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The hell with all this other crap being made.

03-03-2006, 01:10 AM#1
Mr.Ice
Some Features:
- Custom Spell System. (... No "enhanced bloodlust crap". I use a custom spell system which deals damage based on your intelligence, has elemental affiliation :thunder, fire, etc.. and is flexible allowing "double and triple tech spells, just like chrono trigger.)
- Combines Real Time battle w/ Japanese RPG styled combat. (Think Legend of Magnador styled battles)
- Story Driven RPG, Not Open RPG. (Skippable Cinematics)
- 3 Player Cooperation
- Trance System. When your trance bar is full, you enter trance gaining bonus Power and Vigor.
- Limit Break System. While in trance, you can access powerful a powerful limit break ability. Limit Breaks vary by what weapon is carried by the hero. (See first screenshot)
- Allows a 4th player controlled by AI to aid you in battle, and further develope story. Fourth Player changes as game progresses. Fourth Player heroes can also enter trance, and cast Limit Breaks. (See fourth screenshot.)
- Summons! Like Final Fantasy. (See second screenshot)
- much more.
ZoomZoomZoomZoom

Has been in the works for well over a year and half. Map made entirely by myself ([email protected]) Custom Skins/Models/Icons will be credited to those who made them.
Estimated completion is within 2-3 months.
03-03-2006, 06:38 AM#2
Ant
Well yes, so far it looks really good (albeit messy and I can't really see what's happening), the concept seems good enough (albeit lacking in a few details but enough for us to get a rough idea) and I have no idea what is Legend of Magnador.

So... it's cool. Nothing too inventive but it has features that if excecuted well would make a very fun game.

The thing is we won't have any way of knowing how the gameplay will be (we know what the concept is but we don't know much about the details and how it'll affect the game) and the screenshots say nothing (except they're really flashy and bright and messy).

Since everything in the end will boil down to the excecution of the map (and not the concept since the concepts are tried and tested), I don't see the point of creating a thread to say it'll be released in 2 - 3 months. There's nothing much to discuss about the map (the concepts are old, and the excecution is an unknown until we see the map itself).

And there's also the part about the title.
03-03-2006, 08:36 AM#3
Blade.dk
Please.
03-03-2006, 09:13 AM#4
Fulla
Well its looks great but pretty much what Ant said, could you tell us a bit more about it :-)

Also it could use some custom Icons, not just for spells/items but perhaps for attack/move/stop etc.
Those little things always make the map impressive
03-03-2006, 09:31 AM#5
Mordiggian
Is there anything that is not ripped from squaer rpg's? I mean, i have no problem with those, but still, why convert wc3 into japanese rpg when you have ability to create something new? Judging from the screenies and you info you have resources to do something really fresh.

Still, screens look cool, but as said, kinda messy. Which is another thing taken from FF's, flashy special effects with huge numbers (indicating damage) popping out.
03-05-2006, 04:27 PM#6
Hyarion
And?
I'd LOVE to see wc3 made into a japanese RPG.

Suggest something new he could have created.
03-05-2006, 04:36 PM#7
Taur
lv. 250 solidier? Big numbers does not translate into a good mod
03-06-2006, 08:06 AM#8
Ant
Mmmmm but big numbers don't say anything at all and doesn't translate into a bad mod either.

So we can't really tell anything at all.
03-06-2006, 03:44 PM#9
Mordiggian
Quote:
Originally Posted by Hyarion
And?
I'd LOVE to see wc3 made into a japanese RPG.

Suggest something new he could have created.

Why me? He's the one making mod. It's not easy, of course, coming up with new ideas. I didn't say that this sucks, I simply expressed my opinion. And still, those screens seem a bit too chaotic with screens filled with special effects and huge numbers popping out from every corner. Doesn't really give a good view of the map or, possibly, some custom models.
03-06-2006, 04:42 PM#10
Hyarion
If you can't suggest something new, Mord, then why do you think HE could have?
03-06-2006, 05:54 PM#11
Mordiggian
Quote:
Originally Posted by Hyarion
If you can't suggest something new, Mord, then why do you think HE could have?

I didn't say I can't, I just won't since I have absolutely no idea how the gameplay is like on that mod so I do not have enough information to suggest something new.

And still, on my first post I pointed out that very many things were taken straight from FF's. Character name (Laguna), summon spells (specially in the form of a big dragon.. Hmm.. I wonder where I have seen that before), trance/limit breaks, etc...
03-08-2006, 01:45 AM#12
Mr.Ice
Looks like i'm getting into this one.

The gameplay involves a combination of multiple systems.
All battles take place in battle regions, like in final fantasy. The screen fades black and the characters are pitted against the opposing force. I chose to not use a real time battle system, as opposed to ATB.

The games main magic system is called the "Element System". You cannot cast magic unless you first "charge" an element. After it is charged, u may target it to a point on the ground. The magic is released, and deals damage to a certain area (as specified by the spell), and the damage itself is determined by the intelligence attribute of the hero. If you charge two specific spells consecutively, and they are in the correct order, you charge an even more powerful spell. This is called a "double-tech magic". Likewise, charging 3 spells in the correct order will initiate a "triple-tech magic". I will eventually begin to work on "quadra-tech" magics as well.

The game's trance system works like this. Each time a character takes damage, his trance % bar raises. When it hits 100%, he enters trance and the bar is emptied. When entering trance, the hero is fully restored of life/mana all negative status effects are negated. In addition, the hero's damage/life values are doubled. One final bonus of trance is that it enables access to the characters limit break spells. These spells are extremely powerful, and darn cool to look at the same time. The duration of trance depends on the heroes intelligence value. Typically, a level 1 heroes trance lasts for 5 seconds.

Despite the excessively large numbers, the game well paced and challenging. It has been fine tuned throughout the course of hundreds of test runs. (Level 250 is max level, I was merely showing off the a heroes potential.)

Also, the game uses a unique attribute distribution system. While you acquire some attributes upon level, the bulk of your attributes will be determined by Summons, and Attribute Points. After defeating a certain number of monsters, u gain an attribute point. You main use the attribute upon Power, Vigor, or Spirit.

As for the seemingly flashy effects... They are there for luster. Not all battles will be as flashy and chaotic as the screenshots I posted.