WIP Unnamed RPG

Baldar

New Member
Reaction score
2
Baldar's Quest

Story :
The story begins...When the undeads invaded your villages and many of the villager, hopefully you fled from there with a group of survivors ... Feeling only hatred and wanting only to avenge your friends and your family, you decide to join the army to defeat the undeads. After months of training, you joined the royal army to attack the undeads... But in the battleground, the Undeads outnumbered the royal army, and slaughered many warriors, the captain ordered you to retreat to the Forest.
As you awoke, you find yourselves in the Forest of Nightwood, you are still armed and you can make your way throught the Trolls to reach the village...

Features :
Enterable Buildings
This RPG will features Enterable Buildings, when you enter a house, the roof and the walls become transparents, and you can see the interiors of the building.
Inventory Systems
The map features a full-screen inventory that include a 30 Slot backpack, a button to scitch to next character (see party system), a model of the hero with attachments (see attachments system) and differents item-type including :
Left Hand-Right Hand-Gloves-Helm-Amulet-Pants-Boots-Chest-Cloak-Ranged Weapon-Missile-Ring (x2)-Bracer-Shoulder-Belt
Attachments System
Many RPGs features attachments systems, you can see shields and weapons, and sometime armors, but in this RPGs you can also see boots, gloves, helmets and pants
Stats System
This map include a stat system with 6 stats that are :
Strenght - Strenght increases block chance and damage
Stamina - Stamina grants a bigger health and regeneration
Agility - Grants a higher chance to do critical strike and damage
Dexterity - Grants a higher chance to evade
Wisdom - Grants a higher mana and regeneration
Intelligence - Grants a higher spell power as well as spell critical chance

There is also subs-stats which are : Armor-Critical Chance-Evasion-Block-Spell Power-Heal Bonus-Spell Damage Bonus-Resistance (Fire, Ice, Lightning, Nature, Shadow, Light, Arcane)-Spell Critical-Speed Bonus-...
Combat System
This map will features a well advanced combat system.
The player will have a maximum of 3 buttons (left hand, right hand and ranged) pressing Left Hand will cause you to attack with left hand attack the enemy in front of you (if he's in the range of the weapon), and Right Hand will cause to attack with right hand. Ranged is the same but have a higher range.
Party System
I forgot to say that this map is singleplayer :) , but still the player can hire up to three other heroes in his team. The heroes will be AI-controlled, but the player can still manage their equipments and stats
Triggered Spells
This map will features dynamic triggered spells that are affected by differents factors, like stats.
Also many spells are channeled and can be countered, stopped or interrupted
Dynamic World
The RPG will feature a dynamic world, with "living" NPCS tha don't just stay in the same place all the time, they sleep at night, eat, move from an area to another and more... A bit like the Elder Scroll : Oblivion.
Improved Creeps
Many RPGs focuses alot on heroes, but forgot the creeps and make them simple stupid guys with abilities sometime. But not in this RPG, the creeps will be a real challenge because they have player-like stats (as-well sub-stats), a basic A.I (advanced from bosses, throught), they roam in the map and play a different role depending on their type, which means they have synergy between.
Creeps possesses Special System, like heroes.
Dungeons System
This RPG will features unique dungeons that are not just filled with mobs, but also traps and puzzles to achieve in order to pass. The dungeons will contains rich treasures and artifacts of great power
Crafting System
Bored of fighting? Then, look for a profession master and learn 2 professions to craft your own items.
Camera System and Arrow Movement
This RPG will features an Arrow Movement System and 3rd person camera (as it's single-player, no delay) that brought a new gaming experience
Quests System
Many of the RPGs' quests are just find someone or kill X creeps, but in this RPG, some quest will be more advanced and more fun to play
Classes
This map will features many classes, each one differents from the other with differents spells and way of fighting, each classe will be funny and scripted.

Classes
Berserker :
The berserker are furious warriors that wield heavy two-handed axes or light one-handed axes, they can be played as tanks or damage dealers
Special System :
Rage
Berserkers uses Rage. Everytime they are attacked or take damage they gain 1 rage. They can reach a maximum of 100 rage. Rage is used for battle techniques but when the berserkers reaches 70 rage he gain the "War Rage" buff, which increases his stamina or strenght by 10% depending on the highest stat

Berserker as Damage-Dealer :
Two-handed Axe
Berserkers are impressive DPS when using Two-handed Axe, they take many time to deal an attack but the amount of damage they deal is impressive, combined with speed buff, the Berserkers can slay his foes in a short amount of time.
The most important spells when playing as berserkers are War Cry, Berserk, Heavy Strike (for the moment)
One-handed Axe
When using 2 one-handed Axes, the berserker can deal low damage but his attack speed is impressive, he can become an impressive fighter with some damage-boosting skills and then slay his foes with ease
Recommended spells when playing as One-handed Berserker are War Cry, Swift Strike, Quick Throw

Berserker as Tank :
The berserker cannot wear shield, which highly reduce his armor comparated to other defensive classes, but he still possesse impressive life-stealing spells, he may take higher damage but he can regen fast when attacking. Berserkers are better when tanking many creeps
The spells that a Berserker Tank must have are Provoking Shout, Counter Attack, Blood Frenzy, Bloodseek

Spells :
War Cry
icons_1422_btn.jpg

Cooldown: 25.00 seconds
Cast : instant
Range : Any
Cost : 15 Rage
Requirement : Level 1
Description: The Berserker hurl a cry that increases the attack damage of nearby allies by 20% for 8 second.

Swift Strike
icons_1426_btn.jpg

Cooldown: 6.00 seconds
Cast : Instant
Range : Melee
Cost : 10 Rage
Requirement : Level 1, One-handed Axe
Description: The Berserker strikes the target, dealing Damage*1 and Damage*0.5 each second for 3 second

Heavy Strike
icons_10456_btn.jpg

Cooldown : 5.00 seconds
Cast : Next-Attack
Range : Melee
Cost : 15 Rage
Requirement : Level 1
Description: The berserkers deal a bonus of Strenght*1.3 at the next attack.
Priest :
The priest is the main healing class that can also deal damage using Shadow Magic
Special System :
Mana
The priest uses Mana
Redemption
The priest uses Redemption as a special system. Whenever the Priest cast a holy spell, his Redemption will increases but if he use Shadow spells, his Redemption will decreases. The Redemption has a maximum of 100% and starts at a value of 50%.The more the Redemption is under of 50% the more Shadow Spells deal more damage and Holy spells are less effective by 1*50-Current Redemption. While if the Redemption is higher than 50% the higher Holy Spells are effective while Shadows Spells are less effective by 1*Current Redemption-50
Priest as Damage-Dealer :
Shadow
The Shadow magic is the best way to deal damage using a priest. Shadow Magic is based on curses and damage over time and can easily achieve an enemy. But the priest's healing spells are very useless in this way. This choice is better if there is another heal in the party.
Some useful spells are Pain, Life Drain, Engulfing Shadow
Holy
The Priest can also use Holy damaging spells that deal less damage than Shadow, but is useful if the enemies are immune to Death Magic or if you want to heal too. The priest will be able to Heal and deal Damage in the same time and perform a balance between the two roles. Holy priests are powerful againt undeads an demons
Useful Spells for this choice are Holy Flames, Banish, Heaven Storm

Priest as Heal :
The Priest is the better heal. He possesses a large variety of healing, protectives and blessing spells. The priest as healer is still able to damage enemies and protect himself if needed and can endoss the role of Undead-Killer
The spells that a Priest Heal must have are Heal, Purify, Holy Shield

Spells :
Heal
icons_618_btn.jpg

Cooldown: 2.00 seconds
Cast : 1.5 second
Range : 450
Cost : 10 Mana
Requirement : Level 1
Description: The Priest heal the target for Spell Power*1.2. Generate 2% Redemption.

Pain
icons_654_btn.jpg

Cooldown: 2.00 seconds
Cast : 1.5 second
Range : 400
Cost : 15 Mana
Requirement : Level 1
Description: The Priest causes intense pain to the target dealing Spell Power*2.3 as Death Damage. Take 4% Redemption

Holy Flames
icons_622_btn.jpg

Cooldown: 4 seconds
Cast : 1.5 second
Range : 500
Cost : 25 Mana
Requirement : Level 1
Description: The Priest burn the target for Spell Power*0.6 and Spell Power*0.2 each second for 5. Generate 3% Redemption.

Creeps
Dark Trolls :
The Dark Trolls of Nightwoods, also called the Shadowskull Clan, are the tallest troll ever. They master the power of the shadow, night and shamanism and use these powers combined to destroy anyone threaten their homes. They possesse a unique of architecture, a whole village suspended on pedestals connected with stairs and bridges.
Mobs :
Savage :
Stats
Level : 1-2
Strenght : 4 (Level 1), 5 (Level 2)
Stamina : 7 (Level 1), 7 (Level 2)
Agility : 6 (Level 1), 7 (Level 2)
Dexterity : 5 (Level 1), 6 (Level 2)
Intelligence : 0 (Level 1), 0 (Level 2)
Wisdom : 0 (Level 1), 0 (Level 2)
Special System : Blood Hunger
Savage use Blood Hunger as a special system. Blood Hunger can reach a limit of 15. Each Blood Hunger gives 1% lifesteal. Blood Hunger can be used for battle techniques or kept for the lifesteal, but each 5 attacks reduce Blood Hunger by 1. Blood Hunger regenerate over time.
Abilities
Blood Seek
icons_567_btn.jpg

Cooldown : 2.00 seconds
Cast : Next-Attack
Range : Melee
Cost : 1 Blood Hunger
Requirement : Level 1
Description: The savage deal a bonus of Dexterity*1.1 as damage and heal himself for 120% of the damage dealt.

Berserk
icons_1456_btn.jpg

Cooldown : 5.00 seconds
Cast : Next-Attack
Range : Melee
Cost : N/A
Requirement : Level 1
Description: Increases the Savage's damage by 15% for 10 second and restore 5 Blood Hunger.
A.I : The savage relies on lifestealing techniques to survive more longer. He prefer using his skills when he is about to die and uses his Berserk when his Blood Hunger reaches 0 to survive longer. As a half damage-dealer and half tank, the Savage prefers to focus on spellcasters that attack his ally spellcasters and slay them quickly.

Shadowmancer :
Stats
Level : 1-2
Strenght : 3 (Level 1), 4 (Level 2)
Stamina : 4 (Level 1), 4 (Level 2)
Agility : 4 (Level 1), 5 (Level 2)
Dexterity : 5 (Level 1), 6 (Level 2)
Intelligence : 8 (Level 1), 9 (Level 2)
Wisdom : 0 (Level 1),0 (Level 2)
Darkness
Shadowmancer uses Darkness as a special system, Shadowmancer needs concentration to keeps Darkness around him, that's why if he move, he lose Darkness. Darkness can reach a maximum of 5. When Darkness reaches 5, the Shadowmancer is surrounded by a fog of shadow that increases his evasion by 15%
Abilities
Shadow Barrier
icons_621_btn.jpg

Cooldown : 15.00 seconds
Cast : Instant
Range : 500
Cost : N/A
Requirement : Level 1
Description: The Shadowmancer creates a Barrier of shadow around him, which prevents Darkness from escaping, increases the Shadowmancer's armor by Intelligence*1.6 and allows him to move without losing darkness for 7 seconds.

Shade
icons_552_btn.jpg

Cooldown : 25 seconds
Cast : 5 Second
Range : 500
Cost : 2 Darkness
Requirement : Level 2
Description: The Shadowmancer concentrates Darkness around him to create a Shade Spirit that will follows him and protect him. The Shade's stats are based on his summoner's stats. The Shade has the Engulfing Darkness Skill.

Shadow Bolt
icons_641_btn.jpg

Cooldown : 2 seconds
Cast : 1.5 Second
Range : 500
Cost : 1 Darkness
Requirement : Level 1
Description: The Shadowmancer create a bolt of Shadow energies, dealing Intelligence*1.2 Shadow damage to the target as well as Intelligence*0.5 to enemies around the target.
A.I : The Shadowmancer is a kind of spellcaster that have to stay in the same place to be able to cast spells, that's why he need a well advanced A.I to play him. The Shadowmancer will at the beginning summons the Shade, who will follow him everywhere until he die then regain his 2 darkness lost and then roam in the map, he will hurl bolt of shadows at the enemies, and if someone approaches him, he uses his Shadow Barrier to flee and keep his energy.

Spiderlord :
Stats
Level : 2
Strenght : 5
Stamina : 6
Agility : 8
Dexterity : 7
Intelligence : 0
Wisdom : 0
Spider Instincts
Spiderlord uses Spider Instincts as their special system. Spider Instincts are used for spells and are gained each time the Spiderlord attacks. Staying out of combat reduce the Spider Instincts over time. Spider Instincts increase Critical Strike chance by 2% and can reach a maximum of 5 Spider Instinct.
Abilities
Venomous Strike
envenomedspears.gif

Cooldown : 20.00 Seconds
Cast : Next-Attack
Range : Melee
Cost : 1 Spider Instincts
Requirement : Level 2
Description: The Spiderlord strikes the enemy with a poisoned weapon, dealing Attack Power*0.8 instantly and Attack Power*1 each 3 second for 6 second.

Agility of the Spider
INV_Misc_MonsterSpiderCarapace_01.jpg

Cooldown : 25.00 Seconds
Cast : Instant
Range : Self
Cost : N/A
Requirement : Level 2
Description: Increases the Spiderlord's agility by 25% and his evasion chance by 5%. Each time he evade an attack, he get a Spider Instinct.

Metamorph : Spider
arachnia.gif

Cooldown : N/A
Cast : Instant
Range : Self
Cost : 3 Spider Instinct
Requirement : Level 2
Description: The Spiderlord transform himself into a venomous spider. He lost his current abilities except Agility of the Spider but his agility is increased by 35% and he get new ability : Web.
A.I : To be done.

Protector :
Stats
Level : 3
Strenght : 8
Stamina : 9
Agility : 6
Dexterity : 5
Intelligence : 0
Wisdom : 0
Vigor
Protectors are powerfuls Troll Tanks that use Vigor in battle. Vigor is generated whenever the Protector takes damage and can reach a maximum of 50. Vigor also increases health regeneration by 1% for each Vigor and is used for spells.
Abilities
Last Stand
taunt.jpg

Cooldown : 15.00 Seconds
Cast : Next-Attack
Range : Self
Cost : 25 Vigor
Requirement : Level 3, 25% life remaining
Description: Restore 25% of the Protector's life remaining for 5 second and increases his armor by 45%.

Parry
Parry.jpg

Cooldown : N/A
Cast : Passive
Range : Self
Cost : N/A3
Description: Allow the Protector to be able to parry melee attacks (act like evasion and blocK). Chance to parry are Strenght* 1.2. Also deal Strenght*1.1 after parrying an attack
Protect
Spell_Holy_DevotionAura.jpg

Cooldown : 10 Second
Cast : Instant
Range : 650
Cost : 5 Vigor
Requirement : Level 3
Description: The Protector charge toward an ally, 100% of the attack taken by the target for the next 3 attacks are taken by the protector instead. Also, increases both the protector and the target armor by 15%.
A.I : To be done.

Recruitement
I'll be the terrainer and will make all the terrain and buidlings interiors but I'll absolutely need the help of an experienced JASSer and modeller to make attachments
The current team is :
Baldar : Leader of the project
GUI/A.I/Modelling (only making transparents buildings)/Terraine/Idealist
Sabrio : Co-Leader
GUI/Terrainer/Creeps Idealist
 

Baldar

New Member
Reaction score
2
for the name
That could work :D
Thank you

PS : Screenshots of the first areas : The cave in which the adventure starts, which is a home for Cave Orcs, and the Nightwood Forest, when you'll exit the cave, is habited by Humans and Night Trolls
 

Baldar

New Member
Reaction score
2
Bump, still looking forto help in modelling and coding someone willing. Also, screenshots of the terrain coming soon
 

Baldar

New Member
Reaction score
2
I highly advanced on the terrain, I still need a JASSer to make the systems and then, I may release a Beta :)
 

Baldar

New Member
Reaction score
2
Bump : Sorry for the lack of screenshots I promised, I'm currently using WE as I'm not allowed (only at week-end :( )
Here's the overall progress of the Beta :
Terrain : IIIIIIIIII
Creeps : IIIIIIIIII
System : IIIIIIIIII
Quests : IIIIIIIIII
Items : IIIIIIIIII
Attachments : IIIIIIIIII
As you see, still needing a JASSer D: (Modeller is not that important at the moment
 

GooS

Azrael
Reaction score
154
Mount system is impossible to make without proper attachments and animations

No,
-pause the mounter
-create the mount unit beneath it (eg. perhaps a horse)
-make the mounter unselectable
-set speed of mount to speed of mounter + whatever
-give mounter Crow Form and set fly height so it looks as if it sits on the horse
-start a periodic timer that slides the mounter to the position and angle of the mount.
-give mount ability that ends the periodic timer and removes the mount

With this you have a mounting ability that moves faster, you can't attack or do anything while mounted, you can add so that when struck in mounted form you get dissmounted or have a chance of getting dissmounted. Rather similar to World of Warcrafts mounting.

Biggest con:
The mounter will look stupidly still while the mount rides, can be fixed by asking a modeller to add an animation which makes him sway back and forth which plays in the periodic trigger if the mount is moving.

Other:
I've not tested this myself but it could work, instead of making the mounter unselectable one could force select him, set movement speed to 1 (so move orders don't dissapear) he would be given move orders, and instead of him moving you could pass along that order to the mount instead, if the order is attack, the n dismount, if the order is a spell, dismount.

I have made a weak such system, but it works.

As for attachements, where would you attach bracers and pants, and why in the world would one use attachments for bracers, we aren't really talking graphics that blow you away, they would, if even that, barely show with gloves on.

Anyways, good luck!

//==GooS
 

Baldar

New Member
Reaction score
2
No,
-pause the mounter
-create the mount unit beneath it (eg. perhaps a horse)
-make the mounter unselectable
-set speed of mount to speed of mounter + whatever
-give mounter Crow Form and set fly height so it looks as if it sits on the horse
-start a periodic timer that slides the mounter to the position and angle of the mount.
-give mount ability that ends the periodic timer and removes the mount

With this you have a mounting ability that moves faster, you can't attack or do anything while mounted, you can add so that when struck in mounted form you get dissmounted or have a chance of getting dissmounted. Rather similar to World of Warcrafts mounting.

Biggest con:
The mounter will look stupidly still while the mount rides, can be fixed by asking a modeller to add an animation which makes him sway back and forth which plays in the periodic trigger if the mount is moving.

Other:
I've not tested this myself but it could work, instead of making the mounter unselectable one could force select him, set movement speed to 1 (so move orders don't dissapear) he would be given move orders, and instead of him moving you could pass along that order to the mount instead, if the order is attack, the n dismount, if the order is a spell, dismount.

I have made a weak such system, but it works.

As for attachements, where would you attach bracers and pants, and why in the world would one use attachments for bracers, we aren't really talking graphics that blow you away, they would, if even that, barely show with gloves on.

Anyways, good luck!

//==GooS
Thanks for the support.
About your mount system, I think the hardest part is the animation, the other can be done, throught,
But still, I'm not sure to add it :)
 
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