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My new RPG

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Level 9
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May 22, 2009
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276
[There's a summary at the bottom for the people that don't want to read the big textblock]

My exams are finally over, so I can start mapping again, and so I've started to work on my new rpg, it does not have a name yet, but I'll worry about that later, it will probably be something simple.

I've had many ideas, and I'll be putting them together in this map, it's pretty much, and I'll update it as I progress.

If you happen to come up with better names for the items and classes listed below, I'm happy to hear them, English is not my mother language so I'm sort of limited at namecalling.

Also there won't be screenshots for a long time as terrain is the last thing I work on in my maps.

Story

There's no story yet, will be updated later

There will be a Good-Evil system:
Some quests are aske by evil people, some by good.
Some quests will give you 2 ways to end them, a good and an evil way, choosing a way increases your "kindness" or "Evilness". Once you're over 90% Evil or Good, you're inconvertable Evil (or Good). Once you're inconvertable evil, you can't do anymore good quests, and vica versa. But much better and harder quests will open for you. You can see how evil or good you are on the multiboard.

There will also be a bounty hunter board, where you can take killing quests, each Wanted poster will have a level requirement.

Gameplay

There are 4 Skills you can choose from in the beginning of the game
Weaponcraft: These are fighter classes, they focus on their gear that increases their strenght and power of their abilities. You need this skill to be able to forge weapons.

Magic: Caster classes, can use magic shards which improve their abilities.

Alchemy : Experts in potions, materializing and vivicism (=turning objects to life, this word is made up). You need this skill to be able to use mixing pot to create potions.

Engineering: Can make droids and Robots, droids are used to assist the hero, either in battle or as support, Robots are used to be ridden in by the hero, so you either use the robot or the hero, the hero can repair droids and robots. Robots can carry heavy weapons(f.e. Sonic Dead Ray, EMP, Electric gun, Zapper, ...)

Later in the game you can choose a second skill (again one of these 4), that way you can combine 2 of these skills to obtain new classes.

Job System

You won't play with the same class all game, most likely you'll play atleast 4 different classes. You can open new classes as you level, if you meet the requirements. Possible requirements are:
-level
-Evil-Good
-Secondary skill
-Main quest development

You can change your class trough a building, where you can also change your multiboard (to see your herbs/mats). The building might have more uses later. The building will be useable where ever you are on the map.

Here is the list of jobs I've got so far:

Will be in the test version
Will be in the first version
Will be added eventually
Alchemist-> Naturalist (vivicism) -> geomancer -> Mother Nature
-> Potion Brewer -> Chemist -> Scientist
-> Weapon Forger (requires weaponcraft) -> Weaponsmith -> Weaponmaster
Engineer -> Technician (droids) -> Battle Droid Technician -> Master BDT
-> Support Droid Technician -> Master SDT
-> Mechanic (Robot) -> Greater Mechanic -> Master Mechanic
Fighter -> Archer -> Lancer -> Dragoon
-> Ninja -> Assassin -> Shadow Templar
-> Warrior -> Knight -> Juggernaut
-> Brute -> Berserker -> Barbarian
Mage -> Dark Mage -> Hypnotist -> Illusionist
-> Red Mage -> Elementalist -> Sage
-> Light Mage -> Priest -> Bishop
-> Green Mage -> Prophet -> Oracle

Special classes (combined by 2 skills, order of skills choosen doesn't matter)
Weapon + Magic -> Paladin
-> Enchanter
-> Monk (Secret, need to have finished game before)
Weapon + Alchemy -> Beastmaster
Weapon + Engineering -> Robot Gladiator Mechanic
Magic + Alchemy -> Animalist
Magic + Engineering -> Medic
Alchemy + Engeneering -> Biochemist
-> Puppeteer
-> Architect (Secret)

These classes can change I'll give individual information of the classes once I've finished them, and tested them.

Mastering Jobs
When you reach a certain level (thinking about 20), you master a job, this means when you take another job, you can choose to add all the spells of the mastered jobs to your new job (in a spellbook). You can only take one mastered job's spellbook to your new class, if you have more mastered jobs, you can change the spellbook when you repick another job.


I'll only post the basic jobs and their 1st sub, not the spoil the whole game, you'll have to find out future jobs by playing them :)

Each Job has 1 Initiate ability, 3 normal(4 levels) and 1 ultimate (Learned at level 6 and 12)

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Initiate: Scholar [Passive]
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Gives the alchemist +5 intelligence and a +10% exp rate

Create Mud Golem
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Creates a mud golem from the ground the alchemist stands on. Has a higher attack, more hitpoints and a new ability every level. Lasts till killed. Can only have 1 mud golem at a time.

Herbalist [Passive]
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Increases chance to drop a material required for potions. Also learns a new recipe each level.
Level 1: Shimmerweed +5%, Healing Potion Recipe
Level 2: Shimmerweed +5%, Blue Herb +5%, Ether Recipe
Level 3: Shimmerweed +5%, Blue Herb +5%, Spider Poison +5%, Poison Potion Recipe
Level 4: Shimmerweed +10%, Blue Herb +5%, Spider Poison +5%, Fire Potion Recipe

Materialize Weapon
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Creates a weapon out of the ground, increasing your damage. The weapon perishes after 30 attacks.
Level 1: A sword: +15 attack
Level 2: An Axe: +30 attack
Level 3: A Broad Sword: +45 attack
Level 4: A hammer: +60 attack

Metal Golem
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Combining potion brewing, materializing and vivicism, the alchemist creates a metal golem, carries a weapon(Perishes after 30 attacks), has infinitive potions(ability=Poison Potion) and lasts till killed, or when he's summoned again. Can heal himself by absorbing mud golems.



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Initiate: Herb Attraction [Passive]
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Increases chance to find herbs, instead of nothing.

Brew
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Brews potions on the spot. Brews an extra potion per level. Only works for potions in the first list. A new recipe is learned each level.
Level 1: Open Wound Potion Recipe
Level 2: Drunk Potion Recipe
Level 3: Hi-Potion Recipe
Level 4: Hi-Ether Recipe

Potion Throw
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Throws 2/3/4/5 potions at once to enemy units within range. Potions have to be in slot 1 of the hero's inventory. Only works for Poison Potion, Ultra Poison Potion, Fire Potion and Fire Potion 2

Potion Recovery
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You have 5/10/15/20% chance to recover a used potion

Upgrade Potion
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Upgrades 5/10 charges of potions in the first slot of the hero's inventory. If there are less then 5/10 potions they'll all be upgraded. Upgrade-able potions are: Poison Potion, Fire potion, Drunk Potion, Hi Potion and Hi-Ether



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Initiate: Absorb
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Sacrifice a created minion to restore the Hero's hit points and mana points. Restores hit points and mana points by 50% of the minion's current hit points.

Water Elemental
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Creates a water elemental. Lasts 60 seconds. Has a 300 hit point bonus when created in water. Water potion heals Water elemental for 500 hit points. Also gives the water elemental a 15 attack bonus.

Rock Golem
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Creates a Rock Golem. Has a higher attack, more hitpoints and a new ability every level. Lasts till killed. Can only have 1 Rock Golem at a time.

Abilities: none/Rock Throw/Bash/Rock Midgets

Rock Throw: throws 12 rocks at enemies, dealing 70 damage(total) and stunning for 2 seconds
Rock Midgets: When the Rock Golem dies(not by absorbing or resummoning), 3 rock midgets spawn, they last 60 seconds.

Earth Bound
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Turns the roots in the ground alive, trapping and damaging enemy units in a line.
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Wood Elemental
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Turns a tree into a wood elemental. Lasts till killed. The wood elemental can absorb water elementals and Rock Golems to become stronger. Limited to absorb 3 water elementals and 3 Rock Golems. Water Elemental gives +15 damage. Rock Golem Gives +5 Armor and +200 hp.



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Initiate: Raging Furry [Passive]
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Gives a 10% chance to do 2 times normal damage on an attack.

Knockback Strike
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Strong melee attack at single target. Effect: Knockback (Range=500). Damage: 75/160/255/360

Counter Strike [Passive]
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There's a 5% chance you block an enemy attack and returning 25/50/75/100% of the damage. The counter attack stuns the enemy unit for 1 second.

Basic Forging [Passive]
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Learns new recipes and/or forging techniques each level.

MultiSlash
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Increases the hero's attack speed by 300/400% for the next 4/8 attacks. Lasts 20 seconds.



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Initiate: Heavy Gear Component [Passive]
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This Hero and it's subs can wear Helmets, Axes and Hammers.

Outburst
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Uses the Hero's rage doing damage to surrounding units and pushing them away from the Hero. Effect: Knockback (Range=500). Damage 250/325/400/475

Continuous Blow [Passive]
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When attacking the same target multiple times, the Hero's attack speed increases by 15% after each attack. Stops increasing after 3/4/5/6 attacks. When targeting another unit the Hero has his original attack speed back.

Advanced Forging [Passive]
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Learns new recipes and/or forging techniques each level.

Body Slam
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Grabs targeted unit and jump into the air to devastating damage to the target and surrounding units. Damage: 750/1000 to target, 150/200 to surrounding units.



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Initiate: Light Gear Component [Passive]
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This Hero and it's subs can wear Boots, Gloves and Spears.

Arrow Barrage
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Shoots arrows at targeted area dealing damage. Effect: Stun: 1 second. Damage: 250/325/400/475

Wounding Shot [Passive]
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The Hero's attacks wound the target. The target receives damage each second for 5 seconds. Effect: Attack speed -10/15/20/25 %, Movement speed -50%. Damage: 5/10/15/20 per second.

Advanced Forging [Passive]
345d3cp.jpg

Learns new recipes and/or forging techniques each level.

Arrow Shield
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Creates a shield of arrows around the Hero. When the Hero is attacked there's a 20/40% chance the shield will return a burning arrow to the attacking unit. Deals 100 damage.
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Initiate: Osmose
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Drains 15 mana per second from enemy unit. Lasts 6 seconds.

Cure
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Cures targeted unit for 100/150/200/250 + Magic Power hit points

Splitting Fire
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Fire blast on single target, does low fire damage to surrounding units. |n|c00ff0000Damage:|r 50/100/150/200 + |c00ff8000Magic Power|r, 25 damage to surrounding units. |n|n|c00ffff00Does bonus damage to drunk, oiled or goo'd units|r

Dark Demon
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Summons a dark demon that will cast 1/2/3/4 spells on targeted unit. It's possible to have the same spell cast twice or more.
|c0000ff00Blind(40%)|r: 20% chance to miss. Lasts 15 seconds.
|c0000ff00Slow(30%)|r: attack and movement speed -20%. Lasts 20 seconds.
|c0000ff00Hex(20%)|r: Lasts 8 seconds. Does not work on heroes.
|c0000ff00Blood Crest(10%)|r: dark damage=200 + |c00ff8000Magic Power|r

Mana Absorb [Passive]
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There's a 5/10% chance you block an enemy attack and gain mana points equal to the amount of damage received.



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Initiate: Mana Regeneration [Passive]
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Gives additional 0.75 mana regeneration

Cure 2
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Cures targeted unit for 300/350/400/450 + 2 x Magic Power hit points

Drain
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Drains 75/125/175/250 hp from enemy unit. Lasts 1 second.

Reflection Shield
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Creates a shield around target that blocks 50% of any incoming damage. The shield can withstand 100/150/200/250 + 2 x |c00ff8000Magic Power|r damage. When the shield can't take any more damage it does the amount of damage it received to surrounding enemy units. |n|n|c00ffff00Shield receives full damage taken|r

Auto Revive [Passive]
vz2h2.jpg

When killed, the Light Mage will come back to life. Cooldown = 300/200 seconds.



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Initiate: Mana Regeneration [Passive]
35ktlb6.jpg

Gives additional 0.75 mana regeneration

Splitting Fire 2
14akg29.jpg

Fire blast on single target, does low fire damage to surrounding units. |n|c00ff0000Damage:|r 250/325/400/475 + 2 x |c00ff8000Magic Power|r, 75 damage to surrounding units. |n|n|c00ffff00Does bonus damage to drunk, oiled or goo'd units|r

Ice Spiral
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Creates a spiral of ice, freezing and damaging units touched by it. Does 90/180/270/360 + 2 x |c00ff8000Magic Power|r damage. Lasts 5 seconds.
nd90z6.jpg


Thunder Bolt
2vxegdf.jpg

Creates a bolt of thunder, damaging unit across it's path. Does 125/200/275/350 + 2 x |c00ff8000Magic Power|r damage

Flare
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A devestating magic attack. Does 400/800 + 3 x |c00ff8000Magic Power|r damage



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Initiate: Sleep
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Puts a target enemy unit to sleep for 7 seconds. A sleeping unit can be awoken by attacking it.

Dream Eater
soyeeg.jpg

Steals sleeping unit's dream, dealing 100/200/300/400 + 2 x |c00ff8000Magic Power|r damage. Restores 50 of the caster's mana. |n|n|c00ffff00Only works on sleeping enemy units|r

Immoral Aura [Passive]
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Decreases surrounding enemies armor by 2/4/6/8.

Hex Rays
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Sends out 1/2/3/4 rays that hex enemy units. Hex lasts 7 seconds. Does not work on heroes.

Dark Vortex
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Creates a Dark Vortex which pulls nearby enemy units to it. Unit near the center of the vortex receive 25/50 + |c00ff8000Magic Power|r/5 damage per second. Lasts 20 Seconds. |n|n|c00ffff00Heroes don't get sucked into the vortex but take the damage if they're close enough to the centre|r



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Initiate: Starter Engineer [Passive]
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Gives +50 |c000080ffDroid Skills|r and increases |c00ffff00Weight Limit|r by 100

Repair
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Repairs droid or robot for 25/50/75/100 hit points.

Basic Droid Skills [Passive]
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Increases the attack by 5/10/15/20 and hitpoints by 50/100/150/200 of all droids indefinatly. Increases Droid Skills by 15/30/45/60. Learns how to make a new model at level 4.

Basic Robot Skills [Passive]
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Increases Robot's hitpoint by 100/200/300/400. Increases the weight limit by 20/40/60/80. Learn a new weapon recipe at Level 2. Learns how to upgrade to a new model at level 4.

Dynamite
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Throws a dynamite that'll explode after 5 seconds. Does 250/500 damage to enemy units within range.



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Initiate: Novice Technician [Passive]
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Gives +100 |c000080ffDroid Skills|r and +10 Intelligence

Repair 2
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Repairs mechanical unit, restoring 150/225/300/375 hit points and 50/100/150/200 mana points.

Magnetic Field [Passive]
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Decreases nearby enemy units their attack speed by 8/16/24/32 % and Movement speed by 10/20/30/40 %

Advanced Droid Skills [Passive]
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Increases the attack by 5/10/15/20 and hitpoints by 50/100/150/200 of all droids indefinatly. Increases Droid Skills by 15/30/45/60. Learns how to make a new model at level 4.

Kamikaze
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Destroy one of your droids to do 500/1000 damage to surrounding enemy units.



14tatea.jpg


Initiate: Novice Mechanic [Passive]
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Increases |c00ffff00Weight Limit|r by 200 and +10 Intelligence

Repair 2
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Repairs mechanical unit, restoring 150/225/300/375 hit points and 50/100/150/200 mana points.

Evasion [Passive]
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Gives a 10/20/30/40% chance to avoid attacks.

Advanced Robot Skills [Passive]
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Increases Robot's hitpoint by 100/200/300/400. Increases the weight limit by 20/40/60/80. Learn a new weapon recipe at Level 2. Learns how to upgrade to a new model at level 4.

Spoils of War
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When your robot kills an enemy unit it receives +5 gold and has 5/10% chance to find an ore.



Items

There are herbs and materials to make potions and weapons with, you can find these items across the map, enemies drop them, and you can find herbs in bushes.You won't have to carry these items in your inventory, they dissapear when you pick them up, you can see how many you have of each tiem by changing the multiboard.
List of Herbs and materials:
-Copper
-Iron
-Steel
-Titanium
-Generator
-Heat regulator
-Shimmerweed
-Spider Poison
-Poison Ivy
-"Color" Herb (Blue, Red, Green, ...)
-Alcohol
-Corpse Remains

I'll update the list of finished items as I progress, I've written down a lot but I'll start with the ones I made, and the ones I gonna add in the nearby future:

Alchemy: potions (100 charges max each)
Healing:
-Tonic, Healing Potion, Hi-Potion, G-Potion, X-Potion, Mega-Potion
Mana:
-Magic Leaf, Ether, Hi-Ether, ...
Elixer: heals mana and hp

Poison Potion:
2njw08o.jpg

Does 100 damage and 10 dam per second to enemy unit (10 seconds)
Does 100 Bonus Damage on impact when the enemy unit has Open Wounds (see further)

Ultra Poison Potion:
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Does 200 Damage and 10 dam per second (20 seconds)
Does 200 Bonus damage with open wounds

Bio Potion:
raylqu.jpg

same as other poison potions but stronger

Open Wounds Potion:
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Wounds enemy units (aoe 200), decreasing their armor with 4
Poison does more damage on impact


Drunk Potion:
54k1s.jpg

Potion filled with alcohol, % to miss, and attack rate -
Drunken enemy takes small bonus damage from fire attacks/spells/potions

Oil Potion:
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Better then alcohol potion: % to miss, attack -
Enemy with oil takes bonus damage from fire, also burns for 20 seconds after potion is used, the effect stacks with multiple fire attacks.

Goo Potion:
2ljge52.jpg

Covers enemy in goo, making him run away for for 3 seconds, leavin a trail of goo, if the enemy is hit by a fire attack the trail is set on fire aswell, damaging enemy units standing on it.
Bonus damage to goo'd enemy unit

Fire Potion 1:
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Does fire damage to a single target


Fire Potion 2:
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Does fire damage to single target

Water Potion:
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Used on Water minions or enemy
Can be used on friendly water elemental to heal 500 hit points and give a +15 damage bonus(damage does not stack)
When used on enemies: -15 attack speed
Damages fire enemies: 500 damage. Enemies that have natrium on them explode, dealing big damage.

Natrium Potion:
2ag8b3p.jpg

Slow enemies attack speed by 15% and movement speed by 20%
Makes water or wet enemies explode, dealing big damage

------End of Potions-----[There are a lot more potions, but I rather have it you discover them in the map]


All potions are made in mixing pot (is in town) or made by brewmaster, the same amount of herbs can create different numbers of potions. Depends on skills and items.

Misc.:

Casted spells and damage dealt are shown as floating texts
If you die you lose exp and gold
You will always see where you are on the multiboard(citynames, names of forest, ...)
Most abilities will be triggered
I'll be using more custom models then I'm used to, but I'll still rely a great deal on the basic warcraft 3 stuff.
Vivicism isn't just summoning, some minions requires materials, and sometimes materials improve your minions (if you create a water elemental in shallow water it's much stronger, Ents' strenght depend on how much trees were nearby, Rock Golem is stronger when made out of a rock rather then out of the ground, etc...)
This is a single player rpg, even tho I'll be writing the triggers as if it were a multiplayer incase I'd ever decide to make it multiplayer. (or someone else)
There's a lot I haven't mentioned yet, but this will be updated.
I'm guessing this will take 3 months or more, I might have a test version in a month.


2w3rdjs.jpg

29o029u.jpg

125ktuw.jpg


FirePotion Mr.Goblin
FirePotion2 Mr.Goblin
FirePotion3 Army-of-Pandas
PoisonPotion Army-of-Pandas
PoisonPotion2 Mr.Goblin
FastPotion=OilPotion CRAZYRUSSIAN
BearFormPotion CRAZYRUSSIAN
NaturePotion CRAZYRUSSIAN
PoisonGasPotion ChevronSeven
PureDarkPotion CRAZYRUSSIAN
CounterStrike CRAZYRUSSIAN


Summary

So basicly you start the game choosing 1 of 4 skills:
Alchemy: Can use mixing pot, brew potions, create minions and make materials
Weaponcraft: Can use Forgery and Blacksmith, can make a lot of different weapons
Magic: Magicpower can influence the damage your spells do, this can be increases by certain items, which are buyable, or dropable from bosses
Engineering: Can use Workshop, makes droids or robots (not too futuristic, it's like goblin based technology)

You can sub your class and keep it's spells when u master the class

You can choose if you become good or evil, each one opens different items and subs.

----End of Summary----

This might be a lot to read, but if you did, if you have suggestions, comments, questions, etc I'll be happy to listen to them :)
 
Last edited:
You got some great ideas! Nice writing, I read all stuff and it's amazing. I have some few suggestions:
- The thing when you die, I suggest you degrease the experience to 0% of the current level, and why loosing gold when you instead can loose some skill points :)
- Add some flues and colds, some special quests to heal yourself
- Any better Inventory?
That's all for now, I wish you good luck and make it singleplayer! MP sux! :)
 
Level 6
Joined
Jul 22, 2008
Messages
264
Have you been playing too much starwars games? lol this seems like a mix between starwars(kights of the old republic) and your average orpg to me. its a good idea though, hope this isnt just talk. would really like to see this made. the only thing i can see wrong is you have a guy with potions and a guy who can make droids... i think the droid with lasers will easily kill the guy who has some healing potions...
 
Level 9
Joined
May 22, 2009
Messages
276
You got some great ideas! Nice writing, I read all stuff and it's amazing. I have some few suggestions:
- The thing when you die, I suggest you degrease the experience to 0% of the current level, and why loosing gold when you instead can loose some skill points :)
- Add some flues and colds, some special quests to heal yourself
- Any better Inventory?
That's all for now, I wish you good luck and make it singleplayer! MP sux! :)

I know about the exp, I also know you can't reduce your level with just reducing the exp, I don't know yet what the onsequences of your death will be, I still have the option of adding death=game over, and add lives.
What are flues? I'm thinking fluids? Yea the item list is temporarily.
I didn't want to make a very special inventory system, except for a max of weapons/shield/armor you can carry, if you take droids they can carry extra items. The only other thing is the herbs/mats that are shown on inventory at the multiboard.

BlinkforFear said:
Have you been playing too much starwars games? lol this seems like a mix between starwars(kights of the old republic) and your average orpg to me. its a good idea though, hope this isnt just talk. would really like to see this made. the only thing i can see wrong is you have a guy with potions and a guy who can make droids... i think the droid with lasers will easily kill the guy who has some healing potions...

No I only played kotor once, so I don't remember what part of my map is the same as that game. The droids and robot won't be very futuristic, so don't worry, think about the tinker and goblin woodcutter, it'll be like that.
About the other thing, that will never happen, this is a single player map, so those 2 won't ever fight against eachother, also droids won't have lasers, or atleast I'm not planning on it (yet).
 
Level 9
Joined
May 22, 2009
Messages
276
With "Flues" I meant "Influences"... Sickness, Illness... you know the point...
Multiboard mats sound fine.

Don't know if that's what that worth means, cause I think it means something like: "I play guitar in a rock band, my influences are the beetles, the clash, ... . Nvm tho, I know what u mean, pots will have all kind of effects, mainly damage and status, but in a lot of cases, combining 2 potions will have a maximum effect of damage (openwoud-poison/oil-fire/...). I'm not gonna mention all the items I put in the map, else there'd be no surprises :p

I'm also adding floating texts for damage and when u cast a spell or use an item.
 
Level 6
Joined
Apr 12, 2009
Messages
156
I relish the fact that so much detail is being integrated into this map. Diving into the richness of a map is one of my favorite pastimes... seeing just how much thought was intended to be put into a map. Sounds good and I look forward to more updates! +rep
 
Level 9
Joined
May 22, 2009
Messages
276
Updated Classes and items, also I forgot to mention that the recipe system is user friendly, you won't even need to really remember the recipes, you'll just have to use the ability of which item you want to create, you'll see which items you need, when you press the ability, it will eiter create the item or say you don't have enough resources.
 
Level 9
Joined
Sep 28, 2004
Messages
365
I know about the exp, I also know you can't reduce your level with just reducing the exp, I don't know yet what the onsequences of your death will be, I still have the option of adding death=game over, and add lives.
What are flues? I'm thinking fluids? Yea the item list is temporarily.
I didn't want to make a very special inventory system, except for a max of weapons/shield/armor you can carry, if you take droids they can carry extra items. The only other thing is the herbs/mats that are shown on inventory at the multiboard.



No I only played kotor once, so I don't remember what part of my map is the same as that game. The droids and robot won't be very futuristic, so don't worry, think about the tinker and goblin woodcutter, it'll be like that.
About the other thing, that will never happen, this is a single player map, so those 2 won't ever fight against eachother, also droids won't have lasers, or atleast I'm not planning on it (yet).

You could reduce level if you reduce the exp if i remember correctly. It's in one of my old maps. When your level decreases, you will get auto refund of skill points, and your last learnt spell be be unlearn automatically.

Looking forward to this map [: Sounds very interesting and detail.
 
Level 9
Joined
May 22, 2009
Messages
276
You could reduce level if you reduce the exp if i remember correctly. It's in one of my old maps. When your level decreases, you will get auto refund of skill points, and your last learnt spell be be unlearn automatically.

Looking forward to this map [: Sounds very interesting and detail.

Well I saw in another map that when the exp is reduced, your level stays the same, but if u get exp after that, and the exp went lower then the exp needed for the level you are, you don't see your exp bar rise, not until it's high enough for the level you are in. It might be because he did it on purpose, or maybe a patch update changed that, I'll just have to find out on my own :)
 
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