So I've been keeping an eye on this engine for quite some time on and off for a while. I used to make games in Xtremeworlds back when that was a thing, so this looks like an incredibly well done  direct upgrade from that.Â
Â
I was wondering how viable it is to transfer some of the concepts I managed to build in previous projects and translate them into this engine.Â
I imagine "Wait for the source" is going to be the most common response - but I figured It'd be worth asking to see if any of these having their own little work arounds currently, or maybe spring some creative ideas for people's projects.
Â
(A ton of these concepts I borrowed from Final Fantasy 14's mechanics when I was using them back in XW.)Â
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The ability to change class in-game / and store the class information for each player. ( Effectively allowing them to play all classes on one character. )
The ability to check to see if the player is in or out of combat.
Timed buffs. (10 second increase to Strength, for example.)Â
Combo System (If you used Spell A -> Spell B -> Spell C in the correct order. Skill B and respectively then Skill C would receive damage increases.)Â
Damage over time spells
Attack Spells/Skills that activate buffs
Adding another meter/resource for classes to use
Some sort of Threat/Focus/Emnity mechanics, where things such as a Tank-Class may be able to hold aggression from the enemies.Â
Different stances for classes. (Damage Stance increases offensive stats. Defensive stance doing the opposite. Etc.)Â
The ability to debuff NPCs.Â
Â
I had a fair few other things but I figured I'd ask about what I could think about off the top of my head.Â
I'm far from expecting miracles, but I was just curious to see what people might have already tried.Â
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Coza
Hey there!Â
Â
So I've been keeping an eye on this engine for quite some time on and off for a while. I used to make games in Xtremeworlds back when that was a thing, so this looks like an incredibly well done  direct upgrade from that.Â
Â
I was wondering how viable it is to transfer some of the concepts I managed to build in previous projects and translate them into this engine.Â
I imagine "Wait for the source" is going to be the most common response - but I figured It'd be worth asking to see if any of these having their own little work arounds currently, or maybe spring some creative ideas for people's projects.
Â
(A ton of these concepts I borrowed from Final Fantasy 14's mechanics when I was using them back in XW.)Â
Â
Â
I had a fair few other things but I figured I'd ask about what I could think about off the top of my head.Â
I'm far from expecting miracles, but I was just curious to see what people might have already tried.Â
Â
Thanks in advance!Â
Â
Â
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