RPG Updates and Suggestions

Joker
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#81

Post by Joker » Fri Sep 18, 2009 11:44 am

1.) Very Good Side Quest

2.) Great way to find a use for certain components that don't get much play anymore

3.) I was just going to ask where I could get another one of those and now I can buy them when ever I want :headbang:
Image

How about a Magic Trick?? I'm going to make this pencil dissapear !

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Cravdraa
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#82

Post by Cravdraa » Sat Jan 09, 2010 2:51 am

New spell!

A new status ailment spell is availible at the city by the sea. Does weak set poison-like damage continuosly. The thing that makes it different from other similar spells is that it breaks through Magic D to some extent, so you can use it on (some) enemies your magic is normally too weak to damage. Light antidote and similar spells have been adjusted to cure it.

Also, I've discovered something really cool. Expect some interesting developments in magic soon to come.

Edit: light shield has been updated again, and now works close to how it was originally intended. The Robobee should no longer be nearly as tough because of it.

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#83

Post by Cravdraa » Sat Feb 06, 2010 4:27 am

New pet variations. Get them while they last.

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#84

Post by Cravdraa » Fri May 07, 2010 3:43 am

New stuff!

New low level side area up.
Why don't you try and find it?
Here's a hint. Even if you're stuck on the Robobee, you can still find it.

Hope somebody likes it because it took WAY too long to set up the special system it uses. =p

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#85

Post by Deepfake » Mon May 10, 2010 9:34 am

I'm hoping I can find the time to checkout your new areas, bud. Is it the one you wanted help setting up or something else?

I've been kind of kicking myself that I couldn't finish that background for you before my USB went kaput, but I suppose it's better that I wasn't mostly finished with it before it crapped out, or something.
I muttered 'light as a board, stiff as a feather' for 2 days straight and now I've ascended, ;aughing at olympus and zeus is crying

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#86

Post by Cravdraa » Sat May 22, 2010 7:14 pm

I added the bow and arrows weapon. There are none in the game at the moment, but you can craft them if you'd like, while I work out the details. They're two different items that should be useless without equiping them together.

Let me know if you find any bugs with them.

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#87

Post by Deepfake » Mon Jul 19, 2010 2:57 am

I was thinking that for an optional side-quest, we might be able to make a downloadable portion for the game that plays either like a Myst-like sequence, a platformer, or something similar. To tie it into the RPG, there could be a code you are required to enter in the VGF RPG upon receiving it via completion of the downloadable segment to receive an item or access to a new area. I have experience in game design, and graphics aside I could easily accomplish something like this. It could be standalone and completable at any time, but the password use could be at a specific, potentially secret location in the RPG.

I may be able to convert it to a flash-based format, but I'd rather keep it as a PC-compatible Executable (.EXE) binary. This would work through the Windows GDI interface, so it could potentially be compatible with WINE, the Windows emulator.

Thoughts?
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#88

Post by S1x » Mon Jul 19, 2010 3:05 am

Sounds great, although there's no place you can enter a "code" somewhere except for item enchantments. It could go towards a complicated series of triggers similar to the wheels of lights though.
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#89

Post by Deepfake » Mon Jul 19, 2010 6:25 am

You could potentially make it a sort of maze in speech-patterns, with a bit of effort. How hard is it to put in multiple speech paths?
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