Take parts from various sources, D&D, Titan Quest, Dark Cloud, and Metroid, mix them together and make a single-player RPG.
I would make it multi, but at this point it is already 10k triggers and its only 10% finished and I'm sure it would not run very well in multi.
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.
I would like to add that I have been working on this idea for a few months now, and only recently saw the zergling/burrow post.
This is basically what I am thinking about in my map, although I'm steering more torward Metroid's world, in that you can only go back and forth in certain areas.
This will allow me to control the flow of play and where you can get.
I will be using an action button in your dropship and using all the cliff doodads as doors, so some will be locked until you get a "key", like Metroid.
This will allow me to have lots of secret spots in the map and encourage exploration.
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, the real game is about to begin. 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
Each character has many stats that are derived from their main six stats:
CHA -
Health Regen
Pet Damage
CON -
Health
Pet Defense
DEX -
Dodge
Damage Reduction
Miss %
STR -
Melee Damage
Pet Health
INT & WIS - Based on your char, half are INT based, half are WIS based.
INT chars - Ranger, Necromancer, Beastlord
INT -
Spell Damage
Mana Regen
WIS -
Mana Pool
Spell Resists
WIS chars - Shaman, Sage, Monk
WIS -
Spell Damage
Mana Regen
INT -
Mana Pool
Spell Resists
Lowest stat -
Attack Speed
I have developed the formula for each stat, some are not exactly what you would expect, but I didn't want any one stat having too much power.
Spell will be handled by a dropship system.
Each character has 8 spells total like I mentioned before.
4 will always be active, passive
4 will be castable during battle and have cooldown times, active.
Each sub-class will get a pet to help them, and all classes will fill a different role.
Enemy Units:
There will be up to 5 enemies in battle at once, from a possible selection of almost 200 different unit strengths.
This will be accomplished by using 30 unique units with a base name, and then add a descriptor to it that will give it extra power.
Each base unit will also have a chance to spawn at L1 - L5. This will also increase its power. The following is an example, the Hound.
At the base level, the Hound could have 50 hp. This would then be multiplied by it's level, so it's starting hp could be between 50 and 250.
Then, if there is a descriptor added, such as Hell, Blood, Flesh, Horror, or Twilight, it's hp could rise even more.
Instead of multiplying by just it's level, it is now being multiplied by it's level*descriptor bonus.
50*Level(5)*Horror(50) = 12500 hps
All combat will be dealt with virtually. There will only be attack animations for looks.
Right now the combat system has basic functionality. I do not have any spells programmed in, but the spell damage system is in place once I get some spells in.
What I am working on right now is getting the intro and first quest up and running so that I might post a demo to give you all a better idea of my map.
What I am looking for at this point, is first impressions and ideas, thoughts about what I have so far.
What you see in this post is only a very small fraction of the pre-production I have done.
I have detailed charts and stats of most of the systems and items I've talked about thus far.
When the map is completely done I will be releasing it open-source and including all my documentation as well.
Thanks for your feedback,
Hugel
Follow up posts: 4
Creature IDs, names, units, storyline, battle system
Post has been edited 5 time(s), last time on Nov 16 2008, 10:36 pm by Hugel.
None.