Staredit Network > Forums > SC1 Map Showcase > Topic: Twilight Legacy RPG 2 Demo
Twilight Legacy RPG 2 Demo
Dec 12 2008, 4:34 am
By: Hugel  

Dec 12 2008, 4:34 am Hugel Post #1



-----===----------===----------===----------===-----
-----===-----Twilight Legacy RPG 2-----===-----
-----===----------===----------===----------===-----


Concept:

Take parts from various sources, D&D, Titan Quest, Dark Cloud, and Metroid, mix them together and make a single-player RPG.

D&D will be supplying inspiration for the stat system.
There will be 6 stats per hero character. Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma.
Titan Quest will be supplying inspiration for the spell/skill/combat system.
Each class will have 4 active and 4 passive spells.
Dark Cloud and Metroid will be combined to supply inspiration for the storyline.
There will be a past/present, dark/light world aspect to the RPG, so the map will have two sides, identical except for buildings and events.


Features:
  • Dropship System - selection and interaction system
  • Character Dropship - used for all other functions, character stats and interactions
  • Spell Dropship - dedicated dropship just for spells
  • 8 spells per character - 4 active, 4 passive
  • Active spells - castable in battle, each has it's own cooldown timer
  • Passive spells - always in effect, no need to cast
  • 6 main stats per character - strength, dexterity, constitution, intelligence, wisdom, charisma
  • Multiple secondary stats - based on the above 6 main stats
  • Gateway Item Belt - dedicated building for item use
  • Multiple items - including health/mana potions, and multiple quest items
  • Door key items - cliff-side doodads will be utilized as doors, think Metroid in that you'll need certain items for certain doors
  • Battle system - semi-turn based battles, each skill/attack has a cooldown
  • vHP system - completely virtual, all damage and hitpoints handled by death counts
  • Grid system - for use in battle, choose which enemy to attack first
  • Up to five enemies per battle - 180 different enemy strengths to fight against
  • Spell casting enemies - many enemies will have the ability to cast spells
  • Multiple bosses - each boss will have at least one spell, many will have more
  • Enemy descriptors - adds a descriptor to a base enemy to increase it's strength
  • Password system - allows you to skip intro tutorials and other secrets

Storyline:

You are a judicator for the realm, but you have gone into hiding.
When you are shipwrecked near a small village, you are recognized for what you truly are.
The village is in dire need of your help.
The twilight crystal has been malfunctioning.
What used to give power to the village is now in danger of ceasing to function.
You agree to help, but upon releasing your power into the crystal there is a surge in power.
The shock knocks you unconscious.
Awakening hours later you find yourself in a place that looks familiar, but is not the same place.
Now you must embark on a quest to bring back power to the crystals and restore your world.


Characters:

Commoner - everyone starts out as this, used to teach the basics of the game.

You then select a class:

Scout - Focuses on DEX/CHA
Mage - Focuses on INT/WIS
Warrior - Focuses on STR/CON

Once you get your class, you discover the alternate world/past and then begin your quest to fix it.

You then learn about a sub-class option:

Beastlord - Focuses on CHA
Shaman - Focuses on CON
Ranger - Focuses on DEX
Necromancer - Focuses on INT
Monk - Focuses on STR
Sage - Focuses on WIS

Stats:

Each character has many stats that are derived from their main six stats:

CHA -
Health Regen - CHA/10/tic
Pet Damage - CHA+STR/8

CON -
Health - CON*10
Pet Defense -Range of 0-40% based on stats of 1-500

DEX -
Dodge -Range of 0-20% based on stats of 1-500
Damage Reduction - Range of 0-60% based on stats of 1-500
Miss % - Range of 0-30% based on stats of 1-500

STR -
Melee Damage - STR/3
Pet Health - STR*7

INT & WIS - Based on your char, half are INT based, half are WIS based.
INT chars - Ranger, Necromancer, Beastlord

INT -
Spell Damage - Range of 0-50% based on stats of 1-500
Mana Regen - INT/5/tic

WIS -
Mana Pool - WIS*5
Spell Resists - Range of 0-60% based on stats of 1-500

WIS chars - Shaman, Sage, Monk

WIS -
Spell Damage - Range of 0-50% based on stats of 1-500
Mana Regen - WIS/5/tic

INT -
Mana Pool - INT*5
Spell Resists - Range of 0-60% based on stats of 1-500

Lowest stat -
Attack Speed - Range of 0-30% based on stats of 1-300

Post has been edited 18 time(s), last time on Dec 13 2008, 7:19 pm by Hugel.



None.

Dec 12 2008, 4:34 am Hugel Post #2



Creatures List:

Creatures List w/ Descriptors in order of Creature ID and relative strength.
For the descriptors, the ID # will start back over on Dread at 31, Savage at 61, Crimson at 91, and Twilight at 121.


Creature ID - Creature Name - Unit

1 - Wolf - Broodling
Dire
Dread
Savage
Crimson
Twilight


2 - Hound - Zergling
Hell
Blood
Flesh
Horror
Twilight


3 - Mantis - Defiler
Armored
Rancid
Doom
Emperor
Twilight


4 - Drake - Devourer
Ember
Dire
Noxious
Emperor
Twilight


5 - Goblin - Vulture
Armored
Dark
Berserker
Blood
Twilight


6 - Zombie - H. Zealot
Foul
Flesh
Bonechilling
Ghastly
Twilight


7 - Skeleton - Drone
Living
Fallen
Dark
Horror
Twilight


8 - Roc - Carrier
Dire
Behemoth
Elder
Emperor
Twilight


9 - Troll - Corsair
Crimson
Behemoth
Blood
Chaos
Twilight


10 - Naga - Hydralisk
Berserker
Cinder
Hidden
Noxious
Twilight


11 - Gorgon - Guardian
Blood
Hell
Chaos
Elder
Twilight


12 - Golem - Tank (tank mode)
Crimson
Ember
Cinder
Fiery
Twilight


13 - Elemental - Science Vessel
Dark
Fiery
Ethereal
Chaos
Twilight


14 - Bandit - Firebat
Armored
Renegade
Deadly
Savage
Twilight


15 - Rogue - Hero Marine
Armored
Renegade
Deadly
Savage
Twilight


16 - Spectre - Scout
Foul
Bonechilling
Ghastly
Ethereal
Twilight


17 - Wight - Battlecruiser
Fallen
Cursed
Doom
Ethereal
Twilight


18 - Carcass - Queen
Living
Foul
Noxious
Rancid
Twilight



19 - Horror - Lurker
Living

Hidden
Dark
Chaos
Twilight


20 - Basilisk - Hero Hydralisk
Foul
Noxious
Rancid
Elder
Twilight


21 - Shade - Wraith
Fallen
Flesh
Dark
Rancid
Twilight


22 - Cyborg - Goliath
Armored
Renegade
Berserker
Savage
Twilight


23 - Statue - Tank (sieged mode)
Living
Behemoth
Chaos
Ethereal
Twilight


24 - Spirit - Archon
Bonechilling
Cursed
Ghastly
Ethereal
Twilight


25 - Revenant - Arbitor
Crimson
Ember
Cinder
Fiery
Twilight


26 - Phantom - Valkyrie
Hidden
Cursed
Deadly
Ethereal
Twilight


27 - Chimera - Dragoon
Behemoth
Savage
Elder
Emperor
Twilight


28 - Manticore - Ultralisk
Hidden
Behemoth
Chaos
Elder
Twilight


29 - Wyrm - Mutalisk
Doom
Hell
Elder
Emperor
Twilight


30 - Liche - Dark Archon
Cursed
Doom
Horror
Elder
Twilight


Descriptors List:

Full list of descriptors - 31 total

Armored
Behemoth
Berserker
Blood
Bonechilling
Chaos
Cinder
Crimson
Cursed
Dark
Deadly
Dire
Doom
Elder
Ember
Emperor
Ethereal
Fallen
Fiery
Flesh
Foul
Ghastly
Hell
Hidden
Horror
Living
Noxious
Rancid
Renegade
Savage
Twilight


Boss unit list - (all are hero versions)

Queen
Defiler
Tank
Overlord
Scout (Artanis)
Dragoon
Wraith
Carrier
Arbitor
Battlecruiser (Hyperion)
Science Vessel
Mutalisk
Guardian
Ultralisk


Post has been edited 1 time(s), last time on Dec 12 2008, 5:02 am by Hugel.



None.

Dec 12 2008, 4:34 am Hugel Post #3



Screenshots:


Class Selection


Battle Start


Key Item Missing


Your First Quest

Map Stats:
  • Units used - 402
  • String Capacity - 30666
  • Triggers - 22913
  • Wavs - 98

Known Issues/To Do List:
  • Bug - Scout will not enter item shop some buildings, Mage/Warrior work fine
  • Bug - Battle sometimes hangs up and your unit won't attack, spells still work, however
  • Bug - Sometimes your exp is reset back to zero. This is vital that it be fixed as the top exp level is at 400,000 exp. I have a plan for this
  • To Do - Rethink movement system, perhaps base it simply on your location in the grid system in relation to enemies
  • To Do - Implement movement to enemies, let them seek you out, making combat more dynamic
  • To Do - Think about adding day/night cycle where enemies appear more frequent and become stronger
  • To Do - Implement death/punishment triggers. There won't be true death, but you will lose exp based on your level, and perhaps half of your gold not in a bank
  • To Do - Implement banking system if above is true
  • To Do - Implement potion effects, needed once there are death triggers in place to be able to prevent death
  • To Do - Implement spell effects

Demo:

Map is open source. Upon final completion of the map, written documentation about the pre-production and production of this map will be released.

Attachments:
TwilightLegacyRPG2Demo.scx
Hits: 52 Size: 1516.27kb

Post has been edited 7 time(s), last time on Dec 13 2008, 10:47 am by Hugel.



None.

Dec 12 2008, 4:41 am payne Post #4

:payne:

Sorry for not testing btw: I've got some incredibly high schoolish shit to do for the end of the session :S



None.

Dec 12 2008, 4:41 am Hugel Post #5



Well, the post is up and running.
Please try out the demo and let me know what you think.
Lots of stuff in the demo I do want to change, but I wanted to get out what I had for you all to try out.


Thanks in advance for the feedback,


Hugel

Post has been edited 3 time(s), last time on Dec 17 2008, 12:19 pm by Hugel.



None.

Dec 12 2008, 7:45 am Moogle Post #6

Predator of Bed Chambers

I tested this and enjoyed it very much.

Worth playing and just as fun as Twilight Legacy 1, number 2 just has more features and more fun to it =) and a cool combat system to go with it.

Keep up the good work Hugel =)>



If all else fails, crowbar the fucker

Dec 12 2008, 10:24 am Ahli Post #7

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Feels professional and unique.
The battlefield really reminds me to what I've planned to create... :D
but...:
-the fights are a bit slow in my impression.
-you need a movement detection like I used in my battlefield... (I can give you the triggers/map) unloading units to move in a direction is not fun.
(then u order ur unit into a field next to the one u are standing on and you walk there)
-I cannot use the last door back to my ship (I still had civ).

But I think you did a great job. Keep working on it :D

edit:
I found a bug :O
I wasnt able to attack p2's zergling.
I had 3 enemies, brown drake, blue and white ling. I'm a Warrior and killed the drake (some where in the middle), then I move to blue (he is on (2,6) and I'm on (3,6)) and I'm only able to attack him with my first spell. I never start a normal attack even after changing the target to blue.

Post has been edited 1 time(s), last time on Dec 12 2008, 11:19 pm by Ahli.




Dec 13 2008, 12:07 am stickynote Post #8



I can't play it, but are you implementing a day/night system like the first one?



None.

Dec 13 2008, 10:25 am Hugel Post #9



Quote from Ahli
-the fights are a bit slow in my impression.

This is something I'm brainstorming on how to fix.
The progression of the map is like this; You start out slow, with few skills.
As you gain levels, you gain more skills, and more things to do in combat.
Also, your attack speed will increase, as will the enemies.
This will make combat go much faster at higher levels.
Atm there is 30 death counts between attacks, you can lower this to be as low as 10 death counts between attacks.

Quote from Ahli
-you need a movement detection

Tonight when I was retesting the map, I figured I could just throw out the movement system entirely.
I don't actually need for your units to be locked down.
Then I could implement roaming enemies, which would make combat much more dynamic.
This would also help make combat seem to move faster.

Quote from Ahli
-I cannot use the last door back to my ship (I still had civ).

To be able to use the door by the ship that is related to the quest, you must have selected your class unit and gained level 5.
I can put in a message saying this when you try to go through the door.

Quote from Ahli
I found a bug :O

Thanks for reporting this.
Please report any and all future bugs as these systems are the most complicated I've worked with before so there is bound to be bugs slip by.

Quote from stickynote
are you implementing a day/night system like the first one?

At the moment there is no day/night system planned. However, I have thought a little about it.
If I were to add a day/night system, you wouldn't have to worry about being blinded as the map has no hack/slash aspects.
It would be possible to simply have the enemies be stronger, and also be more frequent at night.
I could have it where the inn would make it go back to daytime to encourage spending more money there.


Hugel

Post has been edited 1 time(s), last time on Dec 13 2008, 8:53 pm by Hugel.



None.

Dec 13 2008, 7:27 pm Kaias Post #10



Seems like it'd take forever for the combat to get interesting.



None.

Aug 2 2010, 10:01 am Raitaki Post #11



This map is good :D however I've found some bugs...
1) When I use health potion, either by building a shuttle or with the dropship, nothing happens. After that I can just move the shuttle to the character and take him anywhere I want :))
2) I use scout. When I'm in the future and is led by a civ back to the twilight converter, guards storm in, kill the guy, circle on me, then nothing happens. I've tried the action button, but nothing happens. Sometimes the guards sit there and block the way out. I dont know must I fight them anyway.
3) I think you should use hypertriggers to speed up the triggers that freeze the character in place when combat initiates. Once when I encounter mobs, I just spam right clicks and my civ run out of the exploding obs. After that, enemies still spawn on the grids, and I just need to press "flee" and no combat occurs :D
4) After the incident described in bug 2, my scout cant enter the port. Dont know what to do next :|
5) This one isn't really a bug, but an exploit. When "enemy attacking" appears, just move out of their range and you'll be safe. Only problem, after you do, the damage piles up on "damage dealt", and when you do get hit, GG. You can also jump out of the way when you miss and (if you can sense the timing well), the enemy is going to attack. Their next attack will be canceled, and you can leap back in for another blow >.>

Btw, I'd love to try out the first TL RPG too. Can some1 post it? :D



None.

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