The Architect
I am happy to announce that The Architect RPG has finally released!
CLICK HERE
CLICK HERE
Set in a medieval-fantasy world, this feature-packed, 1-3 player RPG puts players in command of a trio of heroes as they try to hunt down and capture Seneras, a powerful sorcerer who has betrayed their order for unknown purposes.
Three Unique Heroes
Each hero has their own mana system and an array of spells unique to their class; and participates in the story in their own unique way.
Verius :: The Warrior
Verius is an enthusiastic yet arrogant young swordsman. His skill with a blade is unparalleled, and he can rend his foes from shoulder to hip with the ease of a hot knife sliding through butter.
:: SPELL ARCHETYPES ::
Lethal Melee Mastery: Tear vermin apart with vicious sword chops, reel in fleeing foes with the Longreach Harpoon, and dispatch multiple foes in a blink of an eye.
Hard Hitting Combos: Obliterate enemies with deadly chains of attacks by using these skills repeatedly in quick succession, culminating in a power hit on the third strike.
Empowering Auras: Aid your ailing allies with soothing auras, refine your skills with focusing mantras, and bolster your party's offensive and defensive abilities with rousing battle shouts.
:: MANA RESOURCE ::
As a warrior, Verius builds his mana through combat. While in combat his mana slowly climbs, and each kill provides an additional mana bonus. While out of combat, his mana rapidly diminishes.
:: SPELL ARCHETYPES ::
Lethal Melee Mastery: Tear vermin apart with vicious sword chops, reel in fleeing foes with the Longreach Harpoon, and dispatch multiple foes in a blink of an eye.
Hard Hitting Combos: Obliterate enemies with deadly chains of attacks by using these skills repeatedly in quick succession, culminating in a power hit on the third strike.
Empowering Auras: Aid your ailing allies with soothing auras, refine your skills with focusing mantras, and bolster your party's offensive and defensive abilities with rousing battle shouts.
:: MANA RESOURCE ::
As a warrior, Verius builds his mana through combat. While in combat his mana slowly climbs, and each kill provides an additional mana bonus. While out of combat, his mana rapidly diminishes.
Iredite :: The Mage
Iredite is an elderly mage assigned by the Order to hunt down Seneras, his old mentor. For Iredite, this quest is personal, and he will do whatever it takes to ensure his old friend is brought to justice.
:: SPELL ARCHETYPES ::
Volatile Magic: Incinerate foes with arcane fire, turn them against each other with ethereal charms, and leech mana from your enemies.
Protective Spells: Stay in control by freezing swathes of enemies and silencing their spells. Shield yourself with mana, or distract them with mirror images.
Support Role: Enchant your allies with numerous arcane buffs, heal their wounds by channelling your energy, and keep their foes distracted with devious spellwork.
:: MANA RESOURCE ::
As a mage, Iredite has access to rapidly regenerating mana reserves. However, casting a spell will halt mana regeneration temporarily.
:: SPELL ARCHETYPES ::
Volatile Magic: Incinerate foes with arcane fire, turn them against each other with ethereal charms, and leech mana from your enemies.
Protective Spells: Stay in control by freezing swathes of enemies and silencing their spells. Shield yourself with mana, or distract them with mirror images.
Support Role: Enchant your allies with numerous arcane buffs, heal their wounds by channelling your energy, and keep their foes distracted with devious spellwork.
:: MANA RESOURCE ::
As a mage, Iredite has access to rapidly regenerating mana reserves. However, casting a spell will halt mana regeneration temporarily.
Rionna :: The Rogue
Rionna is an ambitious young woman with an unquenchable thirst for, what her colleagues denounce as, 'calamitous' arcane arts. These powers may prove instrumental in the coming battle, however.
:: SPELL ARCHETYPES ::
Archery Prowess: Slow enemies with crippling arrow shots, wound and kill with poison tipped arrows, and infuse your arrows with mana for deadly explosive shots.
Summoning: Summon a diverse variety of familiars to serve numerous tanking and support roles, bolstering the effectiveness of you and your party.
Traps: Lay traps which confuse and maim, funnelling your enemies into a desired location or even channelling their life into mana.
:: MANA RESOURCE ::
Rionna regenerates her mana in three tiered bursts; 20%, 50%, and 100% of the mana cap. Each tier progresses to the next, unless it is depleted.
:: SPELL ARCHETYPES ::
Archery Prowess: Slow enemies with crippling arrow shots, wound and kill with poison tipped arrows, and infuse your arrows with mana for deadly explosive shots.
Summoning: Summon a diverse variety of familiars to serve numerous tanking and support roles, bolstering the effectiveness of you and your party.
Traps: Lay traps which confuse and maim, funnelling your enemies into a desired location or even channelling their life into mana.
:: MANA RESOURCE ::
Rionna regenerates her mana in three tiered bursts; 20%, 50%, and 100% of the mana cap. Each tier progresses to the next, unless it is depleted.
Systems
Why tell you when I can show you? A ten minute video showcasing the most salient features of this map.
This video shows the basics of the item and crafting systems.
This video shows a quest, and how the game responds to missing players.
This video shows a miniboss battle.
Updates
31.05.12
For those who were wondering, this is the continuation of my previous map, Hell's Awakening. I renamed for two reasons: because the story no longer matched the title, and because I redid practically every system in the game.
I hope to be finished with the map in the coming months. I'll try and release a version during the holidays, either the full version or a 'beta' version, depending on my progress.
Be sure to post here or PM me if you have any questions about the map. I can also be found in channel donuts on US EAST if you are looking to test.
Thanks for your continual support everyone, I sincerely hope you will all be able to play the completed version of my map sometime this year.
23.11.12
Progress has gone really well and now that I've finished my undergrad I expect to get work done at an even faster pace. At this point I will be releasing a Act 1 demo sometime in December (Merry Christmas!) with the final game (five acts in total) to be released in Q1 or Q2 at the latest. Wish me luck and thanks for your continued interest in this project!
13.10.13
Due to string cap issues I have had to drastically rethink my approach to this project. At this point I will have to release each Act on a separate map, with some sort of save system to carry customisation across between maps. This project has been going on for so long now that I can't say I have much passion left in it anymore, but at the very least I plan on getting Act 1 out there officially.
17.11.14
Still working on this. If you question my sanity - I don't blame you.
24.05.15
Amazingly, I am still working on this, nowadays at a considerable pace. I've finally completed the main quest line, which means the game is now start to finish playable. I am now working on two more side quests I want to fit into the game, as well as a bunch of other random stuff.
29.08.15
Added equipment comparing and trading to the item system, overhauled the crafting system and utility belt, added more monster types in the wilderness - each with their own spells. The game only has one side quest at the moment. I wish to add two more, possibly three (if strings allow). Optimistic for release at the end of this year.
04.01.16
On annual leave at the moment, going to fill out the rest of the string limit I have just freed up with two more side quests. I really hope to release within the month. I am on US West channel donuts while I wait for US East issues to be resolved.
19.04.17
The neverending journey continues. At this stage the side quests have been put on hold as I've implemented a large array of quality of life improvements to many systems in the map. The spell and item systems have received the biggest upgrades, and the level cap has been raised to 10.
The item system previously felt very much tacked on, and not really an important aspect of gameplay. This was pretty disappointing as it has to be the most trigger-extensive system in the entire map. So what I've done is I've boosted the item affixes' impact and frequency considerably. All the values have been jacked up. There's also a larger variety of affixes. Now, when you equip a new piece of armour or weaponry you should notice its impact in combat, either through improving your survivability, damage, or some other miscellaneous effect. I've also added set items into the game. Equipping an item set grants a set bonus, which is a unique, powerful bonus that improves your character in a meaningful way. Collecting these sets will be a big incentive for players working towards specific builds.
Each class now has seven spells total (up from six). Many have been improved, others have been completely reworked. The main drawback to my spell system is you cannot target specific points on the map, like with a Dark Swarm system. I've tried to alleviate that by using a proximity based target priority system. I've also implemented a new progression system: spell mastery. This system lets you upgrade your spells at the Artisans Guild.
Currently the game has only one side quest. I'm about mid-way through coding the second side quest now: What Lurks Below. It features puzzle rooms, removed-player-vision effects, a run and gun sequence and a boss battle, all wrapped within a Lovecraftian setting.
My goal is to complete the side quest in time for the Remaster release of Starcraft Brood War. If the string limit allows I will work towards another side quest and additional features and improvements post launch. Thanks for your support!
16.07.17
Release date 5 August 2017 announced! Read more here.
For those who were wondering, this is the continuation of my previous map, Hell's Awakening. I renamed for two reasons: because the story no longer matched the title, and because I redid practically every system in the game.
I hope to be finished with the map in the coming months. I'll try and release a version during the holidays, either the full version or a 'beta' version, depending on my progress.
Be sure to post here or PM me if you have any questions about the map. I can also be found in channel donuts on US EAST if you are looking to test.
Thanks for your continual support everyone, I sincerely hope you will all be able to play the completed version of my map sometime this year.
23.11.12
Progress has gone really well and now that I've finished my undergrad I expect to get work done at an even faster pace. At this point I will be releasing a Act 1 demo sometime in December (Merry Christmas!) with the final game (five acts in total) to be released in Q1 or Q2 at the latest. Wish me luck and thanks for your continued interest in this project!
13.10.13
Due to string cap issues I have had to drastically rethink my approach to this project. At this point I will have to release each Act on a separate map, with some sort of save system to carry customisation across between maps. This project has been going on for so long now that I can't say I have much passion left in it anymore, but at the very least I plan on getting Act 1 out there officially.
17.11.14
Still working on this. If you question my sanity - I don't blame you.
24.05.15
Amazingly, I am still working on this, nowadays at a considerable pace. I've finally completed the main quest line, which means the game is now start to finish playable. I am now working on two more side quests I want to fit into the game, as well as a bunch of other random stuff.
29.08.15
Added equipment comparing and trading to the item system, overhauled the crafting system and utility belt, added more monster types in the wilderness - each with their own spells. The game only has one side quest at the moment. I wish to add two more, possibly three (if strings allow). Optimistic for release at the end of this year.
04.01.16
On annual leave at the moment, going to fill out the rest of the string limit I have just freed up with two more side quests. I really hope to release within the month. I am on US West channel donuts while I wait for US East issues to be resolved.
19.04.17
The neverending journey continues. At this stage the side quests have been put on hold as I've implemented a large array of quality of life improvements to many systems in the map. The spell and item systems have received the biggest upgrades, and the level cap has been raised to 10.
The item system previously felt very much tacked on, and not really an important aspect of gameplay. This was pretty disappointing as it has to be the most trigger-extensive system in the entire map. So what I've done is I've boosted the item affixes' impact and frequency considerably. All the values have been jacked up. There's also a larger variety of affixes. Now, when you equip a new piece of armour or weaponry you should notice its impact in combat, either through improving your survivability, damage, or some other miscellaneous effect. I've also added set items into the game. Equipping an item set grants a set bonus, which is a unique, powerful bonus that improves your character in a meaningful way. Collecting these sets will be a big incentive for players working towards specific builds.
Each class now has seven spells total (up from six). Many have been improved, others have been completely reworked. The main drawback to my spell system is you cannot target specific points on the map, like with a Dark Swarm system. I've tried to alleviate that by using a proximity based target priority system. I've also implemented a new progression system: spell mastery. This system lets you upgrade your spells at the Artisans Guild.
Currently the game has only one side quest. I'm about mid-way through coding the second side quest now: What Lurks Below. It features puzzle rooms, removed-player-vision effects, a run and gun sequence and a boss battle, all wrapped within a Lovecraftian setting.
My goal is to complete the side quest in time for the Remaster release of Starcraft Brood War. If the string limit allows I will work towards another side quest and additional features and improvements post launch. Thanks for your support!
16.07.17
Release date 5 August 2017 announced! Read more here.
Post has been edited 35 time(s), last time on Aug 5 2017, 12:23 pm by Oh_Man.