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Soulstone [Multiplayer RPG]

05-13-2008, 10:41 AM#1
d07.RiV
Ok I didn't spend much time inventing the title so it is subject to change.
First of all I should mention that I got a lot of ideas from a little known Korean MMORPG Metin (2) but as I highly doubt any people [here] even heard about it, it seems unlikely that much of the [original] ideas the game presents were used in WC3 maps.

Also note that I'm not starting the project right now (I've nearly finished my other map so I'll do that first), I want to see whether people are interested in it and also to see who I can work with.

Concept/Features
I will be basing things like general gameplay/leveling/stats system on that game, most likely the character classes will inherited as well, and the map can be used as a reference. I will reference this project as the map throughout the topic.

Now a few words about the original game. The storyline mentions a peaceful world, but the peace was broken when metin stones started falling from the sky, possessing animals (turning them into evil creatures aka creeps). Inhabitants of the realm seeked the power contained in the stones, multiple fights broke out and the [kingdom] was split into three regions.
I don't see much point in making multiple regions because the game is limited to 12 players and it is unwise to make it even fewer by putting them in completely different areas.

The general gameplay involves running around creeping as usually, time from time you might come upon a soulstone (originally - metin stone) that takes a while to break depending on your level and the level of the stone (there are multiple types of them), also while you chop the stone hordes of angry creeps will spawn (e.g. every 8th part of health removed for a total of 8 waves) to protect the stone (read: feed you [unless you chose a stone too high for your level]). The stone will have decent regeneration as well so it would be unwise to leave it unfinished. If you do break the stones, it will award you with good experience bonuses as well as rare drops.
Of course there will be locations filled with harder creeps for raids.
PvP is going to be allowed but restricted and will also negatively affect your alignment (I'll see what it will affect) unless you duel.

Now more specific stuff (most things presented as in original game, subject to change in the map, especially the parts marked with *):

Character classes
There are 4 classes the player chooses from when he/she creates a new character.
Classes include Warrior (the typical close combat master), Shaman (the caster class), Assassin (agility based, can equip bows), Warlock (uses spells to empower physical attacks).
Note that all characters are melee (except assassin with equipped bow).
Each class has 2 subclasses which the player chooses when he/she reaches level 5 (the subclass can be changed later by relearning skills for money). Warrior class splits into Body Warriors (more damage) and Mental Warriors (more defence); Shaman split into Dragon Shamans (better nukes) and Healer Shamans (guess what); Assassin split into Dagger Master (powerful close range skills) and Bow Master (stronger arrows); Warlocks split into Battle Warlock (empower weapons) and Black Magic Warlock (magical attacks).

Leveling/skill/stats system
Players get levels as usual, for killing monsters. Experience is separated between players depending on dealt damage, except if players are in a party the experience will be evenly distributed among party members (party leader can decide whether to distribute evenly or proportional to character level). Throughout the level* player will get 3 points to increase stats (the usual wc3 hero stats) and at the end of each level the player will get one skill point.
During the first 5 levels the skill points will not be awarded, and when the player hits level 5 he/she can choose between 2 subclasses and get 5 skill points for distribution. All skills can (and are meant to) be leveled without skipping levels, at level 17-20* the skill will become mastered and you will get a more powerful skill (nearly the same effect) instead. Mastered skills cannot be leveled with skill points and are leveled with skill books for the specific skill, which are rather rare (this part will have to be tweaked since you don't have 23412343214 players to trade with; originally skill books also had a high chance to fail). You need 1 skill book to advance to master level 2, 2 more skill books to advance to level 3 etc. (Originally there were also Grand Master levels but they are too difficult to comprehend).

Combat system
I am planning of overriding WC3 damage system unless that will cause too much lag. Each hero has certain physical and magical attack damage, also attacks have a chance to be blocked, deal piercing damage (bypass all reductions) or deal critical damage (always 2x, and I don't like the red numbers).
All attacks will deal splash damage to creeps (might also add a knockback [to creeps] if that looks good).

Item system
I'm planning to rework that too. Heroes will have 5 slots for equipped items (e.g. amulet, armor, weapon, shield and boots) and 5 slots for consumable items (aka belt), and a "button" to switch between the two display modes in the 6th slot of the inventory. The hero also has a lot (10 or even 16/24/..) "backpack" slots - but got to be careful since those use up a lot of save/load code space. The "backpack" is opened by clicking a fake hero icon on the left of the screen (or a hero ability), if there will be 16/.. items lots the backpack will have forward/backward buttons, and it will have a button to switch between equip and drop modes and a button to return to the main hero (I want to take control of current selection but that might change).

For some reason I want to make the player always select either his/her main character or some temporary "menu" like skill/stat increase, inventory, actions etc.
Also I don't want to make those uber inventory/menu systems with trackables and such simply because they aren't well suited for multiplayer games as they prevent you from seeing anything else.
Other features would include a locked camera (with arrow keys for control), reworked creep AI (creeps spawn in groups, usually they arent agressive, if you attack them - the whole group will attack you but other creep groups will remain neutral), quests etc. etc.

Who I need
I hope I didn't list too much features but right now I really think most of them are possible, maybe I will have to drop one or two if it gets too complex. I can do terraining to some extent (can't claim to be a pro here), and I can do the triggering - I hope I can do it [fast enough], but if you know enough JASS and want to join I'll look into it (although it's not really easy to mix two triggerers). It would be cool if someone could some terraining and objects (items, creeps, etc) because it will take me ages if I try it all alone.
Also - it would be great to have a modeler because WC3 models aren't close enough to what the characters should look like. But its not critical so if we get no modeler that wouldn't ruin the project.

Team:
Me: triggering, ideas etc etc.
marven15: object editor.
Justitia: terraining.

For reference, here is a wiki of the original game.

Thanx for your time.
05-13-2008, 11:57 PM#2
marven15
Hmmm... I kinda dig your game. I like the gameplay. I feel like joining your team. I can do slight triggering(currently practicing JASS now) and I can make object datas like items, heroes and such. ^^ I can also suggest some ideas if you want. PM me or say it here in this thread if you want me to join you.
05-14-2008, 08:27 AM#3
d07.RiV
Ok I'll consider it.
As I said, I'm not starting the project yet (maybe in a week?).
Regarding triggering, I'm not using GUI at all so JASS knowledge would be recommended if you want to do triggering (though I don't see where I might run into a problem with doing it myself).
05-14-2008, 11:36 AM#4
SeruK
Sounds interesting. Keep us posted.
05-14-2008, 12:32 PM#5
marven15
Ok. If you need other help beside triggering just tell me. ^^
05-15-2008, 01:48 AM#6
d07.RiV
Also, I want to try to modify the traditional save/load system so that the code will be available in the replay (although some additional protection should be added so that its not so easy to extract the code for other players). Then, if you get disconnected before you could save the code you can still check the replay.
05-15-2008, 10:28 AM#7
marven15
Hmmm.. that's a great idea! ^^ You already have an idea on how to do this?
05-15-2008, 05:44 PM#8
d07.RiV
SynchStoreInteger puts data into replay as well, so every x minutes (maybe add that as an option) or when the player types -save the map will synchstore all info about that player.

I think I will add you.
05-15-2008, 11:28 PM#9
marven15
^^ Nice. I reaaly need to do alot of reading on tutorials right now :P Anyway thanks. I really would love to help. Are there any other people who wants to join beside me?
05-19-2008, 06:51 PM#10
d07.RiV
uh i still havent started finishing my other map but thats because i started this one and got a few triggers in. perhaps i should return to the other one and finish it =\
05-20-2008, 12:58 AM#11
marven15
Oh it's ok. I'll wait.
05-23-2008, 05:43 PM#12
Justitia
Just one question: Is this an ORPG, or RPG?

Quote:
Combat system
I am planning of overriding WC3 damage system unless that will cause too much lag. Each hero has certain physical and magical attack damage, also attacks have a chance to be blocked, deal piercing damage (bypass all reductions) or deal critical damage (always 2x, and I don't like the red numbers).
All attacks will deal splash damage to creeps (might also add a knockback [to creeps] if that looks good).
A few thoughts...
Changing completely, or only minimally, the ingraded w3 "attack & armor % system" has no effect other than bugs, if you do something wrong. About the knockback on-attack: it gets annoying and repetitive; I can tell you that of all the people I've talked to considering this as a sort of "passive", none of them finalized this concept into their map/s.

Quote:
I can do terraining to some extent (can't claim to be a pro here), and ...It would be cool if someone could some terraining and objects (items, creeps, etc) because it will take me ages if I try it all alone.
If you need a terrainer, you can count me in, even if it is just refining terrain you have already created. I am usually working on Clan KotB projects, so, I would not be there to terrain 100% of the time, but still open if you ever need assistance.

This is an example of the best Linear RPG I've seen (Do not mistake it for an ORPG, now).
It also boasts incredible terrain, and a fully customized "damage/armor" etc., system... which causes zero lag.
05-24-2008, 03:14 PM#13
d07.RiV
By ORPG you mean save codes? Yes I will make save codes.
About the damage system: screw the knockback I said it was just a thought and I don't think I need it. Other than that I already finished the damage system and it seems to work fine (by the way I thought wc3 armor to reduction formula is too perfect to change - when each point in armor effectively increases your health by x%).

Ok thanx I'll put you in as terrainer.