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Multiplayer RPG - Return of Diablo

10-29-2007, 06:36 AM#1
Toink
Table:
Return of Diablo Multiplayer RPG
As the Worldstone was diminished by the Archangel Tyrael, Heaven had forbidden him from man's world for a thousand years. The forces of Hell quickly marched from the portal inside the Lord of Hate's durance to the highlands, corrupting most of the lands they pass through. A party of wanderers, apparently the same people who overthrew the Three and had just finished off Baal a couple of days ago have travelled south. Apparently just a few hours after their departure, the highlanders witnessed unspeakable horror and fear, as the tyrant whose soulstone had been destroyed has once again walked this world. The Lord of Terror himself, Diablo, leads the massive army towards the high mountains, towards the shattered Worldstone where he would find its small, broken pieces. Whatever plans he may have with it, you and your fellow travellers must take up this quest to find out what are the plans of the Lord of Terror and why have the forces of Hell again united with Diablo.

A party of travellers(you and other players) start off on the coast of Elohfeim, Elohfeim Port. Your ship needs to restock on goods and during your stay, demons roam about in the forests. Your quest for this act will be to slay the monsters and keep the port safe, as well as discovering ancient dungeons and tombs where the endless hordes of monsters seem to come from.

Features:

- A superb Inventory and Item management system made by Toadcop, allowing you to pick up as many items as you can.
- Different items and item classes very much like Diablo 2! You may see a short sword but when you pick it up it might turn out to be a unique sword, like Blood Moon for example. System by Toadcop
- Also features runewords and gems for socketed items. Runeword recipes may be different from diablo 2 and it will have famous runewords like Enigma. System by Toadcop
- A completely, Diablo 2-like multiplayer gameplay that will keep you coming back for more to find rare items and loot.
- You may take a rest from monster slaying and save your hero. You may then resume it at another time by loading it.
- 7 different hero classes to choose from, including the Barbarian, Necromancer, Amazon, Sorceress, Paladin, Druid and Cleric.
- Three skill trees, each tree containing a set of 4 skills that are already available.
- Stat allocation, allowing you to focus gaining points in one stat or spread them all.

Screenshots:
Viewed from the hill where your hero is revived at its resurrection stone:
Zoom (requires log in)
This one is quite flat, I'll have to fix that some time:
Zoom (requires log in)
Lastly,:
Zoom (requires log in)
Currently Looking For:
- Scripter/Coder
- Weapon Modeller (Just one item for each class, sword, dagger, etc,.)
- Beta testers
- Brainstormers

The port/town is now completely finished, all it needs are the NPCs and Quest NPCs. The items are all set in paper, just have to code them and I have yet to start finishing one hero class for the demo. I would need some help in the quests section, I haven't really thought of what quest system to use, but I would need someone to help code a simple quest system. If I get a coder then I may be able to release a demo on Friday, October 29.

Anyway, thanks for reading. Please don't hesitate to leave some criticism or comments Ciao.

Attached Images
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10-29-2007, 07:33 AM#2
Pyrogasm
Quote:
Originally Posted by Toink
- Scripter/Coder
I thought that's what you were...?

And how, erm, "epic" are you planning on making this? If you plan on having "ancient dungeons and tombs where the endless hordes of monsters seem to come from", the map may simply not be suited for Battle.net play.

And then there's this whole saving business; aside from trying to get better items, what point is there in saving? Unless there is a fair amount of stuff to do in this RPG, I wouldn't see the point in having a save system.
10-29-2007, 09:17 AM#3
Toink
Well yeah I script my own shit, but huge systems I write almost always tends to go wrong and I just become too lazy to even fix it :P I might do it myself if I can't get help though.

Quote:
Originally Posted by Pyrogasm
And how, erm, "epic" are you planning on making this? If you plan on having "ancient dungeons and tombs where the endless hordes of monsters seem to come from", the map may simply not be suited for Battle.net play.

That's just for the story! :P
It won't be "epic" as in, 512x512 size. I'll aim for around 192x160 max. And it would take around 45 minutes or so to finish the whole act. Besides all my other maps, I'm having alot of fun designing the items with Tc's uber system(<3 Tc)

Quote:
Originally Posted by Pyrogasm
And then there's this whole saving business; aside from trying to get better items, what point is there in saving? Unless there is a fair amount of stuff to do in this RPG, I wouldn't see the point in having a save system.

Well technically you've got loads of things to do, like finish the quests for one. And also go dungeon crawling for hawt loot or engage another player in a PvP duel.