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[Role Playing Game] Protectors of the Earth

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Protectors of the Earth ORPG

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Protectors of the Earth is an ORPG map with classic rpg elements. It includes scripted boss fights, lots of items, dungeons and so on.


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-9 Custom Classes


Weapon: Sword / Axe / Mace / 2H-Weapons
Offhand: Shield
Armor: Mail


Weapon: Staff
Offhand: Dont know yet
Armor: Cloth


Weapon: Bow
Offhand: Quiver
Armor: Leather


Weapon: Bow
Offhand: Symbol
Armor: Mail


Weapon: Staff
Offhand: Orb
Armor: Cloth


Weapon: Sword / Dagger
Offhand: Offhand Sword / Offhand Dagger
Armor: Leather


Weapon: Sword / Axe / Mace / 2H-Weapons
Offhand: Offhand Sword / Offhand Axe
Armor: Mail


Weapon: Staff
Offhand: Dont know yet
Armor: Cloth


Weapon: Sword / Dagger
Offhand: Instrument
Armor: Leather


-Save/Load System

-Visual Items

-Coded Bossfights

-Threat System

-Custom Abilities

-Dungeons

-Custom Stat System


Strength:
+0.8 Resistance
+1% Critical power
+1 Damage (if main attribute)

Agility:
+1 Attack speed
+0.3% Evasion
+1 Damage (if main attribute)

Intelligence:
+1 Spellpower
+0.4% Critical chance
+1 Damage (if main attribute)

All stats given in the game:
-Strength
-Agility
-Intelligence
-Damage (on hit)
-Armor (physical protection)
-Resistance (magical protection)
-Spellpower (damage on spells)
-Evasion
-Life
-Mana
-Critical Power
-Critical Chance
-Block Power (How much damage in percentage is blocked)
-Block Chance
-Attackspeed





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Old
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New
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Old
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New
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TriggerHappy
Zwiebelchen
Kitabatake
Bribe
Fingolfin



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06.10.2014 - 13.10.2014
-Added Experience and Gold System
-Added Floating Damage System
-Some minor fixes
-Thought about all items and abilities
-Created all mobs and bosses in the first area

05.10.2014
-Made some minor systems
-Added some new terrain

04.10.2014
-Added Doodads to the map
-Added some new terrain

02.10.2014
-Added Equipment System
-Created some Items
-Added Backpack System
-Minor Changes

29.09.2014
-Added DDS
-Added Threat System

28.09.2014
-Added Save/Load System

27.09.2014
-Added Item Drop System
-Created some items
 
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Level 28
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Oct 28, 2011
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There isn't really much info released yet. You should at least show some story ideas or at least some early WIP screenshot to attract people.

I actually wasn't gonna comment when I saw that there isn't much going on on this project but decided to subscribe just because of this Class:


RO rocks. .\,,/


Good luck. I'll follow this one.
 
Level 17
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Messages
1,611
Added a terrain screenshot. i think it looks very empty until now, i'll try my best to improve it and i hope you can give me some basic tips about terraining and what i could improve


02.10.2014
-Added Equipment System
-Created some Items
-Added Backpack System
-Minor Changes
 
Level 17
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hey gimli you want help with your project? :D

i'd really like to get some help with the terraining stuff. but you are already busy with your own project and i would need someone who does the whole terrain. it would look stupid to have a mixture of my bad terrain and yours :D
if you want, you can do some indoor areas for me, it looks strange if i do it on my own.
 
Level 17
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i created the full drop list of the first area in the text editor. i just have to create them in the world editor.
just a small overview what i still have to do.
-make all the items (as mentioned above)
-terrain (this will take the most time i think)
-create 2 abilities for each class
-add casting bar system (this is done in about 10 minutes)
-finish item/stat system
-create boss abilities
-gold/experience system (not that much work)
-quests
 
Last edited:

Gwy

Gwy

Level 4
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Oct 10, 2008
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Talent System - just 1 formal suggestion:
- make more Talent Points then the highest possible level. Else (as in tkok) in the late game all chars are becoming more and more similar.
 

Gwy

Gwy

Level 4
Joined
Oct 10, 2008
Messages
134
ok, second trial:
In tkok you have a talent system.
In Lvl 1-20 this system is relevant, because you cab specify your character. But Lvl 20+ its getting more and more irrelevant: your left points fill up the rest of the talents. So you end with an charakter what reached all talents, but has no specification.
Better?
 
Level 17
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yeah, got it now. i didnt know that you can skill every talent in tkok, but i think that's exactly the opposite what a talent system should be like. you should be able to go different directions, like an offensive or heal build on a priest
 
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Here is a list what i thought about all the classes, how they will work.

Cleric: Obviously the main tank in the game, he got a shield as offhand so he has a high amount of armor / block rate, but also many defensive abilities. he will get his threat with some of his abilities that will create extra threat. he got some supportive abilities, spells based on strenght or attackpower, but also some spellpower abilities.

Barbarian: A melee fighter with a very high strength and attack power. his ability to use mail armor and his high strength growth makes him tough. he can hold aggro with his AoE spells which are mainly based on attackpower.

Commander: A bowman which can hold mail armor, which makes him a bit tanky, but not that much. he is supposed to be a supporter who increase his team's power with offensive buffs. he also has some decent damage output.

Hunter: Range attacker with high attack power and many offensive abilities.

Rogue: Melee assassin who deals high amount of damage to enemies. he can go invisible and tries to backstab enemies.

Bard: Other than the Commander, he has defensive buffs and even low healing output. he can wear instruments which also have an aura.

Druid: One of two main healers. he got strong heal over time abilities but also a good damage output with nature spells.

Arcanist: He deals magical damage with his strong AoE and target spells.

Shadow Priest: The second main healer, he has strong damage over time abilities, but also can heal his allies. he has a higher attack power than the other intelligence classes, which makes his auto attacks more effective.
 
Level 17
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About the item drops:

Normal creeps can drop 4 different white items and to a lower chance the 4 items of the weaker creep (that means if you kill a lvl 5 enemy you also can get items from the lvl 4 creep, but the chances are lower)
high leveled creeps (in an area) can drop one green item but only 3 white items.
the boss of the area can drop 2 new green items, the 2 green items from the high level creep and 2 blue items.
dungeon bosses can drop purple items.
dungeon end bosses can drop orange items.
 
Level 17
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sorry for uploading no screenshots :( i'll do it soon, i promise.
i made some more items today. i also decided to make the map content that is needed to reach level and then i'll release the first alpha, so you guys can try it out. after that i'll do the level caps step by step
 
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