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New RPG

10-04-2005, 11:23 AM#1
BuRnInSpartan
well.. i've decided to come back from the dead and work on a new RPG on my spare time I have from WoW.

New Features
-New Heroes (near completion)
-New Items
-Extra Slots (near completion)
-New Spells (near completion)
-New Theme
-New Ideas
-Banking System (Complete)
-Game Caches
-etc. etc.
-slot system (Weapon slot, shield slot, etc. etc.)

Current Ideas
I was thinking to make different kinds of mages... I had in an old old RPG I did way back when.. I used a rock mage, fire mage, wind mage, ice mage, etc. etc. any ideas? I also need some good spells a bard could have.

If you'd like to help me with ideas on anything or to take this "project" and be the manager please post back. I will need skinners, modelers, terrainers, people who have a good imagination, and possibly triggerers and sound actors. Thanks a bunch. Soon I will post more about the in progress RPG.
10-06-2005, 12:04 AM#2
BuRnInSpartan
Heroes Page:

The heroes page is to give you an idea of how the heroes will look and for comments and feedback. please do not take my ideas without asking me... all information posted here is already saved into the map. Any feedback I will take

Newest Hero:
Paladin: All around unit, damage, armor, healer.
Spells: Weapon of Justice (Adds 10-30 damage), Hammer of Wrath (Stormbolt but with casting time and special effect), Holy Light, Flood Shield (Homemade trigger.. every 10 hits on the paladin releases a 200 damage AoE)

Other Hero(es):
Seer: Caster unit, low armor, damage dealer.
Spells: Mutli-Shot (adds 1-3 extra attacks), Fireball, Blink, Incinerate (damages an enemy and burns it for x seconds).

Hero: Probably best unit in the game but is most depended on. Acts as the main tank.
Spells: Divine Shield, Master Arms (increases damage and crit chance), Shield (increases block rate, damage absorbtion, and armor), Imperial Armor (dramatically increases armor)

Assassin: high damage dealer but low armor and health
Spells: Evasion, Shadow Strike, Stab (does 200-600 damage to nearby unit), Assassinate (increases attack damage 30-60)

Archer: based on the WoW archer
Spells: Trap (traps unit in net for x seconds), Powershot (deals damage and stuns unit for x seconds), Poison Arrows, Summon Bear (Upped the health and damage on the summon bear spell for a nice tank )

Bard: a buffing hero. uses many different auras to increase stats.
Spells: Holy Light, Brilliance Aura, Devotion Aura, Rage Aura. (Rage aura was based on trueshot aura but I changed it so that melee units will also have increased damage).
10-06-2005, 01:29 AM#3
Panto
Bard sounds really boring. Any hero with more than one passive skill isn't going to have much to actively do in combat.
10-06-2005, 01:56 AM#4
BuRnInSpartan
thanks panto. good point. you bring back a good point.. i think i may have spells change later on. How i will work that is when a hero gets to say.. level 10-20 then it changes to a level 2 and gets new spells etc. however i'm stuck on what other things i can give a bard.. any ideas?
10-06-2005, 02:36 PM#5
Thunder_Eye
Another solution if you or any else cant figure something out is to just have another class. Also I think you should add more classes like. A mage kind, all games need a mage class thats really hard to play and do lot of damage.
10-06-2005, 06:37 PM#6
BuRnInSpartan
the ones i have are the ones made a caster hero will DEFINATLY be made =) however i need some ideas as what i will do with it.
10-07-2005, 06:19 AM#7
Ignitedstar
Neat, I would like to see something like this.
However, it would be so neat if there were action commands like in Nintendo's Mario RPG's.

Anyways, there are plenty of ways to get a bard to do something. They can do more then just buff... that if your only talking about GOOD buffs. Other then that, most of a bard's attacks are based off of sound.

If you want to make a caster hero, it would be nice to make a geomancer.
10-07-2005, 10:20 AM#8
BuRnInSpartan
Thanks! what exactly would you do for a geomancer? i've never heard of one. Also for a bard. I don't know what else to give it. Your comments will be very helpful.
10-07-2005, 12:24 PM#9
Thunder_Eye
A thing that I think to many rpg's lack in is the number of spells/abilities, you usually just have like 4-5 spells in the whole game, try to add some more spells.
Im currently working on a rpg (worked on it for almost 2 years now)
and I use a spellbook system I made so you have somthing like 20-21 spells.
10-07-2005, 06:42 PM#10
BuRnInSpartan
that's insane! how do you work that? if you don't mind could you email it or write it? [email protected]
10-07-2005, 07:09 PM#11
Thunder_Eye
Well Ive thought of use Lord Vexorians spellbook system so you could remove and add abilities but It works fine without, thou it takes some time to make ;P
10-07-2005, 07:52 PM#12
BuRnInSpartan
do you need to know jass? cause i'm TERRIBLE with jass =x
10-07-2005, 10:20 PM#13
Thunder_Eye
Dont know about vexorian spellbook but I dont use JASS on my
10-08-2005, 02:49 AM#14
map-maker
Quote:
what exactly would you do for a geomancer?
a geomancer is somewhat like an earth mage. As for the bard you can make him use spells that are like songs. maybe one spell is if when he uses it all the enemies go crazy and attack eachother? other things like that. like mass negative buffs on enemies or sumtin.
10-08-2005, 04:23 AM#15
Ignitedstar
Uh, let's try not to give a bard too much power. Bards are tricky; you either give them too much power or you don't. However, I think I would prefer an overpowered hero over an underpowered one. :P

map-maker is right, Geomancers are Earth Mages, it's just a fancier name. You don't really need an explaination on what they need though. Giving him something like Entangling Roots would be an example.

This is a totally different topic, but I have a really good idea for an RPG, but it's more like FFF then an OpenRPG. I haven't made it becuase it's too huge, but there are 90 clases(know you know why).

My idea was to make 6 basic classes that you choose from in the beginning. And, you learn abilities in a spellbook way like you learn so-and-so on level 3. When you hit level 20, you can choose between being one of the two next classes, and the same on level 40 and 60, in a ladder like fashion. You keep your previous abilities learned as your previous class and you continue to learn new abilities from the previous class. Each class has about 11-15 skills/spells, but you can't go back. I made skills and arts. Skills don't cost mana, and arts do.

Each class is based off of basically what Wc3 has: HP, MP, damage, armor, inteligence, and luck, each class has these graded from a star(max) and an F(very very low). A dash(-) would mean that the stat doesn't exist in the class. Few melee classes don't have MP. And, the classes vary a lot, so that way I'm not stuck with 15 classes basically having the same amount of types of spells or skills.

Anyways, I don't really know what kind of comments or ideas that you want, so I'm just gonna leave it at that.