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LockeZ's Forum RPG
I will choose Missile for my spell and for items I will buy:
3 Torch
3 Flask of Booze
1 Sword
14 Rope
1 Ten foot pole
3 Dried Meat
1 Vial of Poison
1 Bucket
1 Pillow
1 Attack Dog
3 Torch
3 Flask of Booze
1 Sword
14 Rope
1 Ten foot pole
3 Dried Meat
1 Vial of Poison
1 Bucket
1 Pillow
1 Attack Dog
Secret content: How hidden is too hidden?
The random location and no indication of existence are the only bad parts there since otherwise it's just a bonus for doing a speed run which is fine.
More complicated if statements in Ace
I'm in the wrong os at the moment so I can't check but at worst you should just have to do something like:
if (Val is dead) {
//some code
} else {
if (Val is in party){
//same code
} else {
//some other code
}}
Just make something like that with the branches or whatever they were called and you shouldn't even have to use scripting.
if (Val is dead) {
//some code
} else {
if (Val is in party){
//same code
} else {
//some other code
}}
Just make something like that with the branches or whatever they were called and you shouldn't even have to use scripting.
Secret content: How hidden is too hidden?
Remember the 'died too early' thing is a admittedly extremely subtle hint that you can survive it. Besides if I wanted too really annoy the players I'd make it create a hidden folder and move itself so it's inside the hidden folder both hiding the game and breaking all shortcut links, effectively making it so people have too 'search' for the world in the universes backup 'file system' before they can continue playing, of course I'd make a message saying that so people have to search their computer and move it back to keep playing as that's just how I am.
But that makes me think of some of my other stuff most notably the discovery you'll make fairly early on 'If it makes sense, it will happen' of course that only applies about 99.99% of the time but still, for example the easiest way to discover thief hideout's with lots of loot is to accept one of the randoms in an inn to join you, go to sleep, then travel around listening for rumors of where the random ran off to with all you stuff. Because most people willing to join you immediately are thieves, that's an example of a bad surprise much like your discovery that disease is real or stealing off a traveling caravan will cause shops to run out of stock will be unhappy.
While that was slightly unrelated it does mean I can say that not all secrets are good for example in you secret passage you could have it dark with a spiked pit that kills you or a secret dungeon that turns out to be locked and the guy in front of it with the key steals your stuff, although they'll probably be less hidden they still work just to give the player a slight boost that they found something before you take it away from them.
But that makes me think of some of my other stuff most notably the discovery you'll make fairly early on 'If it makes sense, it will happen' of course that only applies about 99.99% of the time but still, for example the easiest way to discover thief hideout's with lots of loot is to accept one of the randoms in an inn to join you, go to sleep, then travel around listening for rumors of where the random ran off to with all you stuff. Because most people willing to join you immediately are thieves, that's an example of a bad surprise much like your discovery that disease is real or stealing off a traveling caravan will cause shops to run out of stock will be unhappy.
While that was slightly unrelated it does mean I can say that not all secrets are good for example in you secret passage you could have it dark with a spiked pit that kills you or a secret dungeon that turns out to be locked and the guy in front of it with the key steals your stuff, although they'll probably be less hidden they still work just to give the player a slight boost that they found something before you take it away from them.
Secret content: How hidden is too hidden?
author=theone
Exactly, even if it did say 10000 damage to all enemies and killed even ONE member, I wouldn't use it unless desperate
What if you had an unlimited party size? and the ability to hire mercenaries to give you that size? because I do, and I actually have a whole set of skills that revolve around permanently killing off party members. They're the second most powerful magic type in the game. Actually this could probably get it's own discussion "How cruel and stupid can games be?".
Secret content: How hidden is too hidden?
Perhaps more information is required.
The spell is called Armageddon, the description tells you to save first, it's a divine level spell, and when you use it it gives you a message about how you caused the apocalypse and died too early to save the world. It is also useful because it kills you as I have an achievement system of a sort where earning them unlocks new classes too play with but they're only registered upon death because that's when you're scored.
The spell is called Armageddon, the description tells you to save first, it's a divine level spell, and when you use it it gives you a message about how you caused the apocalypse and died too early to save the world. It is also useful because it kills you as I have an achievement system of a sort where earning them unlocks new classes too play with but they're only registered upon death because that's when you're scored.
Secret content: How hidden is too hidden?
In my opinion it doesn't really matter how hidden it is so long as there is some kind of a hint that it exists and you can get it whenever you want. Of course a major factor is how much the secret is for example if you've got fake walls in a game that you can walk through to get a secret room which contains like 200G and a potion or a hidden object that you only have a 10% chance of noticing whenever you move next to it, it doesn't really matter if you can't get back to the place or you miss the item as it doesn't matter if you miss it. Of course you should have been told there could be fake walls and hidden objects or it becomes unfair.
For an example if there is no hint that it exists at all (Zodiac Spear) it's unfair, whereas even if it's only hinted in a roundabout way yet in a way that people could be like 'Hmm, I wonder what would happen if I did this?' and probably would be it's fine, for example in my game I've got what is pretty much a joke spell that kills your party when used but if you survive it (auto-revive) it sends you to a secret dungeon, thats not too secret because the spell is obviously suspicious and it doesn't require much too get into too the point where you could even discover it by chance since it sounds powerful enough to use in a battle where you might need auto-revive.
For an example if there is no hint that it exists at all (Zodiac Spear) it's unfair, whereas even if it's only hinted in a roundabout way yet in a way that people could be like 'Hmm, I wonder what would happen if I did this?' and probably would be it's fine, for example in my game I've got what is pretty much a joke spell that kills your party when used but if you survive it (auto-revive) it sends you to a secret dungeon, thats not too secret because the spell is obviously suspicious and it doesn't require much too get into too the point where you could even discover it by chance since it sounds powerful enough to use in a battle where you might need auto-revive.
New member
I suppose as a new member I'm obligated to say hi so Hi. Anyhow I've been interested in programming for years, more recently making games as one of the harder parts of programming and now I've started an RPG. As it's more of a see if I can thing it's massively overambitious but should be fun as I'm more trying to make it unique and interesting.
So in summary: I'm new, Hi, I am making an RPG.
So in summary: I'm new, Hi, I am making an RPG.
Statuses
I've been trying to create interesting ones to keep it interesting, although my magic system will affect this massively. All names and numbers are still uncertain.
Hungry: Decreased chance to hit and effect from healing until food is eaten, turns into starving after 80 turns/tiles. Can be caused by not eating for too long.
Starving: Can't target specific enemies, decreased damage and decrease health every turn, only removable by eating food, kills after 150 turns/tiles.
Famine: Can not use any items that heal you including food. Causes starving after 5 turns.
Impending Death: Lose (2*x)% of max health every turn where x is how many turns you've had this status for. Removed at end of battle, can't be removed in any other way.
The other related thing is using different elements magic or having it used on you alters your stats and weaknesses slightly temporarily so effectively statuses they're just not called that.
Hungry: Decreased chance to hit and effect from healing until food is eaten, turns into starving after 80 turns/tiles. Can be caused by not eating for too long.
Starving: Can't target specific enemies, decreased damage and decrease health every turn, only removable by eating food, kills after 150 turns/tiles.
Famine: Can not use any items that heal you including food. Causes starving after 5 turns.
Impending Death: Lose (2*x)% of max health every turn where x is how many turns you've had this status for. Removed at end of battle, can't be removed in any other way.
The other related thing is using different elements magic or having it used on you alters your stats and weaknesses slightly temporarily so effectively statuses they're just not called that.













