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skatekid



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21st October, 2006 at 12:39:50 -

Hey
I'm thinking about making a game with Mooclick and I cant decide what kind of game to make.
Any Ideas? What would you want? No morpgs or rts, nothing really large scale?
Oh, and Im not a Noob, i,ve been clicking on and off for about 6 years, I just rarely finish anything.

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Knudde (Shab)

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21st October, 2006 at 13:03:28 -

It's kinda of an RPG, but What about a online enabled battle system? No maps, etc. etc. Just battles.

 
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Joe.H

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21st October, 2006 at 13:46:42 -

An online battle game with a battle system to that of Tales of... games would be amazing. I love that style.

 
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Knudde (Shab)

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21st October, 2006 at 14:02:18 -

I'd be happy with a FF (final Fantasy) battle style online; something I've wanted to do for a while, but my Moo skills suck horribly.

 
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Flava



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21st October, 2006 at 15:17:16 -

You do the engine shab, I'll do the online part

 
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Radix

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21st October, 2006 at 22:44:29 -

I had the bestest idea ever for one, just ask Peblo.


Peblo, don't tell them anything.

 
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21st October, 2006 at 23:26:48 -

Aye, awesome.

 
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Silveraura

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22nd October, 2006 at 00:48:36 -

I've been trying to complete a quality online game for years now. One of my games I've been working on and off is ArcaneTale, but I've also been trying to think of Arcade style idea's like gunbound, that could be played online, and have a level system that gives people a way to show off their winnings and such.

 
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skatekid



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22nd October, 2006 at 09:57:20 -

Final Fantasy Battles sounds cool, but it would need a way to level up. I guess you could just get levels from battling other people. Or it could have training. Ill try it.
So its brainstorming time:
Tournaments, Training, Prize Money, Store.

Any other ideas? What point of view do you think it should be? Im almost thinking mode 7.

 
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skatekid



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22nd October, 2006 at 16:37:14 -

You know what? I've decided I don't think I could could make a whole party system work in the game (gaining characters etc..), and have decided Im too lazy to a fullblown FF system So how about some kind of action game(shooter, racing, etc..) Something original, make a combo of 2 styles, still keeping it fairly simple, where you can just get on and play for 4 minutes and still have fun, or play for a half-hour and not get bored. NES/Snes/Gen online remake?

 
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23rd October, 2006 at 19:36:14 -

You would be shocked how much easier a good turn based rpg would be to make, then a shooting game or anything of that sort. Of course, this only applies if you want the game to be of any quality.

 
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Joe.H

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24th October, 2006 at 06:39:07 -

If you were doing an online FF game, just have the party be made up of other online players, and just include them in the battle screen when you go to battle (obviously, if they go offline then their character doesnt get included in the battle)
and include a party organiser thing, so a leader can invite people/kick people out and change the lineup of the party

 
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skatekid



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24th October, 2006 at 08:25:59 -

You think it would be easier? I Guess it would have less realtime stuff on screen. And the MOO would be easier. hmm. So I guess Time based battle would work better than turnbased for this, otherwise One player could go away from his comp and get get the game stuck.
So, max party size of 3 or 4? And what "attributes" should people get? (strength, speed, etc...)

 
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axel

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24th October, 2006 at 08:32:01 -

It's much easier to build a turn based battle system than a real-time one, in MOO.

 
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Joe.H

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24th October, 2006 at 09:04:47 -

if you were doing turnbased, have a timelimit on the moves, i.e 60 seconds or something, and if that time elapses with no move, temporarily disclude that person form the battle until they click a button or something to say they've returned.

 
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axel

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24th October, 2006 at 11:23:19 -

Or you could let the other players choose if they want to drop him from the game, or just wait for him to return.

 
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24th October, 2006 at 17:05:41 -

I found turn based systems are slightly more difficult to do in MooClick, because you need to concentrate on making sure all the players are perfectly in sync with who's turn it is. Otherwise you'll have people going at the same time.

It's much easier to do real-time with Moo, the tricky part is not so much making it, but avoiding lag when you do it. Real-time spurs up a lot of lag if you don't create nice dead reckoning.

 
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skatekid



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24th October, 2006 at 20:23:01 -

I dont see how turnbased would be very hard. Mighty Joe, Good Idea, that would solve the problem
So, Engine Issues aside, which style would you all prefer, Realtime or turnbased?

 
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axel

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25th October, 2006 at 05:38:06 -

Brandon: What? How exactly is it hard to keep players' turns in sync in a turn based game, and how exactly is that harder than making a real-time game?

In a turn based game, you just send a "next turn" message to all other players, and then it just picks the next player from a list that's the same on all computers (you could order it alphabetically or something, to make sure it's the same on all computers). In a turn based game, everything would be more exact, since lag won't really matter that much, it doesn't have to happen all 100% in sync with the others.

For a real-time game, you'd have to have all players in perfect sync with each other, or it will be shite. And eliminating lag is a bitch. In a turn based game, you don't need no dead reckoning anyway. It takes much more work, and time, to make a PLAYABLE real-time online game in MOO.

And why would you use MooClick when MooGame was made freeware?

 
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Joe.H

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25th October, 2006 at 05:56:24 -

Personally I prefer realtime as it offers much more freedom of movement whilst still limiting the characters so that they cant constantly just hack and slash (if you've played any Tales of... games you'll know what I mean)

 
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Flava



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25th October, 2006 at 07:28:36 -

In my opinion, turn based is far easier to do than real time - both have issues with keeping in sync, and in my opinion it's easier to solve those problems with a turn based engine, although a real time engine would be far more impressive and probably more fun.

Probably just me, but I get bored of turn based games very quickly.

 
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skatekid



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25th October, 2006 at 08:18:35 -

Mighty Joe: Dont get what you mean, ive never played tales of s.

 
Sticks and stones can break your bones,
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Joe.H

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25th October, 2006 at 08:27:18 -

http://youtube.com/watch?v=GulqDpRTc9s
Like that, you fight side on, controlling 1 player (the others are computer controlled, but you can open up a menu to use moves for them)
for online, instead of computer controlled, have each connected player control their character in the party (any ununsed party positions, you could look into creating AI characters, or just have a party of the number of connected players)

 
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skatekid



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26th October, 2006 at 08:19:17 -

Kinda get what you mean, but do mean that the characters could walk around?

 
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