Re: Suggestions for FT
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Suggestions for FT
Thanks, Face! 8-)
Right heres my suggestion, I'd love to see various concepts of the RPG Willing that there is a story (MMCity) So it fits into the actual DeusEx theme.Ill start off with weaponry;
As in MMCity there were various weapons i.e Desert eagle and "Glocks" in which you could mod with "Lasers and Scopes". You could have custom knives i think which was in the first test.
---
Actual Role playing;
A few aspects from MMCity was Jobs... Very successful in DeusEx as most other RPG's failed. I worked up a job of a hitman! [smiley=evil.gif]
---
Side missions;
Yet another aspect from MMCity was the "Hooker" mission inwhich it was a unique mission to each player was that you had to take out a "Pimp" in MMClub i think which was awesome.
---
Mapping & Computer AI;
The AI of NPC's could be editted to be more "Player like" in-which most do different things, and have some voices too (I could help with voices)
Mapping could be more higher quality (Not saying anything here) As it will be a BIG modification. So, You have no limit. 26,000kb was the overall map he created and modelled. the mods where a lot bigger.
I think a few "Locals" and a supermarket (Yes! a supermarket) would be Brilliant in setting a Real life theme!
~Fuzzy im out for now ill think of more and jot them down!
Right heres my suggestion, I'd love to see various concepts of the RPG Willing that there is a story (MMCity) So it fits into the actual DeusEx theme.Ill start off with weaponry;
As in MMCity there were various weapons i.e Desert eagle and "Glocks" in which you could mod with "Lasers and Scopes". You could have custom knives i think which was in the first test.
---
Actual Role playing;
A few aspects from MMCity was Jobs... Very successful in DeusEx as most other RPG's failed. I worked up a job of a hitman! [smiley=evil.gif]
---
Side missions;
Yet another aspect from MMCity was the "Hooker" mission inwhich it was a unique mission to each player was that you had to take out a "Pimp" in MMClub i think which was awesome.
---
Mapping & Computer AI;
The AI of NPC's could be editted to be more "Player like" in-which most do different things, and have some voices too (I could help with voices)
Mapping could be more higher quality (Not saying anything here) As it will be a BIG modification. So, You have no limit. 26,000kb was the overall map he created and modelled. the mods where a lot bigger.
I think a few "Locals" and a supermarket (Yes! a supermarket) would be Brilliant in setting a Real life theme!
~Fuzzy im out for now ill think of more and jot them down!
Re: Suggestions for FT
In-game Interaction;
Voice chat. (optional for players?)
Level up throughout the game.
Like this;
Hobo
Civillian
Respected Civillian
Civil Engineer (Certain jobs only)
Accountants
(If there is an update... Patch?)
This is extreme coding me thinkz.
Voice chat. (optional for players?)
Level up throughout the game.
Like this;
Hobo
Civillian
Respected Civillian
Civil Engineer (Certain jobs only)
Accountants
(If there is an update... Patch?)
This is extreme coding me thinkz.
Re: Suggestions for FT
Hi Fuzz,
Quite a few ideas I see, thanks . Firstly, let me say, when I refer to Face Town as an RPG, I literally do mean RPG and not a wannabe-RPG. Face Town is not simply one of these maps you see hosted prefixed with RPG where all you have to do is unlock the door to a "weapons shop" and that's it. In Face Town you will have to complete missions in order to progress (i.e. increase your skills, money, etc). Some areas of the map are off limits until you have accepted different missions or completed them - it's not a free for all! There are also other missions that are purely optional, you don't have to do them, but if you do, you get cool stuff in return. There's also a goals screen to keep track of missions that you're currently trying to complete or have actually completed. All player progress is stored, so even if the player logs out or the server crashes , nothing is lost. Players also have individual usernames and passwords, so troublemakers can easily be dealt with.
Re: Unique missions - this is something that is fundamental to Face Town. I didn't want players to simply share keypad codes etc with each other, so when a player accepts a mission, things like the key codes are all different; player's can't piggyback through a mission on another player!
Mapping & Computer AI:
The characters in Face Town will do their own "day to day" things. Example, you might be in the club and one of them will randomly go over to the bar, buy a drink and then go back and sit down. Or they might leave and head towards the Subway and catch a train home.
Map quality: I'm currently in the process of modelling a lot of stuff to enhance the geometry. I'm not holding back, filesize is not an issue as downloads are blocked from server and the only way to get the map will be to register and download once validated.
Re: Supermarket, there is one already .
Quite a few ideas I see, thanks . Firstly, let me say, when I refer to Face Town as an RPG, I literally do mean RPG and not a wannabe-RPG. Face Town is not simply one of these maps you see hosted prefixed with RPG where all you have to do is unlock the door to a "weapons shop" and that's it. In Face Town you will have to complete missions in order to progress (i.e. increase your skills, money, etc). Some areas of the map are off limits until you have accepted different missions or completed them - it's not a free for all! There are also other missions that are purely optional, you don't have to do them, but if you do, you get cool stuff in return. There's also a goals screen to keep track of missions that you're currently trying to complete or have actually completed. All player progress is stored, so even if the player logs out or the server crashes , nothing is lost. Players also have individual usernames and passwords, so troublemakers can easily be dealt with.
Re: Unique missions - this is something that is fundamental to Face Town. I didn't want players to simply share keypad codes etc with each other, so when a player accepts a mission, things like the key codes are all different; player's can't piggyback through a mission on another player!
Mapping & Computer AI:
The characters in Face Town will do their own "day to day" things. Example, you might be in the club and one of them will randomly go over to the bar, buy a drink and then go back and sit down. Or they might leave and head towards the Subway and catch a train home.
Map quality: I'm currently in the process of modelling a lot of stuff to enhance the geometry. I'm not holding back, filesize is not an issue as downloads are blocked from server and the only way to get the map will be to register and download once validated.
Re: Supermarket, there is one already .
Last edited by Anonymous on Sun Aug 10, 2008 8:48 pm, edited 1 time in total.
"I asked him some questions. I didn't like his answers."
http://www.facedesigns.co.uk/
Home of the Disclosure Mod and RPG Face Town for DXMP
http://www.facedesigns.co.uk/
Home of the Disclosure Mod and RPG Face Town for DXMP
Re: Suggestions for FT
Re: Weapons - I'll make a post about this soon. Face Town is not fighting centred, although there are places you can go to fight. That's all I'll say for now .
"I asked him some questions. I didn't like his answers."
http://www.facedesigns.co.uk/
Home of the Disclosure Mod and RPG Face Town for DXMP
http://www.facedesigns.co.uk/
Home of the Disclosure Mod and RPG Face Town for DXMP
Re: Suggestions for FT
"I asked him some questions. I didn't like his answers."
http://www.facedesigns.co.uk/
Home of the Disclosure Mod and RPG Face Town for DXMP
http://www.facedesigns.co.uk/
Home of the Disclosure Mod and RPG Face Town for DXMP
Re: Suggestions for FT
"I asked him some questions. I didn't like his answers."
http://www.facedesigns.co.uk/
Home of the Disclosure Mod and RPG Face Town for DXMP
http://www.facedesigns.co.uk/
Home of the Disclosure Mod and RPG Face Town for DXMP
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