Cyberkilla

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Sun Nov 17 13:46:58 EST 2013

[13:35] <+CyberkillaThe Monster Farm stuff is nearly done now, but I don't think I'll have time to release it tonight. Basically, this is what I'm having to do:
[13:35] <+CyberkillaCreate a series of templates for maps, which a tool I'm writing uses to generate one map per monster farm level.
[13:36] <+CyberkillaMonster Farm levels currently correspond to actual levels, so those maps will be small things, filled with a handful of NPCs at that level.
[13:36] <+CyberkillaYou can't move to the next stage of the monster farm until you clear the room.
[13:36] <+CyberkillaThe NPCs in the room die forever, so they'll never respawn for you. It's just a case of you being strong enough to kill them.
[13:37] <+CyberkillaEach stage has a portal you cross to get to the next one. It's at that point that any rewards are doled out, and your MF level is increased.
[13:37] <+CyberkillaI don't think I'll be putting any drops on the npcs, because the old one never had any.
[13:38] <+CyberkillaI might put special rewards at 5 or 10 level increments, or at some other "milestone" level.
[13:39] <+CyberkillaThere's going to be a page that keeps track of this stuff, under EXPLORE/Monster Farm, which links to the monster farm, and has reward info, states your current mf level, has leaderboards, recent activity, etc. Just something to keep it interesting.
[13:40] <+CyberkillaWe could possibly do timings too, to see who clears them the fastest, but given the way they'll be done, I don't think speed will be a significant factor, just tuning your character to be as strong as you can.
[13:41] <+CyberkillaThe theme of the maps is likely to change after X amount of levels (e.g. a dungeon for 1-20, then 21-40 might be a graveyard), but for now, I'm making them all follow a subset of maps, to keep it simple.
[13:41] <+CyberkillaIt will change visually in some manner though, even for the first release.
[13:41] <+CyberkillaOnce you clear a chamber, you can't go back. Not that you'd need to, as the NPCs die forever.
[13:42] <+CyberkillaYou can only move onwards, and only if you've killed everything in the current level.
[13:43] <+CyberkillaIf anyone has any ideas to add to this feature, please let me know in the forum. I just want the basic mechanic to work for now, and for it to look half decent for an initial release.
[13:43] <+CyberkillaThe idea of having a separate launchpad page for each of these mini-games is something I've wanted to do for a while now. I also have a plan for instance dungeons, which are created dynamically, and can be completed in a time limit, with a group of..
[13:44] <+Cyberkilla...players, with the rewards being shared. Some can even compete against eachother.
[13:45] <+CyberkillaThere's another idea, which is for guilds, where power nodes are captured/defended from each other, in order to expose the primary power node of the other team, and win the game. There would be a battle field with puzzles and quest-like tasks to do,...
[13:45] <+Cyberkilla...coupled with attacking and raiding, which would have to be done in order to win.
[13:46] <+CyberkillaThe rewards could be automatic, for the official ones, or put up by the guilds as a wager.


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Symphony

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Sun Nov 17 19:09:11 EST 2013

CK you talk to yourself a lot, almost too much.


Kamikaze

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Sun Nov 17 19:30:21 EST 2013

So it is going to be like move around the room and kill everything and then move to the next stage like how you set up the Reality Zone to get to Zone F?

Why not keep it the way before?


I do like the idea about the guilds attacking and defending nodes.


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Cyberkilla

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Mon Nov 18 3:23:47 EST 2013

Quote from Symphony
CK you talk to yourself a lot, almost too much.

At least I don't answer myself. That's when you should start to get worried. (smiley)

Quote from Kamikaze
So it is going to be like move around the room and kill everything and then move to the next stage like how you set up the Reality Zone to get to Zone F?

Why not keep it the way before?


I do like the idea about the guilds attacking and defending nodes.

It won't have the issue that we have with the zone e->f portal, because those NPCs will never respawn. It won't be a race against time before they reappear (smiley)

The reason they won't respawn is that you're not meant to stick around. To continue attacking, you have to make it to the next stage.


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Edited 1 time(s). Last edited by Cyberkilla @ Mon Nov 18 3:24:39 EST 2013

Kamikaze

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Mon Nov 18 8:46:41 EST 2013

Quote from Kamikaze
So it is going to be like move around the room and kill everything and then move to the next stage like how you set up the Reality Zone to get to Zone F?

Why not keep it the way before?


I do like the idea about the guilds attacking and defending nodes.

It won't have the issue that we have with the zone e->f portal, because those NPCs will never respawn. It won't be a race against time before they reappear (smiley)

The reason they won't respawn is that you're not meant to stick around. To continue attacking, you have to make it to the next stage.
[/quote]


Well I understood the respawn bit. I just wanted to know if it was going to be like how explore is. Which you did answer.

I guess it is safe to a**ume that there will be a variety of monsters, whereas Round 3 had a fixed set of monsters.




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Cyberkilla

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Mon Nov 18 8:57:12 EST 2013

Quote from Kamikaze

Well I understood the respawn bit. I just wanted to know if it was going to be like how explore is. Which you did answer.

I guess it is safe to a**ume that there will be a variety of monsters, whereas Round 3 had a fixed set of monsters.

Yeah, there wouldn't be a need to make every level the same. I might make them similar for the initial release though, perhaps recolouring, just to get it released.

The actual plan is to change the map design and the monsters every 10 levels or so, possibly making it harder along the way.


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