A remake of the most anticipated map ever; by Lethal_Illusion and (this time) Kaias
Preface:
Yes this is the map you've all been waiting for; the masterpeice Lethal and I are presenting for the year long
2009 Last Stand RPG Challlenge. For those of you who aren't within my or Lethal's inner circle, this is news
for you (actually I should never have told payne; he can't keep his mouth shut) since we've kept the lid on this project shut as tight as humanely possible.
For the last few months (we started preliminary concepting and designing all the way back in early
November) we've been working hard on this sucker and we've hit a point where we can say with confidence that
it will be completed and that everything we plan to implement is indeed possible and as such are finally announcing. Its been a long and hard road, but we've still got miles to go before we've hit the finish line. Of course, the map is not a complete retry at what Crescent Dyne was supposed to be, but we've got all the
important things, plus some. Now the map returns in full force (this time with two head triggers).
For those of you who arrived to the party late and aren't familiar with what the old CD was supposed to be-
Crescent Dyne is essentially the pinnacle of what a Starcraft RPG could be with the ultimate storyline, terrain
triggered systems and combat gameplay.
Here's some of the current features we're implementing:
Specs / Features / Systems:
4 player cooperative RPG
256x256 Jungle terrain
○ Battle System - With trigger based Enemy AI and vHP, with intelligence, fatigue, performance based on
surroundings, circumstance (like environmental temperature) and proximity to nearby bosses or fellow
enemies; collaboritive enemy tactics; and much more
○ Life Display System
○ Inventory System - Utilizing multiple selection methods- toggles between EUD selection or mechanical system
○ Item generation - Literally thousands of possible outcomes- Swords, shields, armor, magic items etc
○ Minimap Display System - Damage, Effects, Status displays etc
○ Magic / Treasure Acquisition
○ Skills & Spells - Upgradeable, with dozens of variants and combinations; tech trees
○ Variable Walk Speed - Dependant on item weight, fatigue, morale, ailments/poisons etc
○ Boss Systems and Design
○ Arena/Subgames
○ Stamina / Fatigue System
○ Weight System
○ Mercenary Systems - Hirelings with randomized personality and stats
○ Morale System - Based on success, events, and circumstance
○ Randomized Main Quest Aspects - Main Quest is not always quite the same each time you play through
○ Side Quest System - Randomized and generated
○ Item Durability and Deterioration - Dependant on use, and various circumstances IE: Rust after water submersion
○ Save / Load System - So you can play with any combination of your friends
Storyline:
Unfortunately, the storyline that was going to be used in the former map is largely known and thus spoiled.
To paraphrase, you and the other players were a playtoy of a demigod of shadow and evil; while agency and
free will in the world has been effectively and secretly been subverted by this entity's hand, the players are allegedly untouched. The new storyline has many similarities but a massively different take. I won't spill
any of the details, however, since I don't want to ruin it. You'll just have to find out yourself come November.
Screenshots:
I'll post more tonight after Lethal gets on and then I'll be able to take some actual decent ones.
We'll also have a quick sample battle system and combat situation demo out by the end of the week (probably Saturday night)
Thanks for reading, we're just as excited about this as you are.
-Kaias & Lethal_Illusion
Post has been edited 6 time(s), last time on Apr 3 2009, 10:41 pm by Kaias.
None.