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  • File : 1254699981.jpg-(75 KB, 500x353, SafetyGuy-familyfriendlysoup.jpg)
    75 KB Anonymous 10/04/09(Sun)19:46 No.6133793  
    Where do you go when you want to find people to help you with homebrew?
    >> Anonymous 10/04/09(Sun)19:49 No.6133833
    i go die in a fire for being a homebrew faggot
    >> Anonymous 10/04/09(Sun)19:50 No.6133846
    >>6133787
    > Old. I already read this on the far superior http://www.anertalk.com/ (aner = anon) last night.
    lolcats
    >> Anonymous 10/04/09(Sun)19:52 No.6133865
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    nice spelljammer bro
    >> Anonymous 10/04/09(Sun)19:52 No.6133876
    >>6133793
    /tg/ is a good place when cool people are on, but there's no bouncers to keep the losers out.

    I'd be glad to help if you don't need anyone with talent. Is there info you can post here or do you have a link to a site/forum, etc?
    >> Anonymous 10/04/09(Sun)19:54 No.6133888
    >>6133876
    Nah, don't have a site. I've tried to post before, but it always either just dies or devolves into stuff like >>6133833.
    >> Anonymous 10/04/09(Sun)19:56 No.6133916
    >>6133888

    have you ever considered that perhaps your "ideas" are bad and you should feel bad
    >> Anonymous 10/04/09(Sun)19:58 No.6133943
    >>6133876
    >cool people
    >losers
    Jock detected. Just leave quietly, before we begin to ask awkward questions that require a brain.
    >> Anonymous 10/04/09(Sun)19:58 No.6133947
    >>6133888
    There's a bunch of free forum sites you could set up, but you still need to get people in there. What is it a homebrew of? You might be able to find a related gaming forum that could help you out.

    If you hot stuff you can copy paste to /tg/, I'd keep trying till you found the right people. I've seen some really impressive stuff come about here despite all the usual crap.

    If you got something to post now I could try and help you out.
    >> Anonymous 10/04/09(Sun)19:58 No.6133951
    >>6133888
    >I'm worthless
    >I'm worthless
    >I'm worthless
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    >I'm worthless
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    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
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    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >I'm worthless
    >> Anonymous 10/04/09(Sun)20:03 No.6134000
    >>6133947
    Basically?
    http://suptg.thisisnotatrueending.com/archive/5968425
    and
    http://suptg.thisisnotatrueending.com/archive/6091366

    More the second one, thats what I'm trying to work on now
    >> Anonymous 10/04/09(Sun)20:07 No.6134035
    I think you need to define exactly what you mean by "help" because no one is going to write your game for you.

    Write your game.
    Put on your hip waders and post it here.
    sh-sh-sh-shitstorm!
    take the little bit of good feedback and improve your game
    goto 10
    >> Anonymous 10/04/09(Sun)20:10 No.6134078
    Advice: Don't use the interwebs for something like this. Find a trusted / creative friend. Bounce ideas off him/her.
    >> Anonymous 10/04/09(Sun)20:12 No.6134106
    >>6134000
    Give me a bit to read it over and I'll get back to you.

    >>6134078
    >>6134035
    This is good advice if you have frieds who can help you with this stuff.
    >> Anonymous 10/04/09(Sun)20:16 No.6134151
    >>6134035
    Actually in the first link I already outline most of the math for the system and ask for more ideas.

    /tg/ said BAWWWWWWWWWWW
    >> Anonymous 10/04/09(Sun)20:20 No.6134201
    >>6134151
    Finished reading the second link, I think the thread got off topic so fast because other than the initial information it didn't seem like you had much else to go on.

    I'm liking the idea, though it is like King's Story, as someone else said.

    (You should probably also not post the computer game thing. Are you a programmer? Something like this would actually be relatively easy to program with the system as I've seen it so far, but you should get everything figured out before you even try).

    Reading first link now, back in a bit. If you've figured anything else out since then, it would be great to see that as well.
    >> Anonymous 10/04/09(Sun)20:21 No.6134212
    >>6134151
    Your idea is shit
    You are shit
    Get off of /tg/
    >> Anonymous 10/04/09(Sun)20:23 No.6134230
    >>6134201
    Well at the OP, I didn't WANT to show /tg/. I show /tg/, /tg/ bitches, so I want to know where I can go for what I want.

    I haven't heard of King's Story before.

    I posted the part about the computer game because I KNOW someone would go BAWWW MATH IS HARD if I didn't suggest it would be all automated.

    I'm sorry, I'm getting very bitter about this.
    >> Anonymous 10/04/09(Sun)20:26 No.6134279
    >>6134230
    >imm ahuge fucking butthurt
    >> Anonymous 10/04/09(Sun)20:40 No.6134452
    >>6134230
    You need to relax a bit man, stuff fails apart all the time. I'm in another thread talking to a programmer about a 40K puzzle thing he wants to to, and I did this two or three times yesterday. People on the board get jaded because everybody talks big but never delivers.

    Anyways, I think I'm caught of with the notions of what you want to do now. It does kind of resemble a lot of tactics games, but I think it feels more abstract like the Civilization or Oregon Trail series. It is a lot more like a Player vs. Computer game than a pen and paper RPG.

    In any case, if you really want to produce something the first thing I would do is ignore the multiplayer aspect until you get the single person figured out. I'm also dropping the concept of separate forts and raids because I think that could be figured out later as well.

    If I'm understanding your concept right you could divide gameplay into 2 different sections, city management and adventuring. The first would involve generating income to pay different kinds of adventurers, and hiring blacksmiths, alchemists, that make-stuff-from-monsters thing you mentioned, etc. Have you thought about how to manage this? I would assume it would be something very Civilization-esque, but if I were you I'd drop the happiness concept. I think a good balance system would be that everyone has to be paid and the way to make money is adventuring. That would require adventurers to be successful in order to fund the city to go on more adventures, etc.

    Field to long error, cont:
    >> Anonymous 10/04/09(Sun)20:40 No.6134467
    The adventuring system you have laid out is very fitting for a random number generator or similar computer system. Different kinds of adventurers would have different percentages of victory depending on different variables. Rogues > vs. traps, etc. I do like the synergy idea as well, though which units have synergy with which would be developed as the units were put into place.

    What exactly do you need help with? I'm sure there are kinks in the adventuring system but I think those could be worked out with trial runs. I didn't see much about city management so I can't really comment on that.

    Are you trying to get ideas for different classes, monsters, dungeons, city people to hire, etc? That would be the easiest thing to comment on, and hopefully you could develop the system more once you had some ideas down.

    Don't want to take to long to respond so bumping now, I'll get back to you as soon as you tell me what you want ideas on.

    Sorry, Field to long and flooding errors getting to me. I hope you stick with this because I do think it's an interesting premise and I want to help.
    >> Anonymous 10/04/09(Sun)21:01 No.6134737
    >>6134452
    First off, thank you. I'll try and notch it down.

    You really seem to have gotten the feel of what I'm trying to do. Management and control instead of interparty tactics.

    Multiplayer would be a later development, and mostly it would arrive in the case of intersecting encounters, rather than team ups or transparent versus. And the happiness factor, well, I planned on showing that through the Synergy system (Socialites give no bonus to Barbarians, for example)

    And yes, you've got the fund/cost idea down. Upkeep versus income. And when I said City, I basically imagined it as thus: You could base in the City or in your own Fortress in the wilderness. In the City, you'd have to pay taxes on your earnings, but you'd be safe from attack between adventures. In a Fortress, you wouldn't have to pay taxes, and you would ignore a few "traveling" encounters (You come across the orc in the road...(Say it quickly)), so you spend more time in the profitable dungeon. However, monsters could attack your fort.

    As for the adventuring... well, I'm going to get flak for this, I know, but have you played Tiny Adventures for Facebook? Its similar to that. You prepare your character and send him out, and in this you'd prepare your team and send them out. You'd have more control, but its still a case of you don't micromanage movement and etc etc.

    As for what I want... I want ideas. The widgets. Classes to be, support to hire, dungeons to fill. monsters to fight. What I specifically asked for last thread was if there were more stats I could use.
    >> Anonymous 10/04/09(Sun)21:07 No.6134810
    >one huge fucking massive tl;dr
    so you want us to make your game for you. Standard homebrewer.
    >> Praetor 10/04/09(Sun)21:15 No.6134878
    There are some people on /tg/ that simply hate homebrew with a passion that can't be explained with anything else but a deep feeling of insecurity or inadequacy at the ability of other people to come up with original concepts or modifications instead of conforming to something other people created. Either that or there is a horde of homebrewfags somewhere out there in real life who make everyone's life miserable.

    And to be perfectly honest, I have yet to see a truly HORRIBLE homebrew on /tg/. Bad ones, yes. Misguided ones, yes. Fantastic ideas, you bet. Horrible ones? Nope.
    >> Anonymous 10/04/09(Sun)21:19 No.6134913
    >>6134737
    Unfortunately I'm not a Facebook guy, so I don't know what Tiny adventure is. However, I do think I have a idea of what you're talking about.

    >>As for what I want... I want ideas. The widgets. Classes to be, support to hire, dungeons to fill. monsters to fight. What I specifically asked for last thread was if there were more stats I could use.

    The stats part is what had confused me a little. I couldn't tell if you were looking for more functionality for the system, or just different types of adventurers/monsters/etc.

    What I'd like to suggest is a change to the Endurance and Health idea. I think whenever the adventurers go out they should use up ammo and take damage. You would have to pay people to heal and create more arrows, etc. What I think the random chance Endurance-like idea could be used for instead is the chance of a sword breaking, armor being destroyed, etc. This would make them more like traditional RTS units, but with less micromanagement.

    If you do want to run down ideas for different units and such I'd really like to hear what you've got (other than Dwarves, though those ideas were really cool). I'm thinking of a combination race/class hiring system I'd like to present after I hear what ideas you have.

    But that's all for the actual adventures. I think a good place to start is with the city. Your last post made me think I might be getting off track so tell me if this is about right: you'd start with X (say 1000) gold. You'd use that gold to hire Adventurers and support people. Before the fire adventure you'd hire a blacksmith and then buy weapons and armor. A Mage Tower if you had Magic Characters and buy spells. Hiring a Cleric would be good to heal people when they came back (assuming the health system listed above), etc. All he people you hire would have an upkeep cost, so you'd have to succeed at adventures to maintain them, upgrade them, etc.

    Does that sound about right?
    >> Anonymous 10/04/09(Sun)21:23 No.6134945
    >>6134878
    Praetor, I saw you in the puzzle game thing thread, I really hope you see this.

    You are awesome.

    I actually have never heard of you before so for all I know you eat babies. But so far I've only seen you want to contribute you talents and being respective to other writer/programmers and etc. I really hope everything works out for you and the guy you're working with. Rock on, man.
    >> Anonymous 10/04/09(Sun)21:37 No.6135089
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    >>6134913
    Here's a good example of Tiny Adventures. I picked equipped my dude, picked the adventure, and came back a few hours later.

    I was looking both for more functionality and classes/monster ideas. As for functionality, yes, I was not sure if I needed more stats, or could just USE more stats. I dunno about going to concrete numbers for the ammo and health. Ammo would be part of their upkeep cost (Otherwise an archer isn't anything special), and health.. I just don't like point based health systems, especially since that pretty much quintuples the amount of math for the actual adventuring, unless we maybe change it to Wound Levels. I like equipment breakage though.

    I'll make another post with my unit ideas.

    Okay, I don't know if we're misunderstanding, but just to make sure and cover our bases, you're not in charge of the city. Rather, think of it as an inn for small-time groups or a guild-hall. You are within the city, but still your own separate thing. Aside from that, you have the basic idea downpat. I probably won't do individual mundane items or spells, again, part of their upkeep costs. Hmm. Perhaps linked requirements, like upkeep costs going up for fighters without a blacksmith, etc.
    >> Anonymous 10/04/09(Sun)21:40 No.6135117
    >>6135089
    Okay, I think I understand what you mean now.

    Hate to do this to you though, but now that you showed me this Tiny Adventure thing...that's more or less exactly the kind of thing I was picturing for this. How is this going to be different?
    >> Praetor 10/04/09(Sun)21:45 No.6135162
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    >>6134945
    That baby eating incident has been unfortunately overblown.

    Actually, I don't actually contribute much in the way of original content, all I do is trawl for adventure seeds and, as of recently, shamelessly pester /tg/ for ideas for my game. I did write a SoB fapfic once, though.

    But anyway, thanks for the support. I don't really have anything at the moment to give you in return so here, take this exclusive screenshot from a Chtulhu-esque horror game I grew tired of making a few years ago.
    >> Praetor 10/04/09(Sun)21:46 No.6135176
    >>6135162
    >Actually, I don't actually contribute
    I am also apparently a retard. Ignore that.
    >> Anonymous 10/04/09(Sun)21:47 No.6135190
    >>6135117
    Well in Tiny Adventures, everything you see there... thats ALL that happens. No customization or upkeep. You don't even get to pick your race/class combo.
    >> Anonymous 10/04/09(Sun)21:53 No.6135238
    >>6135190
    Okay, so it'd be similar, but a more advanced version with more customization. And hopefully a more graphic-oriented interface. I can dig it.

    I'm going to wait and see what concepts you have for adventurers, but I'd also like to hear where you would like to focus. I think it's easiest to do one thing at a time. If you want to get the basic adventurer setup done first, since that's going to be the focus of the game (I would hope), I'll see what I can contribute to build on what you already have.
    >> Anonymous 10/04/09(Sun)22:20 No.6135471
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    just think, you could have gotten a girl to talk to you if you put half this effort into not being a worthless piece of shit
    >> Anonymous 10/04/09(Sun)22:25 No.6135532
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    Here's my list of unit concepts. CONCEPTS. I had a game idea from a long time ago, and I kind of just gutted that to work with. So this is tenative, and I'll throw out a lot of them, but its something to work with. It was originally faction based, so there's strong elements of that. I honestly don't want factions, or at least don't know how much I want to implement them.
    Man At Arms - Simple morningstar/padded armor combo.
    Spearman - Self explanitory
    Ranger - Ranged combatant with wilderness skill
    Gae Bolg - Spearman with mass-produced magic spear
    Priest - Fragile unit with bonus vs undead, passive bonus to recuperating units
    Wizard - Probably going to break this up into a lot of other "sub" classes.
    Knight of the White Mane - pic related
    Paladin of the Silver Soul - Overdone title, but defensive warrior with bonus v evil
    Royal Guardsman - heavily armored fighter
    Blade King - Random unit idea I shamelessly stole, a class that can equip unlimited swords, gaining a small power boost for each one

    Neophyte -Like I said, the list I stole this from was faction based, and these guys are evil cultists.
    Skeletons/Zombies - Cheap, if not free, crappy combatants.
    Necromancer - Not sure how I'll implement them mechanically but they need no introduction
    Secret Keeper - Partially invisible creature. Again, not sure how I'll implement it.
    Lich - Durr.
    Death Knight - Double durr
    Kept Secret - Very invisible unit.
    Toximancer - Posion based caster. Again, not sure.
    Surgeon - Buff to Skeletons/zombies
    >> Anonymous 10/04/09(Sun)22:41 No.6135725
    Dwarven Clans
    Smith
    Architect
    Beardshield- Ironbeard isn't a surname, its a job description.
    Hammerddwarf - Dwarf with a hammer. May be hammered.
    Tinker - engineer, gadgets
    Mekdorf - Crude power armor
    Doctorf - A pun, but doable I guess
    Gemmars -magic gems?
    Wildwarf - dwarf barbarian
    Bald Flame: Flamethrower dwarves, who in a sign of dedication and obvious safety precaution, burn their beards off with manly tears.
    Kegbomber - Tiny football-like kegs full of STRONG dwarven ale

    Yeah, there's more, but most of them aren't suitable or are too monstrous for right now. I'm not really attached to any of these.
    >> Anonymous 10/04/09(Sun)22:47 No.6135779
    >>6135532
    I think that's definitely a good start. in fact, if you have more factions I think it might even help expand on stuff. For example, you said Wizard could be broken down into multiple types (which I agree with) and Necromancer could be be ones of those types (I'd imagine they'd make the Zombie/Skeleton units for free).

    Anyways, if this is what you want to focus on I think we could get some of the groundwork laid down for the adventurers.

    First of all, for the most basic synergy bonus I think the classes should be broken down into categories. Like with the dwarf example in the first thread, the Kegbombers were Ranged and the Beardshields were Defensive, so synergy bonus together (if you name stuff this could be like Coverfire - %5 Synergy bonus). Likewise you could break it down so that archers were Ranged, have Offensive and Defensive Melee, Rogues would be Stealth, Wizards Magic, etc. Compatible types would give bonuses together.

    Now if you don't mind I'm going to present the race/class system I mentioned earlier. The way I'm imaging it when you hire a new Adventurer first you would pick the races (for simplicities sake, say Human, Elf or Dwarf).

    Field to long error.
    >> Anonymous 10/04/09(Sun)22:48 No.6135787
    Each races would have a couple of attributes (Elves and Dwarfs get negative synergy because not liking each other, maybe humans could change class because of adaptability, etc). Then choose from a list of classes available for that race. There should be some classes available to all races (basic stuff, Fighter/Wizard/Rogue/etc.) though some races could be better at classes than others (Elves are +%5 Archers). But also there could be classes only available to certain races, like Dwarf s or Beardsheild.

    If you wanted to keep things simple I'm thinking you could just have Health determined by class (+ or - for race) and then have benefits (Rogues +%20 vs. traps). It depends on whether you would want to take anything else into consideration. I think most things could be expressed in a increase or decrease to Victory percentage under certain conditions.

    Oh, just caught the second Dwarf post here. That's the kind of flavorful stuff I think would make good Dwarf-exclusive classes.

    Stupid errors. Let me know if anything catches your eye or if you had other ideas to implement you haven't posted yet.
    >> Anonymous 10/04/09(Sun)23:09 No.6136044
    >>6135779
    I do like assigning each type a base synergy rate. I may want to fine tune it later, but yeah, its a good base. The recruitment thing I like. I definitely want there to be a *few* monstrous units, or maybe a lot, but not a shade as customizable as base units.

    Health.. Okay, I'm not sure how I want to do that, but I want to keep it either very low points-scale, to where you have maybe 6 health at most, or keep it in percentages.

    The rest I agree with, and thank youf ro the praise. My mind is also trying to shut down since its getting late and I'm crashing from my caffiene buzz.
    >> Anonymous 10/04/09(Sun)23:18 No.6136140
    >>6136044
    You should try to find some way to permanently save whatever you want to keep, preferably both online and on your computer. Again, /tg/ has some pretty cool people but you won't always be able to find them.

    Anyways, the reason I thought the Health would come into play is because I'm picturing a dungeon as a series of different encounters, like on person mentioned in the first thread and like the Tiny adventure appears to be. Therefore, a small Dungeon could consist of Spike Trap, Zombie, Pitfall, Giant Spider. Each different unit would have a different Victory modifier against each of these, and if it failed it could take damage without dying.

    I was thinking of using the base dice for D&D, 4 HP for Wizards, 6 for Rogues, 8 for Clerics/Archers, 10 for Fighters. You could divide that in 2 if you thought it was too much.

    That would also give purchasing armor and weapons something else to modify.

    Before I forget, I also want to get down how did you plan on handling the number of Adventurers? I was thinking you could hire as many as you want but only send them off in groups of 4 or so, with the others staying at bars or the like and costing you money. This would give you the ability to hire particular units for particular situations and switch them out, and prevent you from just sending an army of 100 cheapest units.

    Also, are you considering the possibility of units leveling up over time? Or rather they would get better by buying better arms and armor?
    >> Anonymous 10/04/09(Sun)23:25 No.6136229
    >>6136140
    I'm using the sup/tg/ archive to archive the threads.

    The health thing... I'll worry about for another day.

    I was thinking that after 4 units, the severity worsens. More monsters, etc. Then dramatically so after 6 units. So there will be a difference between small, light groups and large groups, and someone willing to brave it taking extra large groups, then simply becoming not possible after say 8.

    Advancement I don't know, but probably simple stat advancement.
    >> Anonymous 10/04/09(Sun)23:32 No.6136335
    >>6136229
    Yeah, the suptg stuff is fine but like you originally made this thread for it might be beneficial to try and find other places around the net to help you out.

    Crash for the night if you need to, I'll try to catch you here again. In the meantime, I think it would benefit you the most to collect all the things you have decided on in addition to the features you are deciding between, and compile them into a text file. That should help a lot if you post it again on /tg/, just remember to break it up into multiple posts if you have to.



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