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.
Edited by the Author.
Sticks and stones can break your bones,
but words can get you shot.
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.
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.
Sticks and stones can break your bones,
but words can get you shot.
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?
Sticks and stones can break your bones,
but words can get you shot.
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.
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
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...)
Sticks and stones can break your bones,
but words can get you shot.
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.
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.
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?
Sticks and stones can break your bones,
but words can get you shot.
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?
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)
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.
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)