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Messages - Kruniac

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196
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 18, 2012, 03:57:14 am »
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Its appearance must fall within the 'theme' of the game.

I’ve seen this both on the $100 and $1,000 pledge level.  Given you’re doing a fantasy MMORPG with magic, what level of technology are you stopping at?  You’ve mentioned traps and piracy on your Kickstarter page so will you be including gunpowder and cannons or stopping short of those items?  Is there anything your team is ruling out?

On the custom race pledge, what system do you have in place for race balancing?  Certain races and creatures come with natural abilities, like spiders with webbing and scorpions with venomous stingers.  Will natural abilities be balanced out with decreased stats or limits on items/magic?  You’ve also mentioned a tiered system for race unlocks on your site but I forgot where.  As new races are added will they be worked into that tiered system? 

Will your magic system also include spells with charm/mind control elements that one could use to affect a player’s hirelings or allied/neutral creatures?  Turning an enemy’s invested influence against them with magic would be an interesting way of countering influence pooling, potentially turning outmatched battles into more manageable skirmishes.

If we get ships and piracy, we'll have cannons. We have some plans for steamwork type things, so something along those lines.

On races, obviously we'll balance the races but make them awesome and unique at the same time. We can't have a race that destroys the world, but as you've seen with Slimes, we can get pretty creative. Monsters and monster abilities don't really have "stats" per se, so that's not an issue. Races, depending on the power scale and utility in the game world, will be tiered in somewhere.

On mind control - yes. We have plans to go that route. It should be interesting.

197
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 17, 2012, 04:47:00 pm »
Sweet.

I guess I'll go PM the other guys and ask them for the amount they pledged. Lessee if we can get 1.4k together.

That would be awesome! Also, we have a lot of organizations forming up on the forums - maybe you can expand your guild? :)

198
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 17, 2012, 03:47:19 pm »
How exactly does the 1.5K reward work? Do the individual pledgers, sans the founder, forfeit their other rewards?

No. We've implemented the guild reward so that groups of people can pool together to make a donation. Perhaps it's poorly worded.

199
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 17, 2012, 01:20:36 am »
Can I teach the slimes magic so that they can shoot lasers out of the giant slimebot's hands? Or alternatively, have him hold a human mage and use him like a wand or something.

I.. Oh my.

I highly doubt we'll implement that. :)

200
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 16, 2012, 09:55:03 pm »
So I just saw the Slimepocalypse kickstarter update. If every creature gets equally unique capabilities... Man. Just. Mindblown.

Now, a question about the 500$ reward tier: Is the price of a 1000x1000 private world always going to be in that range, or is that only for this specific kickstarter reward tier that includes many other things? Because 500$ is rather very steep for someone who wants a private world to share with no more than a dozen friends or somesuch... Edit: Though I admit I have no clue what "1000x1000" scale means without having actually played the game, it might be far larger than I am imagining it to be. I'm basically going by what I know of size in games like Minecraft and Terraria, where a length of 1000 is large but certainly not 500$ worth of large.

It's literally 1000 tiles by 1000 tiles. If you've played the sandboxes, you know what a tile is. :)

Also, you aren't paying for the private sandbox. You're donating to the game, and getting a reward for supporting the project. When the game is released, we'll be offering developer toolkit licenses which will allow you to build your own game world. Also, you'll be able to have a private sandbox regardless, it just won't be 1000x1000.

Again, you aren't buying a 1000x1000 world. That's not what the rewards are for.

201
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 16, 2012, 05:39:51 pm »
I couldn't resist anymore and just figured out how to pay on Amazon Payments to support this kickstarter. Hopefully it gets funded.

We really appreciate this. :) We're absolutely dominating Steam Greenlight  (our stats are showing that just for Sunday, we've achieved five or six times more votes than the average top 100 game). If we can get greenlit, we're well on our way. :D

Anyway, continue to spread the word, and get those Greenlight votes in. We'll make this game a reality.

202
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 16, 2012, 05:55:34 am »
About the whole Obelisk system I've been reading about on the forum:

It's mentioned that new obelisks light up (and thus expand the land) when more players join the game world, at what rate does that happen? How dense/sparse will human/monster population be spread?

Also, it's mentioned that obelisks also turn off if there are too little people active in the world, making the area inaccessible again. Does it turn off if, say, there is one person still active in that obelisk's range, but everyone else there is inactive? Because it would seem silly to force a person to abandon his home and land whenever population in his area drops for some reason.

We don't have a set threshold for this. The system is in place to avoid the problems of other sandbox MMOs that have MASSIVE game worlds, but not a massive playerbase.

Ideally, humans will have enough room to grow, but still see each other on a regular basis. Certain monsters (and dwarves) will begin underground, so that will thin out density topside a bit. Again, it's something that will have to be balanced. We don't want players smashed against each other, but at no point should the game seem devoid of entities. That's just not fun.

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Also, it's mentioned that obelisks also turn off if there are too little people active in the world, making the area inaccessible again. Does it turn off if, say, there is one person still active in that obelisk's range, but everyone else there is inactive? Because it would seem silly to force a person to abandon his home and land whenever population in his area drops for some reason.

If activity is taking place in an area on a regular basis, it's safe to assume the area will not vanish. Likewise, it wouldn't vanish or fade if someone lived there, unless something terrible happens.

203
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 16, 2012, 12:45:03 am »
I've been thinking about the monster control system, and here's what I noticed: If you can script monsters however you want, and since you can have a "main" human character on the same account at the same time, what's stopping you from, say, using the monsters as essentially free hirelings for that human, or making them not fight back when attacked by that human so that that human can easily get whatever drops the monster gives (drops where mentioned at some point, ingredients fo advanced crafting or something)

Most monsters won't be able to tell who is who. A slime might only understand "food, not food". A wolf might only see "Human". That's important from a scripting aspect. Your slime population, in order to not fight back, would have to basically be helpless. Also, with an automated combat system, a creature will do -something- to an attacker.

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As long as resources are needed to farm them, I consider that a part of gameplay, instead of a possible exploit if you could just create monsters for free then kill them (without them fighting back because you scripted them to not fight) for free loot.

Basic monsters will be free. Anything beyond that will require monster points. It'll be pretty interesting to see the value of any items produced from those creatures, as farming them would require going up against another player's monster population.

204
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 15, 2012, 03:00:43 am »
I'm excited about this. H&H was great but I didn't like how there wasn't much customization to the buildings. If Topia ends up as promised, it'll be right up my alley.

Keep up the good work!

There's literally no way it cannot end up "as promised", because as developers, we give a damn. :) It's going to happen, it's just a question of time and support from the awesome community.

205
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 14, 2012, 06:11:22 pm »
I think he means the evil things desirious of your tasty inside meats pretending -- possibly badly -- to be human.

This. Also consider dopplegangers, and the Fun you can cause.

206
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 14, 2012, 03:01:43 pm »
OK, true. That does look wierd.

HeLo HuMaN TrAdEr. I Am AlSo HuMaN TrAdEr.
WoUlD YoU LiKe SoMe BrAnD NeW GiAnT CaVe SpIdEr SiLk SOCKS!?
ThEy ArE In ThE CaVe FoR... ChEaP! SeE ThEm StIcKiNg OuT ThE EnTeReNcE? TaNtAlIzIng? No?
JuSt Go In AnD GeT ThEm. I HaVe HuNdReDs FoR YoU!

...
...
ThIs Is NOT A TrAp!
TrUsT Me!

This will be implemented. XD

207
Other Games / Re: How did you last *own*?
« on: December 14, 2012, 12:40:37 am »
26-11-12 Darius, SR.

:)

208
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 14, 2012, 12:40:08 am »
Muahaaa.

Now I just need to develop a school of illusion powers practicable by arthropods. The scripts you showed on IRC look like a good start. (Poof, giant spider is a rat... no wait, REGULAR spider!)

NINJA INFILTRATOR SPIDERS! We'll sneak into your camp in the dead of night and steal the juciest of you for our children to feed on! MUAHAAA!

That could happen. We just explored the depth and power of the spell/power system, and I soiled myself. It's amazing. And easy to use.

More details later on. :)

209
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 13, 2012, 11:08:30 pm »
I prefer the idea of Zombie Wasps where their toxin kills someone and brings them back as a walking hive of deadly killer wasps.
If this isn't a spawn/playable creature please oh please let it be a spell.

If zombifying something is a condition of some kind, and there were wasps, there wouldn't be a reason for it not to work. However, we don't have any plans for wasps at this time. (Not that they aren't carnage).

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Urist cancels obtain socks: Interrupted by Giant Wasp.
Urist cancels combat: Incapacitated.
Urist cancels Escape Confinement: Too drugged to care.
Urist cancels live: Eaten by wasp larva.
Urist has been struck down!

This will occur with spiders.

210
Other Games / Re: Topia Online Kickstarter is live!!!
« on: December 13, 2012, 09:08:00 pm »
Slimes seem kinda adorable.
Spiders... they seem like spiders.  Albeit spiders that lay eggs in corpses.
...
The bodies they lag eggs in are corpses, right?
...
Oh Lord, there goes that good night's sleep.

I mean... They WILL be corpses...

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I think slimes might be one of the funner monsters to play as at first, at least while still learning the scripting API. Individual slimes are cheap and low maintenance (at least I assume, from how I see slimes in most fantasy worlds), so you do not need to bother with complicated actions such as advanced self-preservation and planning ability or somesuch for the individuals, and can instead work on hivemind behavior based on a few basic goals that a slime hive would have. Or maybe just concentrate on nurturing one large slime that just moves around in a cave until it bumps into something edible, attempts to consume it, and then continues just wandering around whether it was successful or not, eventually splitting/reproducing to create a smaller slime that then moves a certain distance from the original slime's "territory" and starts doing the same roaming thing, etc...

Absolutely. The IRC channel is full of hilarious examples of slime behavior. :)

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