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I want to remake Graal2001. Along with Birdbird and perhaps some other enthusiasts.
I am not turning this into a kind of playerworld project as I could never claim ownership about Graal2001.
Instead I rather want to encourage you community thing to develop this. Probably my ideas for this project won't please everybody, and you are of course free to prefer the current Graal Bomy Moon thing. But I hope that just a few interested people will help to develop something interesting.
My idea for Graal2001 is pretty much based on the original thing.
I kinda want to keep the overworld layout, but remake all levels. No terrain, only tiles. I think the standard tileset will do fine, but some custom tiles here and there sure won't hurt. I think the story is also fine, years or so after "classic", the bomy planet a.k.a. Mount Antora crashed on Graal. Bomies run around, but not neccessarily playable, not sure.
I want to have a nice economic system. There shall of course be different jobs, at least the original ones like fishing, mining and farming. I want them to be something else than button mashing, but not a too complex thing. Also you shall not just receive money after one or two steps, but you will just have another product. You shall then generate weapons, food, or whatever out of it and/or perhaps sell stuff to other players who need it more. I do surely not want jobs which just serve NPC shopkeepers.
I am not sure wether we want kingdoms. I like RPing and such, but Graal Kingdoms kinda got the kingdoms idea now, hence it's name. I think the roleplaying on GK suffers from the fact that levelling is all there is to do, and thus people all want superhigh levels. So perhaps roleplaying, not neccessarily designed as the center of the server, could be more successful here.
I think some guilds and clans or stuff like Karakaze Troupe could work out quite fine.
To make every player not the same, we could have a skill system. Most activities could have a correspondenting skill to pursue them. These skills would allow you, for example, to fish bigger fishes, to find more rare minerals or to deal more damage to enemies. I certainly do not want, though, to have such an exp- and level controlled system as GK does. Without adequate skills, you shall still be able to do things, just not as good. They are just there to allow people to specialize into certain tasks, and make their characters have more dept. I do not intend an open-ended character development either, as GK currently has, but I expect characters to be at the maximum of skills in just some weeks.
Also I want some more-advanced item system. I want players to be able to obtain different outfits, weapons and other items which can all be traded, using the same system for every item; unlike old Graal2001 which only had strings for stackable stuff, and plain weapon list entries for other stuff. Currently I have an inventory system that stores every item as a string. I think it is quite dynamic and powerful.
The attachment contains all scripts I have made so far. It is not much, but I have a kinda-working inventory system, a pretty-much-working movement system and a damage system that at least allows one to hit others. Currently they still all belong to me and are only to be used for this project, hence the mean "stuff belongs to me" thing on every script. If I accidentally included something that actually belongs to someone else, please tell me about it asap. |