MASTERY Dev. (need tester)

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Mastery

Cumulative Adventures

Background
  • Players decide their own fate in a large map, with tons of quests.
  • Everything in the map is there for a reason, and will probably used, unless its simple terrain thats there to looks good.
  • This game is 2-6 player game. It will have ally options, PVP, PVE.

Description
  • The Epic sized map hosts 2 major islands. Players are randomly spawned on one of the two major islands. There are many small islands that a player with enought money to buy a boat, or enought skill to make one can go.
  • The current types of skill you can aquire are as follows. Craftsman, Salesman, Explorer, Militant.
  • There are many subgroups whithin the skills. but the subgroups are 100% up to the player. The subgroups are not concreate and depend on the players items.

Features
  • Players tread thier own path with quests, the more of one quest you do the more quests and items that have to do with that subject you aquire.
  • The world is interactive, you will work all day on destroying a barrier, so you may enter a place you want, then at night you seek safty in a near by town until morning so you can work again. Items influence how you work on certain things.
  • There is no magic in this game. All the quests, tasks, adventures, fauna, and flora are as real as possible.
  • Players have an ability called interact. This ability is used on things to gather information also its used to obtain quests. All quest givers have their own camera and short transmission. then the player must read what the quest giver says, it might be come back tomorrow, or speak to me right away. The player then uses the same ability at the correct time to accept the quest.

Subgroups of Skills
Craftsman: Weapon Smith, Armor Smith, Architect, Ship Builder.
Salesman: Raw Materials, Fine goods, Traveling Salesman.
Explorer: Archeologist, Botanist, Zoologist, Treasure Hunter.
Militant: Guard, Assassin, Hunter, Knight, Lord

Screenshots are attached But they Provide a very limited view. If you want to test the maps stuff message me, and ill tell you when i finish certain things.

Terrain=55%
Units=10%
Quests=1%

ChangeLog:
2/4/11 Added murderer system.
2/5/11 Finished first great island terrain.
2/5/11 Set up all points of interest on first great island.
2/6/11 Made quest player specific.
2/6/11 Started second great island terrain.
2/7/11 Major change to murder system
2/7/11 added bandits.
2/8/11 no work
2/9/11 copying quests, making their requirements.
 

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Level 9
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Dec 15, 2009
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Ok.You say the subgroups are not 'concrete'.You mean there is flexibility among the subgroups.You can be a Knight that can do assasinations?cool.

What is the 'murderer system'?
 
Level 3
Joined
Feb 1, 2011
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Ok.You say the subgroups are not 'concrete'.You mean there is flexibility among the subgroups.You can be a Knight that can do assasinations?cool.

What is the 'murderer system'?

Yes, they are 100 percent flexible, but items determine subgroups. Like having a broad sword is less effective for assassination, but its still very possible.

The murderer system is if a you kill an civilian npc within the range of a guard, your unallied from all the civilian npc and the guards. And you are neutral with all the bandits, opening a whole new parallel line of quests as a bandit. If however you committed the murder on accident, then you wait for 2 days out of the cities, and towns then you will be allied again. But the problem is night time is dangerous and its challenge staying out for an entire night without re supplying. I may add a vandalism system too.
 
Level 3
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Feb 1, 2011
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I might suggest making very clear for players what to do. Inpatient people like me might quit because it's not clear what to do and get frustated with the game =p

There will be a starting area where players are introduced to the concepts of the game. A message will come up like, "Try interacting with all the people n the village first." OR Ill have a floating text above a guy right next to the spawn point, that says "Interact with me for a Short Tutorial." When i was creating game idea i thought of this, and i thought that people may become uninterested in the game before they even find the first clue. So i set up very obvious circles of power. instead of invisible ones. Thank you for your visit.
 
Level 3
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Feb 1, 2011
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Has everyone left? oh well. ill just continue on then and post the map when im done. Or should i keep updating this post?
 
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