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[Role Playing Game] Kobold Kingdom (Released - Link Inside)

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edit 11-16-20: this project has been discontinued.

edit 8-24-21: surprise! this map has been posted to the maps section:

Greetings,

This is a small preview with some descriptive tidbits about a hefty project I have been working on for the last few months.

The rundown:
  • Kobold Kingdom is inspired by Deep Rock Galactic, Diablo 2, and Torchlight. The result is a session brawler with RPG elements. It borrows additional inspiration from Path of Exile.
  • You start in the hub zone, where you can spend time sifting through your interface panels and customizing abilities before beginning a mission. Start a mission and complete its objectives to earn rewards. Return to the hub, then rinse and repeat as you progress through the leveling journey.
  • In the endgame, delve into the deep to acquire powerful treasures... should you survive.
Some key features:
  • Planned for multiplayer (up to 4 players).
  • Ground-up custom interface using modified Blizzard assets.
  • Ground-up custom item system including keyword/affix generation.
  • Over 40 character stats to modify.
  • Procedural level generation with multiple biomes.
  • Varied mission types with different objectives.
  • Candle Light: keep the Creatures of Darkness at bay by collecting Wax to maintain your light meter.
  • Map system ("Dig Sites"): modify with items for more challenges and rewards (more to come).
  • Ability system: customize your character's spells to meet your tastes or to overcome challenges.
  • Mastery system: a directional talent tree; surround runewords to unlock powerful effects and customize your Kobold with unlocked abilities (more to come).
  • Damage system: take, deal, and enhance 6 different damage types.
  • Difficulty system: raise the stakes as you grow in power. Unlock the ultimate challenge at max level. Something... ancient... lurks in the deep.
Pipeline forecast (Oct. 2020):
  • Additional UI components for visual utility e.g. player party frame and more.
  • Interact with vendors in the hub to add additional modifiers to items and craft new gear. See this rough draft mock-up for what's in mind.
  • Playable demo by end of the year.


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Level 23
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I am shocked at how good this looks. I honestly thought most of the screenshots was just pictures not of Wc3, or some kind of random photoshop job. Really happy to see that people are still attempting as grand a project as what you have showed us here. Can't wait to see this map in action.
 
Level 21
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Really fancy stuff!

However, i'm sceptical on the seemingly endless values on items and their randomization.
I generally applaud more distinct items/skills (like milestones), but who knows, maybe you got it both in there.

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edit 11-16: Lack of interest and the zombie-like/fractured community has diminished my ambition to complete this project. Attached the final source for the time being, which includes a rework of item randomization and iconography, a new ice biome, and reworked creatures.

Greetings,

Today marks a big milestone for this project with all core components being implemented and mostly working, so a technical demo is now available (attached here).

It is unoptimized and unprotected, should you wish to rip anything from it. Do note: many of the central Lua systems are spaghetti-code from when the project was first started as an OOP greenhorn, and they are all interconnected with functionality specific to this map.

What Is There to Do
  • Open the dig site map with "Tab" or via its menu button in the lower right. Click a dig site and the glowing pickaxe button to instantly generate a map. There is 1 mission type at the moment: Monster Hunt - destroy the two treasure troves and defeat their guardians to complete a mission. Currently, failing a mission is punishing: you gain nothing.

Notes
  • As a technical demo, expect many bugs, horrible balance, and many missing features.
  • Multiplayer does not work as there are desync issues not yet addressed (related to old frame code).
  • The core game loop is not yet implemented (generally speaking, there are a lot of planned things in the works).
  • The credit list is a WIP as I imported a million things and lost track.
  • There is no save/load functionality yet.
  • Loading this map as a saved WC3 game will cause a crash as the frame code does not reload.
  • This map supports 1.32+

Demo Commands

There are a host of test commands to run in the only GUI trigger called "dev". Here are some key ones:
  • -10 [-40] [-60] = add X levels to your character.
  • -att = evenly distribute available attribute points.
  • -mast = add 100 mastery points.
  • -gear = create epic gear matching your current level and equip it (note: requires empty inventory to work properly).
  • -i = fill your inventory with random items.
  • -ci = clear your inventory.
  • -gm = god mode, invulnerable.
  • -gmf = god mode lite, gain 90% damage reduction (to maintain combat with mobs).
  • -xp = add 100 experience.
  • -done = force complete a dig site (a dig must be active; this is very buggy if used out of order and will ruin your session); this also makes the scoreboard transitions instant.
  • -fakep = spawn fake players for demoing frames/failures.
  • -c = unlock your camera and disable perma-select (allows you to move any controllable player units).
  • -m = reveal the dig site map.
  • -z = zoom out (requires -c first).
  • -hm = restore your health and mana to 100%.
  • -cd = reset your core QWER abilities (currently does not work for mastery spells).
 

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Last edited:
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A trimmed-down scope allowed this project to completed in secret. You can find it here:
 
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