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Glory From Nowhere

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Glory From Nowhere


Concept

An ambitious project I recently started. It will be a “single player campaign” in a “open world” fashion. But it will include three different “tales” or “worlds” much like “chapters” in the campaigns “shipped” with the “original game”.
I intend for it to involve all of the "traditional RTS elements" it will have base building and unit hiring. It will even have the concept of "resource gathering". At the same time I would like it to have many “RPG Elements".

These will hopefully include:

"Hero equip. system" - Every item will have a model and a texture that when equipped "shows up" on the hero that is using the item.

"Stat System" – Each item can have a “passive effect” meaning they can say boost “chance of hit” or armor. They may also have a “visible effect”. An example of this would be a sword that an “ability attached to it” so the hero who is using it will have a new “spell” to use.

“Class system” - Each hero will have a “class” which will allow them to equip certain weapons and armor, and also allow them to use certain skills.

“Upgraded Inventory” – The “original inventory system” will be greatly improved. It will have an “equip screen” used for things like “weapons, armor, and accessories”. However it will also have an “item bag” used for anything else the “player picks up”.

These are just some of hopefully many to come.

Heroes/Units

Heroes(Currently nothing custom only changed around models and voices/icon(s)):

Loj - agility base, melee.
Vuskar - Basic tank/ healer like a "Paladin".
Quskan - Warrior / magic user.
Yef - Ranged / magic user.

Units:
Militia - Basic weak unit. Can build some "structures".

Buildings:
Militia tent - Simple "basic shelter" costs nothing can "store" units. Gives "one food" and is "quest related".
Conclusion
My first post was a "joke" and I hope this is a "bit" better.
 
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Level 13
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This post dosen't really say anything about the gameplay itself in my opinion.
 
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