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[Miscellanous / Other] Bionicle - Mask Quest (3D Action Adventure)

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Six months in development, with scratch-built models, animations, scripts, and so on and so on.

This is a 3D Action game with DarkSouls3-inspired design based around the "Bionicle" Lego theme(specifically from 2001). The art design was heavily inspired by Templar Studios' Flash games for Bionicle.

Up to six players with both PVP and PVE modes!



This project has literally pulled my knowledge from every map I've ever made. Literally all of them. Be it Smash Bros for WC3's angle&music scripts, Warrior Souls II's everything, Rune Dream's platforming&targeting, and even stuff from cancelled projects that never went public. This felt like a perfect end to my time with WC3.



Some details on the map:
Movement Controls:
Arrows = move forward/back/strafe left/strafe right.
___Doubletapping Forward causes you to run.
Q/R : Hold to Rotate camera left/right.
F1 : Lock-on to a random enemy in front of you.
F2 : Cycles to a random enemy other than your current lock-on target.
E : Interact(only works on your shrine. For upgrades&golden mask).
Z : Block(covers 180 degrees in front of you, 240 during mask of shielding)
X : Dodgeroll
C : Jump
V : Activate Mask Power

Combat Controls:
W : Grab. There are two grabs. Small grab applies to creatures smaller than you and players that are guarding atm. Large grab applies to everything else and requires mask of Strength turned on(V).
___(Small) W+A = Jab. Light damage to the grabbed foe.
___(Small) W+S = Execute. Large damage to the target, cancels grab.
___(Small&Large) W+W = Throws the target where the camera is facing.
___(Large)W+Arrows = Carry the target around over your head.
A : Light attack. Fast melee attack combos. combine with arrows for alternate moves:
___AAA : 3 hit basic combo.
___AAS : 3 hit basic combo that launches the target into the air.
___(Back or Forward)+A : Explosive dash away from/toward the camera.
___(Running)+A : Sliding dash attack. Hits small foes.
S : Heavy attack. Slower, more precise, powerful strikes with more damage/knockback/flinch/armor.
___SS : Basic 4 hit combo. The 2nd input causes a 3part multi-hit, this is mostly to show off that the engine can do multihits.
___Back+S : Homerun swing. Powerful knockback move, good for knocking foes off edges.
___Forward+S : Shockwave. Lets out 3 powerful shockwaves. Their damage&distance travelled is increased by your (Flame Charge).
___(Running)+S : Jump Slash. Dodges a player using (Running)+A or Nui-Jaga tail sweep if timed correctly.
D : Elemental beam. Fires out 8 bolts of flame per second, cannot flinch but does excellent DPS if sustained. Gives a free Flame Charge every 2 seconds while held down.
F : Explosion. AoE knockback around you, gives instant MAX Flame Charge.
Forward+F : Lava pool. AoE DPS, lasts 8 seconds and charges your Flame Charge while inside it.

Back+F : Flame Charge.
You can store up to 3 charges at once. Melee attacks(A&S) use 1 charge each, but gain 20% more damage/speed/knockback/hurtbox size when they use a charge.

Something important about the combat system is the "Flinching" state. Being hit by an attack will flinch you out of your current action IF it does enough flinch damage.
- Every attack includes "Flinch Armor", if you take "Flinch Damage" greater than this Armor, you are flinched. Heavy attacks both have more armor and deal more flinch damage.
- Armor is set with each ATTEMPTED attack you make, and will not recover from other moves decreasing it. In other words, if two players hit you during your attack then your armor is decreased by BOTH of their moves flinch damage.

Example : Back+S has an insane 6flinch armor. If one player hits you with their Forward+A move before it finishes, you've taken 4flinch damage. This does not stop your attack, because you have 2flinch armor remaining.
But if a second player hit you with their Forward+A move during the attack, you'll have taken 8flinch damage and thus you will be flinched and your Back+S move will be cancelled.

Guarding has 5flincharmor, resetting every frame.
Each player starts the game with 1 mask(based on player color). You gain more masks depending on the game mode.
You can swap any time between any masks accquired using either TYGHBN or NUMPAD784512, but the animation takes 2 seconds to perform.


The masks grant the following ability while activated with the (V) key:
Mask of Shielding
+ You automatically are always guarding, even while flinched. Your guard radius is extended to 240 degrees around you. It does not cover behind you.
+ You can bounce on lava.
+ Automatically blocks and REFLECTS projectiles.
Mask of Breathing
+ Your stamina is infinite, however it reverts to what you had before activating the mask after.
+ You can move in water without losing stamina or health.
+ You are immune to Nui-Jaga's vision-debuffing Venom and remove it when the mask is activated.
Mask of Levitation
+ You can levitate around while in the air.
+ When activated, you immediately cancel any vertical or horizontal knockback you are taking. Including throws.
Mask of Strength
+ Your melee damage is increased by 100%.
+ You can now grab Tier4 enemies(Player Characters, Nui-Jaga scorpions, and large Boulders).
+ Your attacks deal 400% damage to Trees/Rocks/Walls.
Mask of X-ray Vision
+ You can see through Rocks&walls containing hidden objects and fake walls. Only works on your screen.
+ Arrows spawn around you to track the location of nearby players(red), rahi(purple), and your Toa's shrine(teal).
+ All nearby enemies gain "Weakpoints". If anything hits this weakpoint's hitbox before it hits the enemies, the target takes double damage and may be stunned. Visible to all players.
Mask of Speed
+ You automatically run instead of walk, your runspeed increases to 200%.
+ You attack 20% faster, but all flinch damage is reduced by 1.
+ You can run on specific walls.
In FFA, all masks will spawn(in a sequence, starting with a random mask) all over the island.
Masks spawn with a 20 second countdown timer as they manifest, after which they are obtainable by any player.

- Kill players and Rahi to gain gold, used at your Toa's Shrine to buy small upgrades:
HP+2%(max20%), Mask Energy+2%(max20%), Melee Damage +2%(Max20%), 100%HP Heal.
- When you die, you respawn with full HP at your shrine. Unlessssss...


The goal is to obtain all 6 masks, then interact with your Toa's Shrine to obtain your Golden Mask.
- Your Golden Masks gives you instant mask-swapping, longer mask durations, increased elemental damage, aaaaand...
- Players killed by a Golden Mask user permanently die and do not respawn. Be the last player alive to win the game!

This is the default mode of the game if Player1(Red) does not exist or does not pick a mode in time. The game is balanced around this mode specifically, which is why mask swapping has a slow animation prior to getting Gold.
All 6 players must work together as a team to survive waves of enemy Rahi. Spend gold on upgrades(Unlike FFA, upgrades go up to 40% here).

- If you die, you respawn when the round is cleared by the other players. If all six players are dead, the game is over.
- You can spend gold at your shrine to instantly resurrect all dead players with full heal. This does not heal players still alive. Each player can only use this once per 5 waves and it costs gold.
- Every 5 waves is a BOSS round. Once the boss is defeated, 6 Masks will spawn for each player to take 1 from(the game prevents more than 1 pickup).
~3v3 match~
Defeat all 3 other players with your team or having more players alive when the round timer ends to win the round.
Win 7 rounds to win the game. Spend gold from player kills at your shrine for upgrades or additional masks.

~Golden Boss~
???

~Arena~
???
I wanted to take a moment to talk about the actual core systems that make all this possible. A little bragging, but...might as well.

The point of the engine is to get a careful and SKILLFUL action system where the better PLAYER wins. This is due to a heavy influence of Dark Souls 3. Because DS1&2 are garbage for pvp. Yeah I said it, fite me.
Because of this you are NEVER without SOME option to deal with something. Everything has a cost and downside to using, everything has a way to counteract it. Every aspect of the game was designed with this heavily in mind.

If someone is walking up to you and spamming grab with mask of strength, you can simply roll away and shoot them with the [D] Flamethrower. And you'll be able to hit them fairly well, because you can lock-on with F1. They can dodgeroll away from the fire toward you, but dodgerolls have a tiny bit of downtime that you can punish with a dash attack. Once you land the dash attack, they won't be able to grab you before you flinch them with a normal combo...but they can guard and PARRY your attack, flinching you and letting them belt out an attack combo or grab. But if you have the mask of shielding equipped, you can turn that on and parry their attack combo...but if they grab you, you're screwed.
Or, if you had Mask of Levitation instead of Shielding equipped, you could turn that on AFTER they grab you and their grab won't send you anywhere at all and you can float behind them after they try to throw you.

In the above example, those are all decisions made in the span of about 3~4 seconds of gameplay where both players started out 10 feet away from each other.
All of the choices in that short exchange are visual too, you could SEE them and react to them as they happened, because masks are visual and attacks have a slight hitlag when they connect. It makes it clear when you land a hit and gives you a split second to consider your next move.
- All players are MEANT to have a unique character with unique moves. right now, everyone is rolling through Player1's attack index. I haven't seen this cause issues, but I don't doubt that it could.

- Some parts of the engine weren't made yet. There is no launcher system yet and the platforming system is incomplete, which can make Air-S and the AAS move feel...wrong. It's also why wallrunning is not a part of FFA or arena yet, because it is highly unstable without the launcher&platform mechanics.
Launchers&Platforming aren't cancelled, they just aren't added yet. They're pretty heavy systems to build&test, so I wanna see the game be enjoyable without them first.

- Survival is not going to work well. It was a low-priority afterthought mode in the current build, because there are only 4 enemy types...And only the Nui-Jaga is worth calling a real enemy.
This means Survival is naturally going to be buggy, because it has the least testing&polish. Because nobody should want to play it yet even IF it worked perfectly.








This is the first public release. If the game will received, I am open to updating it with more content.
Right now there is only one playable character(Tahu, Toa of Fire), all players use a recolored version instead.
There are also only four Rahi animal types right now(Fikou spider, hoto bug, mahi goat, nui-jaga scorpion). More can easily be added, but this is all I had time for right now.


The real question comes down to the FFA mode. IF that's fun as it is right now, then the game is worth updating. If not, then I'm done. Simple as that.


Game releases to the public on Saturday, January 9th, 2021.
 
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