howlingwolf
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Help needed!
I'm the sort of person who has good ideas, but is terrible at implimenting them. Normally I go onto the editor, mess around a bit, fail, and try a different idea.
This time, however, I think my idea is worth actually being completed.
What exactly is Insanity RPG?
Insanity is a map I thought of out of sheer boredom.
The idea is, two best friends are trapped in the nightmare made by a demon. In order to escape the nightmare, they must fight through it, and take down the avatar of the demon at the end.
The twist?
The Insanity meter.
Insanity meter?
Yup.
You see, instead of mana, the two characters have Sanity. The further away they get from each other, the more the meter decreases. Should the meter reach zero, the character in question turns insane, and the other will follow not long after.
To offset that, if the two characters are close enough, the Insanity meter will refill.
Sounds interesting. Tell us something about the characters?
Certainly!
You have two characters, Samuel and Keegan. Sam is hard hitting and good at evading damage, but has a low Sanity meter and low health. Keegan doesn't hit as hard, but is more durable.
At the beginning of the game, you choose a class for each character.
Sam has the option of being a Shamanist, a Hydromancer, or a Therian (werewolf). Keegan can choose to be a Vampirekin, a Pyromancer, or a Warlock.
Each class has 4 spells, a passive, and an Ultimate.
You said that instead of mana, you had Sanity. How does that work out?
Both Sam and Keegan have Sanity, instead of mana. As I said, the further away you are from each other, the faster the meter will decrease.
However, spells do not cost Sanity.
Most spells don't have a cost other then a cooldown. However, spells like Ravage, Leap for the Throat, Call the Beast and Final Gate cost Sanity points.
This makes classes like the Therian and Vampirekin more difficult to play as, because you'll be trying to conserve your Sanity and survive.
To make it a little easier, classes that rely on Sanity have a spell that replenishes it (Will of the Submissive, Centre Self and Spirit's Grip), that allows you to be a little less careful.
So why not simply stay together at all times? You'd never run out of Sanity.
True. Problem is, there are parts of this nightmare that you must traverse alone. Sometimes the path forks, and you must seperate to complete it. Also, some of the boss battles require you to seperate.
Boss battles?
Yep.
When I thought of the idea, I imagined that the map would be roguelike, in that every time you played, the nightmare would be different. So, at the end of the nightmare, the boss who you face at the end is different every time you play. Sometimes you'll be up against the Untouchable, who you must lure onto dangerous patches of magical ground because you can't hurt it directly, or maybe you'll be up against the Dark Mistress, who will sap your Sanity even if your characters are close enough to touch.
There will also be mini bosses, who have less deadly abilities, and who will drop useful items for the duo.
Items, you say.
Mmhm. Items that, for example, give you extra damage at the cost of Sanity, or items that increase your Sanity at the cost of disabling your passive ability.
Sounds tricky.
No doubt it is. This map is meant to be difficult, but not impossible. I want it to be easy to play, easy enough for a new player to finish it, but hard enough for an experienced player to swear at the screen.
Interesting... so what, exactly, do you need help with?
Well... to be honest, everything.
I've never asked for help here before, so I'm unsure exactly how it works.
But basically what I need, is help with the triggers, help with the terraining and help with custom icons and models. Ideas, sounds and music I'll cheerfully provide myself.
If you're interested in giving me a helping hand with this, then my MSN is [email protected] , and my email is the same. I'm currently in Australia, if that makes any difference at all.
I'm the sort of person who has good ideas, but is terrible at implimenting them. Normally I go onto the editor, mess around a bit, fail, and try a different idea.
This time, however, I think my idea is worth actually being completed.
What exactly is Insanity RPG?
Insanity is a map I thought of out of sheer boredom.
The idea is, two best friends are trapped in the nightmare made by a demon. In order to escape the nightmare, they must fight through it, and take down the avatar of the demon at the end.
The twist?
The Insanity meter.
Insanity meter?
Yup.
You see, instead of mana, the two characters have Sanity. The further away they get from each other, the more the meter decreases. Should the meter reach zero, the character in question turns insane, and the other will follow not long after.
To offset that, if the two characters are close enough, the Insanity meter will refill.
Sounds interesting. Tell us something about the characters?
Certainly!
You have two characters, Samuel and Keegan. Sam is hard hitting and good at evading damage, but has a low Sanity meter and low health. Keegan doesn't hit as hard, but is more durable.
At the beginning of the game, you choose a class for each character.
Sam has the option of being a Shamanist, a Hydromancer, or a Therian (werewolf). Keegan can choose to be a Vampirekin, a Pyromancer, or a Warlock.
Each class has 4 spells, a passive, and an Ultimate.
You said that instead of mana, you had Sanity. How does that work out?
Both Sam and Keegan have Sanity, instead of mana. As I said, the further away you are from each other, the faster the meter will decrease.
However, spells do not cost Sanity.
Most spells don't have a cost other then a cooldown. However, spells like Ravage, Leap for the Throat, Call the Beast and Final Gate cost Sanity points.
This makes classes like the Therian and Vampirekin more difficult to play as, because you'll be trying to conserve your Sanity and survive.
To make it a little easier, classes that rely on Sanity have a spell that replenishes it (Will of the Submissive, Centre Self and Spirit's Grip), that allows you to be a little less careful.
So why not simply stay together at all times? You'd never run out of Sanity.
True. Problem is, there are parts of this nightmare that you must traverse alone. Sometimes the path forks, and you must seperate to complete it. Also, some of the boss battles require you to seperate.
Boss battles?
Yep.
When I thought of the idea, I imagined that the map would be roguelike, in that every time you played, the nightmare would be different. So, at the end of the nightmare, the boss who you face at the end is different every time you play. Sometimes you'll be up against the Untouchable, who you must lure onto dangerous patches of magical ground because you can't hurt it directly, or maybe you'll be up against the Dark Mistress, who will sap your Sanity even if your characters are close enough to touch.
There will also be mini bosses, who have less deadly abilities, and who will drop useful items for the duo.
Items, you say.
Mmhm. Items that, for example, give you extra damage at the cost of Sanity, or items that increase your Sanity at the cost of disabling your passive ability.
Sounds tricky.
No doubt it is. This map is meant to be difficult, but not impossible. I want it to be easy to play, easy enough for a new player to finish it, but hard enough for an experienced player to swear at the screen.
Interesting... so what, exactly, do you need help with?
Well... to be honest, everything.
I've never asked for help here before, so I'm unsure exactly how it works.
But basically what I need, is help with the triggers, help with the terraining and help with custom icons and models. Ideas, sounds and music I'll cheerfully provide myself.
If you're interested in giving me a helping hand with this, then my MSN is [email protected] , and my email is the same. I'm currently in Australia, if that makes any difference at all.