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Old How easy is it to use the tools in POTCO?

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Old 05-23-2011, 07:51 PM
Harukantos Harukantos is offline
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Wink How easy is it to use the tools in POTCO?

Pretty easy if you have an idea as how to make one...

Does anybody understand how simple it would be to make an island with their tools? Putting a straight and simple beach area is simple, and you much just cover it with the sandy ground design. add a few dig spots for some quests. Next you copy paste smaller enemies to cover that beach or make up some NPC models that look like Pirates. Simply shuffle up the clothing from clothing lists and make up some models. Set their movements, nothing too hard because the lag makes it so they don't usually walk like a human. Certain NPC's could flip coins, dance, play the ukulele, etc. Since players can walk through them it doesn't matter where you place them.

Next you can recolor buildings from other islands and place them on the island. Move a shipwright ship to the island near the shore somewhere, and also add a few dinghy's with a few docks. There you go, a simple beach. Next you have your extra features that make the island unique when compared to others. You can add a few mounds, by making an upward slope foundation of the ground, and curving it to where it makes level ground when you have reached the top of the mound. Here one could place some more buildings, or start a sort of mine shaft.

Visualizing this, I am going to make an island that has a mine shaft that goes down into the island. Inside this cave, I could have a floor made out of sand, tone down to sands color to make it darker, or use a ground setting that looks similar to the floor in Tormenta. Here i'm going to put the floors that look like Tormenta. Along the side of the walls I am going to have ropes hanging on the walls with Black Pirates flags on them. The walls will look similar to Tormenta's as well because I am just making a demonstration, and this is how I would imagine a new island anyways.

Ahead of you there are three paths you can take, one sloping upward that is in front of you. There is a Pirate flag with an eyepatch hanging from the top of the ceiling in front of you. Up these stairs are some pirate enemies that have randomly generated clothing each time they respawn. They are in a room surrounded by gold and treasure chests. A simple copy and paste from Tormenta. On the right after you defeat these enemies is a trap door. You can take this trap door to an area that has loot and treasure chests lined up on both sides leading on a downward sloping area that again, looks like Tormenta. A few enemy pirates are in your way as you go down this slope. But an opening to the right will have a dock, and a copy pasted enemy ship that is similar to El Patron's but does not have a Loot chest just sitting there. Instead you can have an enemy Pirate boss standing there that uses a doll. But like any pirates I have fought in PvP he will use the doll when he needs to heal, but he will also have a summon ability with it. Here he can summon extra help when he is being bombarded, and pirates would have to take out the group while a respawn shield covers the boss. You beat the boss, and you are in contension for powerful dolls. The summon ability could be on a bit of a set up like in the Queen Anne's Revenge Battle. But instead of having a timer to spawn enemies, use the amount of health to determine when to summon. The rest of the doll abilities could just stand as usual, not causing too much stress to make a good boss that drops a certain type of loot. Here you could get a key with a water sign on it.

The second path in that cave that leads to the left is covered by a door that has a sign showing water hanging above it. Here is a place that consists of a deep waterway. You would have to swim across a small area and head to the left a bit more. Here you find a black ground area like in Tormenta that has a watery mote around it. Here is a pirate boss using a cutlass and pistol. He would use the cutlass for up close attacks and use a shot every once in a while to attack an unsuspecting enemy at any range that is attacking him or healing a person attacking him. At first there would just be a simple shot animation mirrored on the enemies arm, alongside the gun animation being flipped. This way the enemy would have a shooting animation when he shoots, but his cutlass animations would not be bothered as much. There may be a few graphical errors, but it would make a unique enemy, who would hopefully attack enemies who are both at a long range and up close. Here you could get some firearm and sword weapons to drop. You would also receive a key from this enemy you first time that has a Tombstone on it.

And for the final path to the right you have a door with a tombstone engraved on it. Beyond this door is a slight downward slope leading to an area filled with skeletons. The ground would have grassy looking areas with burial pits, coffins, and tombstones. Undead Generals could be introduced here using both Daggers and Cutlasses. Along with some undead captains that bare of high level using only a cutlass, and Undead Spellcasters using a doll. One tombstone will have a ghost pop out of it after defeating these skeletons, Fading away shortly after, you can go to that tombstone, and you can see a small path behind it with a hole that looks to have been dug open. There is no treasure chest, but instead a deep hole. Hitting shift would leave you into pit area. Behind you is a burrowed hole in the wall so you may leave. But the grounds here are surrounded by a lava mote. At the end of the area is an undead boss that has a staff. Using player animations that causes the staff to begin casting and the downward casting motion they could make this enemy work. When hit by the first strike he would do a downward motion and toxins would damage all players surrounding the enemy. He would probably say "Breathe the air of the Undead!" This could be programmed for this attack.

After his first move, he would raise his arm and it would say casting. Similar to what Jolly does, but without moving and actually showing casting motions. He would strike downward, and on move could be cause Desolate Burns. Causing you and anybody around to be set on fire and weakening, here he could say, "Feel the burdens of being dead!". The skeleton could also use the chains command that jolly has, and also have the ability to strike lightning down on the player who is doing the most damage at this point of the battle. This enemy would also be able to cast Undead trance on players. After receiving a specific amount of damage, the boss could cause pirates to turn undead. Instead of casting lightning down he could cast Banish onto any pirate that is causing a large amount of damage. After getting his health down to almost 3 percent he would begin casting desolation. At this point a count down would begin that would be for 25 seconds. After 25 seconds is up each person in the room will have been killed by Desolation. meaning game over because the players failed to beat the timer.

Bit of a long shot, but it is just a bit of an example, if you have any questions or comments that you wish to express please leave them below.
 


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