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The Legends of Dalaran

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Level 8
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Jul 23, 2005
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Uhm... I need feedback on this map I'm working on. Just any comments, negative or positive, would be welcome.
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Legends of Dalaran is a RPG with 6 players, in which they all play customisable teenagers going into their Azeroth University: Rightfully named Dalaran University. Situated in (where else?) Dalaran, this university was once a place for mages to test their skills and train with other members of the same order.
However, due to recent (and partially desperate) attempts by the Alliance government to create more warriors for aid against the Horde, the university has recently expanded its subjects, taking in teachers from the more physical arts: assasination, swordplay, archery, and many others.
These new areas required room to be taught in, so some parts of the university were demolished in order for new classes, and some areas were added onto.
At the very end of the construction, Dalaran University was twice its original size, and, surprisingly, all groups of the similar subject were all in the same areas. More importantly, even dormitories for the different areas were located near their classes, and these groups of classes became known as "sectors".
Due to some previous mishaps, the university decreed that no student is allowed to take classes from more then one sector.
Six young adventurers join this university together, awaiting schoolage for their desired subjects. However, as they progress through the term, they realise just how much rivalry can be caused by splitting people up and turning them against each other.

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Features
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TBI = To Be Implemented
-Players are allowed to choose which personality they wish to have (chosen out of six available ones), and that affects their role in the storyline (TBI)
-Players are also allowed to choose "courses" which affect what abilities they learn as they attend their classes (TBI)
-Not all of the storyline must be completed (And not all probably will be), for in order to activate some events, a player must find a green circle, which will call all other players toward it (Not instantly, they have to walk there themselves while the waiting player waits for them). Meanwhile, the waiting player will have fun with some minigames while waiting. (TBI)
-Arrow Key Movement System
-Keyboard Key Attack and Spell System (*Half way finished*)
-Equipable items that show on charactor (TBI)
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Completion
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Concept: 50%
Terraining: 23%
Triggering: 1%
Audio: 0%
Modelling: 0%
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Staff
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Concept:
-Preskooldude
Triggering:
-Preskooldude
Terraining (Need more!):
-Preskooldude
Audio (Need more!):
-(Null)
Modelling (Need more!):
-Preskooldude
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Other
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Available personailties:
-Charismatic Leader
-Meek yet overly caring
-Resolute, stubborn, and reckless
-Selfish and vain
-quiet and mysterious
-A follower that never makes his own choices

Available Courses:
Magic
-Basic Arcana
-Basic Elementalism
-Basic Conjuring and Binding
-Historical Introduction to Magic
-Staff/Wandplay
-Basic Holistic Bestowments
-Refined Magical Attunement
Swordsmanship (Note: although it says swordsmanship, it refers to all warrior arts
-Basic Tactics
-Basic Battle Strategem
-Basic Weapon Use
-Refined Techniques
-Brute Techniques
-"Speed" Techniques
Assasination
-Basic Mercantile
-Basic Stealth and Camoflauge
-Basic Espionage and Assasination Strategem
-Basic Daggerplay
-Basic Battle Strategem
-Basic Thievery
Archery
-Basic Rangeplay
-Basic Stealth and Camoflauge
-Basic Survival Techniques
-Basic Magical Attunement
-Refined Natural Attunement

Other (Useable by all classes unless otherwise stated)
-Basic Natural Attunement (Useable by all except Archery and Magic, but they get Refined version)
-Ettiquette and Proper Behavior (Required for some events)
-Basic Political Understanding (Required for some events)
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Currently Working on:
=====================================================
Currently Working on:
Preskooldude
-Triggering Key-stroke initiated spells.
 
Level 24
Joined
Jun 26, 2006
Messages
3,406
u might want to make the arrow key movement a separate mode, sometimes that's really annoying, sometimes it's really cool.
 
Level 8
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Jul 23, 2005
Messages
329
Hmm... ok.
The very first thing that you see when you enter the game anyway is a flat model with a couple trackables on it that are flat models that look like buttons.
So enabling/disabling arrow key movement would be under options, as well as game difficulty and several other options.

But the main reason you'd want them on is because I've debugged the arrow keys (If goign to the left is not walkable, then it won't go.) and that most swordsman skills are based on the way you face. This is also true for the attack system.
 
Level 8
Joined
Jul 23, 2005
Messages
329
Ok... lets hope that the person can read, because the instructions to "click on the option you wish to select" is gonna appe, as well, supposing that it doesn't take up too much space, a sound is played after 0.01 seconds of game time, reading it out.

And a small tutorial onj how to walk, etc., will be included where needed (Ex., use the arrow keys to move. Simple push the arrow key that is in the direction you want to move. Move toward the school now.)
 
Level 24
Joined
Jun 26, 2006
Messages
3,406
will you be able to switch between traditional and new 1st person? ie: turning with arrow keys vs strafing with them
or is the view overhead? i assumed that it was 1st person because most arrow-key based movement is, well, 1st person or close 3rd.
another thing, you'll still be able to move by pointing and clicking unless you can find a way to specifically disable that.
 
Level 8
Joined
Jul 23, 2005
Messages
329
Yeah, the whole attack system couldn't really be perfect without having the player not select the hero. Instead, his selection is always on a black thingy... and all of the black thing's abilities are invisible, only activateable by pressing Z (for a combo attack) or X (For a skill)

And yes, the view is overhead.
 
Level 8
Joined
Jul 23, 2005
Messages
329
By the way, this project is willing to take aid from any modellers, voice actors, or terrain makers. If any would like to sign up, simply post here.
 
Level 24
Joined
Jun 26, 2006
Messages
3,406
none of the player-characters will have voices, right? cause that could easily double/triple the size of the map if you need a different voice for each personality, with just the different combinations possible assuming there's only one race. ie: boy vs girl, branching storyline will need multiple dialogues (unless it only branches in little places), warriors are going to have different builds and as such different voices in general than mages, things like that.
 
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