esb
Because none of us are as cruel as all of us.
- Reaction score
- 329
I'm making a new Hero Defence/RPG. Up to four players, yourself included, defend a camp from waves of creatures at night; from vampires, werewolves, demons/ghosts, and undead/zombies.
I've always been intrigued by these creatures, and haven't seen many Wc3 Maps with them. I loved Dark Deeds and Castlevania.
So I did some googling and came up with this:
Gothic, Van Helsing RPG
After a while, I now have some time and motivation to sort of make it.
I understand it will take a long time and that I've started and left many projects unfinished, but oh well, he's another one.
I'll first start with the basics, and create the vampires. I plan to add areas for the heroes to venture out and eventually bring the creatures to extinction! Or possibly join them instead...
What I plan to do. Ideas from thread included, Suggestions welcomed:
Basic Gameplay:
You do not pick a class to start off with. You start in a small camp that every night, is attacked by creatures of the dark; including werewolves, vampires, zombies, and spirits.
During the day you can prepare the town for attack by lighting torches (light harms certain creatures), repairing gates and fences, and recuperating your army.
You start with a sword (regular melee attack) and a Crossbow (inventory item, click and shoot.) You may restock your arrows with regular or attributes ones.
Your blade also has certain durability, which you will need to repair occasionally.
Defending the camp:
While the waves of creatures (Sometimes Vampires, sometimes werewolves for example) will not be too strong, with the exception of some boss waves, it is important to keep an eye on the camp. If the Priest (which heals and revives) is killed, you'll have to wait a certain number of days for him to return. Likewise with the Armor/Weapon seller, and Potion/Wards seller. If all the units in the camp are killed, then the creatures will accumulate there.
Quests:
The NPC at camp will give certain quests. From searching for certain items, killing certain creatures, to delivering things and other miscellaneous quests.
Rewards can be upgraded troops, Ability Experience, weapons/armors, new areas, units to fight along your side (for you to control) etc.
Side quests will include many little easter eggs that give you items and bonuses.
RPG-Element:
So far it sounds more of a Hero Defense doesn't it? Well if you upgrade well, the camp should be able to hold off by itself without needing heroes around. So heroes are free to venture the forests and areas and fight creatures for treasure and stuff. There will be plenty to explore, and things will be random every game.
Join the dark side?:
Players will eventually be given choices to join the creatures, or keep fighting for good.
Note: Will probably be left to last. Perhaps instead of joining the dark side, gain control of a few units or something like that.
Attack and Defense Types:
Abilities and Spells:
Heroes do not begin with set abilities nor spells. Instead they gain certain types of Abilities/Spells by what they kill. Sort of a Mastery.
For instance, Killing vampires will grant abilities that specialize in Vampires, like Holy Strike (for example).
Abilities will not level along with the hero, instead each ability has its own experience. For example:
Holy strike, level 1 has 200 experience. Use it on a vampire and it'll gain 25 experience. Kill a vampire with it and gain 30. Use it on anything else and it'll gain 20. Once it reaches 200 experience, it'll reach level 2 Holy Strike, with higher dmg/heal, etc. And a high Experience needed for level up.
Upgrades:
Players will be able to upgrade their camp through various ways. From buying upgrades directly, to doing certain quests. Not only will the units be upgraded, but so can the fences, watch towers, and gates be upgraded. Along with giving units abilities.
Difficulty:
Default difficulty will depend on the number of players. Will change the amount of creatures per wave and through out the map and/or the attack/defense/life of creatures. (Depends what results testing provides)
Appearance/Models/Skins:
I plan on eventually adding a few skins and models. Not too many. I do want however is possibly add an equipment system. Not much of a system, but so players can see their armor and weapons on their hero. This is the least of priorities and will be done last.
Screenshots:
The Camp. See the fountain in the middle? It gives a small Health Regeneration bonus to all troops and heroes. If the creatures destroy it, then it'll turn to the broken fountain (to its left) and the bonus will be gone. Someone will have to repair it.
Progress:
Quests
Kill Vampires - [ ]
Waves
-Vampires - [ ]
Weak [ ]
Medium [ ]
Strong [ ]
Boss waves
-Werewolves, Spirits/Demons, and Zombies will come later.
Spells/Abilities [ ]
Items
Weapons
Swords/Blunt [ ]
Bows/Guns [ ]
Enchanted Weapons [ ]
Armors [ ]
Potions [ ]
Visuals/Effects [ ] (Will probably be left for around last.)
And yes, the map will be unprotected.
I Need your suggestions:
Make Silver/Normal the same Attack type?
What happens when Camp is overrun by creatures?
I've always been intrigued by these creatures, and haven't seen many Wc3 Maps with them. I loved Dark Deeds and Castlevania.
So I did some googling and came up with this:
Gothic, Van Helsing RPG
After a while, I now have some time and motivation to sort of make it.
I understand it will take a long time and that I've started and left many projects unfinished, but oh well, he's another one.
I'll first start with the basics, and create the vampires. I plan to add areas for the heroes to venture out and eventually bring the creatures to extinction! Or possibly join them instead...
What I plan to do. Ideas from thread included, Suggestions welcomed:
Basic Gameplay:
You do not pick a class to start off with. You start in a small camp that every night, is attacked by creatures of the dark; including werewolves, vampires, zombies, and spirits.
During the day you can prepare the town for attack by lighting torches (light harms certain creatures), repairing gates and fences, and recuperating your army.
You start with a sword (regular melee attack) and a Crossbow (inventory item, click and shoot.) You may restock your arrows with regular or attributes ones.
Your blade also has certain durability, which you will need to repair occasionally.
Defending the camp:
While the waves of creatures (Sometimes Vampires, sometimes werewolves for example) will not be too strong, with the exception of some boss waves, it is important to keep an eye on the camp. If the Priest (which heals and revives) is killed, you'll have to wait a certain number of days for him to return. Likewise with the Armor/Weapon seller, and Potion/Wards seller. If all the units in the camp are killed, then the creatures will accumulate there.
Quests:
The NPC at camp will give certain quests. From searching for certain items, killing certain creatures, to delivering things and other miscellaneous quests.
Rewards can be upgraded troops, Ability Experience, weapons/armors, new areas, units to fight along your side (for you to control) etc.
Side quests will include many little easter eggs that give you items and bonuses.
RPG-Element:
So far it sounds more of a Hero Defense doesn't it? Well if you upgrade well, the camp should be able to hold off by itself without needing heroes around. So heroes are free to venture the forests and areas and fight creatures for treasure and stuff. There will be plenty to explore, and things will be random every game.
Join the dark side?:
Players will eventually be given choices to join the creatures, or keep fighting for good.
Note: Will probably be left to last. Perhaps instead of joining the dark side, gain control of a few units or something like that.
Attack and Defense Types:
Players:
Attack Types: Weapons and spells/abilities will have one of the following attributes:
Holy - Good against Unholy Defense types. Weak against Ethereal Defense.
Silver/Enchanted - Good against Beast Defense.
Magic - Good against Ethereal Defense. Weak against unholy Defense.
Normal - Very weak to Ethereal.
Defense Types: Players will have one of the following defense types.
Holy - Resistant against Unholy Attacks. Weak against Ethereal Attacks.
Magic - Resistant against Ethereal attacks. Weak against Unholy Attacks.
Normal - Weak against Beast Attacks.
Creatures:
Attack types:
Unholy - Good against Magic Defense. Weak against Holy Defense.
Ethereal - Good against Holy Defense. Weak against Magic Defense.
Beast - Good against Normal Defense. Weak against Magic defense.
Defense Types:
Unholy - Resistant against Magic Attacks. Weak against Holy Attacks.
Ethereal - Resistant against Holy Attacks. Weak against Magic Attacks.
Beast - Resistant Normal Attacks. Weak against Silver/Enchanted Attacks.
Attack Types: Weapons and spells/abilities will have one of the following attributes:
Holy - Good against Unholy Defense types. Weak against Ethereal Defense.
Silver/Enchanted - Good against Beast Defense.
Magic - Good against Ethereal Defense. Weak against unholy Defense.
Normal - Very weak to Ethereal.
Defense Types: Players will have one of the following defense types.
Holy - Resistant against Unholy Attacks. Weak against Ethereal Attacks.
Magic - Resistant against Ethereal attacks. Weak against Unholy Attacks.
Normal - Weak against Beast Attacks.
Creatures:
Attack types:
Unholy - Good against Magic Defense. Weak against Holy Defense.
Ethereal - Good against Holy Defense. Weak against Magic Defense.
Beast - Good against Normal Defense. Weak against Magic defense.
Defense Types:
Unholy - Resistant against Magic Attacks. Weak against Holy Attacks.
Ethereal - Resistant against Holy Attacks. Weak against Magic Attacks.
Beast - Resistant Normal Attacks. Weak against Silver/Enchanted Attacks.
Abilities and Spells:
Heroes do not begin with set abilities nor spells. Instead they gain certain types of Abilities/Spells by what they kill. Sort of a Mastery.
For instance, Killing vampires will grant abilities that specialize in Vampires, like Holy Strike (for example).
Abilities will not level along with the hero, instead each ability has its own experience. For example:
Holy strike, level 1 has 200 experience. Use it on a vampire and it'll gain 25 experience. Kill a vampire with it and gain 30. Use it on anything else and it'll gain 20. Once it reaches 200 experience, it'll reach level 2 Holy Strike, with higher dmg/heal, etc. And a high Experience needed for level up.
Upgrades:
Players will be able to upgrade their camp through various ways. From buying upgrades directly, to doing certain quests. Not only will the units be upgraded, but so can the fences, watch towers, and gates be upgraded. Along with giving units abilities.
Difficulty:
Default difficulty will depend on the number of players. Will change the amount of creatures per wave and through out the map and/or the attack/defense/life of creatures. (Depends what results testing provides)
Appearance/Models/Skins:
I plan on eventually adding a few skins and models. Not too many. I do want however is possibly add an equipment system. Not much of a system, but so players can see their armor and weapons on their hero. This is the least of priorities and will be done last.
Screenshots:
The Camp. See the fountain in the middle? It gives a small Health Regeneration bonus to all troops and heroes. If the creatures destroy it, then it'll turn to the broken fountain (to its left) and the bonus will be gone. Someone will have to repair it.
Progress:
Quests
Kill Vampires - [ ]
Waves
-Vampires - [ ]
Weak [ ]
Medium [ ]
Strong [ ]
Boss waves
-Werewolves, Spirits/Demons, and Zombies will come later.
Spells/Abilities [ ]
Items
Weapons
Swords/Blunt [ ]
Bows/Guns [ ]
Enchanted Weapons [ ]
Armors [ ]
Potions [ ]
Visuals/Effects [ ] (Will probably be left for around last.)
And yes, the map will be unprotected.
I Need your suggestions:
Make Silver/Normal the same Attack type?
What happens when Camp is overrun by creatures?