[1.] I haven't seen an RPG yet that has a comfortable and same-status-with-melee magic skill system (and sometimes even non-magical ranged). I haven't played that many, but it's an issue I keep hitting all the time. Warhammer Online seems the best I've seen so far.
[2.] A properly abstracted engine that can be used for the level editor would should be provided asap, so people can create content.
[3.] Resolution agnostic engine.
[4.] If you have a LOT of players, posix threads don't cope well on the server side.
[5.] Proof of concept asap. Will help out. Make a project on google code?
[6.] License. Some people will fret over this. Best to have a liberal license, but if valuable libraries are GPL, it's not a disaster to switch.
1. So far I'm planning for magic and melee to be on
exactly equal footing, in that they are based on the same skill system. You have a basic skill for any weapon you're using that can be leveled up, but you can also learn specific combat skills (ie, special moves), spells, or other abilities. (I haven't decided
how you pick up these skills yet, but maybe you have to learn them rather than "invent" them... perhaps you need to visit a mentor and "buy" the basic skill.) I'm hoping all skills you have will level up in the same manner.
2 & 3. As a tile-based engine, that should be a straightforward possibility. Cocos2d looks like it provides excellent sprite scaling, so it should handle different screen sizes too.
As a side note, a tile size of 32px gives 25x15 tiles at 800x480, or 20x15 at 640x480, so that should suit most targets nicely. I might put that down as a tentative standard for now.
4. I'm making no judgments on the server at this stage; there is no reason it even needs to be in the same language as the client. Someone with more server development experience can advise on that.
5 & 6. If you want to give it a shot, feel free. I wouldn't worry about project hosting just yet, until we have some useful code to share first. I'm not too worried about licensing, so probably just whatever the best framework requires (preferably open, of course). Art asset licensing will depend on what comes up later.
Phawx said:
Will PvP be allowed? If so, different races may be needed. Grief killing just plain sucks. Perhaps PvP would resort to turn-based combat to satisfy lag?
PvP is definitely in. That is part of the purpose of the Night(PvE) / Day(PvP) / Twilight(safe) division of the world. (See
Game Overview)
Maybe different factions, but I'm not sure yet. Definitely not turn-based; part of the goal is a multiplayer action platformer. (I have deliberately not referred to the game as an RPG, though there will certainly be elements of it.) Yes, it does depend on good network code, for which I will certainly need assistance.
QUOTE
Also, will items *appear* as they are on the floor? Not like a generic bag or chest that contains different items?
Is dual wielding possible? What about two shields?
Monster drops are yet to be determined, but probably mostly mana and health pickups, or maybe the occasional basic weapon. Special monsters might drop unique items.
Yeah, I'd use the actual weapon sprite for weapons, but probably symbolic pickups for other things.
Dual wielding might be worth considering. Perhaps instead of Attack and Block the controls should be Primary and Secondary... though we might need a clever Parry system then. I guess two shields would be possible, though only useful if they had different effects; but then you wouldn't get a basic attack.
It would also involve a rethink of the "radial equip menu" method, but it should be doable.
Mithrildor said:
Monsters won't drop anything, it causes to much lag to let the monsters lie down till some on grabs te loot or place items on the ground and it will disturb your game to much to open up a screen every time you defeated a foe. So I think just quest rewards are what needed.
Drops would be simple enough. Monsters will probably disappear in a puff when killed, and generic drops will only hang around for 10 seconds or so. Unique items stay forever (or until the room resets, if that happens). Primary loot (most equipment & treasure) should come from quests though.
MuNk said:
as for the dev and discussions wouldn't a IRC or a dedicated forum be worth investing in?
I can't be online at any predictable times, so IRC is out, but the
wiki can certainly be used for discussion. Extra pages can be created, or you can use the discussion feature on existing pages. Again, anyone interested is welcome to
sign up. (I've only made it protected to avoid wiki spam.)