Staredit Network > Forums > SC1 Map Production > Topic: Morrowind RPG
Morrowind RPG
Sep 7 2013, 1:04 pm
By: MetalGear  
Polls

Sep 7 2013, 1:04 pm MetalGear Post #1




About

This map is a continuation from my last map, Oblivion RPG. You will choose from one of three roles, Knight, Warrior, or Mage, and venture into a theme-packed interactive world where you will fight enemies and unveil your hidden talents. An extensive feature of the game is the freedom to customize your hero for battle. There's a total of 9 attribute types (see Attributes section) and 30 passive skills to choose from.

On top of the functionality, I'm aiming for the game to possess a really strong sense of ambiance. To do this, the map will involve random weather patterns, music, and lots of sound FX. I'm also working hard on some epic terrain.


Main Features

  • 3 hero classes; 6 spells
  • Packed with sound FX and good music
  • 32 obtainable items
  • Items are randomly generated around map
  • 30 unique passive skills
  • Fun boss fights
  • 3 game modes (easy, normal, hard)
  • Main storyline & interactive characters

Improvements from Oblivion

Attributes

  • Health: total HP
  • Magika: total Magika
  • Regeneration: Magika regeneration
  • Armor: works like Spellsword
  • Evasion: evade random attacks
  • Carry Limit: refers to your inventory
  • Spell Power: spell durations
  • Restoration: spell cooldown rate
  • Defiance: spell resistance

Items

So basically there are 3 types of items you can get in the game; equipment, supplies, and quest items.

Equipment increases your stats, and is subdivided into 4 categories; Amulets, Armor, Headgear, and Rings. Unlike Oblivion, however, these categories are specific to certain stat types. Prices vary, depending on the weight and stat distribution of the item. Some equipment is very expensive and will take some time to save up for.

Supplies are potions which help you in combat. They are affordable, light in weight, and very useful all game. It's unlikely you'll get by without them.

Quest Items will show up in your menu, but you won't be able to apply them.

On map load, random items are scattered about the map in random places. Items also have unique rarity values, so most of your findings will be cheap junk, but every now and then you'll get lucky!

Class Types

Knight

Mage

Warrior

Skill Sets

Alchemy

Armor

Divination

Majesty

Restoration

Skill Upgrades

Skill upgrades can be bought from Zabamund or Yagrum Bagarn for 600 gold, doubling the effect of the skill.

  • Avoid Death: Upgrades skill "Salvation".
  • Dual Savagery: Upgrades skill "Necromancy".
  • Extra Effect: Upgrades skill "Alchemist".
  • Investor: Upgrades skill "Estates".
  • Unbreakable: Upgrades skill "Juggernaut".

Progress

Triggers: 10062 (100%)
Terrain: 100%
Estimated Finish Date: November 1

Screenies





http://www.staredit.net/files/2932/

Post has been edited 34 time(s), last time on Nov 5 2013, 10:49 pm by MetalGear.



None.

Sep 8 2013, 3:00 am Oh_Man Post #2

Find Me On Discord (Brood War UMS Community & Staredit Network)

Hell yeah - can't wait!




Sep 8 2013, 8:03 am Jack Post #3

>be faceless void >mfw I have no face

Are you planning on having heaps of side quests instead of just the main quest? To be honest, given it's quite different from skyrim (no ice tileset :O) and elder scrolls games in general, I'd be inclined to name it something else entirely.

For potion use, I don't know if you're planning on using the dropship system still but one cool way of keeping track of the amount of potions you have is by setting the unit HP (e.g. red = no health potions, yellow = low on potions, green = plenty of potions) so you can quickly check how many you have without having to go into the menu to find out.

The spell system looks like it could be improved over Oblivion, looking good ;D



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Sep 8 2013, 1:08 pm Oh_Man Post #4

Find Me On Discord (Brood War UMS Community & Staredit Network)

I love the brotherhood missions - gimme some assassination missions plz that would be epic :D

Also I think since you are sticking to the quest dialogue so faithfully why not import the original VO?? (I'm sure there's a way to extract them from Skyrim, or worst case scenario you mute in-game music and record them manually).

Filesize isn't really an issue in today's internet society, and really you can just give people the choice of downloading a non voice acted one and a voice acted one.


And, additionally, if strings are an issue - deleting the strings used for quest dialogue and using voice acting instead would free up a lot of strings.

Best of luck in creating this map.




Sep 8 2013, 6:03 pm MetalGear Post #5



Yeah definitely adding side quests this time. I improved the menu dynamics, freeing up a lot of string space so I'll have more space to work in now.

For the potion system, I've made it so the unit only appears in the Shuttle if you have that potion. So when you run out of a particular potion, it gets removed from the Shuttle until you buy a new one. Modifying the HP is a good idea, but I'm not sure if it's possible to modify unit HP whilst it's loaded in transport. Maybe it is?

By the way, Oh_Man, to give a unit a description, simply edit the name of the unit in the strings panel.

Well, the spell system is much less advanced/dynamic compared to Oblivion, but a lot more convenient. The player starts with one spell and learns a new spell every 3 levels. The spells are preset for the chosen unit. I'm not totally decided on this, so I might change my mind. Depends. Did you guys like how you could purchase spells in Oblivion, or is set spell paths better?

Oh_Man, you'll be pleased to know, I found a way to extract the voice files from Skyrim, so this time around every character in the game will have a voice :)

On a final note, I've just finished triggering the most epic item system EVER! The map generates 21 random items, each with unique rarity values, around the map in a possible 64 locations, so each game will be different!



None.

Sep 11 2013, 12:51 am Leeroy_Jenkins Post #6



Quote from MetalGear
Well, the spell system is much less advanced/dynamic compared to Oblivion, but a lot more convenient. The player starts with one spell and learns a new spell every 3 levels. The spells are preset for the chosen unit. I'm not totally decided on this, so I might change my mind. Depends. Did you guys like how you could purchase spells in Oblivion, or is set spell paths better?

I liked buying my spells.



None.

Sep 11 2013, 11:14 am Oh_Man Post #7

Find Me On Discord (Brood War UMS Community & Staredit Network)



In my RPG I have spells that unlock every level or so, but I had planned to have the option to purchase upgrades to those spells. You could do it like that.

Different ways to go about it though: comparing D2 spells to D3 spells.
In Diablo 2 you assigned skill points to spells to make them do more damage / last longer / etc. but they were still the same spell.

In D3 the runes you put onto the base spell would actually change the spell drastically, but you could only have one rune at a time. You couldn't have one base spell with all five runes on it.

So both have their pros and cons I guess, but you can use something like that in order to have your cake and eat it too. Spells unlock per level - but you go to the Mage to buy upgrades to your spells.




Sep 11 2013, 4:34 pm Azrael Post #8



Of all the options presented, I enjoyed Diablo 2's method the most. A more elaborate version of this can be seen in Path of Exile.




Sep 13 2013, 1:05 am MetalGear Post #9



Just finished triggering the spell system. At the moment, the spells are all linked to the Intelligence attribute. Each point increases spell durations by +2.5% with a total of 60 possible upgrades. I may decide to add in shop upgrades or rune effects at a later stage.

So now, all of the main systems are triggered, but I have a big problem ... after going through Skyrim's sound files, I figured I can't use its storyline. The dragons are just impossible to represent in a realistic fashion. So I have a few options now.

1. Create my own storyline & dialogue.
2. Recreate a much better version of Oblivion (my last map) with voices.
3. Base it on some other game.
4. Hold a competition for SEN members to create the storyline.

Any ideas would be good, I really do pay attention to what you guys have to say.
(Note: Option 2 is the only option that allows me to include voices.)



None.

Sep 13 2013, 3:40 am Jack Post #10

>be faceless void >mfw I have no face

Recreate oblivion (no snow tileset so makes more sense ;D) but make it much more "filled".



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Sep 13 2013, 6:10 am Leeroy_Jenkins Post #11



Dragon = Hydralisk, ez.



None.

Sep 13 2013, 3:07 pm Oh_Man Post #12

Find Me On Discord (Brood War UMS Community & Staredit Network)

I thought Dragon = Muta




Sep 13 2013, 5:26 pm Leeroy_Jenkins Post #13



Yeah probably, unless it's gonna be zealot heroes like last RPG. I don't see why he couldn't represent dragons, every thing else in the game is represented by something. Like obviously it would be a mutalisk and not a big scary dragon, but that's also apparent with everything else in the game. You could even have the hydralisk/mutalisk attack with a firebat's attack with a few mapping tricks.



None.

Sep 13 2013, 7:22 pm MetalGear Post #14



The problem is, I want there to be more than one boss dragon, and bosses would need consecutively higher health and damage, therefore a variety of different units are needed. Another problem is that I can't use air units, since there are too many grid systems being used, so Mutalisks and Guardians are out of the question. Another problem, some of the missions are based around learning Shout powers, and these don't fit into my game mechanics.



None.

Sep 20 2013, 9:23 am Raygoza Post #15



Considering how many wants to play this map, Skyrim may not be a bad idea if you would accept playing the map with a mod, maybe you can't or wont mod but I guess that some people would like to mod for you, also about Dragons, I think i saw some pictures of a Dragon in SC on Iskatumensk's modding tutorial page.

Weather you would accept playing with a mod or not I suggest leaving this option open,
My idea is that you could make the map independent of the mod, in the case of the Dragon as a ground unit I'd suggest that you pick some ground unit, perhapps a firebat with the Mutalisk graphics, and if possible with the map you could toggle colissions off and it would act like it would be flying but would be on "ground" level. (Posssible with modding though)
Also I forgot something, Doodads could be modded and make things look very different, perhapps even feel like Skyrim once many graphics have been changed.
If some Diablo game is in 2d my guess is that they could be converted into StarCraft graphics as well.

Anyway what I emean with letting the mod option stay open is primary for graphical changes, if anything else like mechanics would be changed by the mod I guess that the map would start being dependent of the mod.
Despite everything making a mod for a very good RPG map, if the mod would be required a lot of fantastic things could be done, some systems or mechanics could rely on the mod rather than strings and triggers.

Also about the Terrain, I know there's some way to change the Terrain from one to an other but I don't know how well it would work between ice and the jungle tileset because they are pretty diffreent, also in changing the terrain from one to an other would sadly require that you remove all the Doodads and only leave the Terrain to be converted, then fill the missing cliff parts by copy pasting and place Doodads again.

Also about RPGs Neverwinter Nights is a very good game you could base a map on.



None.

Sep 21 2013, 6:50 am Leeroy_Jenkins Post #16



You really should have a 'none of the above' option for the poll



None.

Sep 22 2013, 12:01 pm MetalGear Post #17



Without enough votes on the poll, I decided to change the storyline to Morrowind (Elder Scrolls III). There won't be any voices, but with the extra strings I'll be able to add in more unit speech and side quests.

All the main triggering is done, now I'm just working on the terrain and the quests. I've added some screenshots on the main post. I'm just itching to finish this so you can expect to play this sometime very soon!

For the meantime, any ideas on improving map replayability?



None.

Oct 28 2013, 6:39 am MetalGear Post #18



Need some experienced testers to beta test the shit out of this map. Try to break it in any way possible. And team up with two or three for most enjoyment.

Updating new file...

Post has been edited 1 time(s), last time on Oct 28 2013, 2:13 pm by MetalGear.



None.

Oct 28 2013, 1:09 pm Oh_Man Post #19

Find Me On Discord (Brood War UMS Community & Staredit Network)

aww helllllll yeah!!




Oct 28 2013, 2:34 pm MetalGear Post #20



Sorry guys, the first beta map I submitted had lots of glitches. Here's the new beta, pretty sure it's glitch-free but it needs more testing before release nonetheless.

Improvements from version 1.0b

http://www.staredit.net/files/2932/

Post has been edited 4 time(s), last time on Nov 4 2013, 3:35 am by MetalGear.



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