| 07-18-2004, 08:11 AM | #1 |
Well, the name is temporary. If anyone has a good idea after reading this I'd be up for hearing it, I know Ceo's RPG is kind of lame. I just decided to write this up while I wait for a question I have to be answered about dialogs (just saying dialog makes me angry). Anyway, here's what I have so far: Features Features -Type: Closedish-Open RPG -Multiple maps to play the game on for Bnet -Will allow up to 10 players in one game -Max Level: 150 -Dozens of classes and multiple storylines to follow -Hundreds of USEFUL items/spells, and a new item/spell system -Save your hero with a text password -Extremely difficult epics requiring a full room of powerful characters to complete -Trying to keep map size down, so far I've only imported some trees and the hero glow model. Gameplay You begin the game in a cramped up walled city as a citizen ready for adventure. In order to become a basic class you must find a House to join. This House will allow you to advanced through classes and learn spells/abilities. You can also choose a job. Each job has a different storyline for you to follow, but you don't have to do it or even pick a job. There will be multiple jobs to pick from, and each will have different storylines to follow. Your class will not affect what job you can pick, so there can be assassin paladins and what not. You'll just have to be loyal about it! From here you can take missions from people throughout the city, follow the storyline, or just go kill stuff/explore. The main point of the game is that a new religion has sprung up gaining members rapidly, and you, a member of the old religion, fear they are going to cause something bad is going to happen. (I could use names for the new and old religions if you have any suggestions). Maps Each map is named after the default city you start in for that map. Each map will have content for all levels. Although Grenville is more based towards lower levels, Akkantor middles and Coppingham highs, you can theoretically get to level 150 on only one map (however it would take too long). Grenville: It will include a large city, a foresty area surrounding the city, and leading into a mountainous region and a hilly darker forest, also including two other small villages. In this map the region is just hearing about the newly created region and hold it to be highly suspicious. The starting city is beginning to fill up because the once peaceful surrounding area has strangely started to become very dangerous. Akkantor: It will include a medium sized city and continue the dark hill forest, which is even worse. The mountainous region also continues to here, and also a jungly area starts on the opposite side of the mountains. Here A larger number people are converting to the new religion, but it is still not very widespread. There are a couple villages here, including a new religion one. Coppingham: A large city, a very mountainous region surrounds the city. Beyond the mountains there is a dungeon and a forest. Only one other city on this map. Here the religion is at its strongest. People who don't follow it are being hunted down and hung for heresy. Stores are closed down if they do not offer whatever the high officials of the new religion want for low prices. Things are getting to a boiling point between the resistance movement and the new religion, and it seems the new religion is nearly ready to spring their most powerful weapon. Houses I decided to go a different route than last time. Instead of each house basing themselves on one type of combat (fighting, magic, etc.). Now each house will base themselves on one elemant, and each element is best at a certain thing. You'll see... House of Water: This house is the most feared. Classes here are known for their ruthless and deadly attacks. They base themselves around a strong, yet wreckless and enraged offense. Because of this the Good Gods look down on them slightly. Bonuses +Offense +Speed Weaknesses -Healing House of Fire: This house focuses on the arts of magic crafting and summoning creatures. They are focused on magic and therefore lack in pure combat and agility. Bonuses +Magic +Summoning Weaknesses -Defense -Speed House of Mist: The least is known about this house because they specialize themselves in hidden attacks. They depend on their strength being concealment and illusions, so they are known for having a very weak defense once found. However, that doesn't make finding them any easier. Bonuses +Stealth +Mind Tricks +Sneak Attacks Weaknesses -Defense House of Earth: This house is very noble. They believe in lawful fighting and hate the House of the Mist. They base themselves on an extremely strong defense and waiting for the right time to attack. They also believe in mercy and forgiveness, but this doesn't mean they can't kill. Because of their mercy the Good Gods favor them (If you didn't catch the mysterious hint, they also have good healing powers). Bonuses +Defense +Healing/Buffs Weaknesses -Offense House of the Mind: This house is obsessed with the sciences. They are very good at mind tricks and defeating their enemies through trickery and weakening them. Because of this they spend less time on pure strength and pay for it. Don't let them catch you far away or you'll have a hard time defeating them. Bonuses +Mind Tricks +Debuffs Weaknesses -healing -offense House of Death: The House of Death practices the dark arts and because of this is the most mistrusted House. They are often found, lurking around cemetaries, although they most to steer clear of raising the dead, they have developed the ability to speak with them. Bonuses +Beyond the grave: Allows the person to get special quests from the dead that other players cannot. +Ranged offense +summoning weaknesses -hurt by healing spells -defense -lessened movement during the day? Jobs Jobs will be your main storyline. You can only pick one job for your guy. They will give you what are called Epics, which are like missions, but a lot longer and with much higher rewards which progress your storyline. Each storyline is unique, and you don't have to be any certain class to become any job. Ranger: Protecter of the little guy, mutilator of beasts, insanely hawt. This job will require you to begin protecting the local area of villians and monsters. Assassin: If you become an assassin you'll do whatever it takes to do whatever your boss tells you to get the reward. Anything from killing highly gaurded figures to stealing priceless artifacts you're up to it. Paladin: Become a low ranking member of the new religion's combat forces. You fight evil and all who stand in the way of the religion (anyone who commits such an act is evil). Druid: Become a low ranking member of the old religion's combat forces. You fight against the ways of the new religion and are trying to get the public to find out about their dark plans. Any other job ideas would be appreciated, although I already have my hands full making 4 full storylines. Date Every game will have a random Month, Week, Day, and time of day (which moves in real time, 1 game second = 1 real second). This means each time you play you can only get some of the quests, cities, monsters, paths, items, etc. Quests There will be two types of quests in the game. The first and lesser of the two are missions. These will be simple one step things that you get from city people and the like. Go kill a certain boss, kill a certain amount of these, deliver this message, survive in the arena for x time. Stuff like that. Rewards and time to complete will be much smaller than epics, and they can be repeated. I'm also thinking about making them partially randomly generated, as in the NPCs give you the same quests but they are slightly different each time. Things like changing the place you have to deliver to, changing the boss you have to kill, changing the amount or type of creatures you have to kill, etc. The second are epics. These are a group of missions which must be completed in order once you recieve your job. They will be much longer than missions and each will require many steps, increasing in difficulty and length as you go along. These quests will require groups to complete them and a large amount of time. However, the text password will store what epic you are on and the rewards are extremely large for completing them. Plus they're fun! Class/Spell System Each of the houses will have certain classes you can be at any given level. You have to buy the training to become a class, and certain classes cost more than others. Each class then has certain spells/abilities that you can learn. if you learn an ability it is added to your spell list. You then can have any 4 abilities from your spell list on your hero at any given point. The password system will save your current class, your current spells and their levels. You get spells by buying them from your House or finding them from quests and monsters. I'm probably in way over my head in this, however I've always found teams to be more trouble than they're worth and I want to atleast get some of it done before I go through that route. Time for some images! These are all of Grenville as that's all I've completed so far. Like I mentioned earlier it's supposed to have a really cramped feel as people are moving inside the walls of the city. The circles of power signal somewhere you can enter (The six Houses, Inn, Weaponsmith, or Armory so far). ![]() ![]() ![]() ![]() Looking at it now the terrain is pretty weak, but in my defense this is the first time I'm using the map editor in a good 3 monthes and I've never been great at terrain. I guess what I really have going for this map (assuming I finish it as planned) are the large amount of quests and spell system. Oh yes, about the camera! I still havn't decided what to do with it yet, right now I just set it to 2000 distance from the ground rather than the normal 1650. I might make it third person, but that would mean having to put a lot more detail into the terrain. Ahh, decisions! |
| 07-19-2004, 05:49 AM | #2 |
Pretty cool looking so far, although the terrain needs abit of work. The fountain doesnt fit in, sounds like a ambitious project. Good Luck |
| 07-19-2004, 11:33 AM | #3 |
Yes I'm going to have to redo that city once I work out the old kinks ^^ Thanks for the reply, I didn't expect to get a single one hehe! It's just nice to write this stuff down. Screenshot of the dialog system I'm working on, I'm hoping to only have one trigger that will display every building trigger possible. I also threw in a picture of the date, I may change it to original names if I ever find myself in a creative mood: |
| 07-19-2004, 02:35 PM | #4 |
I like it! looks good, and i hope you will finish this ^^ I really like the city |
| 07-19-2004, 05:57 PM | #5 |
The first 3 screenshots have a nice cramped atmosphere, but the last one ruins it. You should also test the space by puttinng some NPCs and try walking a couple of heroes around. If its too small/cramped the heroes will have trouble getting to where they want to go. Also 4 jobs are enough. 4 jobs * 6 houses = 24 combinations |
| 07-20-2004, 05:58 AM | #6 |
Holy hell, 2 more replies! My dialog system is to complete! All I have to do now when I want more dialogs is set the buttons up into the array and change the title based on the location of the hero. Here's a finished screenshot of it. Next I'll be working on the item system. I also found a terrainer so now I can just focus on the triggers. |
| 07-21-2004, 10:45 PM | #7 |
The item system is coming along great! The main item page will hold a bag, weapon, helmet, armor, boots, and gloves. The bag has 3 pages, each will have an exit bag button, 3 items, previous page, and next page. You save all 14 items with your save/load code. So far I have the go to bag and exit bag buttons working, having some trouble getting next and previous page going. After that all I need to do is the switch page while holding item triggers and item type conditions (Easy huh?) And to weaaddar if he ever sees this: I made it entirely in GUI except memory leak fixes and all the user needs to change is one variable per player to set the hero the bag goes to. However, I obviously couldn't have done this as well as you did and the downside to it is you can only have one bag per player and its undroppable. This works perfectly for what Im trying to do though so thats ok! I've also started working on the scripts for the job storylines. |
| 07-21-2004, 10:55 PM | #8 |
Im sorry to go alittle off topic, forgive me: Ceo are u "that" Ceo from www.warcraft3.com ? If so, its been awhile, remeber me? You taught me so many thing about wc3 editing, you always answered my desperat n00b questions. I really must thank you for that, Ceo (?) All those things have made me a skilled wc3 map editor. Thx. |
| 07-21-2004, 11:12 PM | #9 |
Haha, yea that's me, and no problem. I think I remember you, nice to see my work being put to use! Good luck on whatever you're working on. |
| 07-22-2004, 12:10 AM | #10 | |
Quote:
Hehe great! Ive been making alot of things since i left warcraft3.com Good luck on your RPG! |
| 07-22-2004, 01:35 AM | #11 |
Another screeny! The terrainer I got fucking rocks: |
| 07-22-2004, 06:14 AM | #12 |
Yes. May i ask who your terrainer is? |
| 07-23-2004, 12:31 AM | #13 |
Robocop is my terrainer, we know each other because we both post in the warcraft3.com map forum (nothing amazing, we spend most of our time teaching newbs how to open the world editor and the like). The item system is nearing completion. So far you can enter the bag, exit the bag, and use next and previous page. I'm going to try to come up with something that will add items to your bag when you select them and not allow them in your main inventory (its for equipment only). Then I'll need to make some equipment type conditions and a way to allow you to put equipment into your bag and vice versa and then I'm done with it. After that I think I'm going to work on the shop leader/multi boards (I havn't decided which I'm going to use yet). |
| 07-23-2004, 11:02 AM | #14 | |
Quote:
The item system is nearing completion. So far you can enter the bag, exit the bag, and use next and previous page. I'm going to try to come up with something that will add items to your bag when you select them and not allow them in your main inventory (its for equipment only). Then I'll need to make some equipment type conditions and a way to allow you to put equipment into your bag and vice versa and then I'm done with it. After that I think I'm going to work on the shop leader/multi boards (I havn't decided which I'm going to use yet). I would also love to release my bag system, but I feel it's WAY to RPG save/load specific and once I finish the main menu that'll even be specific to my map. I just can't justify trying to make a big deal out of it when its so un multi instancible, plus Weaaddar's does a good job of that. However, if you are making a save/load RPG and want to make a bag system or just want some GUI triggers to learn from PM me and I'll let you look at my map. |
| 07-24-2004, 05:26 AM | #15 |
Another terrain screenshot compliments of Robocop and the dialog boxes that let you move equipment into your equipment page and back into your bag. What it does is check the health of the item and puts it in the right slot according to that. Your equipment page can hold a weapon, armor, helmet, gloves and boots. |
