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Class Listing (So Far)

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Wyvern
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PostSubject: Re: Class Listing (So Far)   Wed Nov 14, 2007 8:06 pm

There's nothing wrong with criticism, we could always do with more changes. I personally like linear classifications that I can keep track of...yet I know there are other gamers like you, Sharmandra, who appreciate the system being a bit more randomized and surprising.

We can discuss class listing revisions in the next meeting, as well as getting something set to code...we're just kinda standing around right now, and I think we should take it piece by piece, one little assignment at a time. I know Jose isn't moved in yet so he can't do anything graphically for us at this point...plus, he's already quite a ways "ahead of us" in that department. Very Happy

I'd also like to meet up with some members like Mantis, Ben, and Justin, that I haven't seen in quite some time. Hopefully you'll all show up. For now, let's find a time to schedule it...probably should be a little ways a way so people will have time to check this site and notice what's up. I work this weekend, so I don't know if Sunday afternoon is optimal for me. We might end up planning it for the weekend after; does that suit you guys? Let me know for when works best.
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PostSubject: Re: Class Listing (So Far)   Wed Nov 14, 2007 8:08 pm

Well we don't need to know EVERYTHING, but we shouldn't start "small assignments" until we actually know what we want to do.

BTW I talked to Justin and he said he DID think we needed more variety.
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PostSubject: Re: Class Listing (So Far)   Thu Nov 15, 2007 3:59 pm

Wow, Sharmandra, you seem to be full of ideas. That's excactly what we need! Thank you for all of those posts.

I understand how Wyvern feels about the class listing, I'm sure it has been a lot of work for both Wyvern and Ben. But I actually liked those ideas. I like it how you would be able to choose what to specialize on when a unit advances to the next grade. I'm not saying that we should just forget the other class listing, but I think we could really reconsider some things (even though it wouldn't be our main priority). I have to agree with Sharmandra about being sure about gameplay ideas before coding them.

I'm looking forward to our next meeting. Hopefully I can be there!

FYI, I'm on my dad's laptop right now. I'm getting my internet up and running probably next week! See you guys soon! sunny
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Wyvern
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PostSubject: Re: Class Listing (So Far)   Thu Nov 15, 2007 7:52 pm

Variety as in...what? Just want to clarify. I propose a system with the similar organized structure that we had, but with the more flexible leveling system that Sharmandra came up with. Any thoughts on this? I think, if done right, it could turn out to be a well-balanced and intuitive system.

By small assignments, I mean that we'll know what to do before we start them...we'll begin with simple gameplay characteristics towards the beginning of the game, and then branch it out as time progresses. I'm sure it could all be done with TK...it's just going to require some brainstorming.
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PostSubject: Re: Class Listing (So Far)   Thu Nov 15, 2007 8:51 pm

I don't really know what you mean by similar to mine, yet more organized. Maybe give an example so I know what you mean?
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Wyvern
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PostSubject: Re: Class Listing (So Far)   Thu Nov 15, 2007 11:43 pm

I meant to say similarLY organized...not saying that mine was more organized than yours. Sorry, I didn't mean to imply that...what I meant was using the class system I devised, with level-up variations that you proposed. For example, you said that footsoldiers develop into different types depending on how you use them in the field. That's a good idea and I could go with it, but I'm also considering how it would look with the class names that I made earlier. IE a footsoldier class might start out as a "Soldier" (simplest unit) and use a lot of stealth tactics, then switch over to a "Raider" (Level 2 spy) and they could dance around the class system depending on how you use them. More stationery units that stay close to the main base could level up to different builder classes, etc. What I'm saying is that they could all be interchangeable.

I just think that we should try to stay true to the first class system structure because of the graphics we've designed and the story we've written so far. If we have to chop it down a little, sure, we can do that. And adding an interchangeable function would give more variation to the game...not so boring. We can cover more of this later, sure. I'm just trying to think of a compromise that won't damage the work already done but that will also optimize the gameplay experience...if I'm doing a bad job, please tell me! Wink
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cbgben
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PostSubject: Re: Class Listing (So Far)   Fri Nov 16, 2007 12:05 pm

your doing a good job so far as I can tell; both of you. I'm going to leave this discussion up to the two of you and interject if I feel it's necessary or if something directly involves me or my opinion is asked.
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PostSubject: Re: Class Listing (So Far)   Fri Nov 16, 2007 4:23 pm

Quote:
IE a footsoldier class might start out as a "Soldier" (simplest unit) and use a lot of stealth tactics, then switch over to a "Raider" (Level 2 spy) and they could dance around the class system depending on how you use them. More stationery units that stay close to the main base could level up to different builder classes,



Well I think I kind of know what your saying, but in the end theres still only ONE type of leader and ONE type of fighter, etc. WHich is what I was trying to change.

And again, I really don't know the story, and it doesnt interfere with any graphics made, unless youve seen something not on the site already. PLus, I don't really see how unit development could interfere with a story, XD. SO maybe just fill me in on what I don't know.

EDIT: ANother idea, a good compromise IMO, maybe weapons/equipment? That way you could still choose between a long range soldier, or a machine gun soldier, etc.
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Wyvern
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PostSubject: Re: Class Listing (So Far)   Mon Nov 26, 2007 10:42 pm

Now that sounds like a great idea. Having the weapon classes interchangeable would make it much more interesting. Another idea: how about they have multiple classes. One is their ranking (hierarchy of authority that I developed) and another is their fighter or weapon class (your ideas). That way any class rank could be good with any weapon, example: A "Raider" might be good with machine guns, or snipers, depending on their WEAPON class, but their rank of authority is still a L2 Spy. Likey?
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PostSubject: Re: Class Listing (So Far)   Tue Nov 27, 2007 7:14 pm

Very much. But I think some weapons should be restricted to some classes/authority levels. Like Spys couldn't use ul;traheavy weaponry, and Lvl 1 units can't se uberstron weapons. I thik thats fairly logical.
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Wyvern
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PostSubject: Re: Class Listing (So Far)   Thu Nov 29, 2007 12:50 am

Yes, of course. That makes sense...okay! So can you code this monster? Or do you want to start out with something fairly more simple?
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PostSubject: Re: Class Listing (So Far)   Thu Nov 29, 2007 3:52 pm

Well I think we need to hammer out EVERYTHING, because all the code would be very interdependant. But yeah, I think as time went on I could do it.

EDIT: FYI, I got MSN everyone. I'm available at Megab-oy321@comc-ast.net remove the dashes. I'm rarely on as of now though, cuz the only guy I talk to is Jose.
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