How could QuestMania Work?

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Makikou
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How could QuestMania Work?

Post by Makikou » 15 Jun 2010, 12:30

Im just wondering how QuestMania will work, any thoughts?
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Zooz
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Re: How could QuestMania Work?

Post by Zooz » 15 Jun 2010, 12:35

Yeah I've been thinking about it and I'm still not sure how the TM system can be unified with typical RPG things...
RPG is usually story-based, TM is lots of short matches. How will there be continuity? And how do you use a block-based editor to make quests? You can build a dungeon with it, but what then? There should be a goal and a reward... At least some scripting would be needed!
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timae
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Re: How could QuestMania Work?

Post by timae » 15 Jun 2010, 12:37

i think it wont be a completely new RPG genre. (if it will be, i would surely love it haha ^^)
but anyway, i could imagine, that NADEO-team will create a small basic plattform where you can level up and make quests.

and then the community will be "forced" to create the newer levels and plattforms. i think they will include kind of editor, where you can create your own quests and anything like that. but i hope they even dont use elves and basic knights (as they are usually are in free games or even in WoW ^^)

anyhow, i think after about 1year the whole QM-World will be more huge than WoW is atm ;)

Nym
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Re: How could QuestMania Work?

Post by Nym » 15 Jun 2010, 12:38

Thats one thing I absolutly have no clue about. :O
Usually RPG's are story based, so you have to build up a char over time. Simple ten minute gaming will be very difficult.
My all time fav is KoToR, so I hope Nadeo also played the game and will adopt some things :D

Another interesting topic:
in which scenario will it take place, Mid age, nowaday, future?

Absolutely awesome would be:
Everything tm, sm, qm is unified not only in one gaming network but also in one fictional world. I have no idear how it could look like and how custom maps/tracks/quests could be integrated but it sounds cool :D

Ville
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Re: How could QuestMania Work?

Post by Ville » 15 Jun 2010, 12:39

Maybe every player is able to edit the already existing landscape :P
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w1lla
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Re: How could QuestMania Work?

Post by w1lla » 15 Jun 2010, 12:39

well a script could be:

Code: Select all

$player1->$knife->$stab->$thief->$reward=$xp
TM² Info
SM Info
QM Info

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Mode Creation
ManiaScript Docs

Makikou
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Re: How could QuestMania Work?

Post by Makikou » 15 Jun 2010, 12:40

Just came up with an idea, everyone could make their own "instances" which act like "tracks" like in TrackMania, even larger story campaigns could be possible with this setup.
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timae
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Re: How could QuestMania Work?

Post by timae » 15 Jun 2010, 12:41

Nym wrote:Everything tm, sm, qm is unified not only in one gaming network but also in one fictional world. I have no idear how it could look like and how custom maps/tracks/quests could be integrated but it sounds cool :D
haha you mean a mixture of all? haha

you can drive with your valley car on level14 through a world war in shootmania and defeat a level 70 island car? :P
wouldnt that be awesome and also funny?

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Hylis
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Re: How could QuestMania Work?

Post by Hylis » 15 Jun 2010, 12:51

okay, QuestMania is a completely new thing, so timae will surely love it, ahah

we will take a little more time before the communication around it, but I can tell it will take place in different ages: each one is a different environment, equivalent to the different environments in TM.

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Re: How could QuestMania Work?

Post by Zooz » 15 Jun 2010, 12:52

Makikou wrote:Just came up with an idea, everyone could make their own "instances" which act like "tracks" like in TrackMania, even larger story campaigns could be possible with this setup.
Then it won't be easy and simple to make a fun playable "map" like in TrackMania though!
But it still sounds pretty plausible. I'm still wondering about the storyline aspect though :P

edit: Ages for environments is a nice idea, good RPG games have been made in all kinds of ages and settings :)
Last edited by Zooz on 15 Jun 2010, 12:52, edited 1 time in total.
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