| 12-27-2009, 03:31 AM | #1 |
Thanks for opening this thread! Let me get started with a quick break down of what I need. I need anyone willing to contribute what talents they can. Terrainers, Programmers (GUI/JASS), Modelers, Skinners, and Idea Makers. Every section of the map making community. You'll have to fulfil requests by me though. This will be a guided project, not necessarily a blank canvas. As is outlined below, I have a lot of it hashed out. What I'm looking for is people to help speed along it's production and have their name on what could be a very original and enjoyable series of maps, as well as help think up innovative objectives to truly bring them to life. If you're interested, read below on what the map will be like and what it's about. I can show you a sample of what I've got done so far. Even if you can't do something completely, I can always help you get it done. Introduction: After working on Vuen's D&D Grand Project I've recently decided to further my skills and make a map from scratch. I've been wanting to do this for a while now, and am finally putting my ideas in place. Map Description: The Tamers of Domingo is a save/load ORPG that centers around mythical beast masters who quell the feral threats of Domingo by raising the creatures within to aide them. You'll begin in one of a number of lands within Domingo. As a fledling tamer, worth little mention, your job is to change that and rise to a level worthy of saving Domingo. You recieve your first incubation item upon hero selection. This item will create a beast that will be your new companion, ready to fight for you. As you progress, you can acquire more beasts. Up to 3, 1 out at a time max. Map Features: The custom attack system: When you first start out, you'll realize your hero has no attack button. However, as you equip your first weapon that changes. Your tamer is given an "attack" that is actually a JASS enhanced spell. It has a cooldown and radius. If you aren't in the proper range to attack an enemy, your swing will generate no damage. I feel this system will simplify using your beast, and add depth to the weapons you equip. You can equip a bow, a staff, and a number of other weapons all with their own cooldowns, damages, and elemental properties. The custom beast control system: If you try to manually control your beast, you'll find it impossible. Instead, you must use a spellbook ability chalk full of commands for your beast. Ability 1, 2, 3, and 4, Move/Attack, and Heel (Return). More may be implemented as deemed necessary. This seems to be a preferred method of control amongst many ORPG players. I think it should be fun to do as well, and may even simplify things to only having to really control one character. Multi-map System: You can get all your leveling done from 1-Max Lvl on a single map, and never really know what you're missing. The true beauty however lies in the multiple maps that you can play on, and even the benefits to starting a new character on a different map. The save/load code is transferable between maps. You can load your Tamer from the Domingo Swamps into the Lavapits, and vice versa. If you want a Firesword, you may find the Lavapits is the only place to get it. If you want an Ice Phoenix, you can only tame and incubate one in the Tundra. This will make players feel more accomplished gaining some of the greatest rewards over multiple maps and completing their desired builds for maximum play. Tamer Diversity: You thought tamers were pretty diverse just having their own set of monsters and equipment to put on, right? Yeah, I didn't think so. So I decided to make it so the four classes, Female Mage, Male Mage, Male Warrior, and Female Warrior, each got 3 different base skills that were determined by the map they start on. Tamers will find that after starting in the lavapits, they have particular skills that make them versed at handling Fire Monsters. This could pose an obvious benefit to starting in the Lavapits, leveling up some, then traveling to the islands and capturing a water beast, then returning to the lavapits for a serious advantage. 4 tamers per map, 3 different skills per tamer. That's 12 different skills per map. There's going to be at least 5 maps. That's 60 different skills! Considering most RPGs have maybe 40 skills divided amongst their heroes, this is a serious advantage. Take into account the different spells on beasts, and that certain glove items give your current beast a 4th skill, as well as that certain amulets give your tamer a 4th skill, you'll find that the diversity per player is staggering! Equipment & Attachment System: I'm currently using an Equipment system that fits my needs pretty nicely. You can equip weapons, shields, gloves, boots, helms, armors, amulets, specials and rings. I'll be adding attachments to change your appearance as you equip certain items too. Not all tamers can wear the same gear too. So be wary of that. Elemental System: As you could imagine these different beasts have different elemental strengths and weaknesses. This will allow a diverse range of attacks which will work better on some monsters and worse on others, requiring a bit of forward planning and strategy to trully get ahead. You'll find you have to fight lower leveled creatures if you bring Fire Beasts into the swamps. But if you bring that fire beast into the right parts of the Tundra, you'll be able to carve out some nice EXP. Pure Elemental beasts may have an easier time fighting specialized monsters, and rake in more exp, but they're not as versatile. Picking up a dual element beast may prove more beneficial. Some creatures have two elements that they utilize, and these ones can fight in more places than if they were a single element. But you do sacrifice raw power for versatility, so be aware. Tamers will also be able to harvest this system to their advantage. By acquiring and equiping weapons of elemental properties, they may do enhanced damage against enemies. Also by acquiring equippable armor with elemental properties, they can reduce the damage they recieve from elements. Did I mention PVP? Who doesn't love a little PVP, especially when it comes to fighting with your own specially raised monsters? PVP in Quest maps is for fun. However, only heroes who have completed a Hero Quest map participate in PVP. These quests make a town regard you as a hero. There will be 10 small towns in every map, each with it's own hero quest, one for every player. Completing one hero quest bars you from the others. When one player wages war on another, the target of said player will have the guards of their hero town becomes hostile to that player. Both can engage each other in battle now. However, there are some limitations until both players consent to war, which I will deta below. If player 1 completes hero quest in town A, he can now -war anyone else who has completed a hero quest. If player 2 completes hero quest in town B, the same goes for him, and so forth an so on. Now, if player 1 decides to -war with player two, then all the guards in town B will attack player 1 on sight. Here is where it gets tricky, but is made for fairness. If Player 1 runs into Player 2 out on the field, Player 1's beast will automatically regard Player 2 as an enemy and attack him without being told. However, until Player 2 -wars Player 1, Player 2 will be able to enter Town A without retalliation from the guards. But Player 2 will have to manually order his beast to attack Player 1. Thus, Player 1 will always have the upperhand in engaging in battle against Player 2 until he decides to -war. The other method of PVP takes place in the arena, where players can load their characters and monsters and fight it out against other players to see who is trully the best. Dueling against AI controlled Tamers will also prove a hardy challenge. The more difficult you decide to make the tamer, scaled to your level by the way, the better the reward. By beating AI Tamers and racking up points, you can purchase special items only attainable in the arena. However, there is no EXP to be gained in this place, and few if any quests. Still the benefits and enjoyment of the arena is not to be missed! Bosses, Rares and Dungeons (Oh my!): What ORPG is complete without? Fight through various dungeons to obtain da phat lewt hidden within! Bosses are no joke, with spells that can make you cry for your mommy. But in the end it's all worth it to find rare monsters, powerful equipment, and miscellaneous goods that can range from recipe items to optional quests. I still have to formulate a good set up for dungeons. Input needed. Recipes: You can't craft in this (Sometimes that can get a bit tedious and distracting anyways), but you can collect items that can be transformed into a single, powerful item. Who doesn't like collecting? Only it's not as lame as stamps. Enthralling Storyline: We're not talking go to the different gyms and battle the different trainers, or save my pet cat "Stinky". The threats feel real, the towns need the help of the tamers. You're not doing anything "Just because." A purpose and plot is always involved, and you have a duty to take on. Keep the poisonous Redtoad from bathing in the watersupply and making people sick. (Eww! Don't drink that water D:) And fight back the maneating creeper vine or risk the death of everyone in the town. And when you're ready, stop the ultimate calamity each land faces from reaching ultimate destruction, or perish. I've got the game looking good, just want some input and feedback. |
