Author Topic: Click'n'Boom Vs. Roleplay & Incantations  (Read 3639 times)

Keldorn

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« Reply #15 on: October 21, 2003, 02:07:46 pm »
Quote
Originally posted by Mogura
GRT was developed by Lionhead Studios... wonder if they\'d let anyone else use the idea?

Some game companies allready did.
m.vanes

Kiva

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« Reply #16 on: October 21, 2003, 02:41:46 pm »
*Gives Xandria a funny look*

How come I missed that thread? I even searched for something of the same type. You must\'ve hidden it in some forum I was not able to access, I\'m sure. :P
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lynx_lupo

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« Reply #17 on: October 21, 2003, 05:21:30 pm »
Quote
Originally posted by dorbian
i\'d go for the roleplay & incantations,

it\'s way more fun to do and you really can figure out your own spells and have to give your time and effort for it.

the click\'n\'boom is to simple thus newbies can play like crazy and get powerfull spells because the play alot.
so they might overpower the hard working but doing things in his othertime players.
if you need to learn it it is a process in time and not in speed you play thus making it more interesting.

offcourse this is al my oppinion.

And the targeting should be done by mouse(maybe gestures).
"Amor sceleratus habendi"- Ovid
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Xalthar

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« Reply #18 on: October 21, 2003, 06:11:20 pm »
The best idea would, imo be GRT. Also somatic components could be used in spells..
I would hate having to type the same sentences over and over again whilst all the warrior attacking me with his sword has to do is click me with his mouse once... No, even the mud\'s have grown out of that old fashioned way.. I\'ve played a lot of mud\'s with that annoying interface, and also some of the very old rpg\'s for computer.. And it is just so horribly boring..!
« Last Edit: October 21, 2003, 06:43:04 pm by Xalthar »

Xandria

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« Reply #19 on: October 21, 2003, 06:17:08 pm »
Haha Grono, I had no part in hiding it; unless you call forgetting about it and allowing it to fall to the middle of PAGE 5 (lol) - hiding it  :P (not that it was a bad thread or anything; it\'s got over 800 views and ;) )

If it makes you feel better, I had a hard enough time finding it myself  :)  regardless of the fact that I knew it was there...somewhere  ;)

In any case, I just wanted you to know that there was another thread with some different ideas in it, so you\'d have something else to look at and compare your ideas to.  That\'s all  :)

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Kiva

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« Reply #20 on: October 21, 2003, 06:24:54 pm »
Must I remind certain individuals that PlaneShift is not for the people who click the fastest, and type the quickest?


Xandria - Oh, but Page 5... \'Tis very well hidden then, I must say. Not many people go to Page 5, just to find a thread long forgotten. *Writes Xandria in the Book-of-People-Who-Actually-Look-For-Old-Stuff-In-The-Forums* You and I should have a chat sometime. :D
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Axsyrus

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« Reply #21 on: October 21, 2003, 06:29:26 pm »
isn\'t this what the spell book is for, you come up with a spell, write it in your spellbook(assign a hotkey to it), and then if you want to use your spell again you just have to look in your spell book by pressing the hotkey.

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GeorgeD

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« Reply #22 on: October 21, 2003, 07:09:42 pm »
Someone mentioned gesture recognition, so what about voice recognition? ;)
It could be also sensitive so it would recognize how loud you say the word and adjust the spell power to it. You could kill a rat with a whisper, but you\'d have to yell like crazy when fighting a dragon :P
And you actually have to know the spells by heart.
That\'s as close to \"reality\" as you can get...

edit: typos...
« Last Edit: October 21, 2003, 07:10:57 pm by GeorgeD »
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lynx_lupo

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« Reply #23 on: October 21, 2003, 07:18:48 pm »
VR? Not mentioning impossibility, it would also require all players to have good(better) conections and microphones.

With gestures, you could master them, with more use... so I\'m for it.

I\'m absolutely against typing spells everytime. The horror!
"Amor sceleratus habendi"- Ovid
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GeorgeD

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« Reply #24 on: October 21, 2003, 07:28:29 pm »
Microphones yes, but why better connection? It doesn\'t matter if you initiate the spell by clicking or moving the mouse, hitting a key or saying something. It all happens on your computer only. We are not talking about possibility to talk to each other.
As for the implementation of this... I\'m a musician, not a programmer. I really have no idea how hard that would be. But a VR as such is not impossible. It just isn\'t easy :)
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lynx_lupo

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« Reply #25 on: October 21, 2003, 07:36:51 pm »
Effective VR IS nearly impossible.

Oh... yes. If it was all on the clients, then there would be only more hard-disk usage, yes. No need for faster connections.

But still...too much too risky work... let them finish the crucial things first.
"Amor sceleratus habendi"- Ovid
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Vengeance

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« Reply #26 on: October 21, 2003, 09:33:26 pm »
Gesture and texture recognition are too easily hackable/cheatable.  I do not believe we will ever use them.

- Venge

Xandria

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« Reply #27 on: October 22, 2003, 01:48:43 am »
I understand that fact that some people can\'t type very fast and/or accurately, which is why I believe that some form of scripting would be extremely helpful if this system were implemented.

I think the following might be a good way to implement this:

- Spellbooks

Ok, it\'s already been mentioned, but I\'m trying to keep this grouped together.  A spellbook would have several pages in it (depending on how good/expensive/\'magical\' the book is) and each page could have a certain number of words that you could write your spells on to.  I was trying to think of whether scribed spells should be permanent or erasable, but I couldn\'t decide  :P  so I\'ll just say for now that your standard spellbook can only be written on, but more advanced spellbooks can have spells erased and new ones written in.

The catch is, it\'s a book (duh); you have to read it.  Say you\'re in town, you scribe all sorts of neat spells into your book, and you bind some hotkey to them.  Now you step out into the forest and you want to cast a spell that\'s in your book.  You press the key that corresponds to the spell you want to cast.  Your character then has to pull out their book, look up the spell, cite the incantation, and *attempt to cast spell*, *spell succeeds or fails.*  However, it seems reasonable to assume that a mage has short-term memory, and so, based on their intelligence (or some other stat) can remember the last xx number of spells they have recited.  So when you press the hotkey again, you will automatically start reciting the spell again.  But if you try to call up a spell you can\'t remember, you have to pull out the book again.

- Magical Scrolls/Orbs

This idea\'s been poked around with a couple times, so I figure I\'ll post my version here.

So instead of reciting your spells in battle (which takes time, and has the chance to fail), this method would allow you to cast your spells in town, at home, in the tavern (drunk if you wish ;)), or wherever you would like where you are safe.

So you go to your friendly neighborhood magic shop (that would be me :) ) and pick up some blank scrolls.  There would be different types, and each type would be capable of holding a certain length/difficulty of spell.  You then proceed to cast the spell onto the scroll, either reciting it by hand or looking it up in your spellbook.  Either:

>*attempt to cast spell*, *spell fails*, your scroll goes *poof*
>*attempt to cast spell*, *spell succeeds*, you now have an empowered (for lack of a better word) scroll

Once your scroll is empowered, you can go out into the forest, activate the scroll (via GUI or hotkey), select target if necessary, and *boom*, your spell casts instantly and your scroll goes *poof*.  A great way to prepare spells ahead of time if you know you\'re going to get into a sticky situation.

Your friendly neighborhood magic shop also sells magic orbs.  These orbs function just like scrolls, except that once the spell has been released, they don\'t disappear; you can reuse them again to hold another spell (they can still only hold one spell at a time).  A failed spell cast upon the orb will not result in it being destroyed.  Because of this, they will cost quite a bit more than scrolls, and will most likely weight a bit more.  However, it\'s another way to cast spells  :)

- Magical Staves

I think a cool way to implement this would be a combination of spellbooks and scrolls.  When you acquire a new staff it will (unless someone else has already used it) be nothing more than a walking stick.  However, magical staves are able to have spell incantations scribed onto them, much like a spellbook (however, as anyone can use a pen to write in a spellbook, it may require a certain level of magical ability to scribe a staff).  Each staff, depending on various type/quality factors, will have a maximum limit of words that can be scribed upon it (like the spellbooks).  Staves will NOT have the ability to be erased; a spell scribed on a staff cannot be undone in any way.  If you really don\'t want it anymore, get another staff and start over.

When it comes time to use it, simply bind a key to a spell on that staff, then press the correct key to cast the spell.  Your character will then recite the spell (as if it were read from a spellbook, but no lookup time is necessary, and it does not interfere with remembering other spells), *attempt to cast spell*, *spell succeeds or fails*.


Summary:

- Spellbooks

> Holds a number of spell incantations
> Spells may be scribed into a spellbook by anyone
> Scribed spells may or may not be erasable (depending on the book, probably)
> Spells cast from a spellbook must be looked up prior to casting
> Spells still have a chance of failure
> A short-term memory would allow your character to remember the last few spells recited
> You could hold many spellbooks in your inventory, but only one would be your \'active\' spellbook.  If you want to cast a spell from a different book, you would have to switch them out

- Scrolls

> Each scroll holds a single spell
> Spells are cast upon the scroll ahead of time
> A spell failure destroys the scroll, a sucessful cast stores the spell
> An activated scroll casts immediately
> The scroll is destroyed in the casting process
> You can hold as many scrolls as you like (providing you have the space/strength to carry them)

- Orbs

> Each orb holds a single spell
> Spells are cast upon the orb ahead of time
> A spell failure does not affect the orb, a sucessful cast stores the spell
> An activated orb casts immediately
> The orb can be re-used after the spell has been released from it
> Orbs would be more expensive and heavier than scrolls
> You can hold as many orbs as you like (providing you have the space/strength to carry them)

- Staves

> Each staff holds a number of spell incantations
> A certain level of magical ability is used to scribe spells onto a staff
> Scribed spells may not be erased from a staff
> A spell cast from a staff does not need to be looked up, but still needs to be recited
> Spells still have a chance of failure
> Reciting a spell from a staff does not affect your memory of other spells
> You could carry more than one staff on your character, but a staff *must* be your currently equipped weapon to cast a spell from it


*Whew*

I think this is my longest post so far.  Please feel free to post your ideas about this, I\'d really like to hear them.  I really think that a magical dialogue would make the game so much more interesting for mages :)

Plus, I want to have a staff with an orb on the top of it  :D

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Davis

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« Reply #28 on: October 22, 2003, 01:55:56 am »
And with a lot of effort, you can create spells to write in your spellbook, so if somebody else picks up the spellbook, they can learn the spells!

lynx_lupo

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« Reply #29 on: October 22, 2003, 10:24:11 am »
Great ideas, Xandria! :)

Here\'s my suggestion on how to strengthen/weaken the spells:
During the character creation I noticed there are multiple(8?) tyoes of magic. Now my idea is that each spell is a manifestation of all(or just some) energies, just that each one(spell) has different energy koeficients and components. By advancing your skills, your spells would increase/weaken accordingly.

They would only weaken if you decresed your stats or if all spells would have all components(you\'d weaken a heal spell by learning black magic...)

The problem is that we wuold have to decide what which of the components do in a spell(and how they interact, if there\'d be all).

It could be so that the sum(Sm) of the modifiers*skills would be an overall modifier of the spell effects. This would simplify things.

pe:
Heal(1,2,0.5[,0,1,0,0.3,1.5])      //these are said modifiers
Let\'s say heal depends on brown, blue, cristal magic(respectively). It heals Sm*4HP

At start(let\'s say you\'re equally adept in all sorts of magic-skill0=1) you\'d cast the spell, strong as your intial skill*spell energy(color) modifier. So the effect would be:
Heal(1*skill0, 2*skill0, 0.5*skill0).
______brown___blue____crystal
Heals Sm*4HP=(1*1+1*2+1*0.5) * 4HP= 14HP

When you\'ve leaned/trained more:        //skill1=3
Heal(1*skill1, 2*skill1, 0.5*skill1). Resulting in a stronger Heal.
Heals Sm*4HP=(3*1+3*2+3*0.5) * 4HP= 42HP

etc...

Hope you understand this;).

edit: enhanced examples
« Last Edit: October 22, 2003, 10:31:06 am by lynx_lupo »
"Amor sceleratus habendi"- Ovid
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