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?
You should add female and different race characters, pets that can level with you (wolf etc) for some classes, followers for some classes, and split scenario paths and many different choices. Make it as freeform as possible.
Re: What features would you like to see in a huge Wesnoth RPG?
Aura has a good point, but i think the animal one can have would solely depend on their race or faction. For exmaple, Loyalist Humans might be able to have battle-bred horses, while outlaws might have rats or bats. Elves could probably have something like lions or tigers or something along those lines. Dwarves could go with the Gryphon (oblviously).
Another suggestion: Alot of factions have multiple races. So why not seperate them? For example goblins could be the annoying, simple minded race. And the Fire Dragon rarely makes appearances, so I would add them to the hearts of multiple volcanoes. (And maybe add other variations, such as Ice Dragons?)
And a question to artisticdude: Are you going to use the mainland of Wesnoth? Or create your own? Strictly modeling your surroundings on the main map will be hard work, and might limit the types of quests you might have. As for a custom, you will have a long time modeling, but you can customize it to how you wish.
(SOS!!!! thespaceinvader, your input to what you think of the ideas proosed would probably be helpful.)
Another suggestion: Alot of factions have multiple races. So why not seperate them? For example goblins could be the annoying, simple minded race. And the Fire Dragon rarely makes appearances, so I would add them to the hearts of multiple volcanoes. (And maybe add other variations, such as Ice Dragons?)
And a question to artisticdude: Are you going to use the mainland of Wesnoth? Or create your own? Strictly modeling your surroundings on the main map will be hard work, and might limit the types of quests you might have. As for a custom, you will have a long time modeling, but you can customize it to how you wish.
(SOS!!!! thespaceinvader, your input to what you think of the ideas proosed would probably be helpful.)
What? No, I am not 26. Who said that? I'm only 14. Surprised?
Re: What features would you like to see in a huge Wesnoth RPG?
About the summoning system, I have a few ideas:
I liked the ranks put forth by Dagoth, but i agree, there should be more ranks. Also, i was thinking something that limited it not only by number of creatures summoned, but also by cumulative level of creatures summoned. How hard would this be to implement? For example, a 1st rank summoner might be able to summon a maximum of two creatures, and a maximum cumulative level of one. So, he could summon a lvl 1 and a lvl 0, or two lvl 0s, etc.
I also don't like the idea of leveling separate classes, like 'thug' 'spearman' etc. I like the Wesband system more, where you can make choices that may unlock new choices, or lock others, like mages choosing which order to be a part of.
About forests, i'm somewhat torn. I like the idea proposed where some units are waterbound, forestbound, or whatever. I also like the idea of a terrain, perhaps the 'Dense Forest' proposed, that some units can travel through, but most cannot. IMHO, elves, spiders, and most creatures you think of as living in woods, such as wolves, should be able to move through dense forest, but humans and most other creatures cannot. So, with my limited knowledge of WML, i believe this would mean creating a custom terrain, and custom units that know how to deal with this terrain, which would mean re-creating all the elvish units you want. Am i correct?
I also think that there should be other terrains that do similar things, such as a special mountain terrain that only dwarves and such can move through, some way to signify a flooded passage that merfolk and other swimmers could get through, but not gryphons and such that fly, etc. This would add even more options, although they are hardly needed, and would allow for certain scenarios that are only accessible if you are a certain race, like entering a dwarvish town, or an elven city deep within a forest, etc.
My two cents. Take from it what you will. I'm looking forward to the finished product of this, whatever it may turn out to be. Don't be daunted by the enormity of the task. Good luck.
Also, I'm not a coder, I can't draw, and I'm not amazing at storyline and such, but I'd be happy to help in any way you need/I can.
I liked the ranks put forth by Dagoth, but i agree, there should be more ranks. Also, i was thinking something that limited it not only by number of creatures summoned, but also by cumulative level of creatures summoned. How hard would this be to implement? For example, a 1st rank summoner might be able to summon a maximum of two creatures, and a maximum cumulative level of one. So, he could summon a lvl 1 and a lvl 0, or two lvl 0s, etc.
I also don't like the idea of leveling separate classes, like 'thug' 'spearman' etc. I like the Wesband system more, where you can make choices that may unlock new choices, or lock others, like mages choosing which order to be a part of.
About forests, i'm somewhat torn. I like the idea proposed where some units are waterbound, forestbound, or whatever. I also like the idea of a terrain, perhaps the 'Dense Forest' proposed, that some units can travel through, but most cannot. IMHO, elves, spiders, and most creatures you think of as living in woods, such as wolves, should be able to move through dense forest, but humans and most other creatures cannot. So, with my limited knowledge of WML, i believe this would mean creating a custom terrain, and custom units that know how to deal with this terrain, which would mean re-creating all the elvish units you want. Am i correct?
I also think that there should be other terrains that do similar things, such as a special mountain terrain that only dwarves and such can move through, some way to signify a flooded passage that merfolk and other swimmers could get through, but not gryphons and such that fly, etc. This would add even more options, although they are hardly needed, and would allow for certain scenarios that are only accessible if you are a certain race, like entering a dwarvish town, or an elven city deep within a forest, etc.
My two cents. Take from it what you will. I'm looking forward to the finished product of this, whatever it may turn out to be. Don't be daunted by the enormity of the task. Good luck.
Also, I'm not a coder, I can't draw, and I'm not amazing at storyline and such, but I'd be happy to help in any way you need/I can.
Please remember, my opinion is my opinion. Please listen, but my opinion is only, and will never be more than, my opinion. It is not yours. You do not have to act on it. I'm not telling you what to do.
Re: What features would you like to see in a huge Wesnoth RPG?
By seperating the factions, i didnt mean to sperate the units. i meant clusters of races. Orcs, for example, have trolls, goblins and orcs, so there are two more factions. but to do this, you might want to brainstorm a couple ideas for more units, or use some quality ones off of EoM or BMR.
I'm a spriter (look at my avatar, my little experiment) and i could help with stuff like sprites. Portraits, though, are not my thing.
Also, for everyone thats helping with this Wesnoth RPG project, idealists might want to look at poular games for inspiration and ideas. here are a few that I own, and that are worth the money:
TES: Oblivion (PC/Xbox 360/PS3)
TES: Morrowind (PC/Xbox)
Rogue Galaxy (PS2)
Gates of Andaron (PC)
WoW (PC)
Age of Empires (PC)
Guild Wars (PC)
FATE (PC)
..and quite a few others, but here is a start.
I'm a spriter (look at my avatar, my little experiment) and i could help with stuff like sprites. Portraits, though, are not my thing.
Also, for everyone thats helping with this Wesnoth RPG project, idealists might want to look at poular games for inspiration and ideas. here are a few that I own, and that are worth the money:
TES: Oblivion (PC/Xbox 360/PS3)
TES: Morrowind (PC/Xbox)
Rogue Galaxy (PS2)
Gates of Andaron (PC)
WoW (PC)
Age of Empires (PC)
Guild Wars (PC)
FATE (PC)
..and quite a few others, but here is a start.
What? No, I am not 26. Who said that? I'm only 14. Surprised?
Re: What features would you like to see in a huge Wesnoth RPG?
Here is a list of abilities thought up.
- Attachments
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temp.txt
- Here. artisticdude gets to read this first!
- (695 Bytes) Downloaded 177 times
What? No, I am not 26. Who said that? I'm only 14. Surprised?
Re: What features would you like to see in a huge Wesnoth RPG?
Fate, I have played. Quite a nice RPG game, though, a little monotonous with all the dungeon levels. BTW Fate is also for mac.Dagoth wrote:Also, for everyone thats helping with this Wesnoth RPG project, idealists might want to look at poular games for inspiration and ideas. here are a few that I own, and that are worth the money:
TES: Oblivion (PC/Xbox 360/PS3)
TES: Morrowind (PC/Xbox)
Rogue Galaxy (PS2)
Gates of Andaron (PC)
WoW (PC)
Age of Empires (PC)
Guild Wars (PC)
FATE (PC)

Check out the FOSS game Sumwars
Wish I had more time for composing music...
Wish I had more time for composing music...
- artisticdude
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Re: What features would you like to see in a huge Wesnoth RPG?

In the scenario-test I'll finish this week, you're basically sent by the mayor of the local town to kill the horrible-no-good-man-eating-fearful-bone-crunching-hairy-beast-that- lives-in-the-woods. Stupid, I know, but it's fun and enables people to test out the various systems I'm working on.
Once I finish this scenario, I'll put this project on hold so I can finish up Vix. Once I get that campaign off my hands, I'll be able to work full-time on this project.
"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?
lol what would this be? sound like some outlaw living of ogre stew.the beast that artistic dude wrote: horrible-no-good-man-eating-fearful-bone-crunching-hairy-beast-that- lives-in-the-woods.
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?
Me makes horrible sprite for him. 
And it really is aweful... the art, that is.

And it really is aweful... the art, that is.
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
- artisticdude
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Re: What features would you like to see in a huge Wesnoth RPG?
Update: I've been unable to do a whole lot for a while, but I'm finally starting to get enough free time to make some progress. Right now I'm coding the terrain and other core files, which should take about a week. Then I'll be able to finally get around to that delayed demo. 

"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?
A Centaur, or Satyr race, just one of my ideas.
Re: What features would you like to see in a huge Wesnoth RPG?
a gun or any other advanced weapon.
Re: What features would you like to see in a huge Wesnoth RPG?
How about harpies,nomes, garden nomes, and leprechauns,and grim reaper races becoming new races in your rpg. humans have guns,and theres gorgons turning people to stone and harpies praying on poor nomes, and humans garden nomes are brought back to life by a evil mage, and attack humans for revenge,and serve the evil mage, and the grim reaper race fights with the undead race because they are not suppose to be alive,and leprechauns fight with fairies and criminals over there gold.