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Campaign: Rise of the Storm Caller

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Dwarves are often depicted as wielders of awesome, cataclysmic powers, they exist in all legends as masters of lightning, earth and flame, in devastating combinations they have proven to be some of the most powerful entities to roam the mortal world.

Kalim was always hot headed and quick to act on his anger, though he was well renowned for his prowess over lightning and uncanny battle technique, he was often regarded with fear and hatred for his recklessness and callous disregard for all others. For his temper and careless use of his powers the council decreed that he would be stripped of all of his powers and armor, keeping only his weapon and be cast into the world of man, often called the lesser mortals.

With simply his hammer and some power that returned to him in his descent through the nether he crashed into a vast plain, as he dropped from the sky he saw a massive demon army approaching. He was barely able to stand from the fall, gravely wounded, he gripped his weapons as the demons crossed over the hill and came into sight. Even though he was mortal now, he still had his ability to fight and would cut down the beasts until his last breath.

As he fought he was joined by a group of warriors, all but one whom had fallen to the demons by the end of the fight. This warrior turned out to be a sage, who had come to aid him in restoring his powers so he could become a messenger to the dwarves, to request their aid against the single greatest threat that could destroy not only the humans, but the dwarves as well if they were caught off guard. The most disturbing thing that he learns, however, is the truth behind his banishment.


The game play will be somewhat the standard hack'n'slash for most parts, but there will be objectives and boss fights you will encounter that will require use of specific items/abilities from time to time. This a fast-pace brawl-rpg, meaning things get out of hand really quickly if you don't keep enemy numbers down. Stats have been replaced and will look something like this:
Strength - Vitality
Vitality: This increases your health pool and gives a very slight constant regeneration bonus as well as a periodic 'health burst' effect.
Agility - Power
Power: Power affects the magnitude of your abilities, the higher your power is the greater the effect.
Intelligence - Endurance
Endurance: Endurance increases your energy pool and gives you a fast energy regeneration to keep abilities ready for macro for the "OH SHIT" moments when you need the uber nuke or a specific ability on a whim (boss fights come to mind here).

You will start off with 1 passive ability (which what I have in mind has 3 effects and really rocks some freakin socks off)
As you level and advance through the campaign you will get to choose between active, passive, auto cast and spells that are a combination of the three, at any given time you can only have 4 active abilities, you will have a talent sheet and possibly an inventory (beyond the simple wc3 6 slots, it's own screen) attributes will also be given, as well as a rune-system implemented that uses 3 types of runes (Offensive, Defensive, Elemental)

Runes:
Runes are acquired throughtout each level, each rune should be self-explanitory on what it unleashes, there are 4 basic elemental abilities, which can be combined with other elements to create multi-element runes, you can enhance the effect of an element rune with an offence or defense rune to create truly devastating effects.

Rune Mastery:
This is a special talent sheet, meaning if you apply talents to rune mastery you will not be able to apply any talents to other trees, but instead you will have many different rune masteries to choose from, these talent specs will increase the efficiency and lethality of your runes, they can range anywhere from empowering your next rune cast to generating runes over time to consuming runes for special ultimate abilities.

Boss fights:
Boss fights will vary anywhere from a 1 on 1 epic duel to a vast war of armies, your role will differ upon each fight, which might be able to be seen ahead of it if you read everything and pay attention to how the levels are going, a boss fight isn't guaranteed at all, just a safe bet would be maybe 1 every 5 or so levels.

Talents:
Talents will enhance abilities and attributes, giving you several choices of talent trees to choose from you will be able to select a tree (it is advised to hit the final talent before branching off into other trees) and gain special active abilities and passive enhancements.

Items:
Many items and objects will be interactable, say you found a strange spear one level that generated a great amount of heat and ignited anything the spear head touched, well save that for when you go up against the troll boss several levels later and he regenerates like crazy, it's a well known fact that fire > trolls, they can't regenerate cauterized wounds. (In other words impale it on the flame spear and watch it squirm! "Heal this!")


The terrain is going to showcase anything from a beautiful country side to a thick forest to a barren desert, it all depends on the level. (Screenies to come)


So far the only thing set in stone is mission one, which takes you right into the fray, you start out on the field of demons, badly injured, run around, slaughter demons, find herbs to heal with and save weary travelers who will give you random buffs/items, or may don a weapon and armor and fight along side you.


You can view the map developement thread here
 
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