Gladius_Tito
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I'm currently making an RPG called SpellSword RPG. I might change it into an ORPG; I'm considering it.
This is my first map EVER, so don't criticize it just because it can't match the standards of other RPG's.
Equipment and Visual System:
A basic concept; use an item, and you'll equip it. It will show on your hero, adding X attack to the algorithm.
Items that can be equiped are:
OneHanded Sword/Shield
TwoHanded Sword
Axe
Spear
Staff
Chest Armor
Helmets
Misc (Bow&Quiver, Guns, Sword Holder, etc.)
Each has its own distinctive use, and passive abilities.
Manual Attack System
A system triggered by hitting the "A" key. It uses a formula involving Strength and Attack Stats. Each hit drains Stamina. Will elaborate more in later updates.
Spell and Skill System:
You can choose 4 out of 11 Spell Books with 5 levels each, each with its own specific use and 4 distinct spells/skills.
The difference between spells and skills are that Spell Books that you unlock already have all 4 spells unlocked. Leveling them will increase their potency.
Skill Books are unlocked one by one. When you first unlock it, you get a standard skill. Leveling it up again will grant you another skill, and increase the strength of your already unlocked skill/s. After all skills are unlocked in the skill book, the remaining levels just increase its strength.
Skills will only rarely use up mana. Most will use up Stamina, which I need to format first.
If any of you have ideas on what kind of Spell Books I should use, and what its spells should be, feel free to post them.
Inventory
The Inventory is restricted to 12 slots. It forces you to manage your Inventory better. There will be a bank where you can deposit up to 18 items.
I'm considering putting a tax on gold recieved from kills for the bank system.
Recipe System
It basically allows you to make certain items over and over again. Just in case anyone sells their weapon.
Third Person View just keeps the camera locked behind the hero.
Stats:
I'm adding extra stats to the main 3. To check them, you merely type -stats.
They are:
Attack (Increases damage of melee weapons)
Dexterity (Increases evasion and Bow damage)
Arcana (Increases magic power and staff damage)
Stamina (Can run longer, and attack more)
Any more ideas for stats would be appreciated.
You choose what stats recieve increases each level.
I'll be using AceHart's Save/Load System, a basic Spawn Revival and Drop System, and I'll be adding multiple dungeons.
Notice: All of the triggers, besides AceHart's system, are GUI.
I'll post screenshots as soon as I get the first section and town done!
After that, I'll post a demo, screenshots, and let you criticize it!
By the way, if anybody has a good unarmed model lying around, I'll be grateful.
This is my first map EVER, so don't criticize it just because it can't match the standards of other RPG's.
Code:
Features:
-Equipment System
-Visual Equipment
-Manual attack system, with a custom algorithm
-Spell and Skill system (Will elaborate on later)
-Five types of Primary Weapons, and 2 types of Secondary Weapons
-12 slot Inventory (Only 12)
-Repeatable Recipe System
-Third Person View
-Extra Stats
-Save/Load System (Of course)
-Spawn Revival (Of course)
-Dungeons (Of coursee)
Equipment and Visual System:
A basic concept; use an item, and you'll equip it. It will show on your hero, adding X attack to the algorithm.
Items that can be equiped are:
OneHanded Sword/Shield
TwoHanded Sword
Axe
Spear
Staff
Chest Armor
Helmets
Misc (Bow&Quiver, Guns, Sword Holder, etc.)
Each has its own distinctive use, and passive abilities.
Manual Attack System
A system triggered by hitting the "A" key. It uses a formula involving Strength and Attack Stats. Each hit drains Stamina. Will elaborate more in later updates.
Spell and Skill System:
You can choose 4 out of 11 Spell Books with 5 levels each, each with its own specific use and 4 distinct spells/skills.
The difference between spells and skills are that Spell Books that you unlock already have all 4 spells unlocked. Leveling them will increase their potency.
Skill Books are unlocked one by one. When you first unlock it, you get a standard skill. Leveling it up again will grant you another skill, and increase the strength of your already unlocked skill/s. After all skills are unlocked in the skill book, the remaining levels just increase its strength.
Skills will only rarely use up mana. Most will use up Stamina, which I need to format first.
If any of you have ideas on what kind of Spell Books I should use, and what its spells should be, feel free to post them.
Inventory
The Inventory is restricted to 12 slots. It forces you to manage your Inventory better. There will be a bank where you can deposit up to 18 items.
I'm considering putting a tax on gold recieved from kills for the bank system.
Recipe System
It basically allows you to make certain items over and over again. Just in case anyone sells their weapon.
Third Person View just keeps the camera locked behind the hero.
Stats:
I'm adding extra stats to the main 3. To check them, you merely type -stats.
They are:
Attack (Increases damage of melee weapons)
Dexterity (Increases evasion and Bow damage)
Arcana (Increases magic power and staff damage)
Stamina (Can run longer, and attack more)
Any more ideas for stats would be appreciated.
You choose what stats recieve increases each level.
I'll be using AceHart's Save/Load System, a basic Spawn Revival and Drop System, and I'll be adding multiple dungeons.
Notice: All of the triggers, besides AceHart's system, are GUI.
I'll post screenshots as soon as I get the first section and town done!
After that, I'll post a demo, screenshots, and let you criticize it!
By the way, if anybody has a good unarmed model lying around, I'll be grateful.