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Kingdoms of Conflict - RPG

04-19-2008, 01:04 AM#1
MysticGeneral
Kingdoms of Conflict

Introduction
Hello. My name is Mystic, I come from the server Azeroth. I am currently re-working a map of an old idea of mine. All my old work is lost, due to change of locations and current situations. However, I do remember a lot of the work I did, so I've started recreating some of my work. I have a little bit of free time now, I dun got many things to do, so I work on my map.

Story
This RPG I am making is about two Kingdom's that are in hostile terms with each other. Each Kingdom will have their own team of players. These teams start far apart from each other, and eventually come in contact with each other while questing. This is to bring about competition on the quests, as the rewards will be more bountiful as the danger of conflict increases. This is not meant to hinder another team, but just to add gameplay to the RPG. Selecting the right teams, characters to play, etc, will all bring about the overall success of a team's progress. There will also be a main conflicting point in the sky. A sky city that originally had a peace treaty between the two Kingdoms to share the cities rare and valuable resources, key to each Kingdom's survival. This will be an AoS-style battle, but at a much different style of gameplay that players are used to. (Not the traditional type of AoS) More details about this will be released.

Quests
Questing will start off at a slow pace. There will be no danger with encountering the opposing Kingdom. Completing these quests will give a small amount of experience. I plan to have experienced given out slowly, in order to promote rapid leveling at early stages, and then declining in speed. This will allow the players to learn a character at a quick rate, learning many of the key skills to the character's gameplay. When at higher levels, acquiring new skills and levels will be more difficult. As they get further in the RPG, the quests will conflict with the other team's quests. A strategic approach on the quest will promote victory to the team. Now, you probably wonder how I will have them meet up if one team is faster than another... Well, it's pretty simple, I figured out a neat style of gameplay that I want to try out. It'll be dynamic, and no matter what a team's pace is, they WILL eventually meet, competing over a quest.

Skills
Skill use will be different. I am coding an entirely new attack system, getting rid of the default attack system in WC3. By doing this, I will have advanced control over damage and skill use on a hero, and also opening an option for "true" dual-wielding on a character. By true, I mean a character will realistically immitate that he is attacking with both his hands, dealing seperate damage each hand. This gives me a lot of options for physical-based characters. Casters will have a new type of spell system as well. Instead of the instant-cast spells that players are used to, there will now be a casting bar over a player's character whenever they start casting a spell. I am currently coding it to work backwards (such as channelling abilities like Drain Life from WoW, or Arcane Missiles for example). Some spells will still be instant, though. Every character will have 24 skills available to use. Although, they can only choose 5 abilities to use on their character menu. This will give every character a uniqueness to them and adding their own preferences on their style of gameplay.

Item System
The item system I am making will allow up to 16 different kinds of items to be equipped. Each item will take up a different kind of slot (Helm, Main Hand, Off Hand, Boots, Gloves, etc). Not much really to explaina bout this.

Loot System
The item drop system is gonna be a little unique compared to other RPG's traditional 'kill and randomly drop' item system. Item drops from random mobs in the map will be random of course, but will not be gear-like drops. Instead, certain mobs will always drop a minor amount of gold and on a rare occassion, mobs will drop relics that can be used to purchase skills, items, temporary buffs, and other various stuff from their Kingdom. In order to get items of decent power, when you kill a boss, there will be an area you are sent to where you can choose one of many treasure boxes. The treasure box will drop a few items, the rarity all depending on the player's luck.

Gameplay
Combat will be my main focus on this map. Players will have the same auto-attack function that WC3 provides. Except, the default WC3's attack system will be DISABLED and replaced with a fully coded new attack system that is almost finished. When playing a character that can only wield a single weapon, it will feel as if nothing has been changed. However, I am working on creating a true dual-wielding attack system that will allow characters to attack with his left and right hand. Combat will feel much more fast-paced, as you will be using skills and abilities more often.

The Players
There are three types of characters. Physical, Caster, and Hybrids. Each character will be able to have 24 skills to choose from. Of these 24 skills, 5 will actually be useable. These 5 skills will be on the main character menu on the bottom right, and can be changed anytime they are in town. When a player encounters an enemy, they will have many options, all built around the customization of their character they chose.

Player versus Player
When players encounter each other, the battle will not be determined in just a few seconds. I want to be able to make the encounters long and enduring, where skill will ultimately decide how the battle will end. Of course, other things such as the correct skills for the situation, itemization, and such will all affect it as well. For those of you who play MMO's and such, physical characters will have "strike" systems. (Such as Heroic Strike, you WoW nerdies). Some caster hybrids will also have a strike system, but in a different demeanor. Now, there will be a "combo" system that physical characters will be capable of. Using the right sequence of abilities in a timely manner will deal some extra damage on the final strike and do some minor debuffs or buffs. This will allow casters to do a "chain reaction" (or skill chain for you FFXI nerdies out there) that when the right kind of spell is cast on the combo, additional damage will be dealt and further debuffing/buffing will be in effect. I have a lot of ideas for the gameplay, so watch out for this thread for screenies of some of the combat.

What I'm Looking For
Now, if you were any bit interested, I wanted to give a little introduction on myself and what exactly I'm looking for. I am currently serving the US Army and I am living on base. I have satellite internet, and at times it is not very good. So, when it's not good, I switch to map making. Obviously, being in the Army I don't have much free time, so that being said, I put out maybe 2 hours a day to map making and quite a bit of hours during the weekends. I am not looking to finish this project quickly and in some kind of godly masterful code. I'm looking to get rid of some of the stress I have from being in the Army in an efficient and money-saving manner. This is a perfect way. I am looking for a triggerer who shares the same ideas. I just want to code, on free time, with no schedule and no deadlines to meet. It's purely made for the challenge and fun of making maps. By all means, though, I DO want to finish this map. So, long story short... I need a triggerer. Nothing else.

EDIT: I'll try to put up screenshots of the current casting system in a little bit.
04-19-2008, 10:36 AM#2
Captain Griffen
Oh god...please learn how to use the apostrophy. Sub-headings are also nice for readability.
04-19-2008, 04:47 PM#3
MysticGeneral
Oops, dunno why I put an apostrophy in "Kingdoms". Oh well, not like that's a big problem... As far as sub-headings, it's pretty broken down in an organized fashion already. It's not as if I scramble all over the place. Besides, the first few words, if not the first, already give insight on what I will be covering inside that paragraph.
04-19-2008, 06:27 PM#4
Captain Griffen
Quote:
Originally Posted by MysticGeneral
Oops, dunno why I put an apostrophy in "Kingdoms". Oh well, not like that's a big problem... As far as sub-headings, it's pretty broken down in an organized fashion already. It's not as if I scramble all over the place. Besides, the first few words, if not the first, already give insight on what I will be covering inside that paragraph.

A wall of text is a lot harder on the eyes than something broken down into sub-headings. Easier on the eyes => more people reading it. It also looks a lot more professional, which is pretty much a must for getting good people to help with your map (unless your reputation preceeds you).