What features would you like to see in a huge Wesnoth RPG?
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Re: What features would you like to see in a huge Wesnoth RPG?
Here's an issue that will be controversial at best, I'm guessing: should the walking creatures in this RPG be allowed to move onto/through trees? In all the 2D RPGs I've ever played, you're never allowed to walk through trees, but I was wondering how people felt about this particular aspect.
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But frankly it's hard to decide what I'm going to be doing about that until I know the size of the finished project. Thanks for the suggestion though, I'll keep it in mind.
The Great Rings wrote: I look forward to the demo. Its now near the top of my list of add-ons to play.

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That would be very difficult to do, if it's even possible. What I think I might do is create an era for all the units I'll be using in the campaign. (I'm going to be adding a lot of custom units. all with custom images, and many with animations).Dagoth wrote:Another thing is if you are planning to add so many levels, why not take the mainline campaigns and tie them together? Like Delfadors Memoirs leads to Heir to the Throne, and so on? and if you are going to do something like this, you might want to divide it into parts; a game like that would take alot of space in one file.
But frankly it's hard to decide what I'm going to be doing about that until I know the size of the finished project. Thanks for the suggestion though, I'll keep it in mind.

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Re: What features would you like to see in a huge Wesnoth RPG?
I think that depends on if FoW is going to be used or not. With fog, that would make for some very interesting gameplay, especially if there are certain enemies (spiders and friends) who could walk through forests and ambush you. It'd be a pain for elves to lose forests though I can imagineHere's an issue that will be controversial at best, I'm guessing: should the walking creatures in this RPG be allowed to move onto/through trees? In all the 2D RPGs I've ever played, you're never allowed to walk through trees, but I was wondering how people felt about this particular aspect.

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Re: What features would you like to see in a huge Wesnoth RPG?
FOW will be on, yes. And I might give the elves something where they get better defense if they are adjacent to forest, or I could make them able to walk on/through forests (I'm leaning towards the latter at this point).
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Re: What features would you like to see in a huge Wesnoth RPG?
I definitely like RPGs. I like a main character that is very dynamic. Lots of leveling options... very customizeable. It would be awesome if you really took the time to create a complex main character. (eventhough it isnt KISS...)
Weapons and armor would be pretty cool. I enjoyed Wesband. though it was a pain sometimes to scroll through lists of weapons and armor and a bunch of screens just to swap one thing.
Party idea sounds great, but I think you should just keep one main character(maybe have him be the only one with an inventory) with several henchmen.
I am looking forward to the demo.
Weapons and armor would be pretty cool. I enjoyed Wesband. though it was a pain sometimes to scroll through lists of weapons and armor and a bunch of screens just to swap one thing.
Party idea sounds great, but I think you should just keep one main character(maybe have him be the only one with an inventory) with several henchmen.
I am looking forward to the demo.
Re: What features would you like to see in a huge Wesnoth RPG?
Im thinking that it depends on what unit you might be refering to. Horse units can't move well through forests, while elves can with barely any limits. Maybe add a special terrain for each kind of faction? Such as for Elves and Woses, and any other creature that might live in forests:artisticdude wrote:Here's an issue that will be controversial at best, I'm guessing: should the walking creatures in this RPG be allowed to move onto/through trees? In all the 2D RPGs I've ever played, you're never allowed to walk through trees, but I was wondering how people felt about this particular aspect.
Ability: Forestbound
This unit is native to the wilderness and is not hindered through forests, but is weak in plains.
And maybe the same for mermen, serpents, and cuttlefish:
Ability: Waterbound
This unit is native to the seas and lakes and is not hindered by any form of water, but cannot move through land too fast.
Maybe you can figure out something like this for all types?
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Re: What features would you like to see in a huge Wesnoth RPG?
Keep in mind that forest terrain in Wesnoth does not represent a single tree, but a group of trees. People can walk between trees, obviously, so from a realism point of view it works. Also, this is a big change to make to Wesnoth unless you have a stronger reason than just "this is how other RPGs do it."artisticdude wrote:Here's an issue that will be controversial at best, I'm guessing: should the walking creatures in this RPG be allowed to move onto/through trees? In all the 2D RPGs I've ever played, you're never allowed to walk through trees, but I was wondering how people felt about this particular aspect.
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Re: What features would you like to see in a huge Wesnoth RPG?
Whats wrong with units moving through trees? If you need to create some kind of barrier because of the FoW, then simply create a new terrain, maybe "Dense Forest" that units can't pass through.
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Re: What features would you like to see in a huge Wesnoth RPG?
What if I made you only able to move 1 hex at a time through the forest?
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Re: What features would you like to see in a huge Wesnoth RPG?
This sounds like a good idea to me, use the same/similar art as regular forest, but code it as "impassible" or "unwalkable" And then when you want the units to be able to walk through forest like normal, just use regular forest.daonlynussa wrote:...then simply create a new terrain, maybe "Dense Forest" that units can't pass through.
But this is just my 2cents worth

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Re: What features would you like to see in a huge Wesnoth RPG?
Will there be woodcutting/firemaking/cooking/etc skills?
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Re: What features would you like to see in a huge Wesnoth RPG?
A suggestion regarding party size:
I don`t know if you`re going to have multiple party members, but I would lean towards allowing a maximum of at least seven, for two reasons.
First, because in Wesnoth up to six units can stand beside a unit at a time. Thus, a party of seven can completely encircle the leader, protecting him from attack, while all benefitting from any abilities such as healing or leadership that he may posses. Though of course, its pretty much impossible to maintain perfect formation in-game.
The second reason has to do with dificulty. I know you`re familiar with Avernum, so I`ll use it as an example. Avernum is a remake of the Exile series, and I suspect that a significant part of why I found Avernum harder is that it cut the maximum party size from six to four. That means there are two fewer units that have to be killed to wipe out your entire party, and probably that it`ll be harder to retreat wounded guys and screen them with healthy fighters. This increases the dificulty, and hence the monotony, as each lost battle means going back to a saved game and replaying. Granted, Wesnoth has regular automatic saves, while Avernum as I recall does not. However, I think the example does still have at least some slight bearing.
I don`t know if you`re going to have multiple party members, but I would lean towards allowing a maximum of at least seven, for two reasons.
First, because in Wesnoth up to six units can stand beside a unit at a time. Thus, a party of seven can completely encircle the leader, protecting him from attack, while all benefitting from any abilities such as healing or leadership that he may posses. Though of course, its pretty much impossible to maintain perfect formation in-game.
The second reason has to do with dificulty. I know you`re familiar with Avernum, so I`ll use it as an example. Avernum is a remake of the Exile series, and I suspect that a significant part of why I found Avernum harder is that it cut the maximum party size from six to four. That means there are two fewer units that have to be killed to wipe out your entire party, and probably that it`ll be harder to retreat wounded guys and screen them with healthy fighters. This increases the dificulty, and hence the monotony, as each lost battle means going back to a saved game and replaying. Granted, Wesnoth has regular automatic saves, while Avernum as I recall does not. However, I think the example does still have at least some slight bearing.
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Re: What features would you like to see in a huge Wesnoth RPG?
Sounds like a good idea to me, if it's possible, artisticdude likes it, and if it's not to much of a hassle.Gambit wrote:Will there be woodcutting/firemaking/cooking/etc skills?
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Re: What features would you like to see in a huge Wesnoth RPG?
The first three Avernums I'm not sure about, but I know the last three have regular autosaves. The problem is I don't want you to have an army of guys, more like a small but powerful band of fighters/healers/wizards/etc. But I'm including a 'summoning' spell that allows you to summon creatures you fight for you for x number of turns, and you can summon up to three of them at a time. So 4 party members + 3 summoned creatures = 7 people on your side overall. Do you think this would work?The Great Rings wrote:Wesnoth has regular automatic saves, while Avernum as I recall does not.
I'm not quite sure what those skills would allow you to do?Gambit wrote:Will there be woodcutting/firemaking/cooking/etc skills?

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Re: What features would you like to see in a huge Wesnoth RPG?
[quote="artisticdude"]The first three Avernums I'm not sure about, but I know the last three have regular autosaves./quote]
I might be wrong in my recollections, or it might be that so far as I can remember, I`ve only played any of the first three.
Anyway, four plus the summoned creatures sounds fine to me. What sort of creatures will be summonable?
Actually, summoning was a feature of Avernum as well, though not one I ever used a great deal. As I recall the kinds of things you could summon were pretty weak.
I might be wrong in my recollections, or it might be that so far as I can remember, I`ve only played any of the first three.
Anyway, four plus the summoned creatures sounds fine to me. What sort of creatures will be summonable?
Actually, summoning was a feature of Avernum as well, though not one I ever used a great deal. As I recall the kinds of things you could summon were pretty weak.
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Re: What features would you like to see in a huge Wesnoth RPG?
Idea that might have been mentioned already: Be able to change your unit classes. assuming it's using Wesnoth units, I think it would be cool if you could switch classes like from Spearman to Thug, and stuff. And you can level up each individual class. (Like if you were a Halberdier, you would still have to start the Thug line from the beginning unless you've done it before.)
Also, I think you should change marksmanship to Dexterity or something like that. Because people might get it mixed up with the marksman ability.
Also, I think you should change marksmanship to Dexterity or something like that. Because people might get it mixed up with the marksman ability.
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