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  Hat jemand irgendwelche Ideen, wie man dieses Problem behebt? :-c
Posted by: ThomasZeria - 12-03-2019, 04:16 AM - Forum: General Discussions - No Replies

п»їDanke fГјr diese Informationen, ich finde immer etwas neues von euren Posts.
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  Ich bin verloren! Ich hatte nicht gedacht, dass es so schwierig sein konnte! =(
Posted by: ThomasZeria - 11-30-2019, 04:20 AM - Forum: General Discussions - No Replies

п»їIch mag.Sehr gute Arbeit
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  On the subject of Evil
Posted by: Sinno - 07-04-2019, 08:14 PM - Forum: General Discussions - No Replies

I posted a few things about evil in a game. This was a very uncommon approach to the classic game of Dungeons and Dragons. I think a lot of things from that book are tailor made for playing and gaining benefits from being evil. I think it could really drive some interesting game play and aspects of a game. There are a few taboo subjects there that we shouldn't touch of course, but somethings could certainly be used.

Dark Charisma is an interesting stat that stood out to me.

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  Good ideas, bad timing
Posted by: Sinno - 06-08-2019, 08:52 PM - Forum: Concept Ideas - Replies (1)

Babies. Everyone wants to hear how wonderful they are, but we all know, some babies are just flat-out ugly. When the baby is ugly, we need to hear about it.

Also, while Rouge War is the current game project, there should be a roadmap that lead to future game projects as well. Thinking 3 projects ahead is a smart idea (GDC, https://www.youtube.com/watch?v=K4duLlYp...CUQrL01PVX says so.)

So any ideas thrown out there, let's copy and paste them into a thread (this one?) so that future projects can be generated from those ideas. Or even outline dream game concepts and ideas. This is not to detract from the current project, but to ensure tunnel vision does not occur. Generally, game studios don't find success until game project 3, 4, or 5 (GDC same link).

To start the list

1. Radius of influence
2. Minions for player
3. Player built towns that determine the number of NPCs and NPC merchants
4. Fully destructible content.
5. Factions based on Good, Neutral, and Evil
6. Motivated AI for the PvE

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  NPC AI
Posted by: Desty - 06-08-2019, 12:42 AM - Forum: Concept Ideas - Replies (2)

I'd like to make the general NPC AI for humans in citys with attributes on the NPCs.
So we'll give every NPC specific stats like Sanity, Aggressive, Age, Playing, ... and they will do things based on these attributes.
Some NPCs have specified roles (like shop owners, guards, library man, ...) but the other ones will just walk around and talk with others and do their things - all based on the attributes (start a fight maybe if they are aggressive etc.).

That's the basci idea of the NPC AI System - it's not really specific yet, I know that Wink

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  Radius of Influence
Posted by: Sinno - 06-07-2019, 11:35 PM - Forum: Concept Ideas - Replies (1)

This is part of the response to Psycho but I wanted to bring the idea to it's own attention in this thread

Player territories and NPC territories could have a radius of influence. NPC's should be coded to constantly want to expand the radius of influence. Therefore, the radius of influence should eventually overlap with the player's radius of influence. THe more influence from good, the less powerful the player may be. Radius of influence could affect player strength and it would give players something to fight over as well. 

IF there is a flux in activity where NPC's want to expand their radius of influence, it would give them an AI appearance of being motivated to kill evil. As the radius of influence overlaps the player's radius of influence, quests could be generated for the player to take. This could lead to a systematic way of eventually killing the king and control the "good" territory.

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  Minions not the movie
Posted by: Sinno - 06-07-2019, 01:38 AM - Forum: Concept Ideas - No Replies

Since this is a game that focuses on being evil and fighting good, the main motivation is usually power and greed.
Minions are something that can be introduced to the game. imagining the game will have a level system.
Levels 1-9 no minion 
levels 10-14 1 minion (can be a goblin, orc, spider, etc.)
levels 15-19 2 minions

and so on and so forth with a possible reasonable max of 5.

An example of this would be guild wars 1. In single player mode, you could hire help.

Use of minions? Assist in PvE  (player vs environment) combat, assist in tasks. An example would be they need to light houses on fire to create a distraction so you the player can go for the main target (killing the king?)  Or they can be first in to die. 

Could be used in PvP (player vs player).

There could be a loyalty factor. Minions may not accept all commands if they are thought to be too risky. Loyalty can be affected by consistent game play from the player. So if a player takes a long break, minions will obey only safe commands for a period of time.


Another benefit of minions would be that 3-5 players could put together a force that would look like an invading army.

If players establish a base or territory, minions can be left guarding the home or base and defend against invading players.

During the BBS days (pre internet) there was a game that allowed you to park a space ship at a home planet. If a player found you while you were logged off, they could kill you and take your stuff. Logging off and hoping you were intact on return was a lot of fun. Something like this could be introduced. Players could gain extra home minions for protection or more powerful ones.

Minions....not the movie, but a good idea?

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  Player stats impact on the look.
Posted by: Psycho320 - 06-06-2019, 11:32 PM - Forum: Concept Ideas - No Replies

Should the Look of a Player depend of the stats he uses? 

Like a player with many points at strength is big/bigger and a magician with most of his stats is smaller and thinner?

If yes, how big should the impact be?


I like the idea that the Stats impact the Look of a character, but I think it should not be that big that it restricts the possibilitys of the players to customize their character.

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Exclamation Ground Concept
Posted by: Psycho320 - 06-06-2019, 11:26 PM - Forum: Concept Ideas - Replies (1)

This Post will contain the Ground concept. If you want to discuss a part of it or have something you want to add please open a thread about it and I will edit this post.
This way we have this thread as a status of the game concept.



The ground idea is that there is a fight on the world good vs evil. The oldest concept ever. But the players can't play on the good side. They can choose between different evil alliances/clans/races. However we call it in the end.

That changes the game so we don't have orcs or goblins or sth like this as the average mob, but traders, wanderers and so on. Instead of dungeons the player will get the opportunity to attack villages or even towns.

The pvp element will contain the different evil sides fighting for territory or objectives like artifacts or things like that.

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