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Author Topic: Current results?  (Read 5259 times)
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Teawater
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« Reply #15 on: 19 April 2014, 01:21:00 »
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Undiscovered: I can't think of anything at the moment... But you know Crossbone Isle in GS1? It was supposed to be a hidden island in the Karagal Sea. We could probably take the same technique and say there are other hidden islands like it? (But it might seem a bit too unrealistic, I'm guessing?)

I'm not entirely sure, actually...

Game's start:
-Should there be a storm? (GS1/ALttP)
-Should the character be waking up out of bed in their own house? (GS1/ALttP/OoT)
-Should the character be woken up by a voice? (GS1/ALttP/OoT)
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Luna_blade
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« Reply #16 on: 19 April 2014, 05:19:57 »
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@Thunder-Squall: Should we perhaps ask some more people? I know that Misery is a few days of the forum for example.

Also I wouldn't really care which one of the four options we pick. I don't like DD that much, but remaking it could make it better. A "What if" could have some interesting story features.
I also had the idea of making a prequel to the series, but if y'all want to something else I also be happy working with you.

I think we all agree that we need a brand new big side quest. I personally think of those quest as one of the best parts of GS.

@Undiscovered locations: How about Loho Ruins? Or Anemos city on the moon?

@Teawater: I'm actually refraining from repeating story elements, but that's my opinion.
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Agillity/Speed in most RPG games is better then Attack/Force/power.
Spoiler for Hiden:
That is only when Defence is a linear division fuction. Example: When you strike with two daggers  (one does 120 damage the other 100) and the def makes every damage divide by 50 it does not differ from when you strike with one big sword (dealing 220 damage). When the defence is linear substraction, you want the highest damage output as possible, to maintain a low percentage of damage loss to defence.
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« Reply #17 on: 19 April 2014, 05:45:01 »
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@Refraining from repetition: My thought as well, but creating Original stuff could also be a challenge depending on what you're doing.

Story Element #1: Cut-scenes with city leaders...
Story Element #2: Kidnapping... (Princess Peach, Zelda, Kraden, Jenna, & Sheba, etc.)
« Last Edit: 19 April 2014, 05:47:15 by Teawater » Logged

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Luna_blade
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« Reply #18 on: 19 April 2014, 06:43:52 »
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@Refraining from repetition: My thought as well, but creating Original stuff could also be a challenge depending on what you're doing.

Story Element #1: Cut-scenes with city leaders...
Story Element #2: Kidnapping... (Princess Peach, Zelda, Kraden, Jenna, & Sheba, etc.)
Yeah I know.
So we should also keep some stuff because otherwise it won't have the "feel" of a GS game?
My anwser is yes.
77.173.1.168

Agillity/Speed in most RPG games is better then Attack/Force/power.
Spoiler for Hiden:
That is only when Defence is a linear division fuction. Example: When you strike with two daggers  (one does 120 damage the other 100) and the def makes every damage divide by 50 it does not differ from when you strike with one big sword (dealing 220 damage). When the defence is linear substraction, you want the highest damage output as possible, to maintain a low percentage of damage loss to defence.
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« Reply #19 on: 19 April 2014, 07:47:01 »
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@Thunder-Squall: Should we perhaps ask some more people? I know that Misery is a few days of the forum for example.

We're asking EVERYONE who can read this forum post, and even those who can't.  But I guess you're saying we should wait until more people show up?  If we do that, then we'll be waiting for ever...

And to be quite frank:  We're a train without an engine, so even if Misery gets here late, it's not like we're going anywhere.  And for some perspective, see her last update on the project: Announcement regarding the state of the Community Project


First goal
Create a design document that people can read.  Consider it a game guide for the imaginary game we want to make.  It'll include fake screen shots, stat-blocks for monsters, etc. etc. If we ever get into actually producing the game, then this design document will serve as a guide.  If not, then at least it'll be a fun imagination tool, and a product we can be proud of.

We have two options in terms of how to publish it:

1) As a wiki, using the same standards as other Golden Sun wikis (except our stuff will be fake)
2) As a pdf or word document.

I vote for the first option, since we're web-native anyway, and it'll be easier to read, edit, and make.

Thoughts?
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« Reply #20 on: 19 April 2014, 12:48:51 »
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Thins are going well.
I have an idea of War of alchemy.
This can be relay cool.
When game starts there is storm.
other clan is attacking Venus Fortress(Vale).Outside the Tawn they are trowing with catapults boulders.
Everyone is going to entrance(plaza)to guard it.
other warriors are evacuating village and there comes tragic with Boy(Felix).
This is my idea.
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« Reply #21 on: 19 April 2014, 12:55:18 »
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Thunder-squall:
I too vote for 1.
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Luna_blade
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« Reply #22 on: 19 April 2014, 18:19:39 »
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We're asking EVERYONE who can read this forum post, and even those who can't.  But I guess you're saying we should wait until more people show up?  If we do that, then we'll be waiting for ever...

And to be quite frank:  We're a train without an engine, so even if Misery gets here late, it's not like we're going anywhere. 
I yeah that's what I meant wait. And don't mean everybody here. Just the few that check things out once in a week and can actually contribute some ideas.
And for some perspective, see her last update on the project: Announcement regarding the state of the Community Project
Oh I totally missed these posts back then.
First goal
Create a design document that people can read.  Consider it a game guide for the imaginary game we want to make.  It'll include fake screen shots, stat-blocks for monsters, etc. etc. If we ever get into actually producing the game, then this design document will serve as a guide.  If not, then at least it'll be a fun imagination tool, and a product we can be proud of.

We have two options in terms of how to publish it:

1) As a wiki, using the same standards as other Golden Sun wikis (except our stuff will be fake)
2) As a pdf or word document.

I vote for the first option, since we're web-native anyway, and it'll be easier to read, edit, and make.

Thoughts?
Well start with 2, as it will be less work. When we got enough stuff and the document is getting messy, then we switch to wiki.

@Saturos So you are saying that there will be more Psyenergy users on Weyard and actual battles between the clans? That is sure to deliver us a good (maybe complex, thats a good thing) story.
77.170.230.226

Agillity/Speed in most RPG games is better then Attack/Force/power.
Spoiler for Hiden:
That is only when Defence is a linear division fuction. Example: When you strike with two daggers  (one does 120 damage the other 100) and the def makes every damage divide by 50 it does not differ from when you strike with one big sword (dealing 220 damage). When the defence is linear substraction, you want the highest damage output as possible, to maintain a low percentage of damage loss to defence.
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« Reply #23 on: 19 April 2014, 19:10:47 »
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So what would be the motive behind a clan vs. clan battle?  Does the fire nation clan want control of all the lighthouses for themselves?
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« Reply #24 on: 19 April 2014, 19:39:13 »
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I'm thinking #1: The wiki. Even more so if it is possible to "print" out the entire wiki / download it.... bt that's not really necessary, I'm guessing. (Printing is definitely not necessary for me, anyway. But I have no idea for everyone else.)
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« Reply #25 on: 19 April 2014, 21:58:13 »
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The benefit of the wiki is that it'll be in a public place where we can all get to it, and we don't need to actually share files or anything like that.  It'll be a completely online repository.

And different people can work on different parts of it.

And we can use existing wikis as guides on how to organize it, and divide up tasks.
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« Reply #26 on: 19 April 2014, 22:59:47 »
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Yes, I think we should do the Wiki!  Who uses PDFs and word docs these days? Although, I did do my documentation in a Word Doc.

So, maybe we should have some guidelines on how to do wiki articles? (So we can keep it neat, clean, and easy to read through.)

-tcrf.net has a little box for related games on game pages...
-runescape.wikia.com seems to have charts and gp calculations somehow...
« Last Edit: 19 April 2014, 23:05:31 by Teawater » Logged

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« Reply #27 on: 19 April 2014, 23:54:59 »
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Sure.  So the next thing to figure out now is content.  What kind of stuff did you guys want to create?

A) New options for the players to handle existing challenges?
B) New challenges for players to handle?
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« Reply #28 on: 20 April 2014, 04:11:20 »
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@A: You mean stick with the same story and have alternate solutions to the story's problem? (With or without multiple endings.) I like the idea of variety in a story, so maybe. I haven't decided if trade-offs could be included too, when you think about items and stuff.

@B: I'm thinking we'll likely need a couple of these either way. I can't think of anything specific at the moment.
« Last Edit: 20 April 2014, 04:24:08 by Teawater » Logged

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Luna_blade
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« Reply #29 on: 20 April 2014, 05:54:07 »
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B: I always thought that GS lacked some difficulty (otherwise I didn't want to make a hack). There was this tiny piece of gameplay in GS1 where you actually have to watch out with your money. However this only occurred in Altin while buying equipment... So what I wanted to do for my hack is to really tune the amount of money needed for equipment. This way players need to think more about which equipment they buy.
It's not a new challenge, but I would like to see it.

Also something I wanted to do for my hack, is making different enemies. I mean, in GS you can just attack all-out and win every battle. But if we made some more monsters that have certain resistances, battles become harder. We could at least do something like this for bosses.
77.170.230.226

Agillity/Speed in most RPG games is better then Attack/Force/power.
Spoiler for Hiden:
That is only when Defence is a linear division fuction. Example: When you strike with two daggers  (one does 120 damage the other 100) and the def makes every damage divide by 50 it does not differ from when you strike with one big sword (dealing 220 damage). When the defence is linear substraction, you want the highest damage output as possible, to maintain a low percentage of damage loss to defence.
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Cbox
Today at 19:05:48
Luna_blade: @.gba Nope. Where is it?
Today at 18:00:23
Teawater: By the way, I was wondering, did anyone else notice the ".gba" ROM in the Downloads section?
Today at 16:54:26
JamietheFlameUser: Well, that particular Briggs fight was from a long time ago. I haven't been working on my current hack the past few days because of other stuff.
Today at 16:40:10
Luna_blade: @Saturos: Your english exams?
Today at 16:33:40
Teawater: Can't remember exactly what shae of yellow it was, so not sure it would be too close or not.
Today at 16:30:58
Teawater: @KoP: Wouldn't Shiny Gold be for the Sol Clan?
Today at 15:37:37
Salanewt: Oh wait, tag doesn't work down here. But yeah, how is your hack going Jamie?
Today at 15:37:00
Salanewt: [me] considers giving him the Sol Blade...
Today at 15:36:00
Salanewt: Oh my. To be honest though, I'd be more likely to give Briggs stuff from later regions; him being a pirate from another continent and all.
Today at 09:36:58
JamietheFlameUser: How not to design boss fights: give human-type bosses stats and equipment on par for what the Editor says their level is and what equipment is available where they're from. You get stuff like an actually scaled to level 21 Briggs with a Great Sword, Silver Plate, Silver Helm, Vambrace, and Leather Boots. God, that was BS.
Today at 09:09:49
Saturos: Wow first part of exam is ower (in english) tomorow speaking part.
Today at 07:11:35
JamietheFlameUser: Eh, I didn't know the exact chance of Curse screwing you over. Still, that 6% chance to fail to act at all could screw you over when it matters most. The obvious solution, of course, is to stick that armour on a character who doesn't do anything but spam attack moves anyway.
Today at 07:10:52
leaf: ...assuming I'm remembering the chance of curse taking effect correctly as 25%
Today at 07:09:50
leaf: in fact, you get two turns the majority of the time (~56%), and only completely fail to act ~6%, the remainder of the time getting one action
Today at 07:07:49
leaf: I like that stealth armor buff. it wouldn't make sense to do that with the clerics ring available, but if you remove that, it's actually an interesting item. On average, you get ~1.5 turns per round. it's potentially very strong, but carries risks
Today at 07:04:59
leaf: lol
Today at 06:39:21
JamietheFlameUser: Reading the Venus Psynergy topic and 'lol'ing at Role's reaction to a very simple spell idea I'd had (and still think is awesome), where rock explodes out of the ground from a single point in a focused, cone-shaped burst. Role read me the riot act about not combining elements again. lol.
Today at 06:17:58
JamietheFlameUser: Well, one thing I came up with that was actually potentially cool is a modification to the Stealth Armour. I gave it +1 turns, under the assumption that the Cleric's Ring would be removed. You might get 2 actions that round, or 1 action, or maybe no actions at all! RNG at its finest.
Today at 06:15:32
Knight of Purgatory: Nice orange text kain. Maybe it should be a shiny gold


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