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Work im doing for a mmorpg me and my team are creating
Hello im the lead creator/charecter designer for magivolve Me and my team to make a
very interactive mmorpg with a battle system like street fighter and a rpg combined this is the site address you can click this link or the picture http://magivolve.abuseadam.com/ http://hometown.aol.com/brencos/images/banner1.jpg http://hometown.aol.com/brencos/images/80.gif everything isnt up on the site yet but the forum is working so post there if you can http://hometown.aol.com/brencos/imag...e-dancein2.jpg this is a screen i put together to give you an idea how it will look but trust me the finished product will be better then that screen heres some pixel animation i did for my gamer this a a full veiw i drew of the charecter this is how he looks later in the game http://hometown.aol.com/brencos/images/keymag.jpg http://img.photobucket.com/albums/v293/Riy...hi_Makota02.jpg heres a little about the game Magivolve online Ok heres what it going to be about. Magivolve online is mainly about trying to survive life in a world that really has no time period there is all types of things in magivolve midevil things future type stuff and even things that are from the prehistoric era this is a world that is vast with unlimited possibility’s and is very fun. You start as a normal teenager boy or girl in the country of malaunis, gulmist or liaminia and you just finished high school and its time to get a job so the main objective is to find ways to make money. You start off with money that your parents game you to start your life. And with that money you buy an apartment. There are many skills you can learn and many ways to make money in magivolve. These are the ways to make money World protection groups- thes are the men and women that protect the country from the most dangerous threats that include killing historic demons, normal demons and uneven spirits, keeping dragons in check, stoping un expected attacks from the valid land (will explain later in this doc.) Stoping mad men and evil scientist and taking on the most dangerous missions. Different groups have certin expectations of its soldiers and some missions require you to be in a certin group and a certin skill level and base level Heres where I layed out the groups and how they run The Riunshin Guard – the Riunshin guard this the starting point for all men and women thinking about becoming a soldier. In magivolve in order to use a weapon you must first get the license for it and in order to get the license you must take a basic, advance or expert test depending on the weapon . and in the Riunshin they take you thru boot camp which is located in mysliya mountains where you learn the basics of fightin and you take basic weapons test for the sword, dagger and gun. the only weapon you don’t need a license for is your fist. But for that you must learn the skill of martial arts. And in Riunshin your taught the basic martial arts but to advance you must advance to higher groups. After your finished boot camp your given a medal to show you’re a lvl one soldier (this doesn’t affect your base lvl) your sent back to your country where you take on jobs and missions. The lamunis guild – this is basicly the same as the Riunshin guard but its in gulmist the difference is that gulmist being more advanced in tec the wepons are different. But you goto the same boot camp as the Riunshin soldiers and the martial arts is the same the difference is that there weapons are more energy based. Light swords, sound dagger, laser guns. In this group there is a dress code thou everyone must wear the proper attire when At lvl 1 untill they advance to a different group. Tagashi kalve guard – this is the same as the Riunshin and the lamunis but its in kiaminia and this is the land o magic there boot camp is the same place as Riunshin and lamunis. But the weapons are based on net operation. Net operation is how magic is run and is magivolves main sorce of magic it runs off the internet and the weapons are magic based cell phones intelel staff and internet polgs . Natural magic users do exist they are called scripters and magipoets. But those are hard to learn and most of its teachers have become old and barely teach it anymore but its said that a full fleged scripter or a magipoet can change the world at their will. People are thinking maybe that’s the way the great creator came about in the middle of the world. Magivolve has a terrible past. |
I am immensely feeling a combonation of being impressed and intregued.
From someone who is working on trying to get games made myself and from someone who has played (and stop playing) 5 seperate big name MMORPGs, I have two VERY big suggestions for you. 1) It has occoured to me that every single MMORPG is just about killing thousands upon thousands of monsters to gain levels and experience (or skills as is the case of Star Wars Galaxies). Any possibility your game might be trying to get away from that...? I read some things seemingly to be the case, but it still didn't sound much more than just defeating tons of monsters (or evil scientists) in endless battling, no offense to that type of gameplay. 2) Any chance you might be making it possible for people to play the game without requireing them to have to mandatorily team up with others? You know, how in RO you basically can't beat the good EXP enemies by yourself. Or in Star Wars Galaxies you need to get people in your party to make the missions harder. Or in FFXI and PSO, you basically are forced to only be able to do things in a party system. You see kinda where I'm coming from. I know most MMORPGs are about playing with tons of people, but there's people like me who like to play the game...and chat at different times. Not be forced to play with people nearly ALL the time. I have a great deal of other ideas which I know if I ever was making an MMORPG I would utilize, but I don't exactly want to throw them all up here to make you read them. I mean, I realizethat just makes me sound like I'm impeeding on your idea. However, just the idea of your game engine sounds like a vast improvement over many other games. I have to admit though, it was the idea my friend had for the game we're preparring (a 2D free movement game which utilizes fighter type free action battles but has a RPG setup to make use of characters levels and interaction to multiple party memebers). Oh, and anoher question. Are you possibly going to be making this game sort of into a MMORPG type of 'standard' RPG? As in, like a FF game, but instead allow 3 people to play all 3 characters on the screen (instead of 1 person controlling all three turn based)? Cuz that sounds interesting (kinda a MMORPG Seiken Densetsu or Tales of Phantasia). |
I'm with Ken on this one. If you were to make your game way way way away from the norm - like how WoW perfected everything - that would be great. I think an MMO Suikoden reallly would be an interesting idea. Basically you're the party leader and these are your henchmen.
If you decide to do traditional route, then try to make sure that everything's balanced. IE prehistoric players get more avanced brutal strikes, midevil is in between, future is high ranged, or something like that. Horrible example, but it's along the lines that I'm thinking of. As of right now, it looks rockin, keep it up. |
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Why didn't anyone tell me about that! |
well, I've been thinking about this type of game for a very long time, the only problem is I have no idea how to program, so iI guess I'm assed out.
crap, in any case I'd like to see a few things, the first being obviously a fully three dimensional world wherein elevation has a large tactical application. The environment should be fully interactive and characters should be able to climb and jump everywhere dependent on their skill levels. Combat should be resolved through impact sensing. for example, each creature in the game is defined by a set of polygons to display it, as well as to define where it is, so that there won't be any randomization as to whether or not something hits, if the attack collides with the creature it will cause damage, this will be reduce by damage and toughness and such, and dodging becomes very important. Also, multiple forms of combat technique shoulr be available, mostly concerning camera placement. what I mean by that is dueling: when two characters face off, or one character wants to focus on a single enemy, the camera can switch to a "duel" mose, similar to most 3d fighting games, with one character on either side of the screen. This is the natural view most fighter game enthusiasts would use, and it allows one to keep there focus on the enemy automatically while performing complicated combinations, brawling: your standard over the shoulder roaming camera view, useful when fighting large numbers of enemies and when traveling around or sneaking. It allows a wider field of view so that multiple targets can be engaged simultaneously. shooter: first person perspective, for those who prefer sniping or "Halo" type tactics, like future characters or archers. many gamers are most comfortable with this view, and it is best for long range fights or when using ranged weapons against multiple enemies. the ability to switch between views on the fly, and having access to different move sets dependent on your view type would be really cool, and it would allow multiple distinct fighting styles to evolve, no one would be just mashing buttons or using an invincible combination of items, it would all boil down to actual skill. I also think flight should be possible, at least for higher level characters. And combo moves should be customizable. Players should be able to pick which moves are dedicated to which button sequences and switch them whenever they please. I also think a completely destructible environment would be ideal, an attack aimed at an opponent misses because tehy dodged, and travels on to hit the tree behind. The tree is cut in half and falls over onto the target, causing impact damage. That sort of thing, these kinds of interactions could lead to more tactical options, and allow lower level characters to take out higher level monsters or characters by using good strategy. above all, I think it should be possible for anyone to lose. Having a high level should not make you invincible, just give you access to more sophisticated attacks and defenses, and improved survivability. the players skills should be most important, their fighting ability. I'm pretty sure nobody is going to read this, and I'm also pretty sure that this kind of fully interactive world would probably be very difficulty to program, but thats OK. One of these days I might just make the damn game myself, and that would be sweet! |
you guys have intersting ideas
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all i can say is im gonna join up when its finished is it pvp cause well that will be fun
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I have a few questions and possible suggestions about the underlying storyline and gameplay.
First off, how will different areas be divided up. Will it be like FFXI, where there are general areas which are divided up into smaller zones? Will it be like Everquest, where the zones are all different areas? Or is it like Asheron's Call, where, as I recall, the whole thing is just one big zone (not sure about that, but that's what I remember)? Also, what are the diplomatic relations between the three countries? War? Peace? Friendly rivalry, again like FFXI? If you could post the answers to these things either here or at your forum (though indicate here as to where you put them), I think I've gotten a couple of ideas that I'd like to propose, but it kind of depends on how the game will run. |
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hmm i will answer that very soon still working on it heres a new screen and a new screen http://hometown.aol.com/brencos/images/tree6.jpg |
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what I meant by what I said was that if you were to shift away from current MMORPG standards - the type of RPG like WoW, which is just the best ideas combined - and make a unique RPG like a Suikoden style it would be better. |
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