Sunday, October 29, 2006

My first Dragon run

My guild and I ran the dragon raid. They actually run it all the time but it was my first run. No... We didn't kill the dragon. The second group that went that night did however. Here is some pics:




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Thursday, August 10, 2006

Wow. Project offset!

As you all know I follow Project Offset quite extensively... if you don't know wtf Im talking about check these: http://www.nzone.com/object/nzone_projectoffset_videos.html

Their latest video is incredible. It may finally be the dawn of a new age in gaming. DDO brought voice chat and PO may bring the rest.

On a side note... I want to try this out so if your bored give me a call and we can try our first game together... Google Maps RTS, sounds cool: http://s173754370.onlinehome.us/endgame/news.php

Tuesday, August 01, 2006

Simple Randomization for DDO

So I've been thinking about how DDO could simply and easily introduce some random elements into a quest. Lets take a very simple quest you can get out of the Leaky Dinghy called, 'A Matter of Protection'.

Here's three 'versions' of the same dungeon.



In All Versions:
When you enter the quest you will end up in ONE of the versions above. Which one is random. (Lets say a 33% chance for the top two and 34% chance for the last one)

Now as we know now there is a chance in all versions that Boss will spawn. This boss is accompanied by some DM flavor text and if killed spawns a chest.

To alter this slightly... There is still a chance that a boss will spawn but 3 different bosses are now possible. The named one will still spawn as normal but the next two random ones are 'Bandit Guard' and 'Bandit Captain.' Because they have generic names that still fit the quest we can do some cool things. We'll set their stats and skills and feats but lets randomize the race. For now we'll say the Guard is specialized in Piercing and the Cap't is specialized in Crushing. All three will produce a chest if slain.

The chest that appears will now be randomly trapped. 10% of the time it will have a trap. If it does have a trap there is 20% chance of a fire trap, 20% ice, 20% acid, 20% electric and 20% sonic. The DC of disabling the trap has a base of 10/15/20 (For Normal/Hard/Elite) and will have 1D6/1D8/2D4 added to it. (Random DC) The damage the trap will do would be 3D4/4D4/5D6.

In the Top Version:
This version is very close to the original. There is now a 10% chance the collectable is trapped. Trap generation is the same as above but the base is 2 lower for each difficulty setting.

There is also a 25% chance that a floor spike trap will appear. (Denoted in the graphic) DC and Damage generated as above.

In the middle Version:
There are Two waves of 8 bandits and two crates to protect. There is an optional objective to also find a hidden lever and use it which will Stoneskin one of the crates. So players would see:
Optional: Find the Arcane level to Magically protect One of the Crates.

There is also a 25% chance per trap that those traps will be there. These would be floor spike traps (Denoted in the graphic) DC and Damage generated as above. So there is a chance there would be 1,2 or no traps when a player entered that instance.

In the last Version:
There is an extra chest. It has a 50% chance of being locked and a 50% of being trapped. There are still the two possible floor spike traps as well. This one also has a pool with a statue. 2% of time instead of being water in that pool, there is acid.

So pretty quickly we have made 1 always the same quest that has a chance of spawning a boss into close to 20 different possibilities. 3 possible level designs with many seemingly random features. This would GREATLY increase the replayability of the quest and please veterans and new players alike.

Tuesday, July 25, 2006

DDO TWF. How good is it?

Well, it looks pretty damn good. Essentially your trading a bit of armor class to be able to get DOUBLE the attacks.

1) The difference between Improved TWF and Greater TWF (and the further in
the future Superior TWF):When standing, by default, your first attack when
standing still is right hand only, your second is a double attack, your third is
right hand only, your fourth is right hand only, and your fifth (which you can't
get to until the level cap goes up a bit) is a double.Improved TWF makes the
third attack a double; Greater TWF makes the fourth attack a double, Superior
TWF makes the fifth a triple (two attacks with right hand, one with left).



So... With Regular TWF you get 1,2,1,1,2 with max attacks. So if you get 3 attacks a round, Regular gives you 4 attacks.

With Improved you get 1,2,2,1,2 with max attacks. So if you get 3 attacks a round, Improved gives you 5.

With Greater you get 1,2,2,2,2 with max attacks. So if you get 3 attacks a round, you still only get 5 but 9 overall compared to regular fighter at max level who would only be getting 5.

And with superior you get 1,2,2,2,3 with max attacks. So at max level you pull off 10 attacks to every 5 of a regular fighter.

Saturday, July 08, 2006

Stormcleave... Mortalitas.

My fighter character in action...

Very challenging adventure this is.

:)
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Yep... Soloed 200 Kobolds at Level 3.

Ok I died once.... But lets see you make a level 3 toon that can solo this hehe.

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Monday, January 30, 2006

Attrition

I have started development of a new text based game called attrition which is loosly based on the concepts of Risk and Go but set in a medieval fantasy based time period.

I am not working alone and will keep you apprised. My original goal was to develop this game solely on my own and with freeware software... Sharp Develop and MySQL.... But I soon discovered the Sharp Develop does NOT do web application and I cant find a freeware app other then notepad that does.... MySQL though seems to be top notch and I will use it going forward. I have teamed up with a few people and as I make progress will keep you posted.