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SecondSight RPG

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Level 19
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Oct 12, 2007
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Hey everyone.

I'm currently working on a RPG. It will take long till its finished, but I wanted to give a little preview of it. However, don't watch the 3 hero signs in the upper left of my screen. I gave myself 3 heroes to make some screenshots;)

It's a RPG where you level yourself from 1 - 30 and will be able to do many events like bosses and escorts. There are 6 begin classes with each a different element. Fire starts with a Warrior. Earth starts with a Protector. Life starts with a Monk. Water starts with a Soldier. Air starts with an Archer, and Death starts with an Acolyte.
When your character has made it up to level 30, he is able to start a new higher rank character, a so called heroic upgrade. Higher rank characters have stronger and different spells and get a second element but have to start at level 1 again. This can be done 3 times. So you can have 4 elements max. (There are events in the game that require a heroic rank of 2 or 3.)
Example: A beastmaster has 3x Earth and 1x Fire.
Example2: An Archdruid has 3x Earth and 1x Life.
Example3: A Defiler has 2x Air and 1x Death. (This makes him able to get a 4th element once he reaches level 30.)

Pets have a funny role in this game.
Almost every class has his/her own pet. Pet's can't be 'controlled' by a player. Pet's will follow their master and protect him/her, but the hero can't give walk orders. The hero has one command that allows the pet to right click the target. So if it's friendly, the pet will follow him, but if it's an enemy, the pet will attack it.

The camera is also very important here.
I made a camera system that locks the camera to the unit, and gives the player to control the camera with the Up, Down, Left and Right arrows.
He can change the Rotation of the camera and the Angle of Attack by just holding the arrows.

Enough chitchatting, here are some screenshots:

wc3scrnshot032208102213po2.jpg

wc3scrnshot032208101216qe6.jpg

wc3scrnshot032208101554zw0.jpg

wc3scrnshot032208102519ya3.jpg


(The map is still small, so don't watch the minimap. But it's getting better and better every day. Especially because of my holiday started today:wink:)
 
Level 19
Joined
Oct 12, 2007
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1,821
wow, it looks very cool. i will definately download when you finish

Thanks:D Comments like that are really appreciated because I'm working with this map for like 4 months already like 1-2hours a day. Mostly I forget to actually create things, because I like testing it and then end up playing for a while.:p

However Current progress:

Terrain: 40% done.
Creeps: 40% done.
Spells: 20% done. (In total I need around 600 spells, and I have 120 now)
Classes: 20% done. (54 classes, made 15 of them, but 3 of them are 50% completed)
Overal settings (like save/load, camera system.. etc): 90% done.

If I will be working alot for a while now, I think I will be done in 3 months.. However like I said before it will take longer if I can't focus on editing instead of playing.:p




Here are some spells as preview:
I will post some movies/pictures later on.

Warlock - Flame Sprite.
Mana Cost: 75/105/135/165/195
Requires Level: 6/11/16/21/26
Cooldown: 6 seconds.
The Warlock summons a small flame sprite to torture his target.
Flame sprites silence their target, reduce the attack damage by 15% and deal 24/48/72/96/120 damage every 2 seconds for 20 seconds.
When the target dies while having a flame sprite on him, the flame sprite will jump to a nearby enemy unit and make that his new target. (Not castable on heroes)

*Looks like a soulburn debuff on the overhead of the target.*

Warlock - Shadow Sprite.
Mana Cost: 75/105/135/165/195
Requires Level: 8/13/18/23/28
Cooldown: 6 seconds.
The Warlock summons a small shadow sprite to torture his target.
Shadow sprites reduce their target's armor by 1/3/5/7/9 and deal 24/48/72/96/120 damage every 2 seconds for 20 seconds.
When the target dies while having a shadow sprite on him, the shadow sprite will jump to a nearby enemy unit and make that his new target.

*Looks like a shadow strike debuff on the overhead of the target.*

Deathknight - Blight Healing.
Mana Cost: 45/90/135/180
Requires Level: 8/14/20/26
Cooldown: 12 seconds.
Uses all nearby corpses to heal the Death Knight for 60/120/180/240 hit points for each corpse.

*Looks like animate dead, but withoud the summons.*

Shaman - Lightning Touch.
Mana Cost: 65/90/115/140/165
Requires Level: 6/11/16/21/26
Cooldown: 18 seconds.
The Shamans debuffs the target with a lightning touch. The debuffed target will deal 50/100/150/200/250 lightning damage to himself and nearby enemy units every 3 seconds for 15 seconds.

*This looks like a chain lightning being casted on him every 3 seconds*

Soldier - Water Shield.
Mana Cost: 45/90/135
Requires Level: 8/18/28
Cooldown: 30 seconds.
Creates a water shield around the target. The water shield has a 75% chance to absorb physical hits done to the unit for 6/12/18 seconds.

*This has a model that looks like mana shield/frost armor and gives the target a passive evasion effect. (It actually increases the level of his 'Dodge Chance' ability by 75. Dodge Chance has 100 levels ofcourse.*

Dark Templar - Strike of Darkness.
Mana Cost: 65/110/155/200/245.
Requires Level: 4/10/16/22/28
Cooldown: 9 seconds.
The Dark Templar strikes the target with a very powerful blow. Deals 140/280/420/560/700 damage to the target and nearby enemy units and pushes them away. Targets hit by the knockbacked target will take 50% of the damage too.

*This is a simple knockback spell with the Impale dust model on them so it actually looks like something very powerful. :D*

Protector - Force of Nature.
Mana Cost: 50/100
Requires Level: 10/20
Cooldown: 25 seconds.
The Protector enhances the targetted tree with magic. Transforming it into a Treant. Treants last for 120 seconds and will follow their summoner until they die. Treants have an incredible life regeneration at night.

*This is the 'eat tree' spell with a trigger that creates a treant at the location. The treant isn't controlable, but will stay near the Protector.*



Here are the classes from the game:

Stage one:
Warrior, Protector, Monk, Soldier, Archer, Acolyte.
Stage two:
Cultist, Scorcher, Champion, Lorekeeper, Oracle, Cleric, Paladin, Aquarian, Hunter, Ranger, Dark Ranger, Overlord.
Stage three:
Fire Mage, Flamekeeper, Duelist, Guardian, Mountainlord, Druid, Dryad, Priest, Justicar, Knight, Springkeeper, Frost Mage, Cloudrider, Cloudwatcher, Rogue, Deathspeaker, Dark Templar, Death Mage.
Stage Four:
Defiler, Flamelord, Chieftain, Beastmaster, Earthmaster, Archdruid, Mender, High Priest, Crusader, Templar, Waterlord, Archmage, Dragonlord, Windweaver, Assassin, Necromancer, Death Knight, Warlock, Shaman, Warden, Golden Knight, Wyrmlord, Black Guard, Doomguard.



I will post new information as soon as possible.
Screenshots too ofc.
 
Level 19
Joined
Oct 12, 2007
Messages
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I've had alot of new idea's I couldn't import in this map anymore, because that would cause a total reterrain and all spells had to be changed a bit.
That's why I started over.
I took the best things out of this and started a new RPG.
The Adventurers Story it is called.
Here's a link of it: check this out:
http://www.hiveworkshop.com/forums/s...ad.php?t=87950

This will basically be the same, however with some new features:
1. Races. Each race will have a few classes.
2. 11 items equipment system. So you can wear bracers, belts , shoulders.. etc..
3. Crittable spells. Crit Chance will automatically update with +crit rating (received on items) and agility(for melee) and intelligence (for spells).
4. Better terraining. Trying to make the terrain more realistic.
5. Arena's. People can fight eachother at PvP locations.
6. Better storyline I'm working on atm.

Things I won't have anymore:
56 classes... It's a littlebit too much. I will get around 24 classes (3 classes each race. There are 8 races now). I might give each faction 3 extra races, so it could become increased to 31 classes. But that's for later.
For the rest it's pretty much the same. Still will have floating texts and a camera system.
 
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