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Post by FinalLegacy on Feb 8, 2008 13:11:39 GMT -5
dont go off topic and no bumps required here so just try to stop spamming for a change
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Post by computereasy on Feb 8, 2008 16:53:49 GMT -5
:-( that hurts
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Post by Royce13 on Feb 10, 2008 0:57:28 GMT -5
eh? he can spam but i cant...
Make some tower defense game or something? (learn how to do triggers and shit)
and im zzz so hurry up
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Post by computereasy on Feb 10, 2008 9:01:07 GMT -5
......u really can't force us to do things u want ill quit with this idea right now if u try to force us.... and btw im not trying to spam...
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Post by FinalLegacy on Feb 10, 2008 18:56:15 GMT -5
well you're a good boy lately ^^ dont worry so anyway, who's us?
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Post by computereasy on Feb 10, 2008 20:30:34 GMT -5
ppl making map im a lil pissed
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Post by grimatoma on Feb 11, 2008 0:01:43 GMT -5
!!! good news !!! the SimpleLiving guy has emailed me with the unprotected version of Simple living i will post it up soon. also he offered to help with the map with triggers or better understanding his map. i also in the email to him offered to explain the map we plan to make so... i would like to give him a detailed discription on step by on how the map will work. this will be good for us as well so we can know what triggers need to be made. so :-) start throwing ideas out there as to how this map will work
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Post by Setokaiva on Feb 11, 2008 3:21:12 GMT -5
I guess its time to start mixing in my imagination.
Skills Cooking -- Cooks up various ingredients to produce both mundane and exotic dishes using the produce gathered from farmers and hunters. Farming -- Grows a multitude of tasty fruits and vegetables for cooks to use in their profession or to be sold. Tailor -- Creates clothing and leather-type armor from hides gathered by Foresters. Mining -- Plumbs the depths of the earth to find valuable ores and gems. Also uncovers and treats large stones and such to housing-quality, producing building materials. Jewelcraft -- Creates rare and valuable trinkets from gemstones and soft ore. Woodsman -- Woodsmen study the arts of both woodcutting and skinning. Weaponsmith -- Crafts weaponry from ore gathered by Miners. Metalsmith -- Crafts armor from ore gathered by Miners. (NOTE: Some armor requires straps and ties made by Tailors to craft.) Is also adept at crafting metal tools and gadgets like marbles and caltrops. Woodworker -- Treats wood gathered by Woodsmen to be able to craft wooden tools and wooden weapons like bows. Also treats wood to housing-quality, thus effectively producing building materials.
Scholarship -- Researches ancient ruins and age-old artifacts to uncover secrets. (Creates consumable runes, scrolls, and other such items.) Scholars can also brew potions from various herbs gathered in the wild.
Profession Packages (One Per Person)
Yeoman (The salt of the earth, Yeomen practice the arts of cooking, farming, and tailoring -- though they must trade their produce for the hides required. --Cooking, Farming, Tailor--)
Explorer (Adventurous individuals who research ancient artifacts and can craft a few weapons such as the ones spoken of in tales. In addition, Explorers practice the more mundane art of farming the earth for produce. --Farming, Scholarship, Weaponsmith--)
Armsmaster (The armsmaster is expert at dealing with the complicated work of forging weapons from metal. Not only that, but his pure focus on weaponry makes him able to craft wooden tools and weapons with wooden hafts. --Weaponsmith, Mining, Woodworker--)
Armorsmith (The best defense! Such has always been the motto of the skilled Armorsmiths throughout the land. Plate, Leather, or even dragonhide -- you name it, he can make it. He is also adept at creating some mundane tools and gadgets like marbles and caltrops. --Metalsmith, Tailor, Mining--)
Woodsman (The woodsman is a master of field and forest. *BETTER SPEECH PENDING* --Woodsman, Tailor, Woodworker--)
Tinker (Jewelry is the name, making it's the game. The Tinker is an expert at creating valuable rings, necklaces, and other trinkets from gemstones and soft ores like silver. Because of the stress and time-consuming work involved, its a good thing that the Tinker is also a fair hand at preparing a hearty meal. --Cooking, Jewelcraft, Mining--)
-------- As you can see, the idea here is to be able to pick your persona then your chosen profession package. Packages carry the benefits of three different skills. More ideas later. Please feel free to critique as you see fit. --------
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Post by computereasy on Feb 11, 2008 7:51:18 GMT -5
lol they are jobs and gj
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Post by grimatoma on Feb 11, 2008 9:09:59 GMT -5
I guess its time to start mixing in my imagination. Skills Cooking -- Cooks up various ingredients to produce both mundane and exotic dishes using the produce gathered from farmers and hunters. Farming -- Grows a multitude of tasty fruits and vegetables for cooks to use in their profession or to be sold. Tailor -- Creates clothing and leather-type armor from hides gathered by Foresters. Mining -- Plumbs the depths of the earth to find valuable ores and gems. Jewelcraft -- Creates rare and valuable trinkets from gemstones and soft ore. Woodsman -- Woodsmen study the arts of both woodcutting and skinning. Weaponsmith -- Crafts weaponry from ore gathered by Miners. Metalsmith -- Crafts armor from ore gathered by Miners. (NOTE: Some armor requires straps and ties made by Tailors to craft.) Is also adept at crafting metal tools and gadgets like marbles and caltrops. Scholarship -- Researches ancient ruins and age-old artifacts to uncover secrets. (Creates consumable runes, scrolls, and other such items.) Scholars can also brew potions from various herbs gathered in the wild. Profession Packages (One Per Person) Yeoman (The salt of the earth, Yeomen practice the arts of cooking, farming, and tailoring -- though they must trade their produce for the hides required. --Cooking, Farming, Tailor--) Explorer (Adventurous individuals who research ancient artifacts and can craft a few weapons such as the ones spoken of in tales. In addition, Explorers practice the more mundane art of farming the earth for produce. --Farming, Scholarship, Weaponsmith--) Armsmaster (The armsmaster is expert at dealing with the complicated work of forging weapons from metal. Not only that, but his pure focus on weaponry makes him able to craft wooden tools and weapons with wooden hafts. --Weaponsmith, Mining, Woodworker--) Armorsmith (The best defense! Such has always been the motto of the skilled Armorsmiths throughout the land. Plate, Leather, or even dragonhide -- you name it, he can make it. He is also adept at creating some mundane tools and gadgets like marbles and caltrops. --Metalsmith, Tailor, Mining--) Woodsman (The woodsman is a master of field and forest. *BETTER SPEECH PENDING* --Woodsman, Tailor, Woodworker--) Tinker (Jewelry is the name, making it's the game. The Tinker is an expert at creating valuable rings, necklaces, and other trinkets from gemstones and soft ores like silver. Because of the stress and time-consuming work involved, its a good thing that the Tinker is also a fair hand at preparing a hearty meal. --Cooking, Jewelcraft, Mining--) -------- As you can see, the idea here is to be able to pick your persona then your chosen profession package. Packages carry the benefits of three different skills. More ideas later. Please feel free to critique as you see fit. -------- i really like the idea ill critique it later because i got school now. but how do we plan on making each profession work? like will we have the base professions mebe woodwork,mining, and farmer were once u work in those professions enough you have the ability or reaseaching for farmhands or people to help you with this line on work then you can use those materials to then go to another profession. so mebe woodwork and mining = carpentry or building builder. (btw the base professions will have to be simple professions that we can make an ai for) also the farmhands will cost money and mebe u can hire 10 max per profession or 20 max were they r kinda the same as you with skills. the more they work the better they get at it. so in other works at first you loose money for hiring them but later on u break even and then profit :-O. then you can but wont need to reley on other people to get items ALSO in this game there needs to be some type of save feature with limitations
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Post by FinalLegacy on Feb 11, 2008 9:13:50 GMT -5
interesting ideas you guys got ^^ ill be finishing Battlecraft meanwhile though
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Post by Setokaiva on Feb 11, 2008 17:38:38 GMT -5
Sorry i forgot to put down woodworker Anyway, for buildings... Woodworker and Miner can treat and refine stone and wood to make building materials, and what i meant by tools i mostly meant tools for each of the professions crafts (Picks, Axes, Cooking Supplies, Hoe, etc.), but could also make hammers, nails, and stuff to build structures. I just now realized I've been talking about a simple living engine with influences from Goblin Experimental Squad. ----- How about different game modes? if we input my jobs idea, it'd be a bit hard to get anywhere on your own 'cause you often can't get everything you need. Teams perhaps? Survival of the Fittest -- Total FFA. No allies. Team Deathmatch -- Teams of villagers battle for supremacy. Relic Rush -- 5 holy relics are scattered throughout the land at random. Secure all 5 relics and hold them for the indicated time to win. just a few ideas... i am throwing simple living, goblin experimental squad, island troll tribes AND age of empires 2 in the mix. God knows whats gonna happen, but I'm worried I'm zzz be back with more ideas later
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Post by grimatoma on Feb 11, 2008 17:54:34 GMT -5
Host selects game mode: *to be added once discussed* Start off game: all players start with X gold. Their own land, a house and land for farming with a small mine on it and trees.
Choice of professions. Once chosen you will be automatically given the items needed for that profession. (tool price will be subtracted from the starting gold) Also you will get an instruction book. A how to book.
Starting professions(skills)
Skills
Farming -- Grows a multitude of tasty fruits and vegetables for cooks to use in their profession or to be sold.
Mining -- Plumbs the depths of the earth to find valuable ores and gems. Also uncovers and treats large stones and such to housing-quality, producing building materials.
Lumberjack –
Hunter/Gatherer – (tools only can be used on animals)
Sheperd –-
Scholarship -- Researches ancient ruins and age-old artifacts to uncover secrets. (Creates consumable runes, scrolls, and other such items.) Scholars can also brew potions from various herbs gathered in the wild.
*MORE TO BE ADDED*
Players will then work with these professions until making making. Also during this time they will be able to reaseach the professions by the more they work on it. The system will work by the player has choices to choose from as to what they want to reaseach to better advance their profession (better axe, a hoe, irration system, bow, gun, jack hammer). Each skill point earned by doing their profession will bring them closer to reaseaching their current project. So ex each time the player succecfully gets lumber from a tree. That will advance his reasceach.
At any time the player may choose a different profession by selling all of his tools and buying the ones for another profession. After some time the skillful players may choose to get a second profession and combine it with their current profession to make an advanced profession. Or they may choose to go into a more detailed part of their current profession if there is one. Advanced professions.
Cooking(prerequisite Farming or hunter/gather) -- Cooks up various ingredients to produce both mundane and exotic dishes using the produce gathered from farmers and hunters. Tailor (prerequisite Sheperd/hunter) -- Creates clothing and leather-type armor from hides gathered by Foresters.
Jewelcraft (prerequisite minner)-- Creates rare and valuable trinkets from gemstones and soft ore.
Woodsman (prerequisite hunter/lumberjack)-- Woodsmen study the arts of both woodcutting and skinning.
Weaponsmith (prerequisite minner) -- Crafts weaponry from ore gathered by Miners.
Metalsmith (prerequisite minner) -- Crafts armor from ore gathered by Miners. (NOTE: Some armor requires straps and ties made by Tailors to craft.) Is also adept at crafting metal tools and gadgets like marbles and caltrops.
Woodworker (prerequisite lumberjack)-- Treats wood gathered by Woodsmen to be able to craft wooden tools and wooden weapons like bows. Also treats wood to housing-quality, thus effectively producing building materials.
• MORE proffesions to ADD LATER*
This is what I got so far ill spell check later.
BELOW IS OLD STUFF not yet compiled
Extra stuff needed to add later
“”Profession Packages (One Per Person)
Yeoman (The salt of the earth, Yeomen practice the arts of cooking, farming, and tailoring -- though they must trade their produce for the hides required. --Cooking, Farming, Tailor--)
Explorer (Adventurous individuals who research ancient artifacts and can craft a few weapons such as the ones spoken of in tales. In addition, Explorers practice the more mundane art of farming the earth for produce. --Farming, Scholarship, Weaponsmith--)
Armsmaster (The armsmaster is expert at dealing with the complicated work of forging weapons from metal. Not only that, but his pure focus on weaponry makes him able to craft wooden tools and weapons with wooden hafts. --Weaponsmith, Mining, Woodworker--)
Armorsmith (The best defense! Such has always been the motto of the skilled Armorsmiths throughout the land. Plate, Leather, or even dragonhide -- you name it, he can make it. He is also adept at creating some mundane tools and gadgets like marbles and caltrops. --Metalsmith, Tailor, Mining--)
Woodsman (The woodsman is a master of field and forest. *BETTER SPEECH PENDING* --Woodsman, Tailor, Woodworker--)
Tinker (Jewelry is the name, making it's the game. The Tinker is an expert at creating valuable rings, necklaces, and other trinkets from gemstones and soft ores like silver. Because of the stress and time-consuming work involved, its a good thing that the Tinker is also a fair hand at preparing a hearty meal. --Cooking, Jewelcraft, Mining--)
i really like the idea ill critique it later because i got school now. but how do we plan on making each profession work? like will we have the base professions mebe woodwork,mining, and farmer were once u work in those professions enough you have the ability or reaseaching for farmhands or people to help you with this line on work then you can use those materials to then go to another profession. so mebe woodwork and mining = carpentry or building builder. (btw the base professions will have to be simple professions that we can make an ai for) also the farmhands will cost money and mebe u can hire 10 max per profession or 20 max were they r kinda the same as you with skills. the more they work the better they get at it. so in other works at first you loose money for hiring them but later on u break even and then profit :-O. then you can but wont need to reley on other people to get items
Sorry i forgot to put down woodworker
Anyway, for buildings... Woodworker and Miner can treat and refine stone and wood to make building materials, and what i meant by tools i mostly meant tools for each of the professions crafts (Picks, Axes, Cooking Supplies, Hoe, etc.), but could also make hammers, nails, and stuff to build structures.
I just now realized I've been talking about a simple living engine with influences from Goblin Experimental Squad.
----- How about different game modes? if we input my jobs idea, it'd be a bit hard to get anywhere on your own 'cause you often can't get everything you need. Teams perhaps?
Survival of the Fittest -- Total FFA. No allies. Team Deathmatch -- Teams of villagers battle for supremacy. Relic Rush -- 5 holy relics are scattered throughout the land at random. Secure all 5 relics and hold them for the indicated time to win.
just a few ideas... i am throwing simple living, goblin experimental squad, island troll tribes AND age of empires 2 in the mix. God knows whats gonna happen, but I'm worried
I'm zzz be back with more ideas later “”
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Post by computereasy on Feb 11, 2008 20:56:57 GMT -5
Host selects game mode: *to be added once discussed* <-------------
should be vote not host it become fairer
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Post by grimatoma on Feb 12, 2008 0:47:24 GMT -5
i belive the diffucly can be voted by the players but game modes should be selected by the host.(im not saying our game should have a diffuclty) he made the game so its better not to piss him off. and the current ideas have the modes being completly different gameplay. like rushed or casual or RELICS?? lol. if i was the host of this game and i didnt get the game mode i wanted i would leave and remake it.
ps the game does not need to be fair on voting. remember if the host doesnt like the game he wont host it.
ps: computereasy did u know simple living has 2 modes one is a race the other is causal gameplay. but i bet u didnt know that :-) cuz i always pick causal
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