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Ergonomix
Apr 14, 2009

pffffff
Would working on a video game influenced by 4e be relevant to this thread? Because that's what I've been working on. Even though 4e is already a video game har har har.

I've got most of the framework of 4e combat done, most of what I have left to do is just implementing all the powers and monsters, and improving the AI from just bum rushing the players. (Although that AI would be fine for some monsters) And then I have to figure out how the out of combat part would actually function. So far, I'm just thinking of a choose your own adventure story style of thing with occasional dice rolling for the characters using skills.

Anyway, if people are interested, I'll upload a tech demo when there's a little more to actually see.

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Ergonomix
Apr 14, 2009

pffffff

ProfessorProf posted:

If there was a dungeon crawler where you could assemble all sorts of 4e parties and just fart around fighting increasingly unfair monsters with them, I would never stop playing it.

The plan is to have a story mode, and then an arena/test mode where you can just choose the characters, enemies, and map and then have a fight.


Falcon2001 posted:

I've been saying for years that they need to get a decent team together to make D&D 4E: the Video Game, because I love tactics games and I'd play the poo poo out of game using the D&D ruleset/etc.

Edit: Ergonomix I will play the poo poo out of that game.

I always wanted one, too. My understanding is that we never got a Baldur's Gate style game for 4E because of weird copyright issues, and now that 5e is out, it'll never happen. Might as well do it myself.

I should add a disclaimer not to get too excited because I'm sure a combination of the Goon Project Curse and First Time Game Curse will fall on me at some point and destroy all the source code and all the backups somehow.

Ergonomix
Apr 14, 2009

pffffff

A Catastrophe posted:

I've been working on something similar for quite a while. I'd be interested in seeing what you're got. I guess games should go in games, but CRPGs I think have a fair bit of crossover. Have you been reading the game dev games thread?

I haven't, would you mind pointing me to it? Didn't see it in the first few pages.

And also, here is the current working version of the game.

Ergonomix
Apr 14, 2009

pffffff

A Catastrophe posted:

Sorry, I haven't checked this thread in a while. I meant the thread in Games. The thread is here:

http://forums.somethingawful.com/showthread.php?threadid=3506853&goto=lastpost

Took a look at your game, i like the music. What are you using to make it? I've been using Unity.

And the music is the one thing I can't take credit for, haha. (it's by Kevin MacLeod at incompetech.com) I'm using GameMaker, I've been messing around with it for years so it's what I know best.

I've been working on it since the last time I posted; got more powers implemented, improved things, fixed things. The big programming thing for the past couple days has been implementing monsters that take up multiple tiles. They're functional now, but their pathfinding can still do weird things. (There's some kind of joke about Pathfinder here)

Once I've got something a bit more user friendly, I'll probably go ahead and move discussion of this to that other thread since it's a bit more relevant.

On another note, the artist I was planning on working with has been super busy all the time, so I think I'm in the market for an artist to team up with. If any would be willing and able to work together, send me a PM.

Ergonomix
Apr 14, 2009

pffffff
So, I took awhile off from working on my 4e-based video game. I've gotten back into it, but I'm considering a change that would require some fairly big reworking. Basically, I'm thinking of abandoning the grid and going to a zone based map, like FATE (and Dungeon World to some degree). This was prompted by a combination of difficulty with making an AI in the grid system and not being satisfied with how the grid works from a game design point. Having the grid gives the player dozens of options for movement every turn, yet only a couple of them are actually viable so why not just condense that decision down to the options that matter?

In my experience running 4e and testing this game, battles usually come down to the melee shuffling around trying to flank each other while the ranged characters just sit back and lob attacks in. Obviously, there are things you can do to break that up, but the point is that knowing the exact position of every character involved rarely adds anything significant to the gameplay.

Flanking would be replaced by gaining CA when outnumbering the enemies in a zone. Different zones would have properties relating to the terrain in the zone. Like "Full of Pillars" would give characters in the zone a bonus to defenses against ranged attacks from outside the zone. "Narrow passage" would lower the outnumbering bonus. "Spike traps everywhere" would make characters take damage on a miss when in the zone.

This has gotten a bit rambly, but I was wondering about other people's opinions on zone-based combat systems. Good idea, y/n?

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