Mythruna
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1  General Category / General Discussion / Re: Combat on: November 27, 2013, 01:35:24 PM
I linked a video that explains a bit how it works...with your mouse, with left click,(but there are settable controls)you give a direction to you hit...with right click you enter in parry mode, so you have to direct your block against enemy's hits. Also shield are directionable, and they blocks all attack in a 90 degrees angle...every weapon have his combat style and the right tecnique to maximize their damage. Also momentum affect damage, so if you are running or rotating at high speed, you'll inflict more damage. Search some videos on youtube, some battles are amazing!
2  General Category / General Discussion / Re: Combat on: November 27, 2013, 12:37:43 PM
I think that a combat system like Mount and Blade would be the best for a game like this...it will give to Mythruna somethink similar to perfection *.*

http://www.youtube.com/watch?v=G_FixQPzd94

All attack are directionable, and also blocking is directional with weapon and shields. Like real combat :Q___
3  Development / Concepts / Re: Skills and training... on: May 03, 2013, 05:04:44 AM
http://www.kongregate.com/games/FliplineStudios/jacksmith?acomplete=searchejacksmith

A system like this (but very improved) may be very good!
Thanks for stealing 2 hours of my life. That was a fun little game. Reminds me of a more entertaing version of vanguards crafting style.


Hahahah I'm still playing it XD
4  Development / Concepts / Re: Skills and training... on: May 02, 2013, 01:19:55 PM
http://www.kongregate.com/games/FliplineStudios/jacksmith?acomplete=searchejacksmith

A system like this (but very improved) may be very good!
5  Development / Concepts / Re: Skills and training... on: May 02, 2013, 05:48:14 AM
I think that may be different quality of sword in base of your accuracy during the minigame. For the creating time i think that a sword take a long time to be created, 4-5 in-game days... You will earn money not thanks to quantity of sword(for example), but for quality, in base of your skill in the minigame.

ps: can I share a flash game that may be helpfull?
6  Development / Concepts / Re: Skills and training... on: April 29, 2013, 12:46:40 PM
I know I'm entering the discussion late.  Sorry, I just discovered the game this week.

I always liked skills that had a reflection of player skill.  For example, if your careful enough as a player in the lock picking interface in Skyrim, you as a "novice" could pick advanced locks.

I think it would positively impact the game economy if complex crafting, like sword making required skillful player input.  The more precise the player is, the better the crafting result is.  As a demonstration of the concept, Epic Mickey for the 3ds has the player trace drawings to help Mickey draw new items.  The more accurately the player traces, the better the resulting item.

I could see this similar to an interface for skinning a deer.

I know this would add a lot to the programming and possibly server overhead, but I think it would add a lot of value to player crafted items.


I think that this would be the way to put skill in game. No levels, no exp, only player's skills! I've this idea: use a "minigame" for every skill, simply to obtain simply items, but very hard to obtain best items(in smithing, for example). In this way the player is no more influenced by the time that he have played, but by his skill.
7  Development / Features / Re: The Property System on: April 29, 2013, 09:13:20 AM
Mmmh But how to conquer a city? To go through a 4 block depth stone wall you need something like 40 minutes...in 40 minutes an enemy player can kill the griefer, or simply stop the destroing...even more time is settable for destroing...in this way, during a city siege (15 players try to conquer a city defended by other 15 players, for example), defenders try to kill enemies, and attackers try to go through defenders wall...I think that this way discourages single "grifiers"(that destroy without reason), and encourages creation of community and cities...similarly to realty(sorry for the very bad english). Destroying I think is part of game and I hope that will be possible in this way....would bring a lot of strategy in game.
8  Development / Features / Re: The Property System on: April 29, 2013, 08:50:24 AM
Hello, this is the first time that I write something in this forum. I think that your work is amazing, you are realizing something that I desidered from a long time Cheesy

I really like this Property System, but I think that the easier way to avoid "griefing" is like in real life. Why we don't destroy everything that we see?(such as walls etc...)
I think that the answer is : because this is impossible! It requires a lot of time!
Destroy a stone wall is impossible everywhere with bare hands, and with tools (like a pickaxe) it require a lot of time (1 cubic meter of stone in 5 second?XD).
So, my ideas is that destroy blocks should be possible everywhere, with some differences:

1) In any land that isn't yours, you take(for example) 5 minute to destroy a block of stone with a pickaxe(I don't know if you want to put tools in game, I'm assuming a lot of things XD)
2) In cities there may be guards that attack everyone that destroy a block without a permission
3) In your lands the time required to destroy a block is much less that in other place
4) Without the right tool you can't destroy a block (except for some object like tables, straw roofs etc..)

In this way is possible to conquer/attack/destroy enemy cities, that aren't indestructible...
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