- Joined
- Jul 12, 2008
- Messages
- 3,137
At first, I was going to try to complete the game before releasing it, but then I decided to go ahead and put it here and update it continuously. Please do not judge this as though it is a complete map; everything in it will be improved in the future. A lot of things in it are temporary placeholders that were quickly made to be later replaced with things that are better made; such as leaky trigger systems and terrain areas with no pathing.
It is nowhere near complete, so keep that in mind! I haven't even named it yet!
I work fast, so you can expect this to be significantly improved at least every week. Including the quality of this post.
It's 480x480, so keep that in mind when judging the size of it based on the mini-map.
My two main objectives in creating this are to produce an RPG where players can flexibly and uniquely build their heroes, and also not have to grind the same enemies for more than a few minutes at a time.
TLI's InfernoQuest ORPG v0.06 ~15 Hrs Development - July 4th, 2015
TLI's InfernoQuest ORPG v0.09 ~ 20 Hrs Development - July 5th, 2015
TLI's InfernoQuest ORPG v0.10 ~ 23 Hrs Development - July 6th, 2015
TLI's InfernoQuest ORPG v0.11 ~ 26 Hrs Development - July 7th, 2015
TLI's InfernoQuest ORPG v0.12 ~31 Hrs Development - July 8th, 2015
TLI's InfernoQuest ORPG v0.13 ~35 Hrs Development - July 10th, 2015
Here are some screenshots. I won't yet have screenshots to represent everything in the game; I'll take a couple at a time.
If anyone wants to join this project, let me know. I am currently working on it alone. I can use any type of help, and you don't have to commit to a long-term investment in the map if you don't want to. Even if you have no skills, I can teach you how to do things that you can help me with.
This list will start out rather incomplete, but I'm going to update it with things I need; you can either make it and contribute, help me to create it, or send me something made by someone else that could help. If you're interested in making a resource for me, ask me before you make it; if I already have a custom texture imported in my map that would work for the model, then you could conveniently wrap that texture to it. If you could wrap your doodad to a terrain tile, that would be awesome, because then it could be used with other tiles as well.
But here's what I need:
Custom Cliff & Rock Doodads - High quality, but the cliff model needs to be 50 KB or less, and the rock models should be under 20 KB. Preferably with in-game textures, but a custom texture could be used. Multiple variations would be great but not imperative.
Bush/Plant/Shrub/Underbrush - No custom textures used.
HQ Trees - Aside from pine. No custom textures (or very small ones).
Custom Inventory & Item Generator (with controllable affixes based on the item) System.
Info for Playing:
You spend your skill points (lumber) in the top left! This is temporary.
-str/-agi/-int/-acc to spend your stat points (food)
Left/Right to switch between heroes, Up to choose
Currently broken abilities: Precise Attacks & Fire Strike. Avoid wasting points on these.
It is nowhere near complete, so keep that in mind! I haven't even named it yet!
I work fast, so you can expect this to be significantly improved at least every week. Including the quality of this post.
It's 480x480, so keep that in mind when judging the size of it based on the mini-map.
My two main objectives in creating this are to produce an RPG where players can flexibly and uniquely build their heroes, and also not have to grind the same enemies for more than a few minutes at a time.
TLI's InfernoQuest ORPG v0.06 ~15 Hrs Development - July 4th, 2015
TLI's InfernoQuest ORPG v0.09 ~ 20 Hrs Development - July 5th, 2015
TLI's InfernoQuest ORPG v0.10 ~ 23 Hrs Development - July 6th, 2015
TLI's InfernoQuest ORPG v0.11 ~ 26 Hrs Development - July 7th, 2015
TLI's InfernoQuest ORPG v0.12 ~31 Hrs Development - July 8th, 2015
TLI's InfernoQuest ORPG v0.13 ~35 Hrs Development - July 10th, 2015
InfernoQuest 0.13.00 Updates
--Very slight changes to Satyr & Spider terrain.
--Improved terrain of Kobold area (more to be done in the future).
--Replaced Kobold King with Rat Rider
--Changed visual effect of Shadow Strike & its DoT
--Updated tooltips of many abilities to fit the new format. (Color-coded & including info like cooldown and mana cost)
--Rebalanced some abilities
--Added mana & new abilities to some creeps.
--Added combat sounds to many abilities.
--Increased level count of all abilities to 20 (Except Summon Skeletal Mage & Summon Skeletal Archer, which remain at 15 for now)
--New Rogue Ability: "Lacerate"
--Deleted Paladin Ability: "Frost-Enhanced Attacks"
--New Paladin Ability "Frozen Strikes" (No, I didn't just rename Frost-Enhanced Attacks. It's a totally different ability, check it out)
--New Hunter Ability: "Flurry of Knives"
--Deleted Old Junkyard Area.
--Created & Implemented New ability learning system (trigger-side, no gameplay impact)
--New Mage Model
--Removed level requirements from most abilities.
--Fixed some bugs.
(4H)
--Very slight changes to Satyr & Spider terrain.
--Improved terrain of Kobold area (more to be done in the future).
--Replaced Kobold King with Rat Rider
--Changed visual effect of Shadow Strike & its DoT
--Updated tooltips of many abilities to fit the new format. (Color-coded & including info like cooldown and mana cost)
--Rebalanced some abilities
--Added mana & new abilities to some creeps.
--Added combat sounds to many abilities.
--Increased level count of all abilities to 20 (Except Summon Skeletal Mage & Summon Skeletal Archer, which remain at 15 for now)
--New Rogue Ability: "Lacerate"
--Deleted Paladin Ability: "Frost-Enhanced Attacks"
--New Paladin Ability "Frozen Strikes" (No, I didn't just rename Frost-Enhanced Attacks. It's a totally different ability, check it out)
--New Hunter Ability: "Flurry of Knives"
--Deleted Old Junkyard Area.
--Created & Implemented New ability learning system (trigger-side, no gameplay impact)
--New Mage Model
--Removed level requirements from most abilities.
--Fixed some bugs.
(4H)
Here are some screenshots. I won't yet have screenshots to represent everything in the game; I'll take a couple at a time.









If anyone wants to join this project, let me know. I am currently working on it alone. I can use any type of help, and you don't have to commit to a long-term investment in the map if you don't want to. Even if you have no skills, I can teach you how to do things that you can help me with.
This list will start out rather incomplete, but I'm going to update it with things I need; you can either make it and contribute, help me to create it, or send me something made by someone else that could help. If you're interested in making a resource for me, ask me before you make it; if I already have a custom texture imported in my map that would work for the model, then you could conveniently wrap that texture to it. If you could wrap your doodad to a terrain tile, that would be awesome, because then it could be used with other tiles as well.
But here's what I need:
Custom Cliff & Rock Doodads - High quality, but the cliff model needs to be 50 KB or less, and the rock models should be under 20 KB. Preferably with in-game textures, but a custom texture could be used. Multiple variations would be great but not imperative.
Bush/Plant/Shrub/Underbrush - No custom textures used.
HQ Trees - Aside from pine. No custom textures (or very small ones).
Custom Inventory & Item Generator (with controllable affixes based on the item) System.
Info for Playing:
You spend your skill points (lumber) in the top left! This is temporary.
-str/-agi/-int/-acc to spend your stat points (food)
Left/Right to switch between heroes, Up to choose
Currently broken abilities: Precise Attacks & Fire Strike. Avoid wasting points on these.
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