=TRTG= The Flash Version (Unofficial)
TR - Artistic Community :: TR :: Projects :: TR: The Game.
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Re: =TRTG= The Flash Version (Unofficial)
I used some pokemon tree's as help ;).
I edited them and recoloured them.. so that's why they look pokemonish.
Also, the giant lotus in de forest zone will be the "heart" of the forest.
I edited them and recoloured them.. so that's why they look pokemonish.
Also, the giant lotus in de forest zone will be the "heart" of the forest.


Nelioka- Crazy Pixel Artist!
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Re: =TRTG= The Flash Version (Unofficial)
Cool! I have an idea, that is, for you to consider (Hope it's good.... maybe good enough for the game!) It's an Underground Cave with a lake.
~Valo
~Valo

Valosity- Member
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Re: =TRTG= The Flash Version (Unofficial)
I'm going to say this and only this (for now ;)):
I suggest making the test/arcade version a turn based battle system (like AQ, DF, MQ, etc.) (or the hybrid version I suggest below) for several reasons.
1) Increased number of "Special Abilities" (actual moves and looks)
2) Less work (in some areas) for the programers
3) Less stress on servers
4) More customability in battle
5) Less button mashing
6) Better sense of control for players
7) Pet/ally and multiple enemy battle system easier
8) Clears screen
9) Extends gameplay
10) Forces players to make meaningful choices
11) Inventory/shops easier to deal with
Of course there are some cons as well.
1) More abilities made (harder to keep track of)
2) Makes some things harder for programers
3) Less sense of real time for players
4) Block by block kind of gameplay instead of smooth gameplay
Anyways, I don't mean exactly like AQ, DF, MQ, etc. Maybe a hybrid type of gameplay could be developed. My thoughts for one would be:
1) Extended skillset with a paused/turn base with open field where player can move and use skills (almost like strategy games but more open) or an arena type match where you are free moving but are restricted to certain area. Perhaps even an open field and when you encounter an opponent you can use your abilities and attacks against them
2) More customability
3) And a few other perks that I don't really have the time to put in right now but will sometime soon :P
I suggest making the test/arcade version a turn based battle system (like AQ, DF, MQ, etc.) (or the hybrid version I suggest below) for several reasons.
1) Increased number of "Special Abilities" (actual moves and looks)
2) Less work (in some areas) for the programers
3) Less stress on servers
4) More customability in battle
5) Less button mashing
6) Better sense of control for players
7) Pet/ally and multiple enemy battle system easier
8) Clears screen
9) Extends gameplay
10) Forces players to make meaningful choices
11) Inventory/shops easier to deal with
Of course there are some cons as well.
1) More abilities made (harder to keep track of)
2) Makes some things harder for programers
3) Less sense of real time for players
4) Block by block kind of gameplay instead of smooth gameplay
Anyways, I don't mean exactly like AQ, DF, MQ, etc. Maybe a hybrid type of gameplay could be developed. My thoughts for one would be:
1) Extended skillset with a paused/turn base with open field where player can move and use skills (almost like strategy games but more open) or an arena type match where you are free moving but are restricted to certain area. Perhaps even an open field and when you encounter an opponent you can use your abilities and attacks against them
2) More customability
3) And a few other perks that I don't really have the time to put in right now but will sometime soon :P

Caeel- LuvaBoy

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Re: =TRTG= The Flash Version (Unofficial)
you think it would be possible to make a pokemon hack using aqworld pets?


Nagi- Bucket Queen

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Re: =TRTG= The Flash Version (Unofficial)
Nel, mind supplying some template bushes, trees, etc? I'm trying to work on my own area and it would be nice to keep stuff consistant.

Caeel- LuvaBoy

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Hunter Reckoning- Goggles

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