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 Terrain

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Necrom
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PostSubject: Terrain   Fri Aug 14, 2009 10:44 pm

Well i was thinking to add more cliffs, hills, ladders, ets. As far as i have seen all of the game is a straight line. Adding more bumps and stuff would make the game far more interesting.
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stevekb
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PostSubject: Re: Terrain   Fri Aug 14, 2009 10:54 pm

I agree one zillion percent
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Necrom
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PostSubject: Re: Terrain   Fri Aug 14, 2009 11:18 pm

and also make like this giant mountain you can climb and at the top add a boss.

We could call the mountain - Mt. Doom ?

Hey just a thought ..
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blueflare
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PostSubject: Re: Terrain   Fri Aug 14, 2009 11:39 pm

i also agree a lot

also mount doom has almost surely been done before
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Coin3
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PostSubject: Re: Terrain   Sat Aug 15, 2009 12:08 am

How about Mt.Coin? j/k
Mt.Chaos

I agree with there being too much flatness, Nighthawk has to make the areas bumpy and stuff.
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Nighthawk
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PostSubject: Re: Terrain   Sat Aug 15, 2009 12:56 am

Mount Doom is from Lord of the Rings. Razz

But I'll consider the terrain part. Smile

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AlphaForce
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PostSubject: Re: Terrain   Sat Aug 15, 2009 1:40 am

Yeah but...wasn't the flat terrain making the "charm" of Element? As I can remember, it was always like that...
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stevekb
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PostSubject: Re: Terrain   Sat Aug 15, 2009 2:24 am

why don't we call it Mnt. Mood LOLOL kinda like the moorshum forest XD and it could maybe be moody XD idk
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blueflare
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PostSubject: Re: Terrain   Sat Aug 15, 2009 2:26 am

what is charming about flatness; it makes the jump being out of battle only useful for dodging enemies

also steve that is a terrible idea

let's do it
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PostSubject: Re: Terrain   Sat Aug 15, 2009 4:49 am

But that might require us to make changes to Monkeyking's magnificent design. D:

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MonkeykingZX
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PostSubject: Re: Terrain   Sat Aug 15, 2009 10:38 am

or give me more scope to design more interesting places....

i have a few idea's for some nice platform area's Very Happy

in the end it's up to you though
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PostSubject: Re: Terrain   Sat Aug 15, 2009 1:39 pm

Platforms are win. But please don't take TOO much from Grand Chase, like the four-direction dungeon crawling. However, a double-tap dash would be greatly appreciated by me, as the foes move twice as fast as I, and I often find it hard to kill them. (Hey blue, was that a run-on? If not, I am a master of making non run-on sentences look like run-ons)

However, one word about platforms: Due to the current battle system, NH, we'd have a problem. There would be "edges" where foes could do one of two things easily.
1) Fall out of the battle, causing an old bug to return (Maybe), or just giving the player extra exp.
2) Land on an invisible barrier in mid-air. Not very clean-looking imo.

Another easily possible thing? The player falls out of the screen. This would have the obvious result of causing a serious playability-issue bug. Or the player could land on the self-same invisible barrier Very Happy

The enemy AI would also need a complete re-write to prevent these things from happening.

Sorry for my scepticism, just pointing out a few bugs/issues that could arrise from platforms.

And Wiialex, I think you're the only one here who liked holding down the right arrow key for 30 seconds straight for no apparent reason. I prefer to press different keys for 30 seconds straight having no apparent reason. Even better! I rather enjoy jumping on things! *looks at Super Mario* That was the best platformer game. Ever.

Well, this has been quite a mouthful. Sorry 'bout that.
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blueflare
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PostSubject: Re: Terrain   Sat Aug 15, 2009 1:44 pm

no that is not a run on sentence

also you bring up a good point about falling out of the screen, but since the player is situated in the middle of the screen, for the most part it would be avoided

also, you could have it so if you fell out of the screen you died or something

or better yet, lost health but bounced up a little so in most places you could recover

i really think platforms would add a lot to combat, actually
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Brainee1
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PostSubject: Re: Terrain   Sat Aug 15, 2009 1:47 pm

Very true. I was going to mention death when falling out, but my post was getting quite long as it was. Also, that sentence looked a lot longer in the large-font of the "post box".

But then it adds the element of making foes too easy to kill, just drive them off the edge.
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blueflare
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PostSubject: Re: Terrain   Sat Aug 15, 2009 1:56 pm

you can't do that; it is not like there are enemies that run once you hit them too much
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Brainee1
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PostSubject: Re: Terrain   Sat Aug 15, 2009 2:00 pm

I was thinking taking advantage of certain skills that are sure to come out eventually, or on some foes' inability to jump, but I'm sure NH could find ways around it. Here's something: What if you leave a battle when you fall out? Nulling all exp and gold, even if you killed something.
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blueflare
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PostSubject: Re: Terrain   Sat Aug 15, 2009 2:01 pm

that is not a bad idea but it could also be a cheap way to run away
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PostSubject: Re: Terrain   Sat Aug 15, 2009 2:06 pm

Currently there's no way to run away lol
Maybe that's the way NH wants it. I've played many RPGs without a run function, and they are quite enjoyable. But really, I fail to see how there is any way to run away aside from "cheap". You run when you can't defend any longer. (Or when you don't want to fight the same blasted bee you were killing at level one anymore...)
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blueflare
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PostSubject: Re: Terrain   Sat Aug 15, 2009 2:14 pm

i dunno, it just seems like it takes a lot of challenge out of the game to me

i can see your point though
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Brainee1
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PostSubject: Re: Terrain   Sat Aug 15, 2009 2:19 pm

EO is plenty chalenging, thanks to its free-roam gameplay. I went down that hole in my first test play, not knowing what was down there... and got my butt kicked in 6 seconds flat. I could kill spiders, but not ghosties. NH is also planning on adding some tough bosses, as before, so I think difficulty is pretty ensured.

This brings up an interesting idea for me. What about special battle-only terrains? For example: Lava that kills you in battle, but does nothing outside of battle, icy floors that make you slide - in battle only. Stuff like that.
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stevekb
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PostSubject: Re: Terrain   Sat Aug 15, 2009 3:49 pm

I actually remember nh saying that you'd be able to purchase a run away item in the store but I'm not sure if he made it yet (lol memory XD )
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stevekb
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PostSubject: Re: Terrain   Sat Aug 15, 2009 4:23 pm

I really don't know why brainee1 thanks this is so complicated >_<

what's you'd do is make the enemy make sure that there is actually a floor to move along and if it's an enemy capable of jumping all we'd have to do is create a curved collision checking line (made of maybe ten or so straight collision lines) which would predict where the enemy would go if it jumped and so the AI would be able to predict if it would land again on the ground somewhere or not.

by platforms i would suggest no floating blocks lol but just more like one platform which slopes or something and maybe so pits of death but not platforms you can jump onto yet so as to keeping it simple for now and not making AI coding too complicated.
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Necrom
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PostSubject: Re: Terrain   Sat Aug 15, 2009 6:31 pm

Allright here is what i think.

I wouldnt add platforms because it would make the game look kinda Mario like. Although we could add platforms taht look like raised up terrain. I dont think you guys will understand me but i will draw it later and show you how i think the bumps and all that should look. I think me and steve have the same idea here.

Also we can have a better name for the mountain, i just though we SHOULD have one.

PS: Ill draw the stuff later because i really have to go now.
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Chator
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PostSubject: Re: Terrain   Sat Sep 19, 2009 3:01 pm

YA! terrain is too flat... some hills and Mt.Monkey XD XD
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stevekb
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PostSubject: Re: Terrain   Sun Sep 20, 2009 5:54 pm

hey chator, we have a new forum it's at element-online.com
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