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Monsters Evolution ORPG

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Map info
Outland world... World, where humans and monsters live in harmony and understanding. But...
You play as a monster. Evolve, teach new ability, kill wild monsters or raged bosses!
Many heroes with special skills and model.
Triggered spells.
Easy game.
Save and load system.
"Transformator" - evolve you monster for another, powerful!
Combine elements.


Features:
PvP duels.
Arrow move
Many bosses
Interesting story
Events


Fire - most damage, AOE spells. Low hp and mana.
Wind - AOE damage and spells, very easy game. Low hp, mana, no buffs.
Unholy - tanks, good damages, need in party. Hard game.
Nature - healers, buffers. Low damage, hard solo game.
Water - healers, tanks, dd. Easy game. But don't need on bosses.
Eath - single target dd. Easy game. No minuses.

Tiers:
Basic monster - first monsters in game. Bad spells, low hp, mana, 5\10 basic damage.
Tier 1 monster - Evolved monsters (need 10+ lvl). Good triggered spells. Good hp (tank) and mana (healers). 15\20 damage.
Tier 2 monster - Evolved monster (need 10+ lvl and artifact). Power up old spells and new. Big hp and mana, 25\30 damage.
Tier 3 monster - Evolved monster (need only Boss artifact) New spells. In this lvl more than all tiers HP and MP. 40\50 damage.
Tier 4 monster - ancient monsters (need 25+ lvl, Boss artifact and some conditions). HP and MP not increasing. New spells. 40\50 damage.




This, first Nature monster. Healer. Have 3 skills, 1-2 heals, 3 ultimate attack.
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Wind ultimante attack (only for tier 1)


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Basic nature heal (have basic and tier 1 monster)


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First boss, Horb. Test battle.


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Basic fire attack (have basic, tier 1 and tier 2 mosnters)


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MEO team:
gerf - main creater. Monsters, Spells, triggers, story, Terrain (70% all terrain work).
LMorda - beta tester. Terrainer (30% all terrain work)

Thank EvilCrizpy for help!

Progress:
Terrain - 10%
Triggers - 7%
Heroes - 15%
Spells - 11%
Items - 4%
Quests - 2%
Story - 10%


Please comment!
 
Last edited:
Level 5
Joined
Aug 30, 2009
Messages
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Bristleback overview:

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Single-target dd. But basic Power may used to tank. Evolved pig (basic monster eath). Have 3 ability.

Bristle stun target unit, deal damage and run to him.
Stats: 30/40/50/60/70 damage, 1.20/1.40/1.60/1.80/2.00 second stun. Cooldown: 15 second at all levels.

Give +2/4/6/8/10 to all stats.

Ultimate ability. Slam the ground, slow enemys at AOE, make you permanent invisible (when you attack, you invisible too) and gain 500% attack speed.
Stats: 0/0/0/0/25 damage at AOE, 10/20/30/40/50% slow attack speed, 20/40/60/80/100% slow move. 4 sekond invisible and attack speed at all level. Cooldown: 60 sekond.
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Level 5
Joined
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Messages
138
Hm... on real time i don't make any start items)) Only Jikaz claw (mini boss loot) and basic sword (+1+2+5 damage).

In progress - Full tier 1, spell for basic and Tier 1, Terrain.

But i don't good known English... only write... this hard.


Gameplay teaser



 
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Level 5
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Messages
138
I add new location for pick start monster. Some later you see some screenshots... Now I work with spells. Maybe today beta test... (Garena - gerf)


Spawn
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Last edited:
The Gameplay looks quite good actually,
And are you only allowing one monster per character?
-Save and load.


- How about the monsters you kill changes your evolution pattern, like if a heros main stat is int , then you gain more stats in intelligence.
- The highest stat of the unit, makes your next evolution that type of monster
- Say Tier 1 has a higher strength
- then you will evolve to a tier 2 with strength primary.
 
hmmm,
Well this how it would work;

Each kill adds to a variable
So lets say you kill a int monster =
  • Set HiddenStats_Int[1] = HiddenStats_Int[1] + 1
Do this for each stat,
But when they go to evolve, this changes the appearence of the monster. But also allowing them to gain a new tier, 1 - 2 -3.. and so on.

Obviosuly they would be many different evolutions, Like Strength Tier 1 Treant, or Strength tier 1 Beaast and so o, you looking at over 200 monsters.
 
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