Well funny you say that... I was starting work on a quest light night for it.
I figure, if we just make a good amount of separate quests that span across a few maps, the 'world' will come together quite nicely.
For example; say we have a town called "Breenia".
In the beginning, that town has a few entrances/exits, a shop, and a hospital. Quest #1 would require you to, idk, get supplies from the hospital and deliver it to little johnny who is sick and his mother can't leave his side.. Johnny and his mother would live in a house, and they'd certainly have neighbors. Essentially what i'm saying is, so long as there's a purpose for 'most everything' the towns and cities should come together quite nicely, because we would build what we need as we go.
But i agree we should start brainstorming and get a bare-bones pre-alpha working map(s)
Strider and myself have already shown proof of concept in 2 stages
-Random spawning monsters based on area: Think the pokemon RPG system, only real-time
-hammer-coded experience system; modifying weapon damage based on experience gained.
I'm going to work on this map a little longer, polish it up, and see if i can include 3 things within it:
1- Multiple objective quest that when completed, 'levels up' the character, and allows for the use of a new weapon
2- random spawning monsters with some sort of alert / effect on spawn
3- see if i can get some NPC scripts working the way i want them to.
Seeing as how i've never done ANY of those before, this is going to be a challenge, but i'll work on it anyhow.
I'm starting a mod folder now, and upon reading the old thread, i'll see if i can do SOMETHING with an inventory system. Not quite sure how i'm going to pull it off, but i'll try.
Thinking maybe like the
ouija one. Hit the "I" button and it goes to a camera showing your current items / weapons.