RM2k3 until the 4th day. Before that it was all Textpad and Excel documents.
That RPG was called "Hero's Realm" just kidding :D.

I do insist that you plan before you start making it will help a lot and give you a direction and guide on what to do with your game when you become unmotivated or stuck on which direction to take the game. It also increases motivation from time to time. I find that reading my design documents sometimes give me a sudden motivational boost and keeps me working.

Whatchu Workin' On? Tell us!

author=Neverm0re
That looks awesome, wish I had the know-how to do custom menus like that.


Pretty much what Avee said but Killer Wolf's suggestion would make for a better implementation.