Staredit Network > Forums > SC1 Map Production > Topic: Eschebone
Eschebone
Apr 11 2009, 7:27 pm
By: samsizzle  

Apr 11 2009, 7:27 pm samsizzle Post #1





[ The Story ]

I've scrapped the story and started over because 4 players are now supported and the story has to be shaped with the four players in mind instead of only two.

[ Game Play ]

Game play consists of 1-4 players doing basically whatever is possible in the map. Each player gets a hero to control along with a dashboard and basic items in the beginning of the game. In the dashboard you can combine items using alchemy, slot items and use them quickly with a hotkeyed Gateway. Along with your action key which lets you interact with things in the game for example, using the action key near an entrance will move your hero to wherever it leads. Or using the action key near a person lets you talk with them. In the day time shops are open, towns are more active, vision is better, and monsters are less abundant and powerful. In the night time its quite the opposite. Players can kill eachother at certain points in the game. Players can do main quests that progress you through the story and enable epic cinematics to watch, and players can do side quests or quests that dont have anything or little to do with the story.

[ Pictures ]

Pictures can be seen here: http://www.staredit.net/topic/7393/

[ Progression Log ]

Terrain


Storyline


Pre Placed


Tech


Triggers


[ System Details ]


Monsters


Spells


Gems


Post has been edited 30 time(s), last time on Jun 15 2009, 7:13 pm by samsizzle.



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Apr 16 2009, 12:54 am Kaias Post #2



Its difficult to comment without any details of the map actual map; the story is, however, rather interesting despite that it changes tense. The terrain is also very pleasant from the looks of it so far.
Quote
I'm not going to post details about the map for fear of having my ideas copied.
Fair enough, although I think it very unlikely that someone will.

Good luck, I hope this turns the way you planned it.



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Apr 16 2009, 1:16 am samsizzle Post #3



Im too eager to share some stuff with everybody so i'll just post the details.



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Apr 16 2009, 3:39 am stickynote Post #4



If your idea is copied, those people will probably have points docked for originality.



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Apr 17 2009, 11:25 pm samsizzle Post #5



Quote from stickynote
If your idea is copied, those people will probably have points docked for originality.

Thats reassuring.

Heres BASICALLY what i've done so far with my map. I've planned out all the monsters and most of the skills. The terrain is about a quarter done. The clock works amazingly. to save locations for small things like clock digits and caves and entrances to other regions i've placed a certain number of zerglings at these places instead of a location so that for example if your entering cave 1 you place one zergling there for player whoever. Then for cave 2 - 2 zerglings and so on. It works really well. I've filled a notebook with planning and ideas. The whole game is controlled for the most part in one area called the dashboard. heres a detailed screenshot of the dashboard.



DIsruption Web = Select.

The alchemy place isnt in the screenshot but its to the right. If you have an item selected and you cast dweb on the current selection spot it will give the item to your partner. If you cast dweb on the alchemy select button when your finished choosing which items to combine it will combine them. There may be other things im forgetting so i'll remember later.



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Apr 18 2009, 5:17 pm Zergblender Post #6



Reminds me of an idea I once had involving destroyed farms.

I already love the beginning of the story, but I hope it will have a major plot twist somewhere along the middle.



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Apr 19 2009, 1:09 am samsizzle Post #7



Yes it will have more then one plot twist. Actually it involves you the hero running from the empire that you once worked for.

I removed some details because of being nervous...

Post has been edited 1 time(s), last time on Apr 19 2009, 1:26 am by samsizzle.



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Apr 19 2009, 1:49 am Riney Post #8

Thigh high affectionado

Quote from samsizzle
Actually it involves you the hero running from the empire that you once worked for.

Where have I heard that before...Oh yea Fate and Destiny RPG :P



Riney#6948 on Discord.
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-- Updated as of December 2021 --

Apr 19 2009, 1:52 am samsizzle Post #9



actually i was getting it from the book eragon.



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Apr 19 2009, 2:02 pm Zergblender Post #10



I like stories where the so-called good guys are actually the bad guys and your enemies become your allies :P.

Maybe you can make it in single player that, when Richard leaves to start a new life, you run into him later in the game.
Maybe you could kill him too :P.



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Apr 19 2009, 11:01 pm samsizzle Post #11



I dont think you quite understood richards place. Hes actually player 2. If player 2 is there then richard joins you and hes with on your adventures, if your playing single player then richard leaves in the story to some other place. So it all makes sense in the story and in the gameplay. And what you mentioned about fighting the people that were your allys once will actually happen but only one group of your former enemies will be allies with you.



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Apr 20 2009, 2:33 am Pinky Post #12



Looks good?

What will we see in the way of bosses and big armies charging each other? Will there be sidequests? Can you collect armour "sets" that if all equipped at once give an additional bonus if you wore random peices?



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Apr 20 2009, 3:14 pm Zergblender Post #13



What I said about choosing whether or not you kill Richard would only occur in single player.
It would make an awesome easter egg, perhaps?



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Apr 20 2009, 11:12 pm samsizzle Post #14



Quote from Pinky
Looks good?

What will we see in the way of bosses and big armies charging each other? Will there be sidequests? Can you collect armour "sets" that if all equipped at once give an additional bonus if you wore random peices?

Yes there will be giant army battles like in lord of the rings and things like that classic yelling and charging army battles, There will be Story quests that make you progress with the story and sidequests that are like save billy from the cave and things like that. But im not so sure about the armor sets because different types of "equipables" are represented by a powerup and there arent many powerups so i'll probably not have enough proper units for that but i'll look into it. There wont be many bosses with unrealisticly large amounts of hp because that doesnt seem realistic. But there are some very rare monsters that have abilitys and drop amazing things. There will be mages that are more powerful then regular enemies.

Quote from Zergblender
What I said about choosing whether or not you kill Richard would only occur in single player.
It would make an awesome easter egg, perhaps?

Yeah maybe. Maybe Richard could side with the empire and decide that you were actually evil like the empire says and you try to tell him your not and in the process you have to battle him.



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May 18 2009, 6:54 am samsizzle Post #15



Changed the layout completely, restarted terrain and made a clock... lol. Heres a screenshot. Im trying to go for a sort of Crescent Dyne look.



Im pretty much just working on terrain right now. The inventorys are all figured out. There will be upgradable skills and spells. Pickpocketing, slotting items, alchemy, etc. a big part of the game is stamina. Stamina is your energy, almost everything you do makes your stamina go down, thats why its vital to sleep and eat because stamina doesnt recharge continually, you have to rest and eat to gain it back. There will also be three traveling speeds. Walking, jogging, and sprinting, these are toggled by an action key. Thats all i can think of right now that has been implemented.

NOTE EVERYTHING ABOVE THIS POST IS OUT OF DATE. I'll update it later.

EDIT: UPDATED!!!

Post has been edited 3 time(s), last time on May 23 2009, 3:23 am by samsizzle.



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May 28 2009, 2:49 am scwizard Post #16



The terrain looks very advanced. It's hard to say whether or not it's good though until:
1. You add the buildings for whatever town etc you plan on having.
2. You tell me how and where monsters are going to go about spawning.
3. You put up a terrain version of the map for download.



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May 28 2009, 3:06 am Kaias Post #17



There is too much clutter for my liking, the very same thing I disliked about Crescent Dyne terrain. I'd lighten up on the little doodads personally, though the actual terrain shape and blending looks really nice.



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May 28 2009, 3:12 am scwizard Post #18



It's hard to tell if the terrain is too cluttered or not until you actually get the chance to walk around it.

I remember playing a bunch of Crescent Dyne terrain maps (WoodenFire remade the terrain multiple times). Some were more cluttered than others, but with all of them there was no way a dragoon could get around, let alone a whole pack of zerglings.

It was very enjoyable to walk around though.

I could suggest changes for the terrain, but I'd have to play on the map to really get an idea of what could be improved.



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May 28 2009, 3:13 am samsizzle Post #19



Quote from scwizard
The terrain looks very advanced. It's hard to say whether or not it's good though until:
1. You add the buildings for whatever town etc you plan on having.
2. You tell me how and where monsters are going to go about spawning.
3. You put up a terrain version of the map for download.

Im trying to do all the terrain first before i do anything else. And right now i have a concept map for how monsters are going to be but its not quite finished I'll post it when it is. Basically different monsters spawn depending on where the spawn marker is (burrowed zergling). For example if the marker was in a creepy marsh, marsh type monsters would spawn, if the marker was in a forest, forest type monsters would spawn, its also difficulty coordinated so that you can train on harder monsters.

I was thinking at first of making the monsters spawn right beside you and have a cooldown for when they would spawn again but i figured that wouldnt be realistic so i decided that they spawn when your not around so you dont see them appear out of nowhere, and if your still not around when they spawn they just wander around until you come by.
Monsters wont be pointless though, they will be smart and run away if they feel endangered and things like that, and some of them will be rare and you may have to hunt them. there are also bad guys that only attack you if you attack them if they fear you.

And i was gonna put up a terrain version of the map once it was completely done. I added a section on monsters because i thought it was appropriate.

Post has been edited 1 time(s), last time on May 28 2009, 3:27 am by samsizzle.



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May 28 2009, 4:17 am Pigy_G Post #20



Is there going to be like spell or abilitys?



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