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Deathborn
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PostSubject: Well then....   Tue Apr 15, 2008 3:47 pm

I guess I'll get the ball rolling. Any ideas people?
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Cecil
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PostSubject: Re: Well then....   Wed Apr 16, 2008 3:00 pm

A 'final level' level needs to be established (whether or not there is going to be infinite levels). What I pictured, a level 'cap' around 30 seems most likely (40 or even 50-60 to beat optional bosses). The official cap though would be 99. Another idea is some way to restrict power leveling (high level char leveling other people).

Also been thinking about the "Protect the town" idea (I think) 13loody-Suicide@USEast suggested (he doesn't forum).

It is centered around some quests like:

Dewnpine Residents

A Dwarven Lumber Mill located in Dawnpine Forest, north of town, is being assaulted by Forest Gnolls. In order to stop then, the mason's require that the Frenzied Gnoll-Lord be killed, so that the Forest Gnolls discontinue their attack against the Mill.
Description: The Gnoll-Lord would spawn in random areas every time the map is hosted (probably not too much of a variety of areas). All areas, will be a long path to a point where the boss would be, but all will eventually lead to a dead end (that is, if the boss is not there).

Mission: Find and Kill the Gnoll-Lord
Result: Quest (Search For An Excavator)
Reward: Resources (Gold/Lumber)

Search For An Excavator
Dewpine Residents, Quest String a01
In order for the healing well to be constructed, specialized demolition-men are required for job. Returning to town, you must find a person who is able to do the task.
Description: You would go around looking for the right person using a "talk" ability or some such, and eventually would succeed when finding Dwarven Mortar Team (named differently), and they would ask you escort them to the Mill. Leaving the town, you are confronted by the Demolition-man's brother (Marksman model, tinted somehow with sfx maybe), and a cinematic plays, where he is introduced, and essential says 'I think there's something strange going on.. I want to come along to make sure there is no problem', but the Demolition-man (his brother) pridefully refuses his brother's aid... the brother walks away and the players continue with the quest.
Along the way, you would run into an abnormal number of creeps (nothing too hard to handle).

Mission: Find a person who is able to excavate the mines in order to uncover the Healing Well (Mortar Team/s)
Lose Condition: Mortar Team/s die. (Fairly long wait until they respawn)
Result: [Final] Quest (The Construction & Unexpected Visitors)

The Construction & Unexpected Visitors
Dewpine Residents, [Final] Quest String a02
While under construction of a machine that can raise the Healing Well to ground level from the deep depths it is at, the players are confronted by a group of Brigands who call themselves <name here>. They claim they are sent to halt the construction of the Healing Well at all costs, and would slaughter all who dare defend it.
> Description: When you finally reach the site, a cinematic plays, where the 'Demolition-man' constructs a machine/time passes, and you see the machine working, and a glimpse of the Healing Well. Soon later, the camera pans to the Brigands (enemies)...
After this happens, nothing occurs until a player steps too far away from the site, which triggers the next cut scene & this mission.
The players are only attacked if they engage the enemy... once everything is destroyed however, and they are still in the parameter, the enemies will break their word and the players will be surrounded (any blink/escape abilities will not work).
>>> Battle: The players will be confronted with two obstacles: A) making sure nothing of value dies (everything except your allies and the reinforcements/guards already at the Mill), and B) Making sure they are not taking the defense too much, in that they are overrun by enemy spawn.
>>>> Winning cinematic: The enemies are shown killed (all but the captain and his most personal guards). In an attempt to escape, the foe is ensnared by the Demolition-man's brother, and he attempts to finish him off with a single gunshot, but before he can, two brigands free him and he escapes with inches of his life left (the players do not know if he survives). In his mad rage of killing this man, the brother is killed by multiple javelin's (thrown again, by the brigands). The brother mourns the death, and swears vengeance on his killer.
(This would open up and an optional quest).
>>>>> Losing cinematic: Pending

Mission: Hold For X minutes until reinforcements arrive.
Lose Condition:
- The Construction Machine and/or construction site Buildings are destroyed
- Demolition-man (name needed) is killed.
- Demolition-man's brother is killed.
NOTE: Results in PERMANENT loss of the healing well for the rest of the game & and bandits now occupy the area.
Reward: Healing Fountain is constructed (this is so important because the only way to heal this far out for a ways).
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Deathborn
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PostSubject: Re: Well then....   Mon Apr 21, 2008 5:54 pm

Sounds good for quests. Now we need a storyline, bosses, items, and other things that rpg's have.
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Cecil
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PostSubject: Re: Well then....   Mon Apr 21, 2008 7:07 pm

Deathborn wrote:
Sounds good for quests. Now we need a storyline, bosses, items, and other things that rpg's have.
I hope to get Weyrling to program the bosses, some time... because, it's going to take a pro (Weyr) to make what I envision for boss fights.

Music too (during the fights).


Last edited by Justitia on Tue Apr 22, 2008 12:09 pm; edited 1 time in total
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SetaSoujirou
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PostSubject: Re: Well then....   Tue Apr 22, 2008 12:02 pm

One of the things I hate the most is music being played during a WC3 game. I play MP3s in the background already, and undermost circumstances, the music is considered "sound" and you'd have to turn off a lot more than just the music. I personally would disagree to music for bosses. Evil or Very Mad
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Cecil
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PostSubject: Re: Well then....   Tue Apr 22, 2008 12:07 pm

SetaSoujirou wrote:
One of the things I hate the most is music being played during a WC3 game. I play MP3s in the background already, and undermost circumstances, the music is considered "sound" and you'd have to turn off a lot more than just the music. I personally would disagree to music for bosses. Evil or Very Mad
I suppose, but I'm not throwing out the idea just yet.

Believe me, I know the drawbacks (file size, no one caring about sound, etc.)... maybe not, but time will tell.
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Scarthem
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PostSubject: Re: Well then....   Wed Apr 23, 2008 1:07 am

Agreed with Deathborn. I usually listen to my own music in the background. An option to disable it would be preferable...more so if it could be disabled on a user-by-user basis so those who want it can keep it and not bother anyone else.
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Ex.
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PostSubject: Re: Well then....   Wed Apr 23, 2008 11:01 pm

hey guys,
heres a quick idea I've wanted to implement for some time.

Theres not too many popular coming-of-age rpgs on b-net which is disappointing.
I've always thought it'd be really interesting to start out with a villager or a child even and working from there.

You could have simple things that determine further character progression such as seeing a drunk come out of a tavern and attacking some innocent. What do you do? Things like this would fuel your development as a hero or villain. Kinda like 'Fable' I guess.

Not only would certain actions change your hero class, but things like slaying a dragon may teach you one ability, while helping with repairs and acting as a messenger for the town in distress may help teach you another ability.

Anyways, I made a rough sketch of progression for basic hero types.

main character is male:
-fighter
1.villager
2.peasant
3.militia (ranged militia option [throws axes])
4.footman (if ranged is chosen from before, rifleman would be used here instead)
5.blood elf lieutenant (''enlarged rifleman)
6.knight ("")

-spell slinger
1.alternate villager model (blue shirt)
2.high elven builder
3.emissary
4.hydromancer
5.archmage
*

Secondary character (not player controlled) is female:
1.female villager
2.archer/NE archer **
3.Sylvanas/Drow Ranger **


Antagonists***
1.ghoul
2.dread lord

1.acolyte
2.lich


*Unit tint will adjust slightly depending on moral standings.
**Secondary Character may follow suit with your morals and actions, thus, should you become more wicked she will do the same.
***Should you lean towards a darker manner of playing the game, these antagonists of course would swap out with human counterparts


Oh and one final note just to be safe. Other characters in the game (the female, the antagonists) will only be present at times vital to plot development (the female a good bit more often). This is since they have fewer model changes, it will seem more realistic when the character appears completely different than before.

ps.
I realize this is a pretty drastic suggestion and can change the entire game play, ruining any plans you might have had, but I just want you guys to have the idea. use what ever bits and pieces of it you like.


Last edited by Ex. on Sat Apr 26, 2008 9:30 am; edited 1 time in total
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Cecil
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PostSubject: Re: Well then....   Wed Apr 23, 2008 11:24 pm

Ex. wrote:
hey guys,
heres a quick idea I've wanted to implement for some time...
ps.
I realize this is a pretty drastic suggestion and can change the entire game play, ruining any plans you might have had, but I just want you guys to have the idea. use what ever bits and pieces of it you like.
Just the type of original thinking I'm looking for.

Do go on; this is all very interesting-- start a thread if you must. Already, there are 2-3 "RPG" projects planned, and this one might just be the primary project (after another one which I haven't posted yet, about is completed).



P.S. - I am using the account "Justitia" again; get on BNet! (also PM about that combat map, with the tauren/beastmaster/far seer).

And get on BNet!
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Ex.
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PostSubject: Re: Well then....   Sat Apr 26, 2008 9:37 am

heh, well I'm glad to be able to help.
although I am quite embarrassed to say I've done little to nothing in terms of progress with my maps- and even less time spent on b-net. this will change soon, I've just been getting swept up into so many good books lately and jamming with the band and all. Almost done with East of Eden. I'll take a break from reading and jump on b-net for a while when I finish it. I do miss your company mate.

Oh and, I will definitely hit you up with more ideas for the rpg,
ideas are my favorite part Smile

see ya soon
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SetaSoujirou
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PostSubject: Re: Well then....   Fri May 09, 2008 7:13 pm

Perhaps we can get an update of the progress on the map? (If there is any)
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Weyrling
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PostSubject: Re: Well then....   Thu May 22, 2008 1:51 pm

I have been creating several effect systems that I could donate to the RPG, if anybody would like them.

Stealth System I've designed a system of Stealth, in which any given unit or hero has a 'stealth' ability, and a 'detection' ability, each of which can be variable. When a unit tries to sneak, their 'sneak' skill is matched up against the enemy's 'detection' skill, base on a small random variation and the distance between them.

Misc Spell Effects Your basic stuff, Knock-backs, Collision Projectiles, Efficient Dummy System, pre-built special effects such as novas, auto-channels, all that stuff.
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