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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Wed Jun 04, 2008 5:43 pm Post subject: |
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Oh, by the way. There is no Dragonman in the list. I'm working much on it now, when Angel is finished but not in the game yet. And by the way again, Angel would maybe be unlocked by beating Healer starter without getting any damage and in a time limited to... How short? _________________
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4356 Location: Midwestern US
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Posted: Wed Jun 04, 2008 6:04 pm Post subject: |
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I don't think the Angel should be unlocked through a starter. I was thinking it'd be a late-game thing.
Oh, and I'm very hesitant to add the dragonman to the list.
I think I've already expressed my concerns about it, but I will again:
First, it doesn't seem to fit into Egoboo very well. What kind of role does it play? And the creature itself doesn't seem to fit with the other characters very well.
Second, I don't like adding classes to the list. It seems to be getting bigger, not smaller, like it's supposed to.
You'll notice, for example, that even though I really would like to do a Trole class, it's not on there at all. (Speaking of the trole, I only just remembered we have trolls in Egoboo already and they're totally different than what I had in mind. Oh well. River troles and sand troles can be different. Or we could just rename the sand troll.)
I'm waiting for things to be moved up first.
Then again, these are just my opinions. Feel free to ignore them.
By the way, I updated the first post; it is now much more descriptive and should help anyone who wants to work on classes, or is just confused about how the list works.
I also am now putting when the last update was (d.m.y). _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Wed Jun 04, 2008 6:11 pm Post subject: |
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Dragonman doesn't need to be a playable class, though. I use it as a boss in the module I'm working the most. And it would be kinda strange if a boss would be a playable class, so it doesn't need to be added. I agree with you now. And you are true with Angel unlocking. I forgot that it should be late game, and that's good if it is. It would be gained from Abyss somehow? Or where? _________________
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4356 Location: Midwestern US
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Posted: Wed Jun 04, 2008 6:32 pm Post subject: |
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My suggestion (I did one for every class, and was trying to just quickly come up with something that made sense) was a sidequest in Acropolis.
But obviously, there is no Acropolis, so it would have to be something different.
Abyss would maybe make sense, I guess. _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Wed Jun 04, 2008 6:47 pm Post subject: |
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There would maybe be a supersecret super ultimate hidden book only divine people could read. I have planned the book's messages:
'"This book is written by..." The name has been burned away.'
'"If you want to use ultimate divine powers, you have to..." The rest is burned so it can't be read...'
"'Some discuss about that were the Angels the first ones to use divine powers, but the most believe that..." The rest is burned, again... Someone seems to want this book unreadable...'
'"The one who made his will to the offical known that Angels weren't, was named the great ne.......r Ba.....l..." The name is burned so I know only it starts with Ba and ends with l... And great ne r... Necromancer, I think?"
And so on, then a Necromancer would appear and it would have to be killed. Then Angel would be unlockable. How does this sound? _________________
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4356 Location: Midwestern US
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Posted: Wed Jun 04, 2008 7:02 pm Post subject: |
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A bit complicated; sounds more like a sidequest. _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Wed Jun 04, 2008 7:20 pm Post subject: |
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A sidequest unlocked from Abyss? _________________
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2301 Location: Norway
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Posted: Wed Jun 04, 2008 8:19 pm Post subject: |
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Speaking of which. I have another sidequest in mind. It would be a really good sidequest for all classes or a Starter Module for the pirate.
It's a ship on sea, that is being boarded (or is currently boarding) a different ship. Think of the G'nome Starter, just on sea and with more ships. And pirates/sea monsters. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Wed Jun 04, 2008 8:21 pm Post subject: |
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WOW! Great idea! YAY! Who makes it? I won't, because I'm not good making that kinda modules... _________________
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4356 Location: Midwestern US
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Posted: Wed Jun 04, 2008 8:34 pm Post subject: |
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| Zefz wrote: | Speaking of which. I have another sidequest in mind. It would be a really good sidequest for all classes or a Starter Module for the pirate.
It's a ship on sea, that is being boarded (or is currently boarding) a different ship. Think of the G'nome Starter, just on sea and with more ships. And pirates/sea monsters. |
I was thinking about that too.
You know, the Pirate really doesn't need a whole lot of work. Just needs lots of weird items to use. _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Sun Jun 15, 2008 4:26 pm Post subject: |
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What classes need starter module? I mean, I'm now making for Hobgoblin, because it seems Chainsaw is not going to make it, so, I need a working passage, because this won't work for some reason...
| Code: | // TopleftXY BottomrightXY Open ShootThrough SlippyClose
00 BossDoor: 54 54 61 52 F F F
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Does anyone know why it won't work? _________________
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Clonkinator Master Frying Pen (Moderator)


Joined: 03 Nov 2007 Age: 16 Posts: 3074 Location: Germany
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Posted: Sun Jun 15, 2008 4:32 pm Post subject: |
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| woodmouse wrote: | What classes need starter module? I mean, I'm now making for Hobgoblin, because it seems Chainsaw is not going to make it, so, I need a working passage, because this won't work for some reason...
| Code: | // TopleftXY BottomrightXY Open ShootThrough SlippyClose
00 BossDoor: 54 54 61 52 F F F
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Does anyone know why it won't work? |
If I'm not mistaken, you're inverting your passage-square here. I think it should be 54 52, 61 54. _________________ Yes, it's true. I fail. Epicly so. |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Sun Jun 15, 2008 4:35 pm Post subject: |
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Thank you, Clonkinator! Now it works! _________________
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Clonkinator Master Frying Pen (Moderator)


Joined: 03 Nov 2007 Age: 16 Posts: 3074 Location: Germany
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Posted: Sun Jun 15, 2008 4:40 pm Post subject: |
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| woodmouse wrote: | Thank you, Clonkinator! Now it works! |
I actually made a passage work? Oh my god.
That motivates me to make a custom module!  _________________ Yes, it's true. I fail. Epicly so. |
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Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
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