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When Aliasalpha and Miaghstir started to talk about 'not yet named RPG', they gave me the final pust to continue an old project of mine.
In advance, I'll say: I'm not saying 'let's make a game!', I'm just looking for ideas and unless there's no-one really eager to join, I'll just continue making the whole thing alone, just with a little 'writing' help of my friends.
I'll tell you a bit of background, but I'll try to keep it as short as possible (therefore, I'm sorry if it sounds idiotic :D ): The whole game is a text-based RPG (partly because it seemed interesting at the time and partly because I can't code engine, nor can I make graphics) set in a space-ship of a size of entire country hanging in the middle of nowhere, most of the crew dead. The whole game should be very Fallout-ish, with lots of 'villages' made of various living quarters and built from scrap in huge storage rooms, where surviors lived for hundreds of years using ship's supplies and recycling capabilities, locked out from each other because of disaster that happened long, long time ago. One day, bulkheads opened and various settlements contacted each other, most of them not even knowing they are in the middle of the space. Since most of the technology is forgotten, it would make meele weapons possible (yay Fallout!)
Anyway, I'm writing all this so I can get your ideas for system of the game. I mean: What about character developement? I thought I'd just use something similar to Fallout's SPECIAL, but I don't know about skills that could be of use on an old space-cruiser. What about combat system? I'd really like to add something unforgiving and realistic, like 1 shot in the head = death, shot in the leg = big chance to cripple etc. Also, to increase player's endurance, I was thinking about shields - it could be both energy shields or almost un-penetrable metallic ones, pretty use-able due to corridor-ish nature of 'wilderness'. And... So on, I presume you know what I mean :D
Just post your ideas on any or all sides of RPG character developement, how do you think modifiers should work, how level ups should work... At the beginning, I was really trying to make my goal achievable: But more I think about it, the more difficult it becomes :D
That is a very interesting idea. Fallout meets Blame!. Even though it is a RPG, I think that some trouble solving elements in clearing passages from an area to a next would fit even better than multiple fighting sequences. Being able to play without fighting much and being able to reason your way through would suit a text based rpg imo.
Edit: I also mean that perhaps you should add some adventure game stylish elements in the fighting. Not just "shoot at the enemy (67% hit chance)", "retreat" and "cover" commands like usually in games like that, but a bit of trouble solving in the fighting too. Like "Shoot at the gas pipe" --> "Enemy takes heavy damage and is confused while putting out the flames". It would add more depth in the game and make it easier to feel like you are a part of the world.
Post edited September 13, 2009 by sumppi
Just base the whole RPG on DnD 3.5 rules... and you're set.
Hmm, I seem to have started a trend...
With combat, one of the things I've always wanted is permanent damage. Talking it over with friends over the years we thought that if you take more than 75% damage total or 50% per section (if the game has sectional damage) and were not treated relatively promptyl by a professional, you'd have to take a check to get a niggling injury that would forever hamper a stat (wonky vision, change of bad aim from arm injuries or random chance of falling when running when your leg muscle gives out)
Story wise are there robots? Ship computer working? I can haz SHODAN?
What sort of environment do they have? Can they grow food and things, any animals?
If you allow the players to cast magic missile at the darkness, you're all set =)
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bansama: If you allow the players to cast magic missile at the darkness, you're all set =)

Damn I haven't seen that video in ages
Sadly, I only have an MP3 of it. But it still cracks me up.
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sumppi: Edit: I also mean that perhaps you should add some adventure game stylish elements in the fighting. Not just "shoot at the enemy (67% hit chance)", "retreat" and "cover" commands like usually in games like that, but a bit of trouble solving in the fighting too. Like "Shoot at the gas pipe" --> "Enemy takes heavy damage and is confused while putting out the flames". It would add more depth in the game and make it easier to feel like you are a part of the world.

Actually, since I want to make various battlefields, that IS a pretty good idea. Thank you, I will surely spend a few afternoons trying to inplement it properly :-)
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Aliasalpha: Hmm, I seem to have started a trend...

Not really, I wanted to do this for quite some time :D
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Aliasalpha: ...(wonky vision, change of bad aim from arm injuries or random chance of falling when running when your leg muscle gives out)

That sounds pretty cool, actually. Player can show off his 'scars from war' :D
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Aliasalpha: Story wise are there robots? Ship computer working? I can haz SHODAN?

I WAS thinking of adding SHODAN-ish quest, but not too much. On-board AI isn't really working anymore, otherwise they woln't have too much trouble getting to their destination.
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Aliasalpha: What sort of environment do they have? Can they grow food and things, any animals?

Ship has it's own food and water deliver system and since most of the crew is dead, there's plenty of food for everyone for quite some time to come. Also, player will start in working bio-plant, with functional ecosystem - there will be more of those, and even whole bio-deck.
So I'd imagine you'd also find yourself tasked with acquiring the game's equivalent of a GECK to help rebuild the ship before the damn thing falls apart, right? Some kind of nanotechnological device programmed with the ship's blueprints?
Will there be anything in the way of set enemies, such as ferals? Or will it depend on whose side you take between the villagers?
As for RPG system, I'm still touting the [using skill] = [points in that skill & associated attribute(s)] system.

Sadly, I only have an MP3 of it. But it still cracks me up.

http://www.youtube.com/watch?v=zng5kRle4FA
Not acquainted with the source (dead alewives).
OP:
Fallout was originally supposed to be a GURPS based game. That might be a possibility.
http://www.youtube.com/watch?v=5zaZ0vBVTpI
This is an interesting gunshot hit mechanic from a western RPG.
Post edited September 13, 2009 by EclipsePhase
Well, I am creating a RPG system by myself, but it is for a fantasy setting.
However I can tell you that if you want to create your own RPG system, the beauty is in the simplicity. But IMO using GURPS should be enough for your needs.
I like the idea of having both metallic and energy shields. Energy shields bring to mind a light weight armor that doesn't hinder mobility and is better against energy based weapons such as plasma or tesla (we all love tesla right?) and perhaps flames. Still they would let some other forms of damage, such as gas and liquid through. Even though they are light their durability should be limited by making them use a power source, such as batteries when they protect you from damage.
Perhaps you shouldn't rely too heavily on normal skill like D&D rule set, and limit them to 5 or so, but rely more heavily on the gear your character has. Implants, cyborg limbs, protective gear, high tech glasses and support belt with healing systems. That kind of stuff. I'm not saying to forget classical skills, but just not to make it a 1 to 18 scale on skills. You don't want a super human, now do you? But a super cyborg on the other hand...
As for the metallic armor, they sound like heavy power armors that are hard to move in but provide superb protection from physical damage but could permanently be damaged by being melted by plasma. Still they would provide you with immunity to normal flames and such. On the other hand, they need repairing and may not be water/vacuum proof.
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Aliasalpha: With combat, one of the things I've always wanted is permanent damage. Talking it over with friends over the years we thought that if you take more than 75% damage total or 50% per section (if the game has sectional damage) and were not treated relatively promptyl by a professional, you'd have to take a check to get a niggling injury that would forever hamper a stat (wonky vision, change of bad aim from arm injuries or random chance of falling when running when your leg muscle gives out)
The permanent crippling would suit this kind of game very well IMO.
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Navagon: So I'd imagine you'd also find yourself tasked with acquiring the game's equivalent of a GECK to help rebuild the ship before the damn thing falls apart, right? Some kind of nanotechnological device programmed with the ship's blueprints?

No. That would be a sidequest :D
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sumppi: ...

That actually sounds pretty good, I could also make stuff like 'small wooden shield' (they DO have trees in bioplants, you know? :D ) to block meele weaponry etc. ..
Also, I am thinking about using existing system, but I'm leaning towards making up my own - so it suits my 'world' perfectly ... and because it's fun.
At any rate, I was thinking of making system based on as little base attributes as possible - it could both be 'mind, body, luck' or 'strenght, agility, intelligence, charisma, luck' or something like that... And make more 'interesting' skill tree - with skills and subskills. Skills would be 'governing' skills, for example 'light weapons' divided into 'rifles', 'sniper rifles' (thou I'm not sure what would THOSE be for :D), 'pistols', 'submashine guns' and so on... Adding points to 'light weapons' would slightly improve all of those skills, while going for particular skills would make you excellent gunman in one, highly specialised area. This would be doable for almost all thinkable stuff - 'personality' would involve 'haggle' and 'persuation', 'medicine' would involve 'first aid' and 'doctor' and so on...
Cybernetic implants is, of course, a viable option, but I don't really intend to use it that much, and with every mechanic 'upgrade' of the body give player certain disadvantage (you can attach a cybernetic leg, but the moment you run out of batteries, you're screwed). And, of course, I don't intend to go easy on player.
Aaaand it seems... Damn it, I almost forgot all I know about C++ :D
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Fenixp: ...

Searching for "text rpg engine" came up with this, though I have no idea how complete it is, how well it suits your needs, or how much you'd have to do yourself to make it work. Just though it might be of some help, instead of writing a complete engine by yourself.
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Miaghstir: Searching for "text rpg engine" came up with this, though I have no idea how complete it is, how well it suits your needs, or how much you'd have to do yourself to make it work. Just though it might be of some help, instead of writing a complete engine by yourself.

Seems dead and burried, not even forums with files and tutorials work anymore... I'll try to google some more stuff, thanks :-)