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Land of Leynia - ORPG

Discussion in 'Map Development' started by Serodyn, May 22, 2010.

  1. Serodyn

    Serodyn

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    ~MORE CLASSES ADDED! DRAMATICALLY UPDATED~
    NEW CLASS ADDED, ALCHEMIST!


    C O N T A C T M E
    landofleynia@yahoo.com


    [​IMG]


    Go here for the whole gist: https://www.hiveworkshop.com/posts/1586745/


    L A N D O F L E Y N I A
    [r]... It has been a year ever since the Gods have foughten.
    The Gods have not sent down the needs we need, and the warmth we warmth for.
    These helpless seasons have been tough, but ever since the over abuse of the Gods resources,
    the land of Leynia has been untouched by the God's wrath.

    A prophet in a small village has said,
    "The only way the Gods will fight, is if we start fighting for our fire." ...

    The prophet has found many runes around the land of Leynia. They all have a common
    meaning and relate to each other. Runes around Leynia grant attribute bonuses to those who bear one.



    W E L C O M E
    I have been wanting to create an RPG for sometime now and the person
    I was going to originally create it with never showed up on Battle.net. :(
    It is going to be my first time creating one without any experience,
    but with a team I am sure we can create a decent, well made RPG.


    A N N O U N C E M E N T S
    Sunday, May 23rd - 2010 Terrain Pictures added.
    Sunday, May 23rd - 2010 Defender now called Guardian!
    Sunday, May 23rd - 2010 New class added! ALCHEMIST!
    Saturday, May 22nd - 2010 5 basic classes, 15 secondary classes, 30 master classes!
    Saturday, May 22nd - 2010 Project Starting! /Terraining
    Friday, May 21st - 2010 New Thread Layout, Pets may be added!
    Wednesday, May 19th - 2010 Classes have been dramatically updated!

    C L A S S E S
    Just because this chart down here says what it says,
    doesn't mean it will be equal in the gameplay.
    All of these classes are under major construction
    and need rethinking, obviously, to balance it out.

    [r]Warrior - (basic tank)
    Crusader (melee, high armor, decent attack, armors)
    ---- Guardian (formerly Defender) (melee, high++ armor, high attack, armors)
    ---- Protector (melee, decent armor, high attack, aura armors++)

    Paladin (melee, decent armor, decent attack, heals)
    ---- Celestial (melee, high armor+, decent attack, heals+)
    ---- Purge (melee, decent armor, high attack, splash damage)

    Shadowknight (melee, decent armor, high attack, some spells)
    ---- Defiler (melee, high armor, decent attack, DoTs)
    ---- Virtue (melee, decent armor, high+ attack, parry/evasion)

    [r]Rogue - (basic damagedealer)
    Assassin (melee, high+ damage)
    ---- Fury (melee, high damage++, gains attk speed over time)
    ---- Sweeper (melee, high damage++, spells that affect attacker and opponent)

    Brigand (melee/range, high damage)
    ---- Silencer (melee/range, high damage+, disabler)
    ---- Outlaw (melee/range, high damage+, traps+)

    Bard (melee, high damage, 'utility')
    ---- Gypsy (melee, high damage+, 'utility, decent armor)
    ---- Dancer (melee, high damage, aoe buffs/heals, 'utility', decent armor)

    [r]Archer - (basic longrange)
    Hunter (longrange, high+ damage)
    ---- Sniper (longrange++, high++ damage)
    ---- Skinner (longrange/melee, high+ damage, lifesteal)

    Ranger (melee, decent damage, pet summon)
    ---- Tracker (melee, high damage, snarer, pet summon)
    ---- Forester (melee, high damage, pet summon, heals)

    Warden (longrange, decent damage, 'utility')
    ---- Elementalist (longrange, high damage (nukes), 'utility', fast nuker)
    ---- Chief (longrange/melee, high damage, high armor, 'utility')

    [r]Magician - (basic caster)
    Wizard (longrange/caster, high+ damage)
    ---- Sorcerer (longnrange/caster, high++ damage (nukes), fast nuker)
    ---- Arcanist (longrange/caster, high+ damage (nukes), disabler+)

    Necromancer (longrange/caster, pacts and summons)
    ---- Plaguer (longrange/caster, summons, DoTs, pacts, high attack (nukes))
    ---- Sadist (longrange/caster, pacts++, summons, heals, high attack (nukes))

    Enchanter (longrange/caster, enchants, 'utility')
    ---- Animator (longrange/caster, enchants++, 'utility', decent attack (nukes))
    ---- Mindwrecker (longrange/caster, 'utility', disabler, high attack+ (nukes))

    [r]Cleric - (basic healer)
    Priest (longerange/caster, high+ heals)
    ---- Exorcist (longrange/caster, high+ heals, high attack (nukes))
    ---- Disciple (longrange/caster, heals+++)

    Druid (longrange/caster, heals, decent damage)
    ---- Stormcaller (longrange/caster, heals, high damage (nukes), DoTs)
    ---- Leaftender (longrange/caster, heals+, high damage)

    Shaman (longrange/caster, heals, buffs, 'utility')
    ---- Bloodbather (longrange/caster, heals+, buffs, transfer health)
    ---- Mystic (longrange/caster, heals,'utility', buffs, high attack (nukes))

    [r]Alchemist - (basic AoE'r)
    Potionist (longrange/caster, decent attack (nukes), small AoE spells)
    ---- Transmuter (longrange/caster, high attack+ (nukes), strong AoE spells)
    ---- Catalyst (longrange/caster, high attack+ (nukes), spells can do x2 damage)

    Warlock (longrange/caster, decent attack (nukes), negative buffs)
    ---- Coercer (longrage/caster, high attack (nukes), mind-control spells)
    ---- Dark Sage (longrange/caster, high attack (nukes), negative buffs)

    Dissolver (longrange/caster, high attack (nukes))
    ---- Alkahest (longrange/caster, high attack+ (nukes), mana eater)
    ---- Joker (melee/caster, high attack+, health eater)


    T E R R A I N
    I will post screenshots in this section, when I get to terrain something, along with my team.
    3 screenshots of a city near waterfall, protected by trees and cliffs.
    Small Village w/ waterfull and bridge. 1
    Small Village w/ waterfull and bridge. 2
    Small Village w/ waterfull and bridge. 3
    Mansion in the flowery gorge. :O




    R U N E S
    Runes are one of the highlights of the game.
    They will be dropped from creeps and bosses, each giving
    a special attribute bonus, or aura.

    Rune ideas will be accepted by posting in this thread. Do not e-mail me.


    D U N G E O N S A N D B O S S E S
    Dungeons and Bosses will be filled here. These are just ideas and is not currently permanent.
    First Dungeon: Basement-themed, Bandit's Lair
     
    Last edited: May 23, 2010
  2. SlayerII

    SlayerII

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    (sarcastic)wow the most creative classes i ever saw....(/sarcastic):hohum:

    Pls rethink your classes, currently they are pretty comon...
     
  3. M0rbid

    M0rbid

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    Yeah, that was my thought, too.
    You really need something more invidual to beware of causing the following ironic quote in all useres reading this: "OH, nice, another veryvery innovative and creative RPG, that's awesome because we don't have ANYTHING like this yet!"

    No seriously I like the layout of your presentation, which makes me hope that you can really work on something, so yeah, try to really put something out here!
    More creativity!
    ;)
     
  4. Serodyn

    Serodyn

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    Ahh alright, I'll have to rethink the classes out.

    Thanks for tips and I hope to see more of you, M0rbid.

    EDIT!: Master Classes have been added. Tried to be as creative as I can. :tear:
     
    Last edited: May 23, 2010
  5. SlayerII

    SlayerII

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    so, and whats special at this orpg? YOu expand the classes, but the orpg is still common.

    Is that again some kind of grind orpg? or maybe with less grinding, and at least some nice bosses? Do i still have the str for life, agi for attack speed and int for mana?

    is something DONE?

    o and nice that you planned 50 classes, but massing is not very healthy for orpgs. I for myself have hard time finishing 9 well made classes.


    Last thing: Instead of making a Defender a plain tank, wy dont you try to find something new? Like a "i smash you with my shield" class=)
     
  6. Serodyn

    Serodyn

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    This project has just started and the thoughts have been planned out, but not fully.

    I have equaled my work between brainstorming the plot and learning the basics for terraining.

    Just to say, I don't think this project will be done anytime soon because of the lack of members helping up on this project.

    The RPG was just came to me about a week ago so stuff are still rusty. I am sure I will go far with this project, but for now, I think it's fine to take it slow and easy.

    Str, agi, and int still remain, but I may need to add another attribute for balancing reasons.


    I'll rethink the plain tank class.
     
  7. drhunter

    drhunter

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    Instead of having Enchanters, Potionists, and alchemists, how about you just make them a skill that they can learn. It will save time.

    Also, try and use as many custom models as possible. Nobody likes an RPG without them :/
     
  8. Serodyn

    Serodyn

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    I don't really understand what you're trying to say about Enchanters, Potionist, and Alchemist..

    I decided to have a few common models depending on gender.
    Male or Female. Then all of the attachments (armor, cloak, hat, weapon)
    will be attached to hero.

    I hate using the default skins WWE offers, too.
     
  9. drhunter

    drhunter

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    Well, Enchanter, Potionist, and Alchemist should be professions that the characters can learn, Like in World of Warcraft, and not just separate classes.
     
  10. Serodyn

    Serodyn

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    I didn't know my RPG was based of World of Warcraft. :confused: /sarcasm
     
    Last edited: May 23, 2010
  11. drhunter

    drhunter

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    I'm not saying it is. I'm saying that you shouldn't have seperate classes for things that you could just make into a skill...
     
  12. Sabertooth

    Sabertooth

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    Get rid of your "At level 25, you move on to this other class" and "At level 40, you move on to either of these two classes" thing. You should instead have it so that at Level 10/15/20 or so, the player unlocks two techtrees for their hero. Each of these techtrees would be for the hero's 'branching' options, and each tree should max out at a certain point (after investing about 20 points in a tree, or so). Give the player the freedom to invest their points (which one gains after they level, of course) into whichever tree they want. As they invest points, certain abilities will unlock inside of that tree. Of course, the player can clear both of his/her techtrees for a full point refund and then pick a different tree or combination.

    Doing this will give a player the feel that the class isn't limited to one type of play, and also allows the player to 'experiment' with whatever playstyle they want, instead of making a permanent decisions to become a "Guardian" or "Protector". I know it is similar to WoW and Diablo, but, there's a reason why those games do it this way.

    Just my two cents.
     
  13. Serodyn

    Serodyn

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    @drhunter: k.

    @Sabertooth: I see.. That seems reasonable and understanding.. I think that may just be a good idea.

    Edit: That process might be hard to do.. I'm going to need some serious help on that.


    Edit2: I don't want to bring Tkok into these.. That game was rather complex (beyond complex) and for now, I think it's best to stay at a level I am currently on.
     
    Last edited: May 23, 2010
  14. Sabertooth

    Sabertooth

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    TKoK? I was unaware that they implemented a techtree thing. (If they didn't disregard this comment)
    However, that does lead me to another suggestion:
    Just stick with the original three stats.

    I place more value in well-done simplicity than in complicated mess. Now, the techtree thing might be harder to code, but it WILL look simpler than a million hero changes. Especially if you're new to mapping, don't try to go over your head with more game-mechanical complexities, such as ten trillion different stats. =P
     
  15. drhunter

    drhunter

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    Some people excel at certain things, but they may fail at others.


    EDIT: If the game is really massive and highly worked on, some viewers may not like it.
     
  16. SlayerII

    SlayerII

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    the 3 base stats are ok, but you shoudl chagne them, cause they are balanced for up to 200 each and for a meele game.
    Agi is the biggest prob. I would remove the AS bonus, otherwhise any AS incrasing skills and items get pretty useless .
    A systemw ith crits and dodge would be best for agi.
    The armor gained froma gi should be changed too. Maybe totally remove it or at least make it not really worth it.(this ocul be also done by changing the armor gameplay constant)
     
  17. Serodyn

    Serodyn

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    Yeah that's what I'm going for...
    3 stats. Agi, str, and int..

    I have an idea of what I'm going to do for this. Matter of fact, I have papers spread throughout my desk here of spell ideas, balancing ideas, terraining, and gameplay..

    The only thing I am waiting for is to download JNGP and get a larger team for this project.

    Edit:

    Don't overthink the class chart. It will be mildly simple and not too complex.
    It looks complex because of all of the shiz I wrote, and because such a wide variety of classes.
     
    Last edited: May 23, 2010
  18. drhunter

    drhunter

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    Correction: A Bard isn't a Rogue, but a singer(Teller of Tales)
     
  19. Serodyn

    Serodyn

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    @Doctor Hunter: Can you stop relating my RPG to others?

    Last time I checked, Doctors weren't hunters, but simply a licensed medical practitioner.
     
    Last edited: May 24, 2010
  20. drhunter

    drhunter

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    I wasn't... And Drhunter is just a name...it's not an actual class. And saying a Bard isn't a rogue isn't relating your RPG to others... A Bard is actually a singer...It is in every game.