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P-OnMeToWin
08-10-2004, 5:08 PM
Note: If you don't like a pretty hard or story oriented RPG, you might aswell leave now.

I just finished the foundation of my RPG, Cave of Graves. The main thing I am coming here for is to test it for any bugs. It's a pretty medium sized RPG, with around 40 minutes of gameplay, and I want to make sure I didn't miss any bugs. I would like you to report any bugs, glitches, or unbalances here.

The second thing is ideas. If you can think of a good subquest (yes, I will be adding them), include the story of it and what you want the area it takes place in to look like, plus where you want the quest giver. Ideas for anything else on the game are appreciated too.

Also, if there's a particular part of the game that is too hard or too easy, I'd appreciate it if you posted that. This map is meant for 2-3 players, although one could beat it with more time.

Update: Scroll down for 1.1.

http://hstrial-jwilkes1.homestead.com/jewel.jpg

http://hstrial-jwilkes1.homestead.com/catacombs.jpg

Uuugggg
08-10-2004, 6:00 PM
Holy cow, not even .scx? I don't feel like playing it =/

Well, once I get my computer with SC back, I might =P

P-OnMeToWin
08-10-2004, 6:06 PM
Holy cow, not even .scx? I don't feel like playing it =/

Well, once I get my computer with SC back, I might =P
So .scm RPGs are bad? Do you want me to add a dark templar or something so it's .scx? Don't judge before you play it.

EdvardMunch
08-10-2004, 6:47 PM
I agree with making a map .scm if you can. Why eliminate an entire player base if you don't have to?

I played this in single player.

My suggestions:
- I'm not a big fan of those mission objective movies. I think the reveal of the title in the objective box should be removed.
- Perhaps there should be an "end of briefing" message. True, in multiplayer, these don't matter, but in single player they're nice. Maybe only display "end of briefing" for player 1?
- Hide all of the portraits once the briefing is done
- The townspeople should talk n' move n' stuff
- Inventory: Until a better method comes along, the dropship menu method seems to be the best way to do an inventory system. Nonetheless, if you'd like to stick with what's there the beacons should be arranged so the SCV is between them. That way there's no chance you can click one and get the other.
- The alchemy shop in the upper right corner should only be present when you control an engineering bay
- In the first town, the blacksmith is arranged such that I can't click to go directly from the alchemy shop to the caves, otherwise I enter the blacksmith. It should be moved out of the way
- The alchemy shop in the first town should be closer to the caves
- Monsters shouldn't replenished where we can see them. It's kinda a downer to clear out a cave and have 3 HP left and then have 2 hydras suddenly spawn right in front of you
- Put 12 blank lines before text to clear off all other text (when I bought multiple healing potions the old "you bought a potion!" message was pushed up when the new one came)
- In single player mode, it's not exactly hard, but it does take a while. An extra marine or some kind of merc unit for the solo adventurer would speed things up
- I didn't know I had to visit a town before I took the ship at the docks, so I lost 25 bucks by seeing what the dock was
- It would be neat if there were some kind of ship animation leaving and coming to the docks when you decide to take the docks to another city
- In the first town, the blacksmith is a refinery. In the other two it's a command center. This switch confused me at first. I say the blacksmith should be a refinery all throughout the game
- At the very end, I was told I was going to fight a monster, but when I fell through the hole and entered the room I couldn't find any (I did have "power overwhelming" on by the time I got this far, though)
- I found that some shops had too large of an entry location around them (I assume there were locations around the shops used for entering, at least) such that if I was passing them on my way somewhere I'd get sucked inside them

Subplot Suggestions:
- We should have to buy a laptop or something from the people in town to read the books
- Little Timmy is lost in the caves, find him
- Oh no! I just lost my [insert object here]! Please find it for me!
- Kill rare monster X
- Find and document some rare crystal formation for someone in town who is into that sort of thing

P-OnMeToWin
08-10-2004, 7:49 PM
- I'm not a big fan of those mission objective movies. I think the reveal of the title in the objective box should be removed.

Will do.

- Perhaps there should be an "end of briefing" message. True, in multiplayer, these don't matter, but in single player they're nice. Maybe only display "end of briefing" for player 1?
- Hide all of the portraits once the briefing is done

Also, will do.

- The townspeople should talk n' move n' stuff

I'll make them move, but talking would be annoying after a while.

if you'd like to stick with what's there the beacons should be arranged so the SCV is between them.

Yeah, I've been meaning to fix that. It kinda slipped. Same with smaller shop entering locations and better building placement.

- The alchemy shop in the upper right corner should only be present when you control an engineering bay

Next version.

- Monsters shouldn't replenished where we can see them. It's kinda a downer to clear out a cave and have 3 HP left and then have 2 hydras suddenly spawn right in front of you

Good one. I'll put in a 20 second wait.

- Put 12 blank lines before text to clear off all other text (when I bought multiple healing potions the old "you bought a potion!" message was pushed up when the new one came)

I meant to leave those small messages. Reason being is that you can see you just bought two potions instead of what looks to be one. More assurance, you see? I'm leaving that.

- In single player mode, it's not exactly hard, but it does take a while. An extra marine or some kind of merc unit for the solo adventurer would speed things up

I'll think about that one. Do you have any suggestions? Maybe some sort of pet shop in the second town...

- I didn't know I had to visit a town before I took the ship at the docks, so I lost 25 bucks by seeing what the dock was

Another one of those things that slipped.

- In the first town, the blacksmith is a refinery. In the other two it's a command center. This switch confused me at first. I say the blacksmith should be a refinery all throughout the game

I meant for different towns to have a different look. I'm leaving them unless I have more complaints.

- At the very end, I was told I was going to fight a monster, but when I fell through the hole and entered the room I couldn't find any

This one I don't get. It's the big brown ultralisk... how can you miss it? I'll play through it in a bit and see what I find.

- We should have to buy a laptop or something from the people in town to read the books

The technology for this RPG is meant to be advanced enough for water refinery machines and the like but not high enough for computers. If you read the briefing it says that your character wakes up with a crossbow and ringmail armor.

I like the crystal information quest idea. Thanks for all the suggestions.

EdvardMunch
08-10-2004, 8:10 PM
I'll make them move, but talking would be annoying after a while.
Well, it's important that they say something, so you can convey game hints and fill us in on backstory. You could just turn off "Always Display" for townspeople dialogue so we have to have subtext on if we want to talk to townspeople.

Do you have any suggestions? Maybe some sort of pet shop in the second town...
A pet shop is a good idea.

This one I don't get. It's the big brown ultralisk... how can you miss it? I'll play through it in a bit and see what I find.
There just wasn't anything down there.

The technology for this RPG is meant to be advanced enough for water refinery machines and the like but not high enough for computers. If you read the briefing it says that your character wakes up with a crossbow and ringmail armor.
Oh yeah. Heh heh... Well, the books could be in some ancient language that sounds like gibberish when spoken, so you need to buy a book in town which will allow you to translate all of the books you come across.

P-OnMeToWin
08-10-2004, 9:16 PM
Ran into a bit of a problem. Because I am using hypertrigger it apparently runs the loot area script twice after I added a 20 second wait. Everything else is added (instead of a pet shop I put in a mercenary center to hire a weaker than your char ghost).

EdvardMunch
08-10-2004, 9:26 PM
Instead of a 20 second wait, you could do this:

CONDITIONS
- Player X (computer player whose custom score isn't being used) custom score is at most 0 points
- [insert other conditions here]
ACTIONS
- [insert all of your actions here]
- Set custom score for player X to 160 points
- Preserve

CONDITIONS
- Player X custom score is at least 1 points
ACTIONS
- Subtract 1 custom score for player X
- Preserve

With hyper triggers, 8 trigger cycles can be executed per second. This is just as good as waiting 20 seconds and it doesn't need the wait command to screw everything up either.


Awww, I liked the pet shop. I've never seen one of those in a map. You could have fun and say that the animal you purchased hasn't gotten a rabies shot yet. Then again, you don't have any additional units which could pass off as a pet shop pet.

P-OnMeToWin
08-10-2004, 10:01 PM
Then again, you don't have any additional units which could pass off as a pet shop pet.

That, and you can't upgrade them. They would get useless after a bit.

I managed to fix the double loot bug. Here is the new version with fixes and all the features I said I would add above (except side quests, those are coming soon).

Please report any bugs.

P-OnMeToWin
08-11-2004, 7:30 PM
No one has anymore ideas?

Sikawtic
08-11-2004, 8:22 PM
I dled it, but haven't played it yet... I'll get on that... just slowly...