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†Forgotten Time RPG†

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[rainbow]Forgotten Time RPG[/rainbow]



What is it?

Forgotten Time will be an RPG that has a many abilities and choice making systems. It will use nontraditional pathing. You will be able to walk on farms, jump up stairs, and fall. The terrain is in hard work, and much more difficult due to the new freedom of pathing. You can literally jump over destructible, climb up buildings, jump fences, etc.
Long bitter years have passed since the great war that raged on between the humans, and the undead. Because of the ancient protectors, the battle was won by the living.

Though the war has long since been over, rumors have been spreading over the human empire that a new force, more evil than its earlier kin has risen.

Not much time passed before this new evil called the Kin'tor, which are demonic creatures from the void, swept through the lands destroying everything... and everyone.

As one of the last few cities that stand among the living is now threatened. It is time, new protectors shall rise.

The undead shall be scourged. The king has called upon you to battle the undead... Get ready for
one hell of a fight.



170705-albums1552-picture45211.jpg





Agility:
-Attack Speed Increase
-Chance to evade an attack
-Higher chance to hit
Strength:
-Physical Power (increases physical damage)
-Hit Points
-Hit point regeneration out of combat
Intelligence
-Spell Power (increases magical damage)
-Mana Points
-Mana regeneration while not attacking, being attacked or out of combat
Dexterity
-Increases chance to critical hit with physical attacks
-Increases critical damage with physical attacks
Psyche
-Increases chance to critical hit with magical attacks
-Increases critical damage with magical attacks





Classes/Abilities
Nothing currently is final. This is what it'll look like:

Templar - A melee warrior who uses old combat tricks and hand to hand combat to rip apart enemies.

Abilities:
1-Rush: Charges at the target going 2x the movement speed of the templar. Deals 2x Strength in physical damage to the target. 30% change to make the unit bleed causing 1/2x Strength in physical damage over 5 seconds. Each level decreases rage cost and increases damage.

2-Guided Slash: Hits the target with such extreme force that it stuns the target for 1 second and deal 3x Strength in physical damage to the target. Has a 50% change to knock back the target. Each level increases stun and damage done.

3-Disarm: When you use this against a enemy with a weapon, it has a 50% change to remove the weapon from the target for 5 seconds. This effect causes a temporay loss of damage to the target. Each level increases duration and damage loss.

4-Surge of Madness: You slit your body causing you to get bonus rage and deal 2x damage for 4 seconds. Each level increases bonus damage, and damage dealt to yourself.

5-Terrorizing Shout: All enemy units in a 400 yard radius are caused to panic in fear, causing them to hit anything in their way, and run in complete fear. Doesn't effect demons. Each level increases AoE and the duration.

6-Commanding Shout: Increases damage of allies and decreases the damage of enemies within a 300 AoE for 10 seconds. Each level increases duration and damage increase/decrease.

7-Brutal Stab: Sends the tip of your weapon through the enemy's chest causing them to take 2x Strength in physical damage immediately and cause a bleeding effect of 1/2x Strength physical damage over 10 seconds. Each level increases duration of bleed and damage done.

8-Dismember: With 3 swift srikes you deal x1 Srength in physical damage per hit. Has a 40% chance to bleed the target for 5 seconds, the bleed does 1/2x Strength every second. Each level increases damage done and every 4 level increases the number of hits.

9-Furious Whirlwind: You hold out your weapon in one hand and spin around like a maniac dealing x1 Agility + x1 Strength physical damage to all unit in a 200 AoE per 1/2 second for 3 seconds. Each level increases damage, reduces the rage cost and increases the duration.

10-Gruesome Slam: You jump high into the air and then fall back down dealing x4 damage to all units in a 250 AoE, Has a 50% chance to knockback 3 units. Each level increases the damage, and increases the number of units that can be knocked back.

11-Shout of War: You yell with such ferociousness that 2 units within 400 the hero and forces them to join your cause for 5 seconds. Each level increases the duration, damage of converted units, and the number of units to join.

12-Master of Warfare: Each time you attack you have a 2% chance hit the target with bonus force, pushing them back and dealing x1 Strength in physical damage. Each level increases damage and the chance of knockback.

13-Vicious Frenzy: Increases your attack speed by 20% for 5 seconds and increases your damage by 10%. Each level decreases rage cost, attack speed bonus, damage bonus, and increases duration.

14-Neverending Demising Blows: You charge to 5 targets, one at a time, hitting them once dealing 1 1/2x Strength in physical damage to the targets. Each level increases the damage done and the number of targets.

15-Divinity of Warriors: Increases your hitpoint regeneration out of combat by 2. Each level increases the hitpoint regeneration amount.


Harakim: A battle mage with immense power in the art of destruction and magic.

Executioner: The name may seem sell explanatory, but what this hero does is to destroy his enemies as quickly as possible while still retaining most of his energy.

1-Backstab - The executioner maliciously stabs the target in its back, inflicting critical damage and slowing attack and movement rates for a long duration.

2-Shadow Cleave - The executioner slices through the opponent, inflicting 1.75x strength and opening a wound that will bleed. Bleeding and Gashed units will take damage over a long duration and will take extra damage from Blood Rupture.

3-Blood Rupture - The executioner causes nearby target's blood to explode, removing up to X% of their total health. If a unit is bleeding, it will suffer damage equivalent to twice executioner's agility.

4-Sacrifice Gruesome Infection - The executioner suffers damage to inflict infection. Infection causes the target to take damage every attack equivalent to the executioner's intelligence. If an infected unit is killed, the infection will spread to all units in 300 area of effect.

5-Ransack - When the executioner kills a unit, it may receive extra gold.

6-Darkness Impede - Causes the shadows to swell in 300 area of effect. Units that enter this area will have a reduced movement and attack rate. Backstabbed units will become overwhelmed, causing them to attack their own allies.

7-Guillotine - The executioner swings a mighty blow to the target's skull. If the target's level is lower that the executioner's, then it will suffer 4x the executioner's agility. If not, than the target will be stunned for a long duration. (Always duration for heroes)

8-Shred - The executioner slices through up to four units, inflicting heavy damage. (Base off chain lightning without lightning effects, AoE range of about 300.)

9-Sweep - The executioner may sweep the ground, inflicting X damage in 200 area of effect. (Passive)

10-Dark Splice - The executioner kicks nearby units, throwing them backwards and giving a chance to stun them.

11-Dark Enlighten - All nearby dead units area converted into X mana for the executioner. Excess mana will restore health. (Then removes the corpse)

12-Hamstring - The executioner slices the target's legs, utterly disabling movement for a period of time, while applying Gash to the target. Units under effect of Gash will suffer extra damage from Blood Rupture and will subtract 1% maximum health per second for the duration of Gash. (Reduces heroic units' movement rates by 75%,
Gash duration should level)

13-Skullsmash - The executioner throws an axe towards the target. The axe will cause 2x the executioner's strength in damage.

14-Blood spike - The executioner causes a spike to launch from the ground, inflicting massive damage. Mounted Units take 50% more damage and a movement speed reduction.

15-Drain - The executioner transfers 10% of its health to nearby allies. Cannot transfer if the executioner's health is below 30% of its maximum health.


Advocate: A man after god's heart. He walks in righteousness and seeks out evil to destroy. He is the main healer and undead slayer.




Mount System
We're currently adding a mount system. Several types of units have been tested, from horses to wolves. This system will be available for all heroes. It will likely be purchased and added into a spell book. Animals summoned will show instantly. Some creatures will be able to fly, whereas some may simply increase movement speed.

Current List of creatures

-Horse
-Wolf
-Rhino
-Crab
-Dragon
-
-
-
-
-
-
-
-
-



170705-albums1552-picture45210.jpg


_______________________


Current users in the project:

maddeem - Lead Developer, Triggerer, Terrainist, Idea maker, Spell maker
Archangel678 - Sub Developer, Triggerer, Terrainist, Spell maker

Looking for:

Someone who can use trackables efficiently.
Possible Icon artist
Possible Model creator


Those who wish to join PM maddeem.

Note that the map is still in very beginning progress, yes, there are glitches.

->Pathing for some destructibles are still underway.
->Exp system will be added soon
->Item drop system will be added soon
->Rage system in progress
->Various abilities will be added.
->More mountable units
->Debugging of various systems.
->Terrain!
->Models/Heroes
->Items
->A story


If the hidden tags do not work, please refresh the page.
 
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cooltext528887368.jpg



The Rhino
Rhino.jpg

The Dragon
Dragon%20Mount.jpg


Note that we will probably take mount requests in the future.



No matter how high your agility is, you have a chance to miss.

Templar uses rage instead of traditional mana, he gets his rage through combat. When he is out of combat, he looses rage quickly.

The executioner uses energy instead of traditional mana, he gets energy at a constant rate, this rate is lower when he is in combat,
but is higher when he is out of combat.

Falling from high places, including falling off your mount makes you take damage.

Land mounts dismount when you get into deep water.

The flying mounts cant fly over certain things at certain heights.

If you fall into deep water you take no fall damage, you will drown until you can get out or until you die.


There is now a multi-bag system, this means if you find an item called "Bag" and use it, you will be given 6 extra inventory spaces [11 is the max amount of bags you can have (Note that this will probably be reduce to 5-6)] Also has a very nice stack/split system.
Bag%201.jpg

Bag%202.jpg

This system changes the environment when it is either day or night. This effects doodads, units, the availability of dungeons, quests, spells (maybe...), fog and more.
Day

Light%202.jpg


Night

Light%201.jpg



Dungeon 1 will be underground, and won't be too large. It will have kabolds during the day, and undead during the night.

The terrain is fully walkable just like the rest of the map.
Here it is:


Dungeon%201.jpg


Dungeon%202.jpg


Dungeon%203.jpg


Dungeon%204.jpg


Hope you like it ^^



Screen%20Shots.jpg


Forgotten%20Time.jpg



I will post up more information as time goes on.
 
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We actually do need ideas. For the executioner. A better description of the executioner would be he is a rogue, but a little bit more dark and evil. As I said before, he uses energy (100 max). I will post a screen shot of him as I get the time.
Executioner spells are done. If you still wanna give some ideas, try to give us some system ideas to make the game more interesting or user-friendly.
 
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Maybe you could change the model. Ill give you ideas tomorrow. Gonna sleep now. Im in Asia.

Some of Executioners skills should be changed. Also the model. Maybe change the spells like Backstab, Sacrifice, Ransack, Darkness Impede, Dark Splice, Dark Enlighten, Blood Spike, and Drain. You could also change the names of some spells like Hamstring and Blood Rupture. Make his Primary Attribute Strength since most Executioners rely on brute strength.

Here are some ideas:

1. Volcanic Axe - The Executioners Axe is ignited with flames then hit to a targeted enemy with full force. This move launches the enemy into the air.

2. Cruel Hook - The Executioner hooks his Axe into the body of the opponent and then throws him into a random direction.

3. Divide - Slashes the opponent at the middle part of their body. Deals great damage but can easily miss. If hit the targeted opponent is stunned.

4. Executioners Ritual - Kills a friendly unit to heal the Executioner by the remaining hp left of that unit. Can only be activated when their hp is 30% or below.

5. Rush - The Executioner charges at an area and knocks the opponents in his way sideways and stuns them for an amount of time.

6. Execution - The Executioner immediately kills the opponent. But the Executioner does a dance first before it is hit, which can be interrupted by any enemy unit by hitting him.

7. Frenzy - The Executioner attacks random units even friendly units. When he is done attacking, he will get stunned due to dizziness.

8. Aerial Assault - The Executioner jumps in the air and fires a wave of unholy energy into the ground. This deals regular damage but stuns the opponent. (If its too hard then maybe he damages the aerial units or its simply and ability which allows him to attack aerial units.)

9. Hell Rage - When the Executioners hp hits 15% or below this skill activates. It doubles the attack damage, defense, strength, agility but lowers greatly the intelligence and energy.

Hamstring could be called Sweep or something else.
 
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Hey.. guys don't be afraid to offer up comments or criticism.
If you offer and idea, we might add it. If we do add your idea, you will receive proper credit, and maybe a special gift. (Maybe a special item or mount...)

The executioner is a hero of stealthy swift strikes. Hes not the brute you think he is. Your ideas will be kept though, as we might make each hero have 20 abilities instead of 15. Thanks for your ideas and your time. (Think you could come up with some holy spells?)
 
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Level 19
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Ok because my idea was based off Soul Caliburs Astaroth. Ok. The holy spells would be for who?

By the way, what is this? Single Player or Multiplayer?
Ive got some hero ideas, but no spells yet.


This is a class I would really like to see.
Description: Hailing from unknown lands, the Alchemist was journeyed to these lands to find for the Philosophers Stone which was rumored to be owned by the Kin'Tor. Due to this cause, he went out and fought these demons to search for the object which would change his life. The Alchemist expertises at creating unknown chemicals which deals damage to the enemies and causing inhuman activities to happen around him.
Intelligence class. Good at ranged battles and placing buffs at enemy units.


Description: From the Royal Army of (Name of a city in the map), (Hero Name) is a Sheildsman who is tasked to defend his allies at all costs and ward away the demons of Kin'Tor. As a prominent member of the Royal Army, (Hero Name) would even risk his life to defend what is right in his side. The Sheildsman expertises at defending himself, and also friendly units. The Sheildsman also may bounce incoming attacks.
Strength based hero.

 
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Blindman, your ideas will be taken into account. I personally came up with the Executioner's abilities - I was aiming for a darker personality. I do not intend to sound defensive with these comments, hope I didn't ^^.


1. Volcanic Axe - The Executioners Axe is ignited with flames then hit to a targeted enemy with full force. This move launches the enemy into the air.
Good idea, but I believe the fiery-type doesn't fit the executioner very well.

2. Cruel Hook - The Executioner hooks his Axe into the body of the opponent and then throws him into a random direction.
Possible.

3. Divide - Slashes the opponent at the middle part of their body. Deals great damage but can easily miss. If hit the targeted opponent is stunned.
Possible - the name may be changed though.

4. Executioners Ritual - Kills a friendly unit to heal the Executioner by the remaining hp left of that unit. Can only be activated when their hp is 30% or below.
Dark Enlighten was to be used as a healing affect. The name may be changed for Dark Enlighten though.

5. Rush - The Executioner charges at an area and knocks the opponents in his way sideways and stuns them for an amount of time.
Dark Splice, the name for Dark Splice will likely be changed though.

6. Execution - The Executioner immediately kills the opponent. But the Executioner does a dance first before it is hit, which can be interrupted by any enemy unit by hitting him.
Guillotine was intended to have a one-hit effect, but I felt it was overpowered. Execution would be more powerful in multi-playered games, as theres a less likely chance of the Executioner being attacked.

7. Frenzy - The Executioner attacks random units even friendly units. When he is done attacking, he will get stunned due to dizziness.
I like the name, but the actual affect is unlikely due to the owner of the executioner would likely loose control of the executioner, thus, the player could not retreat, heal, etc. I'll think about a way around this though.

8. Aerial Assault - The Executioner jumps in the air and fires a wave of unholy energy into the ground. This deals regular damage but stuns the opponent. (If its too hard then maybe he damages the aerial units or its simply and ability which allows him to attack aerial units.)
The affect isn't too hard (trust me). I'll look into this.

9. Hell Rage - When the Executioners hp hits 15% or below this skill activates. It doubles the attack damage, defense, strength, agility but lowers greatly the intelligence and energy.
Good idea. Will likely replace ransack.

Hamstring could be called Sweep or something else.
 
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No problem.
@maddeem - There are still currently 3 classes. 1 more should still be added.
Here are some Advocate Spells:

The Advocate should be damaged when stepping on Blighted grounds. In my opinion, but make those grounds only available when the heros are around level 5 above.
1. Light - Heals a friendly unit or himself x hp over time. The healing cannot be activated when in blighted grounds or nearby undead units.
2. Ray of Light - The Advocate fires a shining beam to the enemy unit which blinds them. If the target is an undead unit, damage will be dealt, if not then the target will be stunned.
3. Banishment - Can only work if the target is an undead unit. A large light is fires at the enemy unit. This immediately kills the enemy. (To prevent overpowering, it could only 1 hit kill those Level 1 - 2 units.)
4. Guardian Angel - The Advocate summons an Angel which draws out its blade and causes healing to friendly units and damage to enemy units.
5. Concentrate - The Advocate rests for a while and meditates. This causes the Advocate to regain mana over time.
6. Healing Spirit(PASSIVE) - The Advocate could heal nearby units when not nearby undead units or on blighted grounds.
7. Purify - The Advocate removes all buffs placed into a friendly unit.
8. Cleanse - The Advocate cleanses the lands which removes all blighted grounds.
9. Ultimate Purification - The Advocate removes all blighted grounds in the area at the cost of all his mana. But after a period of time, these blighted grounds go back. When activated, all negative buffs on nearby friendly units are removes.
10. Conversion - The Advocate targets an enemy Level 1 - 2 undead unit and then converts them back into a friendly infantry unit.
11. Ultimate Form(ULTIMATE) - The Advocate uses all his holy powers to grow Angel-Like wings. After he grows those wings, the obtains a sword. Thus, making the Advocate a half-angel. After this, the Advocate rests for a short time, then begins his fury of destruction. He's attack damage becomes thrice as normal and so are his stats. But when activated, his hp is halved and so is his mana.


For the executioner, maybe Volcanic Axe should be changed into Death Axe which just cloaks the axe with unholy energy. It would be awesome if in Volcanic Axe when the opponent is sent to the air, the Executioner can attack it with Aerial Assault. I suggest you change Aerial Assault. Maybe the description should go like this: The Executioner fires a wave of unholy energy upwards so he could hit Aerial units. Aerial Units are then grounded when hit. Maybe you could make a dummy cast Ensare on that Aerial Unit. This would make it grounded.
 
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I like the original idea of Aerial Assault, since it sounds challenging to make, I'll try to do it :)
As for the holy spells... Excellent. As for the ultimate purification, we would have to find a use for blight. Such as, Evil (or undead idk at this time) regenerate x2 life while on blight, therefore removing this... would obviously help the players a lot. Thank you again for your ideas :)
Also, can you tell me what user-name I can put you under credits for? If you tell me your in-wc3 user-name I can have it give you something special >=D
 
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Ok, in the day/night system, I suggest you put different monsters in day and different monsters in night. This makes it better. In dungeon 1 you mispelled kobolds to kabolds. Looking at the screenshots, it looks nice. But maybe you could raise it a little but more. Raise/lower the ground. Screenshot #2 looks boring (Ill count it left to right starts from up.) Maybe a few more trees. Screenshot #7 meanwhile looks beautiful. Nice waterfalls. For the bag system, maybe make it default is two bags. Maximum would be 5 bags to prevent from overpowering. I have some system ideas:



I am currently making one of this for my pokemon map. EVerything if working except the part when you attack the units. I am currently trying to fix the bugs. Here are the features of it:
- Dialog Battle System
- Battle Sounds
- Boss Battles
- Enemy AI
- Unit Alerting
- Creep Sensing


The Title is self explanatory.


Heroes can only equip specific items to them. Example, Warrior has can equip a sword, helmet, armor, leg armor, hand armor, and shield. While a magician can equip a double handed staff, robe, leather leg armor, leather hand armor.


Displays the damage inflicted via floating texts.


You can talk to other units.


You can teleport via towns after you unlocked them.

 


I am currently making one of this for my pokemon map. EVerything if working except the part when you attack the units. I am currently trying to fix the bugs. Here are the features of it:
- Dialog Battle System
- Battle Sounds
- Boss Battles
- Enemy AI
- Unit Alerting
- Creep Sensing
I definitely don't want to have a attack turn system. Sorry :/


The Title is self explanatory.
Good idea... This will probably be added to forested areas.


Heroes can only equip specific items to them. Example, Warrior has can equip a sword, helmet, armor, leg armor, hand armor, and shield. While a magician can equip a double handed staff, robe, leather leg armor, leather hand armor.
Have it.


Displays the damage inflicted via floating texts.
Have it. (Also shows criticals, evades, and misses)


You can talk to other units.
Great idea, would be good for quests.


You can teleport via towns after you unlocked them.
Another good idea ^^
But what I'm considering currently instead of this is: The unit buys a ticket to a location, then hops onto a flying mount that he doesn't control and it takes him to the bought location.



Ok about terrain in the second screen shot, that area isn't finished and it is going to be the "newb" encampment. I will finish that area today... xD
 
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Level 19
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Ok I have some area ideas:


A valley where large golems lurk. It is the passage way before going to the town/city of (town/city name).


A mountain which is full of eagles and animals with sharp claws. It is said to have a cave on top of the mountain.


A cave which is said to have been hidden by large amounts of boulders. Only a person with huge strength could move these boulders. Inside the cave was said to be a sleeping ground of the (Boss name).


A tower which is the resting grounds of all of those who are dead. The entrance to the top floor was blocked but is said to be the place of the Ultimate Soul.

 
Level 19
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Yes night units should be eviler. Maybe make a werewolf quest. Theres a villager then at night he becomes a worgen. it would be awesome if not just 1 villager but a group of moon worshipers or something. They are very very strong but if you have a silver sword, then it would be very very easy to kill them. When they die as a worgen they will be a villager then village footmen will help you bring them to the hospital.
So any of the area ideas accepted.
 
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The mount system look very nice. I'm not sure if I understand correctly, is the pating going to be ''free'', like you can climb cliff and fall from them? Also, the hidden tags of the first post don't work. I will continue following the development of your project, it's look very interesting.
 
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The mount system look very nice. I'm not sure if I understand correctly, is the pating going to be ''free'', like you can climb cliff and fall from them? Also, the hidden tags of the first post don't work. I will continue following the development of your project, it's look very interesting.

The mount system is a system where you can purchase/find a unit that is deemed 'mountable'. If it is, then you may literally ride it, increasing movement speed, damage, health, etc...

If the hidden tags do not show, please refresh the page.


Okay, this map looks verrrryyy coooool.
I'll be following this. :)

Glad to hear this. Any ideas are welcome if you'd like to add to this project.


Whats the progress?

We've done alot of terraining, or maddeem has. We've made buildings enterable, added a fog system, a respawn system, our first dungeon, and we are working on the day/night shift. I haven't been able to add much do to real life interference of house maintenance, but I've added a few abilities and fixed several bugs. I'll be catching up soon.
 
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The rhino mount is merely an example, and was more of a test mount than anything.


Blue Dragon Spawn Mount
Dryad (Pun?)
Various horse mounts
Hippogryph
Pitlord
Bear
More Dragon Types


The iron-clad topic, is, well... It'd be difficult, as terrain pathing issues may arise. Either we'd have to switch several of the structures to destructibles, or disable the jump ability at X weight/items acquired.

Glad to hear this ^^. Any contributions to this project will also be taken graciously.
 
Adjusting the jump height depending on strength and weight is good but it could still make it look weird that iron clad units could walk on top of buildings (if the building is pretty low, you could still jump over right?)

I guess ur trying to make the no pathing for realism, but this problems would do the reverse... ^_^
 
The no pathing could cause realism issues such as, your hero is covered with 200 lbs of armor, he obviously shouldn't be able to jump. But if you think about it, we'd also have to has items have set weight. Which should also effect speed. The idea is considerable, but unless either of us is feeling trigger happy I'd doubt its going to happen xD

Anyway thanks for your comments all.
You may make a loading screen and post it here, if we like it we'll surely add it and give the proper credits.
 
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