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Author Topic:   MagicSword Part 2 Ideas
Luridii posted 05-08-2001 21:14 GMT     
OK, I'm coding MagicSword Part 2 for Quest 3...This topic was made to see what ppl would like to see/see more/less of in the game. (And less War sprites is not an acceptable answer!!!)

The battle sys is gonna change durasticly from p1!
Because of this battles will be easier to code so there'll be more of them.
I'm going to improve the ally system
More weapons!
Armour!

And those are a few of my initial ideas...so wadda u ppl want to see?

Computer Whizz posted 05-08-2001 21:38 GMT          
maybe a couple of puzzles, ummm, a couple of side quests.
Maybe you could change the story depending on how long it takes for the player to get up to a certain point! Have different item's appear, maybe a couple of random things.... and secret rooms and stuff, then we can all bragg about it in here .
I can't think of any others!

Computer Whizz

Luridii posted 06-08-2001 07:56 GMT          
Heres news 4 u CW, theres 1 main secret puzzle in Part 1!

Look 4 the letters surrounded by ?? eg ?D?
Find them, figure out wot to do wiv em then brag all u like!!

Computer Whizz posted 06-08-2001 10:10 GMT          
I haven't played it for a week or two now!!!
I'll get back to it, and I guess I'm FORCED to go back to the hotel.... and I only just stayed there before going into the woods!!!

Ah, got another idea for you, items which restore your health! Like "potions" in FF games, and stuff like that! You could call them "healer Gems" or something like that. You can pick them up, and to use them you can type "Heal self", or you could have healing magic, ect...
Those gem's would have (IMO) to be a status variable. And have the command to check the ammount in the variable...

Computer Whizz

Luridii posted 06-08-2001 12:56 GMT          
lol...thats a good idea!
Luridii posted 12-08-2001 10:45 GMT          
In case ur interested, I've now coded my large battle sys (and it works! )
Random battles now happen, with 1-3 enemies when you're walking between places, allys now can fight in normal battles, (hitting and getting hit)


Computer Whizz posted 12-08-2001 13:01 GMT          
How many allies are you allowed to have?
I know that I'm going to have 5...... what my problem is, is that you can only have I person move, per move!
I've got the random battles thing written down, bt I haven't coded it 'cos I'm waiting for QDK3 to be released!

Now, I have a couple of questions:
1. Can you/do you disable the random fighting in area's? I know a way....

2. When you use allies, how do you use them? Can you cast magic through them, or is it just physical?..... maybe random?

3. Do you use object properties? I will because it make's it nicer for me!

Computer Whizz

Alex posted 12-08-2001 13:28 GMT          
quote:

I've got the random battles thing written down, bt I haven't coded it 'cos I'm waiting for QDK3 to be released!

Check your email!

Luridii posted 12-08-2001 13:33 GMT          
My answers:

Yes, random fighting only occurs in areas where i've put a tag in the rooms properties

Umm you can't use allys exactly, they pick a random target and hit it (at the moment) you cant do spells altogether so far, thats my fun piece of coding for today!

YES!!! I use object properties, my battle sys would be HELL if i didn't!!



Computer Whizz posted 12-08-2001 17:29 GMT          
Alex:
Yes I have.... I checked before I came in here (about an hour ago now), and I wondered what this large file in my e-mail was doing there.... I thought it was a HTML e-mail from freeserver's (which I never do, or have used). I also thought it could be from one of my friends, that has been e-mailing me lately, but I thought it was mighty large.

Then the SURPRISE when it was QDK3.
I'll do my best in finding those bugs...

Luridii:
You use a tag FOR fighting? I'd use something a bit different, and easier to code, but I guess "if it works... DON'T FIX IT!". I know all about those object properties...
LOL... I can imagine us all coding in loads of variables trying to get around it all!
aaahhhh.... so you're having the allies automatic, like in MS1!?
Myself, I'd use them like objects.... You collect them, so they're on your team. Then "use" them on an enemy to do physical attacks... I'm not sure how you'd code them doing magic though!

Alex, do you think you could add a confused image? We've got nice one's but I think a confused image would be nice....
I'll try and find one somewhere!

Computer Whizz

Luridii posted 12-08-2001 18:58 GMT          
A confused image would b soooo useful!
And i dont mean a tag i dont think but a 'hostile' property in the room.

Yeah the ally systems basically like MS1, but they can now fight normal battles, and have hp, when they on ur team u see their hp as well.

At the moment I'm having fun coding magic, wiv MP and stuff, (and as soon as it works for the hero, for allys too, JOY!)


this is one of my fav smileys!

Computer Whizz posted 12-08-2001 21:23 GMT          
I don't understand what you mean by that "tag" line, but I get the rest loud and clear!

How far would you say you are in the "system" side of things?
Are you going through, building up the game yet?
I'm just about to start and am already 20%-30% through the "system" side . I haven't started the game's story yet so THAT's something like 2%.... I just have to think of a beginning, an entrance to the game.

Computer Whizz

Alex posted 12-08-2001 22:24 GMT          
The file I sent was a mere 211K or something like that. Count yourself lucky. I checked a rarely-used email account today which had about five SirCam's in it, one of which was 4mb. Nice!
Luridii posted 13-08-2001 09:31 GMT          
On the system side I'd say I'm about 50% done, but I'm always thinking of stuff I need to add to it!

I had already done a little bit of coding of p2 for 2.19, so I copied + pasted the rooms and objects, but they (or most of them) dont do anything yet.
So on the story side I'm about 20/25%

Mind you though, My beginning was easier to come up with, as it just starts from where P1 leaves off!


So whats your game basically about CW?

Computer Whizz posted 13-08-2001 10:35 GMT          
4 megs!?!?
That's outrageous!!..... so it was nice huh!

Well, basically my story is of this one guy, on a medievil type planet. He's going on a quest (for some reason I'm not sure about yet!) and ends up with some pals (about 5) joining him. He goes to this cave and see's a weird sight, which let's him explore places where he, and everybody in his world (from the moment that time was invented) has never been before!

...well, I'm not going to reveal any more storyline, but I'm not sure weather I should have a love story in there..... It's a bit over-used nowaday's, but it'd suit the story down to a "T" IMO!!

Computer Whizz

Computer Whizz posted 13-08-2001 10:35 GMT          
4 megs!?!?
That's outrageous!!..... so it was nice huh!

Well, basically my story is of this one guy, on a medievil type planet. He's going on a quest (for some reason I'm not sure about yet!) and ends up with some pals (about 5) joining him. He goes to this cave and see's a weird sight, which let's him explore places where he, and everybody in his world (from the moment that time was invented) has never been before!

...well, I'm not going to reveal any more storyline, but I'm not sure weather I should have a love story in there..... It's a bit over-used nowaday's, but it'd suit the story down to a "T" IMO!!

Computer Whizz

Computer Whizz posted 13-08-2001 10:35 GMT          
4 megs!?!?
That's outrageous!!..... so it was nice huh!

Well, basically my story is of this one guy, on a medievil type planet. He's going on a quest (for some reason I'm not sure about yet!) and ends up with some pals (about 5) joining him. He goes to this cave and see's a weird sight, which let's him explore places where he, and everybody in his world (from the moment that time was invented) has never been before!

...well, I'm not going to reveal any more storyline, but I'm not sure weather I should have a love story in there..... It's a bit over-used nowaday's, but it'd suit the story down to a "T" IMO!!

Computer Whizz

Luridii posted 13-08-2001 11:56 GMT          
5 allys, that'll be fun to code!
R u gonna do it like you said before?
With using them as objects you use?

The hero of MSp2 can now do magic, yay! . Some spells affect 1 enemy others affect all the enemies ur fighting!

Computer Whizz posted 13-08-2001 12:54 GMT          
Well, actually 5 people has no significant difference to 3 people..... or 9 people IMO!!

You might have to code more on the person (object) itself, but in the procedures, it should be no different!

Yes, I am going to have it like I said before. But I would like to have the inventory "organisable".... so you can specify which object is first, second, ect...

I don't really like the thought of a menu-based fighting engine myself..... Since in Quest 3.0 you can drag the items, so that'll be easy!

Hey, just had a thought on how to do magic by the allies!!!!

Do you want to know?

...
.....
... OF COURSE YOU DO!!!!
Now, you get the magic, and when the player uses magic, a menu comes up saying "Who do you want to cast the #spell# spell?". Or you could have an "enter <person>" thing.... (I'll most probably have that!!)
Now after that it checks the allies properties for the skill with that magic and for the power, if the character's available in that "round". All character's can be used once in one "round". Then, after all character's have been used, it goes into the next round! It casts the spell and attacks the enemy.....
Now what I'm not sure about is wether to allow the player to do "spread" castings at wish, whether to restrict it to a few spells, do it at wish but lower the damage, let them after they learn a certain amount of skill with that magic, or to have it done randomly.

I might have a mixture of these..... I'm going to have to print this page out for reference, and my printer's recently run out of black ink!!!

Computer Whizz

Luridii posted 13-08-2001 19:21 GMT          
quote:
whether to restrict it to a few spells, do it at wish but lower the damage, let them after they learn a certain amount of skill with that magic, or to have it done randomly.

I wouldn't like to code magic skill, going up levels etc!
Mine isn't menu based, as allys just attack randomly, you cant tell them what to do!

For my spread castings, i've made them do less damage 2 all.

I'm probably going to do allys spells, random, but u can turn them on or off...or thats my plan @ moment anyway!


Computer Whizz posted 13-08-2001 20:44 GMT          
Well, IMO magic skill sounds the best out of the lot!

I don't want to lower the power of the magic, nor let them cast it on all enemies at the start since it wouldn't be nice. I don't want to restrict it to a few spell's..... because it's bias, and some people might not have got the spell.

I might have a mixture..... right, here are my rules:

1. Between the M-Lv of 1 and 10, you randomly hit multiple objects (WARNING; IT MAY MISS!!!).

2. Over the M-Lv of 11 (including 11!) multiple magic ALWAYS hit's..... but it's strength varies, depending on the M-Lv.

3. Some monsters you may (not sure yet!) need a certain M-Lv to defeat boss'..... might take this out cos it's a bit unfair!

I can't think of any others...... tomorrow, if I come up with any more, I'll post them!

Computer Whizz

Luridii posted 13-08-2001 21:22 GMT          
How u gonna code it, hav a num variable, + u get exp etc after battle, and when it reaches certain lvl magic goes up?
Luridii posted 13-08-2001 21:56 GMT          
Oh!
And lookie what I made !

sweetguy posted 13-08-2001 22:10 GMT          
BTW i already found one bug alex i sent it to you already.

in my game i have like about (so far 13 playable chart.) in gouprs of 4 but i didn't use objects or chara. i used strings and array (simulated) you can see who is in your group the stat.s and what they have by going in to group mode. the command is show group then comes with a menu on who you would like to see. the battles are on timers you sletce on who you want to use at one timeso like this

room battle
there are 3 monsters here

(when you enter the battle room, all random, you see theis then comes up this)

1. player1 - hp 23 stat- ready to battle
2. player2 - hp 50 stat- not ready
3. ...

slect one player

if you take to much time it says monster1 attack! player1 blocked! (or hit! player one hp is now 20!)
then after you pick a player
player1-
1-attack
2-magic
3-skill
4-item
5-run
(select 1)
player1 - attack
select who to attack-
1-monster1
2-monster2
3-monster3

...

so i gona be codeing that for a while BTW that's how i finding all those nasty lil bugs =P

alex do you think that you gona be doing something like QDK for libraries??? JW

Luridii posted 14-08-2001 08:20 GMT          
Sweetguy once youve selected magic or skills etc, will you then have to type the spell etc, or will you have a big fat menu of all the spells/skills in the game, that then checks whether youve got them?


Thats what put me off doing a menu based thing...although a really nice idea for Quest would be a menu with conditional choices, so if you've got Flam Spell etc it shows the flam spell choice else it doesn't

Computer Whizz posted 14-08-2001 10:21 GMT          
I think you can can't you?

[code]if got (flam spell) then {
choice <flam spell> do <magic_proc> }
[/code]
That should do it shouldn't it?
I'm not totally sure, and I tried to use "for" in the menu thing but I'm not sure if it worked...... You know, the part where it give's you the choice to fight a fighter that you had already fought before!?

Computer Whizz

Computer Whizz posted 14-08-2001 10:32 GMT          
Luridii:

Oh, I forgot to mention:
Yes, I am going to have a M-EXP. (Magic-Experience points!).
These contribute to how powerful the magic will be..... as your skill/experience with this magic increases, so does the power!

I hate MP, and so am sticking to the straight "You can use it if you want to!" routine!

I'm actually wondering whether to have the allies both as characters following you (in the room that is!) or to have them in your inventory pane..... or both!?
That's it!!
I've made up my mind..... There are characters (named character's..... but actually objects ) in the room pane...... as well as being in your inventory pane!
This means you can use the allies on themselves, and on enemies easily... while they appear for "interaction" (eg. Clues, storyline, ect...).

Computer Whizz

Luridii posted 14-08-2001 12:57 GMT          
Ive tryed makin a conditional menu b4 + it didnt work...(althoughing me i could hav coded it wrong!)
Luridii posted 14-08-2001 13:15 GMT          
quote:
I've made up my mind..... There are characters (named character's..... but actually objects ) in the room pane...... as well as being in your inventory pane!
This means you can use the allies on themselves, and on enemies easily... while they appear for "interaction" (eg. Clues, storyline, ect...).

That sounds similar to wot ive dun wiv my healin potions, i hav a status variable 4 them, and a S Potion in my inventory, each time 1 is used the collectible goes down, and if it reaches 0 object is hidden!

It means u can use potions on allies much easier :)


sweetguy posted 14-08-2001 14:41 GMT          
--------------------------------------------
Sweetguy once youve selected magic or skills etc, will you then have to type the spell etc, or will you have a big fat menu of all the spells/skills in the game, that then checks whether youve got them?
---------------------------------------------

i know what you saying but in magic i was thinking of seprating it in to cat. so in

2-magic

(select, then shows this)

1-fire speels
2-water spells
3-wind spells
4-mental spells
5-healing spells
6-effect spells

then i would have no more than 10 spells in each that would make it easy. also all you have to do is type in the number so it makes it fast once you understand the menu. also i could do it with a show menu command.

--------------------------------------------
Ive tryed makin a conditional menu b4 + it didnt work...(althoughing me i could hav coded it wrong!)
---------------------------------------------

it's not hard, i done a few so i got the hang of it it just a series on procs and a extended if statement. but if you did it that way i think there was a bug about those extended if statements after i code it i'll send you a demo of it and maybe you can tell me what you think of it. it cuse like yes it can be confussing if you don't know what you doing, so that why in the start i gona "baby" the player through the menu based system in the first battle.

Luridii posted 14-08-2001 17:54 GMT          
quote:

Ive tryed makin a conditional menu b4 + it didnt work...(althoughing me i could hav coded it wrong!)


When i said that I was talkin 2 CW about a menu with choices, that show up if u hav a certain item etc, but i don't think quest can do that.

I hav used conditional menus etc such as the spell book in MSp1.

If you want though u can send me the demo when it's done + i'll hav a look :)


Computer Whizz posted 14-08-2001 21:54 GMT          
Well, in MS1 didn't you check for an item?
A staff or something?

Well, that way should work!
I think Sweetguy was saying "use procedures, and nested IF statements!" I suppose he's using LOADS of menu's in different procedure's. That file is going to be MASSIVE! I'm not coding a menu because it's going to be easy enough to use from the main program, without need to "ristrict" the player with menu's. It also make's my life a WHOLE heap easier for coding the game.

That's quite a nice way to code the healing "potions" !
I might use that myself !!
That's something else I have to add to the "plan"!

Computer Whizz

Luridii posted 15-08-2001 09:10 GMT          
Yep thats right CW, The game checked whether you had a staff. (But u don't need 1 any more, mwa hah hah!)

Thats why my battle system isn't menu based, as you said, it would restrict the player too much, so they couldn't use any weapon. As it is in mine you can (As long as the objects got all the necessary properties of course!)

Yes i suddenly thought of the healing potion idea, so u dont have to type use healing potion on whoever etc. All you need to do is whenever you give the one in the inventory away make it subtract 1 from the status variable. :)



Luridii posted 15-08-2001 12:21 GMT          
However Sweetguy that is a good idea about dummying the player through the battle system, I think i'll add an optional training piece into the game.

BTW how does a string status variable work?

define variable <equippedweapon>
type string
value <#weapon#>
display <equipped weapon = !>
end define

Is in the game definition block. the #weapon# string is defined, but the asl log window says no variable weapon defined. But in the string variables debug window it can see the contents of weapon!

So is it something im doing wrong defining the variable?

Computer Whizz posted 15-08-2001 14:43 GMT          
Duumying the player???
How do you mean by that?

Well, I didn't only mean "restrict" by that meaning. I mean, you want the player to be able to "use" stuff on the monster... I mean what if you have a monster that will die if he looks in the mirror..... yet you can't use the mirror against him!?!?
I'm going to let the player try all kinds of stuff against the enemy !!

You said you "give" the potion to whomever need's it..... well what would you type if YOU need health?
.....Give potion to me?
:?

Oh, and your weapon status variable.
Yes you have done it wrong. Have the status variable as:
value <>
then, when the player type's "equip #weapon#" then set the status variable to #weapon# and set all the other stuff you want! I myself won't have this kind of stuff..... I might have slothes and accessories. But they can use any weapon/item at any time......
No MP either.... I hate that stuff! If my players want magic, they can use magic!

Computer Whizz

Luridii posted 15-08-2001 17:18 GMT          
By dummying he means teaching how 2 use the battle system I think.

And OOOPS i meant use potion on an ally rather than give :D then u just use potion.

I did status variable way u said...and it still don't work + i got the same error message in the log, although it is already defined.

I already did the equip #equipment# procedure, for a weapon, armour, and a helmet...

I've even dun 1 4 an ally, that y i have been saying using strings within strings would be useful so i don't neeed long if statements.

I'm putting mp in to make it fair...In p1 spells were more powerful than weapons, (and they still are) ..or lets face it the sword!
Mind you i defined each use object seperately then
Now you hav freedom to use anything...once its equipped, except in some cases. such as with your mirror.

Computer Whizz posted 15-08-2001 23:54 GMT          
OK..... I've just done a test and this works.... I'm sending you a copy!
Alex I've sent my two reports off to you about QDK3. Let me know what you think!

I don't know why you'd use strings in strings for ally equipment :?
I'm going to have it so that your weapons *can* be more effective then magic. Also, your skill goes up with them, and your level's (normal EXP, and STR, ect..) goes up.

I might even choose to have a "hard" version of the game where in battles the strength and mind goes down, meaning you hurt them less and your magic does less damage. I'll have to do it to the enemy as well. But this is all choosable, 'cos I don't want to force this onto the player!

I'm not going to really define every object's reaction. I'm just going to have it do something like "You use the #button# against the #giant robot#....|n|n|n|n|n WHAT ARE YOU?? MAD!?" and have the two #'s variable. Maybe have it check the "type" of the object. I'm not sure what that's all about! Alex has added LOADS of stuff to this, and I'm even confused by the "use objects" tag inside the global settings!

Computer Whizz

Luridii posted 16-08-2001 09:06 GMT          
Umm CW, I open ur demo + immediately get a runtime error 9!!!

Weapons could be more effective than magic in mine,
I could code a level up type thing that puts your basic strength, magic, power, life up etc...I don't know about for allys though as like in MSp1 they arn't with you all the time...

Computer Whizz posted 16-08-2001 09:52 GMT          
Well it work's with me!?
Did you open it in quest 3.0 release 93?
I think there may be a bug in the beta 2 version!!
If it's not that then I'll send it off to Alex and see if he has the problem too!
:?

Computer Whizz

Computer Whizz posted 16-08-2001 10:13 GMT          
Reading your post about the strength level's for allies....
Well, you could easily do about 5-10 (depending on how many people are possible of "joining" your group!) if statements, saying:
if object (ally1; #quest.currentroom#) then do <ally1_point_proc>
if object (ally2; #quest.currentroom#) then do <ally2_point_proc>
that way, you can have it go through, activating the points for the people who are not only in your group, but that are concious!

You see, I'm going to have it so that they are in your inventory, but when they dissapear from the "room" itself, then they are knocked out! Then when you use "revitalise" magic, or anything like that it checks to see the object isn't in the room, it check's whether you have the object or not, and then returns him to the room. Hotel's just put everything back up to full (STR and MND in hard mode as well!).

Computer Whizz

Luridii posted 16-08-2001 11:12 GMT          
Yep im running demo in build 93,

I've already got as part of my ally procedure, that if their hp is below 0 they can't attack :) ...umm but hav i remembered to code that enemies can't attack them if their hp is below 0!

Computer Whizz posted 16-08-2001 11:26 GMT          
hahahahaha,
LOL

But then again, if you end the game and make the player lose, you can still play so I wouldn't be too bothered!

I'm going to go through and whoop those warsprite's asses!!!
;)

Computer Whizz

Luridii posted 16-08-2001 11:33 GMT          
lol

yep, you'll be glad to hear that War sprites are in part2 as well

(and shh, don't tell everyone, but theres gonna be a subquest they feature in )


Now let's go spoil CW's fun by moving the player to a non existant room when you die!

Computer Whizz posted 16-08-2001 11:42 GMT          
......DAMN YOU!!!!!
I swear, you are the :
;)

I might have a subquest or two up my sleeve as well!

Computer Whizz

Luridii posted 16-08-2001 12:14 GMT          
mwa ha ha ha ha!