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  1. #411
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    so if i understand this right, you want this world to be modded like second life, have battles everywhere like the elder scroll series and make it strategical like guild wars.
    the online scroll: guild life

    ps. love the idea anyhow ^_^
    it's alive but cannot be living, it's dead but lives a mortal life.

    sorudo.9054

  2. #412
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    Well, realistically, I don't have the resources to compete with these guys. So the answer is yes, but everything scaled down to something I can actually produce.

    Strategy will be within the map, but I won't include large scale resources and all that. More like tower defense or reverse tower defense, that can be done within a map.

    Modding I basically try to make everything I put in the game easy to make without special programs. I balance skills in Excel. I make maps within the game. And so on. So if you see it, you can make it...
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  3. #413
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    counter strike was made by 2 ppl, don't count your self short.
    you can obviously code which is better then me making maps, just focus on making the ground of the game so when you're done you can add stuff to finish it bit by bit.
    it's alive but cannot be living, it's dead but lives a mortal life.

    sorudo.9054

  4. #414
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    Counter strike was a mod for an already existing game. I'm making mine from scratch.

    Minecraft was a 1 person job though.
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  5. #415
    Quote Originally Posted by Alaris View Post
    My goal is to keep some physical parameters close to reality and then balance the rest around those constants. I do like to be able to jump really high though...
    One thing to remember... Many games that are not at all close to reality feels good, and many who are close to reality feels horrible.

  6. #416
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    Quote Originally Posted by raspberry jam View Post
    One thing to remember... Many games that are not at all close to reality feels good, and many who are close to reality feels horrible.
    Yes of course, I have no quarrel "improving" on reality. Besides, I am not going for realism either... I don't have the budget or the motivation for it... I prefer to offer something different.

    The point though is that it's kind of nice to start off with known values like average height and speed instead of using arbitrary units, because I can then decide for example to make a house and I can mooch off actual dimensions for use in-game, instead of trial-and-error. It has the potential to save time.
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  7. #417
    Quote Originally Posted by Alaris View Post
    The point though is that it's kind of nice to start off with known values like average height and speed instead of using arbitrary units, because I can then decide for example to make a house and I can mooch off actual dimensions for use in-game, instead of trial-and-error. It has the potential to save time.
    For that kind of thing, realism makes sense (usually).

  8. #418
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    Update!

    I added portals from which I can bring in creeps (allied or not), and you can attack those portals to make them switch to your side... Even summons will attack portals.

    I also added a counter for how many portals, lives, and summons are on your side. Next up, setting some form of objective for a win.
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  9. #419
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    Update:

    Functional elements so far:
    1) Skills include summons, traps, buffs, ranged attacks
    2) Attacks and traps can apply a variety of conditions (or buffs to allies)
    3) Ranged attacks can be spread attacks, AoEs, bouncing shots, etc.
    4) Skills can create permanent traps or summons using a separate resource
    5) Weapons are a combo of 5 skills, you can swap between 4 weapons.
    6) Portals can be included in levels, and they summon foes or allies over time. You can take over portals.
    7) Objectives can be set in waves.

    So basically, I have all the building blocks to make a tower defense, a DotA, or a fps.
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  10. #420
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    Update:

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