Denegoth
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A long while back I made a small little RP/RPG map named Village Life (No, not VillageR Life). This map had several systems in it that seemed amazing to me that I had made them at the time. People often complimented me on how nice it was, and we could play entire 10 player games with only the police leaving.
Now that you have the backstory onto the present day!
I recently hosted the map (after over a year) because a friend wished to play it again. I was shocked at how simplistic the systems were and how badly it was put together. Straight away I opened WE and proceeded to tear apart code until I realised it was too late. I would have to change everything to make it better. A remake was in order.
And now here we are. The new possible title for the remake of the original map of mine.
The structure of the remade concepts will be as follows:
Granted I do not think many people will be interested in this project ( Another RP map ), but it's important to me that I do this. Full scale work (Not the small amount I'm doing at the moment) will begin as soon as I get Final Fantasy: The Crystal Wars into 4.5B (Currently 4.0B).
Profession Helpers
Original Concept
Remade Concept
Mining
Original Concept
Remade Concept
Alchemy Implemented!
Original Concept
Remade Concept
Gardening Implemented!
Original Concept
Remade Concept
Lockpicking Implemented!
Magic Implemented!
Now that you have the backstory onto the present day!
I recently hosted the map (after over a year) because a friend wished to play it again. I was shocked at how simplistic the systems were and how badly it was put together. Straight away I opened WE and proceeded to tear apart code until I realised it was too late. I would have to change everything to make it better. A remake was in order.
And now here we are. The new possible title for the remake of the original map of mine.
Villager RP
The structure of the remade concepts will be as follows:
Code:
Original Concept
[SPOILER]Description of the concept[/SPOILER]
Remade Concept
[SPOILER]Description of the concept[/SPOILER]
Granted I do not think many people will be interested in this project ( Another RP map ), but it's important to me that I do this. Full scale work (Not the small amount I'm doing at the moment) will begin as soon as I get Final Fantasy: The Crystal Wars into 4.5B (Currently 4.0B).
Remade Concepts
Profession Helpers
Original Concept
In the old map, certain jobs would get their own resources and that would be that, and nothing would factor into it. Each profession would only have one job also (One baker, one farmer, one blacksmith)
Remade Concept
In the remake, certain things such as Mining and Baking will have levels to factor into things like success rate and quality of products, and will be available to players outside of jobs (Having one Baker seems quite strange).
Mining
Original Concept
Originally, you would just destroy rocks and have a random chance (Nothing factoring into it) to find a certain piece of ore (Iron, Mythril, Arcus). The rock would then respawn at a later time (This looked very ugly, and all rocks looked the same). There was only ONE mine in the whole game, and it was only available to the Jeweller and Blacksmith. Said mine was big and EXTREMELY ugly, filled with the same generic destructible rock model.
Remade Concept
There will be quite a big cave, accessable to everyone who wishes to enter. There will be several 'veins' of ore scattered around the cave, generated at random depending on how many there currently are. A pick may be needed to mine the ore, depending on what seems more logical at the time. Each vein will have a certain type of ore, and each vein has a random chance of producing a valuable gem. Chance to succeed in mining ore starts at 40% and rises by 1% by every mining level. At level 60 mining, the percentage of succeeding will cap, and the chance to mine a rare gem will rise every 4 levels, starting at 2% and capping at 12%
Alchemy Implemented!
Original Concept
In the original Village Life, the Alchemist was a job that used a mixing pot to produce potions to sell to other players. Short, simple, and noone like it.
Remade Concept
Alchemy will make potions, new plants, and shards for casting spells. A very useful skill that will flow with many others. For potions and plants, it will require a Mortar and Pestle. It is undecided what will be needed for shards.
Gardening Implemented!
Original Concept
In the original Village Life, you would buy a seed, plant the seed, and every few minutes, a Flower, Bud, or Petal would spawn on the plant. This caused problems due to a massive amount of items at one time if people left the items unsupervised.
Remade Concept
In this remake, after planting a seed, it appears as a "seed" unit. The seed has a expiration timer of 15-60 seconds. Once the timer ends, the plant will spawn. All plants will have VERY slow regenerating mana. This mana represents the item the plant will give. To harvest a plant, you must use the spell Clip that is supplied in your villager spellbook. To use clip, you must have the Pruner item. Bonuses the gardening skill offers are:
Every 15 levels: Plants start off with +1 Initial Mana
Every 25 levels: Plants start off with +1 Max Mana
Every 50 levels: Plants give off 1 extra Flower/Bud/Petal
Every 15 levels: Plants start off with +1 Initial Mana
Every 25 levels: Plants start off with +1 Max Mana
Every 50 levels: Plants give off 1 extra Flower/Bud/Petal
New Concepts
Lockpicking Implemented!
While holding a lockpick item (with charges), you can pick a lock on a vault, door, or safe. It takes into consideration your Skill Level. You gain a +0.5% chance to pick a lock every level. The quality of the door/lock will make it harder to pick certain locks.
Magic Implemented!
There will be a magic skill in this map. It will be quite hard to train, and MAY require items to cast spells. You will gain a new spell every 10 levels, starting with a weak spell. Spells planned are below
Level 0 - Minor Heal [ Heals 40 health. 20 second cooldown. ]
Level 10 - Managrab [ Cast on an item and the item comes to you. 50 second cooldown. ]
Level 20 - Summon Skeleton [ Begins with 1 skeleton. +1 skeleton every 10 levels. 300 second cooldown. Requires Dark Shard. ]
Level 30 - Featherweight [ Speed boost. 75 second cooldown. ]
Level 40 - Minor Unlock [ Opens a house door with 100% success rate. 360 (Half a day) second cooldown. ]
Level 50 - Major Heal [ Heals 500 health. 60 second cooldown. Requires Light Shard. ]
Level 60 - Clairvoyance [ Reveals a small area of the map for 25 seconds. 85 second cooldown. Requires Light Shard. ]
Level 70 - Airweight [ Better speed boost. 180 second cooldown. Requires Air Shard. ]
Level 80 - Vanish [ Makes a single unit invisible for 15 seconds. 150 second cooldown. Requires Air Shard. ]
Level 90 - Major Unlock [ Opens a shop door with 100% success rate. 720 (Full day) second cooldown. Requires Shadow Shard. ]
Level 100 - Flare [ Fires off a fireball in a single direction. 400 second cooldown. Requires Fire Shard. ]
Level 0 - Minor Heal [ Heals 40 health. 20 second cooldown. ]
Level 10 - Managrab [ Cast on an item and the item comes to you. 50 second cooldown. ]
Level 20 - Summon Skeleton [ Begins with 1 skeleton. +1 skeleton every 10 levels. 300 second cooldown. Requires Dark Shard. ]
Level 30 - Featherweight [ Speed boost. 75 second cooldown. ]
Level 40 - Minor Unlock [ Opens a house door with 100% success rate. 360 (Half a day) second cooldown. ]
Level 50 - Major Heal [ Heals 500 health. 60 second cooldown. Requires Light Shard. ]
Level 60 - Clairvoyance [ Reveals a small area of the map for 25 seconds. 85 second cooldown. Requires Light Shard. ]
Level 70 - Airweight [ Better speed boost. 180 second cooldown. Requires Air Shard. ]
Level 80 - Vanish [ Makes a single unit invisible for 15 seconds. 150 second cooldown. Requires Air Shard. ]
Level 90 - Major Unlock [ Opens a shop door with 100% success rate. 720 (Full day) second cooldown. Requires Shadow Shard. ]
Level 100 - Flare [ Fires off a fireball in a single direction. 400 second cooldown. Requires Fire Shard. ]