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Lords Of War (Completed Game Page 3)
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What do you think of the demo?
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Topic: Lords Of War (Completed Game Page 3) (Read 10180 times)
Rahl
Lord Of Gamedwellers
Leader
Posts: 2,356
Lords Of War (Completed Game Page 3)
«
on:
July 09, 2008, 03:09:10 AM »
Well I've recently started working on a new game called Lords Of War. This game is more about fun than graphics, due to the fact that stick men are about all that I can draw. Anyway, I've had a few ideas recently of a kind of game hardly anyone does.
You start of as Roth, a new recruit in a kindom's army. You first go through training and learn the basics of how things are going to work in the game, such as:
- A system of Ranks- Infantry, Officer, Kinght, General, Noble.
- As a unit in the Infantry you just go where your told and fight who your told to fight.
- An Officer is the same but instead of Allies that work on thier own you can control them.
- As a Knight you can start upgrading your units
- As a General you can begin choosing your battles
- As a Lord units can be trained into knights and have access to the finest weapons
-A few other things of note about this game is in order to conquer your target you must destroy the leader.
-There will be walls blocking the way to your enemies that can only be destroyed by commanding Catapults which you have to buy the ammo for which is expensive.
-Plunder will be the main source of income for this game, enemies drop thier weapons
-Defending units, needing some sort of advantage, are able to heal themselves because of a homefield advantage.
-There will be a scholar that teachs leadership skillss that improve the skills of you unit, leadership points are obtained every 2 levels
(Forgive the font if its hard to read, its script font and the best I could find for it.)
After you become a Kinght you get your own Fortress, which you can upgrade to have-
Siege Works shop where Torches, Balistic Arrowheads, and Catapult Ammo can be bought (walls are jsut beggining to appear in the game)
Infermary where you can buy Medkits and Recalls.
Armory where you can buy weapons and armor.
A Barracks where you can upgrade your untis.
And a Library where you can upgrade your leadership skills.
After you become a knight theres a chance your fortress can be attacked, between battles. In these situations you must defend you keep from the invaders.
Tell me what you think of the game and what you would like to also see in it. I like to script 2k3 but remeber I cant do everything.
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Last Edit: August 02, 2008, 04:15:01 AM by Rahl
»
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lilsniffs3
Exemplar
Posts: 1,573
Re: Lords Of War
«
Reply #1 on:
July 09, 2008, 04:17:08 AM »
An RTS is going to be a pretty hard to make CBS.
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RockJohnAxe
I Pwn alot of stuff.
Zealot
Posts: 606
I Pwn alot of stuff.
Re: Lords Of War
«
Reply #2 on:
July 09, 2008, 05:53:44 AM »
Sounds Cool. I had a Semi-similar idea awhile ago, about giving the player the ability to make his own town.
Couple things, im Assuming you Mean Knight when u say Kinght.
Also u say the max level is Noble but in your description you call it a Lord.
Sounds good though. Would love too see some explaination on how you plan to make the Cities. (is it just a dude u talk to and give the money too then BAM a building appears? (Thats how i was gonna do it))
Also Infirmary is spelt well... Infirmary
Im also curious how you are gonna work Moral into this Equation. (let alone Determination)
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Archem
One, one too many schizophrenic tendancies
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I made a fortune in toothpicks, but I lost it all in a fire.
Re: Lords Of War
«
Reply #3 on:
July 09, 2008, 08:50:38 AM »
Yikes, scripting for this sounds like a nightmare. Good luck.
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Rahl
Lord Of Gamedwellers
Leader
Posts: 2,356
Re: Lords Of War
«
Reply #4 on:
July 09, 2008, 12:11:27 PM »
Well its not going to be a RTS, its going to be regular 2k3 game with battle sprites and the like.
I was thinking last night about how to go about buying units and an idea hit me. There will be no skills section just commands, and instead of adding and readdign and removing and that whole mess I thin I found a simplist way of call your troups into battle. Through a Reinforcement skill, witch is basically a revive skill, and instead of mp, there will be reinforcements as each reinforcment will cost only RP (reinforcement point). That way the commander (Roth) will always be there and hes the only one with the comman skill witch Calls for more troups.
As for the Leadership Skills, theres a variable set in common events with variable<Moral>=0, as well as Rempoints=1, its basic math subtract Rempoints-1, Add Moral+1. Then Moral=1 and rempoints=0. The scroll you saw above will show your current leaderstats, each stat is one picture 0-11. There are branchs that check to see what that stat is through variable, and skips until it finds the matching picture.
I'm still deciding on what the stats will give but this is what I'm thinking:
Moral= +Defence (a soldier that thinks he will win, is more confident)
Leadership= +Agility (leadership determines how fast a team can work together to achive goals)
Determination= + Strength (determination gives strength)
And as for the fortress upgrading they will have to be upgraded in a certain order to skip alot of scripting and map making. There may also be a thing where you can upgrade the looks of the place, but I would like to know if thats a good idea or not. And yes its Lord, seeing as how you fight in the name of a king you wont be able to rise up as a king.
As for catapults and balistics and torches, regualr soldiers will be able to use torches while only the commander will be able to utilize siege weapons. And they will all have the attribute siege and walls will be extremely resistant to anything esle other than attacks with that attribute. Walls will aslo be a single battle, the walls will fire volley's of arrows and have a repair ability afterwards you invade and kill thesoldier within, and siege once again the keep, there you'll find the leader.
Another thing of note is, once you become a Lord you are granted the ability to attack kindom fortresses, which after killing ther other three kingdom fortresses you will win the game.
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Fisherson
Jedi Sentinel of the Charasian Cluster.
Royal
Posts: 4,199
Just call me Fish.
Re: Lords Of War
«
Reply #5 on:
July 09, 2008, 04:32:27 PM »
Hmm sounds interesting hope you can pull it off.
I'd like to try it out.
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Flamehawk27
Visionary
Associate
Posts: 144
Re: Lords Of War
«
Reply #6 on:
July 09, 2008, 10:11:44 PM »
Sounds like Fire Emblem on steroids to me. I dunno why, just the feeling I get. You better be like, the best scripter around, cause if not all the world's tylenol may not be enough.
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Rahl
Lord Of Gamedwellers
Leader
Posts: 2,356
Re: Lords Of War
«
Reply #7 on:
July 09, 2008, 11:41:58 PM »
I've got all the scripting planned out in my head already. It's not all as complicated as it may seem, I've found many ways around difficult and time consuming scripting. Such as my unit upgrading which I had originally planned to use classes with. But I've decided to instead of using classes to change thier stats, rather make all other soldier min and max lvl=1. And from there use switches to activate all the necessary bonuses to the troops, as well as changing thier title and all other things. This also solves another problem that when I change thier classes it resets the stats to the class stats, and all ther leadership bonuses will go away (a parallel process would just keep adding stats constantly). But this way I can just add the stats like I would with the unit upgrade stats.
And seeing as how ammo will be limited and mp is used a reinforcement points, I will set siege ammo as well as torches as items (the items will be skill scrolls). Roth will be the only one that can use them all. Torches will also leave a burn affect as it would in RL, and reduce HP bye 3% each turn and abates in 5.
These are a few ways of getting around headaching scripting, to give you an example of how to think of it.
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Last Edit: July 09, 2008, 11:45:39 PM by Rahl
»
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Flamehawk27
Visionary
Associate
Posts: 144
Re: Lords Of War
«
Reply #8 on:
July 10, 2008, 02:22:46 PM »
Makes sense, but it could cause minor problems later, but only little ones that anyone can make. I dunno, set up a demo.
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Rahl
Lord Of Gamedwellers
Leader
Posts: 2,356
Re: Lords Of War
«
Reply #9 on:
July 10, 2008, 03:26:48 PM »
I'm working on the demo right now, it will include the beginning tutorial as well as the intro and probably the first fortress attack. But before I still need feedback from other what they would like too see in the game before I finish up the tutorial.
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Fisherson
Jedi Sentinel of the Charasian Cluster.
Royal
Posts: 4,199
Just call me Fish.
Re: Lords Of War
«
Reply #10 on:
July 10, 2008, 03:34:20 PM »
Maybe diffrent units like you know Ninja,Samurai,Wizzard,Blissta towers.
I can help with ideas since i love games like this.
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Flamehawk27
Visionary
Associate
Posts: 144
Re: Lords Of War
«
Reply #11 on:
July 10, 2008, 05:21:38 PM »
Hmm. Yeah, like, each Unit changes class. So for Wizard, like instead of Wizard Lv.1-Wizard Lv.2, it would be like:
Wizard>Spellslinger>Warlock>Sage>Archsage
Or you could even do:
Wind Mage>Spellslinger>Warlock>Wind Sage>Hurricane Archsage. (Add elements to your units).
But you'd have to assign class changes as a common event, parallell process type. You'd have to assign a level to change clas as well.
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Rahl
Lord Of Gamedwellers
Leader
Posts: 2,356
Re: Lords Of War
«
Reply #12 on:
July 10, 2008, 07:02:56 PM »
Graphics are somewhat a probelm for me. I've taken some battlechars from the chara resources and changed them around and made them look a little better. But basically theres prolly going to be 2 sets of battlechars, Roth and his soldiers. The soldiers will all look the same and Roth will look similar.
Sadly graphics probably wont be the highpoint of this game but I still think they look alright.
As for mages, anything else like that. Well it was my intention to leave magic out of this game.
A few changes I've decided to add on my own is:
-Volleys will now be availiable at the Siege Workshop as well.
-Regular volleys will not have any affect on walls, but do have a nice affect on regular soldiers, but do deal damage to all targets.
-Fire volleys will have no physical affect on walls, but will leave a burning effect both on walls and on regular soldiers, and also deal damage to all targets.
-Catapults will now also have explosive ammo that does more damage than normal ammo but cost alot more.
-There will now be shields that are specially resistant to Volleys but reduce agility
-There will no longer be levels but ranks
Rank 1= Soldier
Rank 5= Officer
Rank 10= Knight
Rank 15= General
Rank 25= Lord
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Last Edit: July 13, 2008, 06:51:15 PM by Rahl
»
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Rahl
Lord Of Gamedwellers
Leader
Posts: 2,356
Re: Lords Of War
«
Reply #13 on:
July 10, 2008, 09:35:41 PM »
Ok not a problem anymore. I forgot it didnt show the title when your test playing it. But thanks lucas.
The demo is alomist done. Give me another day or so and the demo will be up and ready for download.
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Rahl
Lord Of Gamedwellers
Leader
Posts: 2,356
Re: Lords Of War
«
Reply #14 on:
July 10, 2008, 11:26:06 PM »
Oooooooh ok. Now I remember, its been a long time since I've used this thing. I'm still relearning all the little things.
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