Mon Nov 18 9:05:06 EST 2013
Quote from Cyberkilla
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.
Okay sounds like fun. Will it be harder than the previous one? Say like a level 20 can't be at MF level 250(150).
~Live Free, Always~
Mon Nov 18 23:49:19 EST 2013
I love this entire idea btw and I really hope we can all do it soon, sounds like alot of fun. Great job CK
Tue Nov 19 3:17:59 EST 2013
Quote from Kamikaze
Quote from Cyberkilla
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.
Okay sounds like fun. Will it be harder than the previous one? Say like a level 20 can't be at MF level 250(150).
Yeah, it shouldn't be possible for that to happen, unless those level 20's have some seriously good items
Still, there's plenty of room for people to punch above their weight, and get into rooms that have monsters higher than their actual level, because of the power from their items. Within reason though.
Invisible War ][
Wed Nov 27 14:28:06 EST 2013
Quote from Cyberkilla
[13:35] <+Cyberkilla> The 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] <+Cyberkilla> Create a series of templates for maps, which a tool I'm writing uses to generate one map per monster farm level. |
[13:36] <+Cyberkilla> Monster 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] <+Cyberkilla> You can't move to the next stage of the monster farm until you clear the room. |
[13:36] <+Cyberkilla> The 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] <+Cyberkilla> Each 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] <+Cyberkilla> I don't think I'll be putting any drops on the npcs, because the old one never had any. |
[13:38] <+Cyberkilla> I might put special rewards at 5 or 10 level increments, or at some other "milestone" level. |
[13:39] <+Cyberkilla> There'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] <+Cyberkilla> We 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] <+Cyberkilla> The 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] <+Cyberkilla> It will change visually in some manner though, even for the first release. |
[13:41] <+Cyberkilla> Once you clear a chamber, you can't go back. Not that you'd need to, as the NPCs die forever. |
[13:42] <+Cyberkilla> You can only move onwards, and only if you've killed everything in the current level. |
[13:43] <+Cyberkilla> If 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] <+Cyberkilla> The 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] <+Cyberkilla> There'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] <+Cyberkilla> The rewards could be automatic, for the official ones, or put up by the guilds as a wager. |
Mon Dec 9 17:44:48 EST 2013
Where are these updates im beginning to think there are none