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Posted by Serefan, Aug 27, 2009 at 2:19 pm
capristo wrote
Serefan wrote
Yeah I know, I kinda missed and put it in programming, how can you change this?
do you want me to move this thread to another forum ?

Well, it's not necessary if it's tedious, but I think it would be appropriate, since it's all about ideas. I'm just so focused on my programming that I'm starting to post everything I want to post here.

Sorry about that.
Posted by Serefan, Aug 27, 2009 at 9:09 am
Yeah I know, I kinda missed and put it in programming, how can you change this?
Posted by Serefan, Aug 27, 2009 at 6:42 am
I don't know if you could do that by sole scripting, but you could rename the misc skill to unarmed. And then make items that use the misc weapons skill.
Posted by Serefan, Aug 27, 2009 at 6:40 am
Chaostrom, what you're saying is just that speed doesn't only affect walking, but also some kind of combat speed... That's certainly doable, and would maybe even provide a new challenge.

One other thing I thought of, when you'd have multiplayer turn based, would it be logical to make some kind of queue, and let everyone resolve their turn one after another, or make it so that the player's actions are resolved at the same time, and then the monsters? That last one is gonna be a pain in the ass to code though (think of zapping wands).

For the real-time chat function, I had a new idea yesterday: use 3 commands ingame: whisper, chat, and yell. And disable chatting outside the game. That way plans should be made beforehand, and then you'd have to hope everyone does what he has to do; just like it would be in real life. With the 3 different commands, you could also backstab another player by whispering a plan to another, and killing the third one together, should be fun. Chatting is heard in a certain radius around you, and yelling is heard across the dungeon. As a downside, if you yell, sentient monsters would be able to track you down by the sound.

I don't know yet what the coding difficulty would be, but I bet it would be fun to have.
Posted by Serefan, Aug 27, 2009 at 6:30 am
BDR wrote
Those wishing to slay such monstrous demons may stop up their ears, though fitting items be few and far between; ... but the doom siren is not a weak maid to be killed easily, and all the while such a man's body would be prone to turn treacherous such that whatever weapon used is turned against him.

...but you asked for ideas......

EagleV talked about something in the helmet slot for covering ears, that would work well with this one. I'll add both.

I'm thinking about something looking like a beautiful woman, until their true nature is revealed: an ugly-ass demon.

Hard to program, I don't know why, but I'll think about it when the time comes, I think it's a great idea though!

4zb4 wrote
I'd like to see a giant tentacle monster where the tentacles are treated as individual monsters (so they die without the main monster dying), but remain attached to the main part (let's call it the "core").

Awesome idea, but I'd figure it should be a pain to program. Maybe some coding similar to Genny is possible... But a giant tentacle roaming a cavern should be quite a pain. Maybe only the head of the tentacle is killable, and you can see the rest slithering through the dungeon, but you can walk over it?
Posted by Serefan, Aug 26, 2009 at 8:12 am
*This is the list which I'll update when new ideas arrive*

Spoilered for size.

SPOILER ALERT. Click here to see text.
--------
PLOT
--------
(i.e. Sidequests, story enhancing or continuation of the plot, maybe killing Oree is only the first of a series of events?)

-----------
AREAS
-----------
(i.e. Where do you want to go in IVAN?)

-------------------------------
CHARACTER TYPES
-------------------------------
(i.e. What do you want to kill, by who do you want to be killed with)

Serefan wrote
Dragons
I believe dragons have already been added in a mod once. At any rate, I want them too, maybe some friendly ones, and a dragon related quest of epicness and death.

BDR wrote
Doom Siren

4zb4 wrote
Giant Tentacle Monster

---------------------------------
CHARACTER STATUS
---------------------------------
(i.e. How do you want to extend the detail in characters; name, status alignments, equipment slots, etc.)

Serefan wrote
Add organs to injuries
It should be loads of fun if 'violently carving through your intestines' is really that. Or you get a stroke when having sustained a mental trauma.

EagleV wrote
Shoulder pads slot
Yeah, we were just making fun of WoW when we thought of this.

Alveradok wrote
(reverse) Telepathy as an extension of ESP

------------------
GAMEPLAY
------------------

Serefan wrote
IVAN multiplayer, naturally

Serefan wrote
Shouting, chatting, and whispering

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COMBAT
--------------
(i.e. Do you want new possibilities related with combat; ripping off the leg of a giant spider and stabbing it with it's own leg through the head)

Serefan wrote
Disarming in melee combat
I thought of this just as I was typing the 'i.e.' part. Fencing and making the enemy lose his sword, stuff like that.

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ITEMS
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(i.e. What would you want to get your hands on, what new stuff do you want to explode in your face, what do you want to eat and get swine flu off)

Serefan wrote
Bows and crossbows
I believe this has been discussed a lot, but I'm going to put them in anyways I think. Coming across Zol'Khas, the Chaotic Elven Bowmaster should be fun.

EagleV wrote
Ear coverings in the helmet slot

------------------
MATERIALS
------------------
(i.e. What materials would you want to see, and what would you do with them?)

Serefan wrote
Feces, coprolite, urine
Not just having these materials, but really doing something with it. You have to take a shit, so you start having aches in your intestines, you have a bladder infection, making you get hurt when you pee. (Maybe related to character status - organs?) For people who wonder, coprolite is fossilized shit, the scroll of harden material has to do something, doesn't it?

---------
GODS
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(i.e. more gods = more fun)

EagleV wrote
Some god of randomness
Maybe as an easter egg, some secret altar to find, this guy is really a pain in the ass but you never know when you get something good of him.
Posted by Serefan, Aug 26, 2009 at 7:37 am
Ok, this is a thread I think I'm going to like. I want everyone to dig deep into their sick, absurd, twisted minds, and come up with everything they would like to see in IVAN.

The reason of this is I just think it'll be fun when I complete my project, I'll be able to add whatever I like to IVAN, because I'm the sole programmer (at the moment), and I'll know all my coding by heart.

What I'll do is, every idea that comes here, I'll put it in a respective category, maybe make some comments on it, stuff like that. These ideas won't be used until I've completed my single player engine, but I'm sure there will be some great ones here, and I'll definitely want to use them, so it's useful to have all ideas in a single thread.

It's also because I've talked about it a bunch with EagleV, and I keep forgetting the ideas we have because we never write them down or anything. To start off, I'll post some of the ideas I can remember.
Posted by Serefan, Aug 26, 2009 at 5:14 am
Well, I've only just restarted since yesterday so it's still gonna be a lot of work...

On the other hand if you could get fluffy to wear a cheerleader costume to cheer me up it'd be finished by tomorrow...


But to keep my promise from before the crash, I'll put some regular updates here again.

Right now the visuals are nearing completion again, and then I'll start on the keyboard commands, which is where I left off before the crash.
Posted by Serefan, Aug 25, 2009 at 4:30 pm
Alveradok wrote
I can easily imagine a bunch of players progressing to UT3, one of them being killed from e.g. poison, and starting out back in New Attnam - since one can win IVAN in one day or even less, he'd be as little as 20-30 minutes of real progress behind the other players.

You're talking about real-time type here, right?

Alveradok wrote
A thought I have on the difficulty of a real-time game is that in IVAN sometimes, especially during tough fights in the later stages when we're super-careful, we tend to ponder our moves quite long - even a, let's say, 3 second wait for Golgor-Dhan to move would make snap decisions and 'sticking to the plan' a must for teams.

That was one of the things that kinda ruined my idea. Maybe real-time will only be fun in teams then. At any rate, it'll go quite slowly, since you just have too many commands to enter one in a split second.

Another problem I just thought of: teamwork requires chat, chat requires time.

Alveradok wrote
I dunno, but perhaps coding the whole engine (that is, single player too) to real-time with a variable interval for monsters to wait before their move (altered for every monster according to their speed etc.), BUT with the option of having it reset whenever the player makes his move, thus making them move instantly would be more 'versatile' now, since setting the base interval to, like, a couple of minutes would essentialy make the game turn-based. Perhaps. I think I got lost.

I'm lost too. Lemme try rephrasing. So the game waits for user input, while the monsters that are faster than the user are able to move a (few) step(s), but, when the player does something, all the monsters make a move once and have to wait at least their respective intervals entirely again.

Is that it? If so, I don't really see the logic in this... Explain plx
Posted by Serefan, Aug 25, 2009 at 8:58 am
That's the whole point, there is no struggle, it's going way too smoothly!

The only problem was all the data loss after a computer crash, and lots of disappointment when the computer guys didn't backup my project and I had to redo everything from scratch, just when I was nearing engine completion...

But the whole multiplayer idea thingie is still put off, since I'm rewriting IVAN first from scratch, and if I feel like it, add new ideas, quests, side quests, weapons, materials like liquid shit, gods of randomness and phun, etc. Whatever I feel like doing first.

But first, the engine. Let's not get... Too ambitious.

Fingers crossed, everyone who's interested! I'm really enjoying making this, so let's hope I don't run into any kind of trouble/reasons for procrastinating again!