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Deaths Grip RPG

09-09-2008, 08:33 PM#1
rizla
Hey everyone, just introducing you to an RPG in the making, Deaths Grip.
Deaths Grip aims to provide a deep engrossing storyline; innovative gameplay; replay value and plenty of quest, weapons, armours, spells, skills, etc to keep the player entertained.

Detailed Progress Reports:
Difficulty - Currently set up to function for one player. Armour; damage and speed reductions incomplete.
Stats - Complete
Sorcery - Still creating spells, about half done at the moment. Still need to work out bugs.
Environment - City environments complete, working on wilderness area and creep spawn etc.
Pets - Five pets created, still more to do.
Skills - Just started planning.
Quests - Around half of the quests created and tested.

Please note that below are some of the aspects I have either implemented or am trying to implement. Anything could be changed at the last minute.
May contain spoilers.


General Storyline
Hidden information:
"Revenge is never as simple as people believe. It doesn't ease the pain. It doesn't justify life or death. It doesn't quench the thirst for blood. But it gives you the chance to stare into the eyes of the bastard and watch his life fade away." Deaths grip revolves around the ressurection of great warriors. You are thrust into a land that has changed over time, corrupting into something you don't recognise anymore. With only a handful of memories from your past the epic begins.


Difficulty
Hidden information:
Semi Implemented
In deaths grip the player does not decide what difficulty he/she would like to play. Instead it is automatically selected by the number of players in the game. This allows the game to adapt drastically for a single player experience (challenging but not impossible) yet still be just as challenging with four players.


Stats
Hidden information:
Implemented
For once various stats play a mojor role in the gameplay of a warcraft RPG. Upon levelling the character is given six stat points to put into whichever stats he/she so wishes.


Strength - Defines the characters base hp, his ability to weild heavier weapons (including the damage done) and armours.

Dexterity - Defines the characters agility (movement and attack speed), ability to weild various weapons and wear various armours.

Intelligence - Directly affects the characters mana.

Willpower - Defines the damage and/or area effect of every spell in the game. A high willpower is essential for a sorcerer character.

Luck - Affects everything, literally. From the chance that you'll find that special item that you were looking for to the way quests will turn out. Often a high luck can be the difference between life and death.


Inventory
Hidden information:
Implemented
Deaths Grip uses a modified version of Blade.dk's AAAinventory system that allows for attack and armour type changing in game (depending on what armour and weapon is equipped) as well as in game damage adjustments etc. For example, if you only need 20 strength to weild a sword and you have 40 the character will deal increased damage with that weapon.

The character can equip a helmet; chest piece; weapon; shield (or secondary weapon depending) and an accesory.


Sorcery
Hidden information:
Semi Implemented
Sorcery in deaths grip is defined by classes. In order to learn a certain spell the character must first have a high enough understanding (level) of that class. Both spells and sorcery classes must be bought with experience gained from slaying enemies.

spell classes
dark sorcery - includes fire; lightning and dark spells.

frozen sorcery - includes water and ice based spells.

nature sorcery - Includes earth and natural spells.

holy sorcery - involves healing and holy spells.

*more spell classes to come soon*


Environment
Hidden information:
Semi Implemented
A lot of emphasis has been placed on the environment in this RPG. Their are various gameplay events that will only happen at certain time of the day. Stronger enemies will spawn at night, sometimes different enemies all together. Certain items can only be seen at night. Citizens in villages and towns will lock themselves in their houses at sun down while the "less desirable" people will roam the streets (offerng you services that aren't strictly legal)


Pets
Hidden information:
Semi Implemented
After purchasing one of the many companions for you journeys you can level it up in the same way you would level up your character. After reaching a certain level your pet will "grow" evolving into something more powerful. Of course the more powerful companions are at the later stages of the game. However this means that you will have to start levelling them from scratch. Often it is best to get a pet early (if you want to play with one) and keep them till they are "fully grown" and powerful.


Skills
Hidden information:
Semi Implemented
Skills such as mining, smithing, leather crafting, enchanting etc. can be learned. However each character can only learn two skills and once learnt they cannot be removed. Skills will define the way that the game is played. For example, certain items can be made with the smithing ability. However they need mined ores. Certain items can be enchanted. But the most powerful items in the game require both an enchanter and a smith. A miner can sell his ore off for high prices, but he needs a smith to actually craft armour for him.

Skills available:
Mining - Allows the character to mine certain ores from areas around the game. There are four different types of ores, iron; silver; gold and lastly arcanite. These are then used in conjunction with other skills to craft items (or can be sold off for that little bit of extra cash).

Smithing - Allows the character to craft various medium and heavy weapons and armours.

Leatherworking - Allows the character to craft various light armours and weapons.

Alchemy - Allows the character to brew various potions ranging from the general healing elixirs to the more complex and dangerous mixtures.

Jewelling - Allows the character to craft various amulets and rings with mined ores and other materials.
Enchanting -


Quests
Hidden information:
Semi Implemented
As said before, Deaths Grip aims to provide plenty of quests. The quests are designed to be interesting and creative, often affecting certains parts of the gameplay. For example, in order to open up waypoints a quest must be done. After that the player simply has to walk onto a waypoint site to open it up. Quests may also affect one another. If one quest has not been completed it is not possible to get the other. I've tried to avoid this because I find it annoying when an NPC in a game gives four optional quests one after the other. Who the hell wants so much shit done for them. Please note that only the host player may accept quests on behalf of the team.


Screenshots - constantly updated.
Hidden information:

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09-09-2008, 08:54 PM#2
Captain Griffen
"deep engrossing storyline" + ORPG? Never seen it, and likely never will. They don't really go together for lots of reasons.
09-09-2008, 09:05 PM#3
rizla
What about dungeon siege? Neverwinter nights? There are plenty of rpg's with brilliant story lines. Besides, like i said, this map "aims" to provide an engrossing storyline. It might not be up to scratch when its done but who knows, maybe this is that one rpg with a good story behind it that you've been waiting for.
09-09-2008, 10:35 PM#4
Eznce
I like the ideas i see, but do you know how many people wander in here and claim they are going to make a great RPG and then we never hear of them again? If you keep working on this, i think people could like it.

~Eznce
09-10-2008, 06:18 AM#5
rizla
It should be done before the end of the year. I can't set an exact date because of varsity, work, etc. But this project has been in the creation for a long time now so i'm not going to let it go to waste.
12-01-2008, 09:12 PM#8
Kwah
Quote:
"deep engrossing storyline" + ORPG? Never seen it, and likely never will. They don't really go together for lots of reasons.
- Baldur's Gate. The 'O' is a tad questionable there though. I'm interested in making some spells for this project, but I'm probably only going to be available until the start of the new year.
12-01-2008, 09:27 PM#9
rizla
Any help would be appreciated hawk. The new year is just around the corner any way I'll PM you with the spell classes etc if thats alright.
12-01-2008, 09:36 PM#10
Kwah
That would be lovely.