| 03-09-2009, 02:38 AM | #1 |
Alright, here is whats going down. I am aware Sc2 will be out probably by the end of the year, but meh, I still want to see this come to fruition. We are in need of good terrainists and 2-D artists. Modelers would be fantastic but I highly doubt we will find enough to do what we want to do with the classes so that is up in the air. Anyway, let's get down to what this project is about. First off, the people I am working with are mostly the type that "Suggest" instead of "Do". Hence why I am here, trying to get more "Do'ers". I am currently in the process of coding alot of preliminary things for this map and it would be nice if we could go ahead and laydown the mapwork for the first few areas while I am finishing this. Project Type: Storydriven RPG Savable: Yes Map Size: Big. Really Freakin Big. Q: Eww, another RPG? Yawn. A: I agree, to a certain extent. Many people don't seem to understand how to make an RPG. They focus on leveling and nothing else. A good RPG also needs immersion, and unique quirks. Trust me, I don't plan to make the same mistake as the others. Q: Describe this "Storydriven" A: By a storydriven RPG, I mean one that is linear to a certain extent. There is a main quest chain that has a story behind it and a final boss. There are plenty of sidequests as well, and tons of optional content. Not to mention an epic sized item pool with TONS of attribute choices. I'm talking spell damage, spell haste, dodge, crit, proc effects, etc. Q: How will the Quests be layed out? A: This map will feature a World Map Mission System. If you have ever played Breath of Fire 3, it is similar to that. You will have a World Map that the "party leader" can explore. The World Map is what connects you to different areas. Quests are formatted in a type of mission format. When you reach an area, you will have several options. If you have not completed it yet, then your only option will be "Explore". If you HAVE cleared the area, it will be "Free Roam". Free Roam allows people to grind at a certain area, and also features the unique "Rare Spawn" event. Rare Spawns are weaker than a boss (less scripted too) but stronger than an average unit. These Rare Spawns will drop good items. If you have several quests for an area, you also get the option of entering the area to complete said quests. You can only enter an area for 1 quest at a time, this is because the quest COMPLETELY redesigns the layout and theme of an area. It might turn a grindspot into an obsticle course, or even a surprise boss fight. Q: That sounds pretty complex. How will Bosses be handled? A: Bosses will be completely scripted and as randomly generated as possible in their attack patterns. Bosses spawned from quests are only killable with the quest, whereas bosses inside dungeouns are a "set" rare spawn. Meaning that they have a stationary spot they will spawn or patrol in, but sometimes a "placeholder" will take their spot. Most bosses will be difficult. This game is not designed to be easy. It will in fact be DIFFICULT. Q: How are Abilities Handled in the map? A: The ability system is split up into 2 categories. Disciplines and Spells. One requires mana, the other requires Endurance. This is pretty self explanitory. Q: I am a 2-D artist. What would I need to do? A: Icons. A crapton of icons for items and some abilities. Q: I am a terrainer, what about me? A: Terrianing obviously. You need to be capable. No Blizzard Cliffs, use doodads in a creative way (underwater/cave/etc). I am capable of doing this but I am busy with coding X_X. Q: I am a 3-D artist interested in this. What would you ask of me? A: We want to use as little models as possible, but we plan to inline music. If we can get Male and Female models for every class we will inline all of them as well. (Yes, we are aware this requires downloading off of Bnet. We have a way to prepare people for that.) Q: You never explained classes. A: Classes will be designed in an Archetype fashion. There are 4 base classes. Each one can take 2 different Paths, and then from that path they can specalize in 2-4 different fields. You may only hold a undetermined number of abilities at any one time, but you will have access to over 20-30 per class. (You can change spells at Libraries in town or some other undetermined method). There will also be other customization methods such as Class Traits (Similar to WoW's talent system) and Dieties, Q: Last but not least, what kind of things can we expect from this map? A: I am using many different JASS ideas in this map, so I'd like for it to represent what a large amount of JASSing can accomplish. I have been active in IRC and the forums lately trying to my best understand concepts as fast as I can so that I am not using something that is beyond me. Currently there is a Damage Engine (made possible by Dusk's IDDS), and a Casting Engine, built from scratch by myself. I am currently working on an Equipment System and an Inventory System. I also plan to attempt "Threat Tables" which is the AI's way of determining who to pound on. If you are in any way shape or form interested, PM me, contact me on AIM/MSN, or you can find me at http://gamerstudios.vndv.com/forum as Indignation. Thanks~ |
