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[Project] Power of Chaos RPG - Preview

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Level 16
Joined
Feb 22, 2006
Messages
960
First Map: Power of Chaos - Xel'Shin

Hi you out there.

I shortly want to present my SC2-Map Project called: Power of Chaos RPG.

Basicly it's a 3rd-Person Multiplayer RPG. It will be for up to 3 players , but also can be played solo. I made this decision, since people may can concentrate more on the story.


(Why Xel'Shin?)
Xel'Shin is the Planet where the Association (No name yet) you work for scanned some curious energyspots. Therefor they send you to check the situation and report what's going on.

Some Data about Xel'Shin:

Xel'Shin
Orbital Period: 431,83 d
Equatorial Radius: 3791 km
Surface Gravity: 7,61 m/s2
Sidereal Rotation Period: 19h 46m 21s
Surface Temperature: (-15 °C / 258.15 K) / (+15,5°C / 288,65 K) / (+46°C / 319.15 K)

Population: 2,4 bn

Xel'Shin was a former Protoss colony. Due to its rich Palladium sources this planet became one of the most important habitable planets in the P-283-91 sector.
Since Palladium was easy reachable many research establishments raised in near cities. The biggest establishment is located in Xring'la and is one of the leading institutes in the Chaos-Effect researches.






Contents:

  • Totally costumized UI
    • Includes Actionbars for abilities (not finished)
    • Experiencebar
    • Inventory
    • Missionsdialog
    • Hero/Target - Overview
    • Customized Minimap
    • Much more to come
    • Multiplayer comaptible
  • Customizable Weaponsystem
    • Add effects to your weapon
    • Melee or Range
  • 3 Different Classes (maybe more)
    • Berserk
    • Templar
    • Technocrat
  • Save System
  • Customized Abilities
  • Story!

This list may not be completed at this moment, let's see what the future brings.








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So last but not least some screenshots (Didn't start with the terrain yet):
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I'm recruiting some people.
- Artists (2D / 3D)
- Scripter



Members of this project:
xD.Schurke (leader / coding / general stuff)
Nara-shikamaru (2D Art)
real138 (English Localization)



04/28/2010 - Added new screenshots
04/29/2010 - Added new screenshots
04/30/2010 - Added new screenshots of new UI
05/01/2010 - Added preview video
05/04/2010 - Added a test version
05/10/2010 - Added new screenshots
05/11/2010 - Added new preview videos / further infos during the day
05/12/2010 - Added new screenshots
05/13/2010 - Added new preview video
05/15/2010 - Updated Team-Info / Added recruitment
05/17/2010 - Updated Team-Info / Released name of first map / updated story
05/18/2010 - Added new Screenshot / Updates Story
05/19/2010 - Added inventory-texture preview
05/20/2010 - Added new Screenshots
05/24/2010 - Added new Screenshot / Updated Team-Info
05/25/2010 - Added new Screenshots
05/26/2010 - Added new Screenshot
05/27/2010 - Updated Team-Info
05/28/2010 - Added new Screenshots
05/30/2010 - Added new preview Video
06/10/2010 - Added new Screenshots
06/13/2010 - Added new Screenshot
06/17/2010 - Added new Previewpicture
06/18/2010 - Added new Screenshots
07/13/2010 - Added new Preview Video
08/12/2010 - Added new Screenshot
 

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Last edited:
Level 9
Joined
Jun 7, 2007
Messages
195
Looks nice. I like the UI you created, but is there going to be hero abilities? If yes, how are you going to display them?

About the WASD movement and 3rd Person Camera.
I made a system like that. It's not probably the best but it should
work for all players and otherwise if worked fine in singleplayer. Link

About save system. Just use a bank.
Something like this:

-Load-
Map Initialization.
Pick every player in X and do actions:
- Open Bank 'Bank Name' for Picked Player
- Load Stuff from bank. Create units. Set values.

-Save-
Any Player presses a button Save Button
PL = TriggeringPlayer
Open Bank 'Bank Name' for PL
Store Stuff to bank.
Save Bank.
 
Level 9
Joined
Jun 7, 2007
Messages
195
If you mean loading a new map like in a campaign and to do that in multiplayer, I dunno I guess it's not possible, atleast yet.

What can be done for sure is that, you can access 1 same bank from multiple maps. For example there could be 1 Offical Bank that is used in many many custom maps which would store something like highscores.
Or a cool thing would be to use it as a rewards system so that, let's say there's a guy who makes 10 diffirent kind of maps. All his maps have achievements and the data is stored into a Achievent Bank. When you play his other maps you will get bonuses for playing/completing the guy's other maps. Like if you Ace an AOS map and then go play an RPG and create a new character. You could get a free weapon to start with or something. Cool idea I must say. :D (This could become a standard, "rep please", lol)
 
Level 16
Joined
Feb 22, 2006
Messages
960
Movementsystem:
- Is allready multiplayercompatible
- Smoot enough since doesn't use timers

Save/Load:
Thanks for the tip, I'm going to play around with Banks

GUI
- The UI itself is highly costumizeable, it's seperated in single Structures
- Abilities will be accessable via Ationbars

Hero
- The classes are actually defined as heroes (Data-Editor)
 
Level 9
Joined
Jun 7, 2007
Messages
195
Create a dialog + options.
Set Background image of Last Created Dialog to "".
Add a Dialog Item to Last Created Dialog of type Progress Bar.
Options for Last Created Dialog Item.
Show Last Created Dialog.

For MPI. Won't it work if you create one for each player and save them to different variables and show/update different dialogs for different players.
 
Level 9
Joined
Jun 7, 2007
Messages
195
That's incase you want them to have no background like those bars in the top left corner in the screenshot. Not important but I just thought I'd mention it.

EDIT:
Or you could use one fullscreen size dialog with no background. So Dialog Items can be added anywhere with ease.
 
Level 2
Joined
Apr 24, 2010
Messages
17
I think you should add more classes, or at least subclasses/jobs. It will make the game more diverse, and more interesting.
Of course what you have right now is beautiful. I hope you get to release this, and I look forward to playing it.
 
Level 7
Joined
Jun 1, 2009
Messages
305
this looks amazing i cant do a whole lot but if you need help testing im all over it!

edit
Elegant this has probably only been worked on since the editor came out so not very long give it more time.

schurke i know this might be a stupid question but do you think you could release a small demo for people to try out?
 
Last edited:
Level 1
Joined
Apr 29, 2010
Messages
4
Looks like an awsome map, can't wait to test it out when I get the chance. Also, would you mind putting an example out for the minimap? I would like to use it like that in the RPG I'm making atm
 
Level 11
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Mar 6, 2008
Messages
898
hiho,

i ve got some questions because of your totally awesome UI. xD
i saw a screen where you can see the attributes of your hero
but im confused because i can't find a function to get the attributes of a hero as values.
or did you do it with variables?
the same question goes to the exp bar. xDDD
are there functions so that you know on which level your hero needs which amount of exp to level up etc... or did you just use variables...

Robbepop
 
Level 16
Joined
Feb 22, 2006
Messages
960
hiho,

i ve got some questions because of your totally awesome UI. xD
i saw a screen where you can see the attributes of your hero
but im confused because i can't find a function to get the attributes of a hero as values.
or did you do it with variables?
the same question goes to the exp bar. xDDD
are there functions so that you know on which level your hero needs which amount of exp to level up etc... or did you just use variables...

Robbepop

I used some tricks to track attributes/exp . Like you allready noticed variables are the main part... I store the current and max exp of the hero and just display them, the attribute thing is equal. I set variables to the attributes the hero has on level 1 and then there is an event which tracks if there are any changes in attribute points, then I add those to the original ones.
Anyway during the next days I release a testmap so you can look more into it
 
Level 7
Joined
Mar 13, 2008
Messages
228
I used some tricks to track attributes/exp . Like you allready noticed variables are the main part... I store the current and max exp of the hero and just display them, the attribute thing is equal. I set variables to the attributes the hero has on level 1 and then there is an event which tracks if there are any changes in attribute points, then I add those to the original ones.
Anyway during the next days I release a testmap so you can look more into it

w00t massive copying and stealing inc!!
Opps I meant observing and learning.
 
Level 1
Joined
May 1, 2010
Messages
8
Pretty nice but i think you should do so you can rotate the camera... It gets annoying to times and make a buttom for attack, instead of having it on auto.
 
Level 16
Joined
Feb 22, 2006
Messages
960
a small push:
-During the next days I will release some new preview pics and video, for presenting the way how the player choses their classes and ability preview.

About the map:
- For up to 3 player
- First Map out of a series of maps
- Actually looking for the name for the first map
 
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