What features would you like to see in a huge Wesnoth RPG?
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- Captain_Wrathbow
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Re: What features would you like to see in a huge Wesnoth RPG?
I think it would be a bad idea for unlimited class-changing to be allowed. Someone could just constantly change their class to meet the current situation. Maybe there could be a penalty or something?
But changing Marksmanship's name is a good idea. Seconded.

But changing Marksmanship's name is a good idea. Seconded.

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Re: What features would you like to see in a huge Wesnoth RPG?
Perhaps make it like the map "Brotherhood of Light" (my very favorite Wesnoth add-on), and make it so that skills are improved by paying to train with various characters? Likewise, make it so your equipment is improved by buying from merchants, not just leveling. This is better than simply changing from one class to another, I think. Its potentially more flexible, its costly (to off-set the problems Captain_Wraithbow raised regarding unlimited class changing), but improvements you make are permanent, rather than being lost in exchange for a new skill as I suppose would be the case if you were just switching from one class to another.
Just a thought.
Just a thought.
"One man alone cannot fight the future"-
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- Icarusvogel
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Re: What features would you like to see in a huge Wesnoth RPG?
Tell me, how much freetime do you have?
I look forward to this.
How's it coming on?

I look forward to this.
How's it coming on?
You are a Necromancer - Intelligent and powerful, yet reclusive and misunderstood, you dabble in dark arts that everyone else can only dream of.
- artisticdude
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Re: What features would you like to see in a huge Wesnoth RPG?
In hours, minutes, seconds, two of each, or all three?
I've got about three to five hours of free time a day, most of which is spent in coding this project. So far I have the inventory system finished (though not implemented as of yet), the dialogue structure is complete, I'm working out the stats and advancement system for your characters (and a bunch of other coding bits and pieces I won't bore you by listing).
As it currently stands I've completed the first, second, and third scenarios, with four more under construction.
I'm hoping I can finish the 'demo' next month at some point. In fact, I can't really see myself finishing it any later unless I'm suddenly struck by pneumonia or something.

I've got about three to five hours of free time a day, most of which is spent in coding this project. So far I have the inventory system finished (though not implemented as of yet), the dialogue structure is complete, I'm working out the stats and advancement system for your characters (and a bunch of other coding bits and pieces I won't bore you by listing).
As it currently stands I've completed the first, second, and third scenarios, with four more under construction.
I'm hoping I can finish the 'demo' next month at some point. In fact, I can't really see myself finishing it any later unless I'm suddenly struck by pneumonia or something.
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
- Captain_Wrathbow
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Re: What features would you like to see in a huge Wesnoth RPG?
artisticdude wrote:I've got about three to five hours of free time a day

The RNG is rigged in your favor.

I'm lucky if I get more than 2 hours a day. (except weekends, usually more like 5-6 hours on those days.)
- artisticdude
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Re: What features would you like to see in a huge Wesnoth RPG?
I'm homeschooled, so I can finish my educational schedule for the day usually within 6 or 7 hours, leaving me about two or three hours in the afternoon and two or three more in the evening. I probably waste far too much of it on the forums and on IRC, but it's fun to work loosely. I usually listen to John Denver, James Taylor, Holst, Freeplay music, or wesnoth's soundtrack while I program... right now I'm listening to 'Mars' by Holst. I like this one.
But enough of my schedule, I'm happy with the progress I'm making on this project. It's nowhere near pushing the limits of WML (for the most part, anyway), but it's still not that easy to program.
But enough of my schedule, I'm happy with the progress I'm making on this project. It's nowhere near pushing the limits of WML (for the most part, anyway), but it's still not that easy to program.
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
Re: What features would you like to see in a huge Wesnoth RPG?
But when someone wants to change their class, they have to start from the beginning of that class and level them up.Captain_Wrathbow wrote:I think it would be a bad idea for unlimited class-changing to be allowed. Someone could just constantly change their class to meet the current situation. Maybe there could be a penalty or something?![]()
But changing Marksmanship's name is a good idea. Seconded.
Like, if they are a level 3 bowman, and then they want to be a Thief, they would have to start as a level one thief. Pretty much, it's like leveling up each class like an individual character.
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The Southern Chains, a fanfic
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The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra
- Captain_Wrathbow
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Re: What features would you like to see in a huge Wesnoth RPG?
But say after the lvl3 Bowman switches to Thief, then wants to go back to bowman- does he return to lvl1 bowman or lvl3? I'm confused a little. 

- artisticdude
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Re: What features would you like to see in a huge Wesnoth RPG?
Well, this is one of those feature's I'll be avoiding until after this thing is complete, but it might make for a better gameplay overall... I might also give you the ability to chose your character's template when you start the game. But this is all in the future, assuming I manage to finish the basic game.
Although Vix is suffering under this new project... I've only got one more scenario coded on that.
Although Vix is suffering under this new project... I've only got one more scenario coded on that.

"I'm never wrong. One time I thought I was wrong, but I was mistaken."
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Re: What features would you like to see in a huge Wesnoth RPG?
I like the idea of a character template. Have different skills you can level up and then different abilities that require those skills. Why do you have to become a "level one thief"? Why not just get a "backstab" ability or "skirmisher".
I think if different character classes had different abilities, then you could train up in each of the different classes. Many RPG games have done that. But I always thought that it was a little strange. Why cant a swordsman use a bow? Just give him the ability. He doesnt need to level up some "Bowman" class.
I wouldnt worry too much about complex advancements yet. Get the game going and then come back too it.
I think if different character classes had different abilities, then you could train up in each of the different classes. Many RPG games have done that. But I always thought that it was a little strange. Why cant a swordsman use a bow? Just give him the ability. He doesnt need to level up some "Bowman" class.
I wouldnt worry too much about complex advancements yet. Get the game going and then come back too it.
- artisticdude
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Re: What features would you like to see in a huge Wesnoth RPG?
I'm not yet sure I'm gonna do classes persay, but I can tell you for sure that your character can become whatever he/she/it? wants to be, because your character will start out with no special abilities or powers of any kind, and you can buy upgrades for him/her/it? in order to create your own custom character. You make your own class, so to speak, based on the choices you made when using the experience points gained by your character.
Oh, and BTW, killing enemies won't be the only way of gaining experience. Completing quests will also give you experience, the amount of which depends on the difficulty of the quest.
Oh, and BTW, killing enemies won't be the only way of gaining experience. Completing quests will also give you experience, the amount of which depends on the difficulty of the quest.
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
Re: What features would you like to see in a huge Wesnoth RPG?
For the summoning idea: The summoning idea is nice, but in my perspective it should be based on a low/medium/high/master scale, abiding by the following:
Low: This unit can summon 1 level 0-2 units with major attribute decreases.
Medium: This unit can summon 2 level 0-3 units with medium attribute decreases.
High: This unit can summon 3 level 0-4 units with no attribute decreases.
Master: This unit can summon 4 level 0-5 units with medium atttribute increases.
Kinda like ranking.
For the switching classes idea: Maybe your character loses a level from the class he was previously in?
And one more question: Are you planning to use the coloring system that wesnoth uses? Team colors wouldnt be too bad, but i was thinking some sort of banner (i.e. tree banner for elves, trident banner for mermen, skull for undead, etc.?)
Low: This unit can summon 1 level 0-2 units with major attribute decreases.
Medium: This unit can summon 2 level 0-3 units with medium attribute decreases.
High: This unit can summon 3 level 0-4 units with no attribute decreases.
Master: This unit can summon 4 level 0-5 units with medium atttribute increases.
Kinda like ranking.
For the switching classes idea: Maybe your character loses a level from the class he was previously in?
And one more question: Are you planning to use the coloring system that wesnoth uses? Team colors wouldnt be too bad, but i was thinking some sort of banner (i.e. tree banner for elves, trident banner for mermen, skull for undead, etc.?)
What? No, I am not 26. Who said that? I'm only 14. Surprised?
- artisticdude
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Re: What features would you like to see in a huge Wesnoth RPG?
The summoning system you propose is nice, but I had in mind something with a few more levels. But I'll use your general idea, thanks for the input.
As for the coloring, I'm going to use the TC, but I'm not quite sure what you mean by banners. If you mean for village ownership, there won't be any village ownership in this game. You gain gold solely through completing quests, finding gold in chests, and perhaps plundering it from some of the more powerful enemies.
As I speak, I'm working on a single scenario that will test out the features I'm using in the campaign, such as the inventory, dialogue system, etc. I'm hoping to upload that sometime next week.
Hopefully I just made someone happy...
As for the coloring, I'm going to use the TC, but I'm not quite sure what you mean by banners. If you mean for village ownership, there won't be any village ownership in this game. You gain gold solely through completing quests, finding gold in chests, and perhaps plundering it from some of the more powerful enemies.
As I speak, I'm working on a single scenario that will test out the features I'm using in the campaign, such as the inventory, dialogue system, etc. I'm hoping to upload that sometime next week.
Hopefully I just made someone happy...

"I'm never wrong. One time I thought I was wrong, but I was mistaken."
Re: What features would you like to see in a huge Wesnoth RPG?
artisticdude wrote: Hopefully I just made someone happy...
Happied.

What? No, I am not 26. Who said that? I'm only 14. Surprised?
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Re: What features would you like to see in a huge Wesnoth RPG?
Looking forward to it.
"One man alone cannot fight the future"-
The X-files
"Send these foul beasts into the abyss"-Gandalf
The X-files
"Send these foul beasts into the abyss"-Gandalf