Dungeon-Master's DnD
256*256, Jungle tileset. The map will incluse basic and more advanced controls for DM and a good RPG system, with numerous spells for heroes, random enemy drop system and more.
There will also be everything we find in ye' old D&D map, like towns, NPC's, maybe a bit of pre-placed enemies etc.
SPECIFICATIONS
- Players
Five Hero players, one Dungeon Masterone CO DMand one computer - Map Tileset
Jungle, I know I already said it but you simply just don't change a template that good. - Map Size
256*256
STORYLINE/INTRODUCTION
None thought of any yet.
FEATURES
- The players will start by choosing a Hero. Each hero will have a specialty and a total of 5 spells activated with a Factory (any building that trains 5 units)
- Random Enemy Drop System: Well i'l have a system like that, with a 1000 DC timer for the randomisation, making it possible to loot powerful rare Items as well as your old school 3$ drop that makes the player wonder why bother for this useless amount. As well as many other features, the DM will be able to toggle the Drop system on/off.
- Basic inventory system that will let the heroes carry potions and a few boosting items. The weapons will be managed using upgrades unless someone can tell me how to make a good weapon system. As well as many other features, the DM will be able to toggle the boosting items on/off.
- New Feature :
The DM will be able to chose which spell the heroes will have with a basic system that I'l explain later, this system is TZ's idea.I will keep it simple and have hero specific spells, I do want to make it rather simple. - New Feature : The DM will be able to move the spawning unit faster with a Factory, making a unit will move the spawner 15 tiles up, down, left or right.
- New Feature : The Chooser that spawns DM's units will have a location under him, this will detect if it has a certain unit near him, creating the chosen unit for the dm, this will save around 50 locations.
- New Feature : Using a dropship or factory system, SOME of the heroes will be able to take out a shield (making their protoss shield continually coming back to 100% to sustain enemy fire) and the attack speed will considerably go down, making it a great defensive advantage, but rendering the player almost unable to attack.
- New Feature : The heroes will NOT be able to receive units from the DM, because you usually can't control other units in the D&D games, the DM controls every new comers in the party in a real D&D game.
DETAILS
- Heroes
•PaladinDescriptionSpells
Strenghts: Being basically a tank, the Paladin is strong against groups of weak units as well as single powerful enemies.
Weaknesses: Spread ranged enemies can heavily injure the paladin, and the lack of a party renders the paladin's healing spell less effective.
•WizardDescriptionSchools and spells
•ThiefDescriptionSpells
Strenghts: Sneaking behind groups of enemies to hinder them, scout the battlefield farther ahead.
Weaknesses: Direct fighting. The Thief, even if he is a respectable fighter, doesn't do well against harder foes, he is better in crawling behind the enemy and then hinder them with his other abilities.
•AssassinDescriptionSpells
Strenghts: Single or few powerful enemies are no match for the Assassin's skills.
Weaknesses: The time the Assassin takes to aim at critical body parts makes it hard to kill hordes of enemies, so the more enemies, the harder it is for the Assassin.
•WarriorDescriptionSpells
Strenghts: The warrior's defensive abilities makes him a formidable tank, therefore his strenght is being in the front line bashing through enemies with his party.
Weaknesses: Being alone. If surrounded by hordes, the warrior will have a hard time breaking away, and his heavy armor doesn't let him walk too fast.
•BarbarianDescriptionSpells
More heroes to come - Items
•Health Potions(probably many sizes)only full health
•Mana Potions (probably many sizes)
•Scroll of Shrine portal (Teleports you back to the last visited shrine)
•Throwing knives (Thief only)
SCREENSHOTS/DEMO
First screenshot !!!
This is the DM's unit console, the creep replaces the beacon and the grid is just an eye candy.
This is the Money/XP console. The DM can chose to give or take 1,10,100,1000 or 10 000 XP or Ressources to/from heroes. I only triggered the ressources part yet, I am waiting to have a solid XP system before modifying XP with triggers.
This is a part of the DM's trigger console.
PROGRESS
- IDEAS (65%)
- TERRAIN (5%)
- UNIT PLACEMENT (10%)
- TRIGGERS (8%)
UPDATES
- 12/15/2009
I started the map and the thread! - 12/16/2009
Started the DM's console and uploaded a screenie. - 04/03/2010
After two months of inactivity, I made good progress on the DM's console. I definately am going to continue creation more actively. - 04/04/2010
I wrote all of the barbarian's abilities.
I also wrote the paladin's abilities.
And I also wrote the thief's abilities. - 04/05/2010
I finished writing the Wizard's first school of magic: Abjuration. - 04/08/2010
I decided to scrap the spell upgrades, instead, the heroes will be able to choose between a few spell sets, made to take the best out of every single spell, except for the Wizard, which will have spells I took from the book. - 04/10/2010
Finished writing the two other schools: Divination and Enchantment. - 04/11/2010
Finished writing the fourth school of magic for the wizard: Conjuration.
Scrapped the Illusion school because it is too hard to impair the DM's vision on only one spot of the map.
Made with the Map Production template.
I need help to find more classes,
Post has been edited 43 time(s), last time on Apr 11 2010, 2:38 pm by Dungeon-Master.
None.