perkeyone
something clever
- Reaction score
- 71
I've been working on this map for quite some time now...
I've had a lot of setbacks and had to restart completely once
but i feel like this version will be better.
Azure Dreams is an old playstation RPG from 1998, made by Konami.
I used to play it a lot. It was really addictive despite steep learning curve and sub par graphics
I decided to remake the game on WC3 so that I could have the multiplayer experience I craved and take the creative liberties I so badly wanted to take.
Story
Load screen synopsis
Plans & diagrams & icons (screen shots coming soon)
Updates
Unresolved Issues
Feedback
I've had a lot of setbacks and had to restart completely once
but i feel like this version will be better.
Azure Dreams is an old playstation RPG from 1998, made by Konami.
I used to play it a lot. It was really addictive despite steep learning curve and sub par graphics
I decided to remake the game on WC3 so that I could have the multiplayer experience I craved and take the creative liberties I so badly wanted to take.
Story
Deep in the burning sands of the desert, a distant town.
Looming over the town, the Monster Tower.
Within this gigantic, ancient Tower,
are hoards of monsters swarms and breeds.
Despite the long hazardous desert journey, the town is a mecca.
Treasure hunters...
they come seeking the golden hoards hidden in the tower.
But even more,
they are lured by the monster eggs, a prize found nowhere else.
When a monster is raised from the egg, it can be tamed
Eggs and tame monsters fetch high prices in gold.
And rare breeds of monster can make a vast fortune for the hunter.
The town has grown rich from buying and selling monsters.
So the town is called... Monsbaiya.
In Monsbaiya there lives a certain youth.
His father understood the hearts of the monsters,
and gained renown as the greatest monster tamer of all.
Sadly, he died early,
leaving their mother to bring up the youth and his sister alone.
The small family struggled to survive.
"To hunt for eggs and make my fortune..."
The youth had inherited skills as monster tamer form his father.
He longed with all his heart to hunt for eggs.
But the entrance to the tower is strictly forbidden to those not yet fifteen.
The mighty tower is a nest for countless monsters.
A maze to confuse the unwary, its dark depths are filled with danger.
Even old, experienced egg hunters venture but a short way into its vast interior
The law against entering is strictly enforced,
so year after year the youth can only dream impatiently of his goal.
Slumbering in the depths of the great ruin
lie the eggs of monsters no man has ever seen
He yearns to brave the dangers of the tower, to seize these priceless eggs.
Today is the day...
The youth is fifteen and free to enter the tower...
Load screen synopsis
FeaturesFor years the Demon Tower has beckoned to you and, today, on your fifteenth birthday, you have come of age. Do you follow in your father's footsteps and enter the Tower or live a peaceful life in the town of Monsbaiya ~ it's time to choose.
-Take the role of an apprentice monster tamer.
-Search the magical tower for demon eggs to collect and grow.
-Tame the monsters you raise and sell them for profit or use them in your search for even more powerful demons.
-Spend your profits to build up the town of Monsbaiya ~ attracting new settlers and maybe a love interest or two.
-Search for the true ending ~ does it lie in the summit of the Tower or in a prosperous, well-planned town?
Gameplay
-carry up to 20 items
-1 main quest -reach the summit of the tower
-4 sub quests
Single player features
-finance the construction of buildings in town including a theater, hospital, racing track, casino, bowling alley, gym, and library
-develop love interests with up to 7 npcs
Multiplayer features
-up to 12 players
-pvp dueling
-cooperative pve
-vote kick system
-save/load system
{due to the massive amount of familiars, i think i may have to make it an option to save familiars individually}
{i will also have a feature to "save all" but it will likely yeild a very very long code}
-difficulty scaling with groups of players
Town
-upgradable bank item storage of up to 40 items
-upgradable familiar storage "hut" of up to 80 familiars
-mini-games
{gambling, races, bowling, whack a mole, rhythm}
-specialty shops
{there will be a shop for almost every item but stock will initially be 0 and it will not replenish unless you sell an item to the shop}
{it wont matter which shop you sell the item to, it will be stocked in the appropriate shop automatically}
Tower
-40 floor tower-dungeon
{difficulty scales exponentially}
{not only do higher floors have higher level monsters but the monsters also have better stat growth}
-randomly generated rouge-like dungeons
{each floor of the tower will have a random number of rooms capped at 8 or 9 that are all inter connected via hallways}
{an elevator and random items will be placed in random locations in the rooms}
-huge variety of items
{equippable items include: swords, wands, and shields.}
{consumables include: herbs, seeds, fruit, scrolls, bells, loupes, glasses, crystals, sand (i can describe what these different types of items do at a later time)}
{charged items include: orbs, *swords, *shields (*shields and swords can be tempered, the charge is used to indicate the level of tempering)}
-unidentified items
{equipment may be cursed or blessed, eggs contain unknown monsters, orbs contain an unknown number of charges}
Monsters
-40 tamable monsters types
{if you add in unlockables and transformations 57}
-ai controlled familiars
{familiars have several ai levels: 1 stay, 2 follow, 3 use back up magic, 4 attack directly, 5 be aggressive}
-fuse familiars together to make them more powerful
{one familiar will absorb the other, certain traits from the absorbed monster can be inherited, other times new spells may become available}
Combat
-completely revamped hero attributes
{stats are now called vitality(hitpoints), endurance(armor), and strength(damage)
-stat based damage
{damage is calculated by subtraction half of the defender's endurance from the attacker's strength. there is also a chance to miss and crit}
-completely revamped armor and attack types
{one attack type and armor type are devoted to each element group, and one is for non-elemental.}
-3 unique elemental classes
{each element has a significant advantage over the other. fire has advantage over air, air has advantage over water, water has advantage over fire}
-30 custom spells (no premade)
{those spells can be divided evenly into 2 groups. active and auto-cast and evenly into the 3 elements}
Unlockables
-quest related hidden monster types
-quest related equipment
-familiar transformations
Plans & diagrams & icons (screen shots coming soon)
this is a diagram of the town.
white boxes are labled
colored boxes are player houses
i cant take a picture of the terrain yet because i havent decided what tiles to use,
i may end up importing some
this is a diagram of what the minimap might look like,
there are 12 large gray boxes which will serve as instances of the tower,
there is also a large circle which will be a visual representation of the tower,
there is a copy of each building from the town inside the tower visual, these will be the interiors of buildings in the town
these are spell and interface icons
white boxes are labled
colored boxes are player houses
i cant take a picture of the terrain yet because i havent decided what tiles to use,
i may end up importing some
this is a diagram of what the minimap might look like,
there are 12 large gray boxes which will serve as instances of the tower,
there is also a large circle which will be a visual representation of the tower,
there is a copy of each building from the town inside the tower visual, these will be the interiors of buildings in the town
these are spell and interface icons
Updates
Code:
march 21
-completely redid terrain
{there are no longer 40 individual floors, there are now 12 instances.}
{two player may enter the same instance if they specifically wish to do so}
{the two or more players must be entering the same floor within 20 seconds of each other}
{one player must invite the other to their group and the other must accept}
{difficulty will scale according to the number of players entering a floor}
-implemented system to allow players to enter their houses and monster huts
{the current version does not allow other players to enter each others houses}
{a future version may allow this but disallow the guest from attacking and picking up items}
{i will probably use the same invite system as i will with instances}
march 22
-added 57 monster book entries
{each entry lists the number, name, element, and habitat and includes a description of the monster}
{each monster book page is an optional quest that is initially undiscovered}
{after defeating one monster of a particular type, the monster book entry will be filled (discovered)}
march 23
-developed a simplified version of the original azure dream's stat growth
{i made a table of all the stat growth rates from the original game and conglomerated similar rates into groups}
{each group was assigned a rate which was approximately the mean of all the rates in the group}
{the rates of each group were then adjusted to scale linearly}
march 24
-diddly shit
{mostly redoing some icons (there was nothing wrong with them, i am just picky)}
{i also picked out 90% of the models i intend to use}
{i also did a tiny update to the information listed in the "features" section}
SEPTEMBER 29 LOL
-implemented my system for upgrading the monster huts (familiar storage)
{there are 8 sizes of monster huts, 1 default and 7 upgrades}
{the standard monster hut has room for 4 familiars}
{expanded huts have room for ((2+L)^2-L%2) familiars where L is the number of expands}
Unresolved Issues
-my biggest obstacle at this time is deciding how to implement the random dungeon generation. I did some research and found an algorithm that was used in a rogue-like rpg that i might be able to adapt to suit my needs. Its current form leaves too many dead ends, which i have already figured out a way to remove. But now i have to turn the pseudo code into gui =[.
-another pretty big issue is that i havent been able to find models that i am happy with. ill go into more detail about the model issue later though, and maybe someone can lend a hand.
-i was hoping that i could use item charges to display the quality of a weapon or shield, but in my map i planned to have certain traps and curses that would lower the quality, possibly into the negative numbers, but the way wc3 handles items with negative charges is to treat them like 0 charged items. and there is no way to set the charges to a negative with triggers. it can only be done in the object editor.
Feedback
-is much apreciated
-tell me if you ever played either the PS1 or GBC version
-suggest a feature
-help solve issues
-constructive criticism (once i make a map available)
-wish me luck haha