Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: New RPG, Twilight Legacy RPG 2
New RPG, Twilight Legacy RPG 2
Oct 23 2008, 8:35 pm
By: Hugel  

Oct 23 2008, 8:35 pm Hugel Post #1



So, my idea is this:

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.

Oct 23 2008, 9:34 pm Vi3t-X Post #2



Monks have the main attribute as Strength? - O rly?

Monks fit better under wisdom, mainly because of all the "Meditation" and calm ness.

A warrior or bladesman class would fit better.



None.

Oct 23 2008, 11:55 pm Hugel Post #3



When it comes to a Monk class, I prefer focusing on the combat side, making them a more martial arts type class.

That said, I've been thinking about changing the names, but keeping the rest of the class the same.
I was thinking of changing them to something a little more unique and not so generic.
This of course can be developed further as I get more of the map done.


Hugel



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Oct 24 2008, 12:15 am stickynote Post #4



This sounds really well thought out. I hope you finish it.



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Oct 24 2008, 2:31 am Vi3t-X Post #5



Will There Be:

Day/Night System
Re-Used Terrain
Save/Load System

(I dont think a BEASTlord would have alot of Charisma, the bad breath and all) :lol:



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Oct 24 2008, 2:34 am Joshgt2 Post #6



Quote from name:
Monks have the main attribute as Strength? - O rly?
Believe it or not, but some of the original monks were more like hunter and what not. Described to be great and faithful, but more into the combat that one may consider to be Paladin like...



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Oct 24 2008, 8:45 am ETEFT(U) Post #7



I like where your going with this. I like your concepts and Ideas, they seem to be very well thought up and constructed. Hopefully you continue this project and finish it, good luck!



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Oct 24 2008, 9:09 pm Vi3t-X Post #8



Quote from Joshgt2
Quote from name:
Monks have the main attribute as Strength? - O rly?
Believe it or not, but some of the original monks were more like hunter and what not. Described to be great and faithful, but more into the combat that one may consider to be Paladin like...

Clearly. However, I don't think Monks had Strength as a MAIN Attribute.
Remember, just suggestions.



None.

Oct 24 2008, 9:16 pm Hugel Post #9



Update:

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.
This will allow me to simply define a random # range to select both a unit and a descriptor, and also, to have the Creatures be of the same relative strength.

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



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



Tentative boss unit list - not assigned roles yet (all are hero versions)

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


Units not being used atm:

3 Hero Battlecruiser


Please look through the lists and if you see any descriptor order discrepancies, (I would like them consistant in order) please let me know.
Also, I do realize there are some very poor unit selections for creatures, but I would rather have more variety in starting units. (example - corsair for Troll)


Thanks again,


Hugel



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Oct 24 2008, 10:05 pm Impeached Post #10



You list a bunch of features, but what about the biggest driving force in any single player RPG: The story?

A single-player RPG can have all these cool features, but they will eventually get boring without a good story for interaction. In multiplayer, story is less necessary because there are other players to interact with.

Single-Player + Good Story + No OMGUBERLEET Triggers > Single-Player + UBER-LEET Triggers/features + no story.

Post has been edited 1 time(s), last time on Oct 24 2008, 10:47 pm by Impeached.



None.

Nov 1 2008, 9:22 pm Hugel Post #11



Small little update for ya:

The map is moving along smoothly. The combat system is coming along very nicely actually.
Moving forward I will need to add some bells and whistles, but the basic systems are in place and working.
Just a few bugs to work out.

Like I mentioned before, once I get the basic systems up and running and bug free I will be releasing a quick demo.
In this demo you will be able to see the intro and get a feel for the story and how the game will play out.
I only briefly mentioned the story before as this is still in progress.

The basic storyline is that you are some one important, but you have run away, shirking your responsibilities.
The story starts with you beaching your ship onto a shore next to a small village. You are escorted to the village.
When you get to town, there is someone who recognizes you. He needs your help.
When you help him, you are thrown back in time. This is when you discover that you can't shirk your duties any longer.
The quest will then take you back to the large city in the area where you will begin your true quest.

There will be as many side quests as I can fit into the map.
You can speak to any of the villagers in town, they won't always say something important to you.
Sometimes they will have quests, however. This will be based on your progress in the story.
So there will be incentive to come back to people and speak to them again, they may have something new for you.

Many of the "units" outside of the town will have uses further down the line, but you might not know about them right away.
So there will be incentive to explore thoroughly and to revisit old areas to accomplish certain tasks.
To get a "Metroid" type exploration feel to the map, the "cliff doodads" will be used as doors.
You will need to get a certain item to proceed through them. These items will be collected through the storyline.

Items so far planned:

Ornate Key - opens Temple Doors
Firebird Feather - allows dark cave exploration (it's feather can light up a room)

As always, thoughts and feedback greatly appreciated.

Thanks,


Hugel



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Nov 2 2008, 2:35 am Vi3t-X Post #12



Naval and/or aerial battles?



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Nov 6 2008, 8:07 am Hugel Post #13



Update:

Battle System:

The battle system will consist of a grid, right now it is 6 squares by 6 squares.
Your hero can attack the 8 squares around him, while the enemy can attack with a range of between 1 and 5.
Your melee attack will always be active and will occur every so often based on your dexterity.
Your spells will be a good source of damage for each class.

I am having a problem with the grid system.
Right now the grid squares are 2x2 in size.
Are any units bigger in size than 2x2?
Does anyone know where I can find a list of unit sizes?

I'm having some things mess up with larger units in the arena.
Perhaps I will need to enlarge the grid squares to be 3x3...

Any help is appreciated of course.


Hugel



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Nov 16 2008, 6:03 am NudeRaider Post #14

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

12: I need Flesh Golems!




Nov 16 2008, 1:12 pm ForTheSwarm Post #15



I hope you mean:

Scout- DEX/CHA
Mage- INT/WIS

because you flipped the two around.



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