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Hell's Awakening, A three player RPG with many features!

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Creator: Oh_Man
Time: Jul 11 2010, 4:18 pm

Post #1     Oh_Man Jul 11 2010, 4:18 pm

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Description
A professionally designed, story-driven, three player RPG. Character progression, spell systems, specializations, items, bosses, and interactive dialogue all feature in this epic venture brought to you by Oh_Man[TFE].

Screenshots

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Features
+) A spell system that uses Protoss Buildings as the prompt and Vespene Gas as the mana resource.
+) Spells are unique with each player and can be combined for interesting effects.
+) An inventory system that uses units to represent resource items such as ores, hides, runes and crystals.
+) A trading system which allows the players to exchange resource items.
+) Ores, randomized drops from units, and portals are just some of the resource acquisition methods available to the player.
+) A text-based item system which uses Units to represent Item Slots and Text and Death Counters to represent Items.
+) A day/night system which uses rooster/owl sound effects and the Countdown Timer alert the player to time changes
+) An experience system which uses Leaderboard and Death Counters to display your Level and the required experience for another Level.
+) A conversation system which uses Protoss Buildings as a prompt.
+) A dynamic spawn system which uses a single location and burrowed units along with Switch Randomization and Death Counters for unpredictable spawning.
+) Boss battles which each have their own unique strengths and weaknesses (and an array of spells) which will keep the battles fresh and exciting.
+) A Mercenary and Pet system, each with their own items, spells, and upgrades. These companions will follow you automatically, though you can also control them manually.
+) Quick Time Events, which involve button spamming in order to acquire items or badly damage a boss. It uses the Protoss Gateway as a prompt.
+) Extended terrain (thank you Terrain Hall of Fame) is used in some areas, with further patches planned to convert the rest to extended terrain.
+) An in-depth storyline to keep the players on the edge of their seat, as well as optional side quests. Further patches will complete this feature.

Patch Notes
v1.0 - official release version, bugged and incomplete in the later areas, 40-60minutes of enjoyable gameplay until you hit the buggy areas.

Developer Messages
12.07.10 - Hey everyone thanks for checking this out, and thanks for downloading and playing if you have done that as well. This is my first attempt at a professional map, I don't have much mapping experience but thanks to SEN & Maplantis, specifically the Map Making Assistance areas, my skills with SCMDraft 2.0 have greatly improved. I have had this map in the works for several years now, though I haven't worked on it for nearly that long. I have just been chipping away at it every now and then, though I have finally got sick of having it hovering over my shoulder and have decided to work on it a lot more rigorously then before. To think, I didn't even know what Death Counters were when I first started! Sadly, I still have a bit of work ahead of me, and I would like you all to treat this as a beta version. I plan on pumping out the rest (there is only superficial stuff to do now, since all the groundwork is done) in the next couple of weeks. You should have around 40-60 minutes of enjoyable gameplay before you run into bug territory though, so don't let that discourage you from giving it a go. I would greatly appreciate reviews, criticisms, comments, bug finding, etc. also. Thank you all for your continual support and have fun playing HA, expect the fully polished and 100% complete version within the next couple weeks (fingers-crossed). Enjoy!

Downloads
Attached is the Tome of Sighan, which has an in-depth tutorial as the in-game tutorial had to be short and to the point due to string restrictions.

I keep getting SQL errors when I try to upload my maps (maybe something to do with my strings), even though they are both perfectly playable, so I uploaded them on mediafire:
Full Version
http://www.staredit.net/?download=2255
NoSound Version
http://www.mediafire.com/?ml5yimyidtt
Attachments:
pdf file
Tome of Sighan.pdf (429.42 kb)
59 hits.
This post was edited 6 times, last edit by private_parts: Jul 11 2010, 4:47 pm.

I am working on Hell's Awakening RPG, stay tuned for further details.
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Post #2     payne Jul 11 2010, 5:36 pm

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You've made a little error in your .pdf:

"it is recommended that you save your game"
"Your current experience and level will be represented in a leader board in the top left corner of the map screen."
"It is recommended that you finish any side quests you have outstanding"
"Mining is a skill used to gather ore. Ore deposits"
In the spell-list, you've mis-aligned two spells: their second line of description is offset.
For the "Elegance" monster, you say it looks a bit like a human, though it is a Dragoon Hero?! :P

I skipped some parts. ;o
This post was edited 1 time, last edit by payne: Jul 11 2010, 5:48 pm.

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Post #3     samsizzle! Jul 11 2010, 8:13 pm

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Is the filename supposed to be "Hell's Awakening RPG v1.scx" or should I delete the '? And maybe if this wasn't intended you should change the filename so it doesn't do this and fuck up peoples games like downloading the map on sc when you actually have it but with a messed up name.

EDIT oh what the fuck? that combination of numbers and characters was a code and turned into a '

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Post #4     Tempz Jul 11 2010, 10:59 pm

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Alot of errors in the triggering when selecting options for e.g. reds smithing in the blacksmiths (using ores to make stuff) forgot carrier
Teal in the fur shop thing goon is missing

so on and so forth check the shop trigger please :O

Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2)

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Post #5     TiKels Jul 12 2010, 12:58 am

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Quote from Tempz
Teal in the fur shop thing goon is missing
Confirmed in my game as well. If his english was too bad for you, teal doesn't have a cybernetics core given to him when he goes to the fur shop guy. Meaning he can't sell the furs.

We grinded (ground?) till we got to level 5, and then went to the reaver boss. Once there, we soon all died, and were respawned on a graveyard that you cannot leave. We were trapped by terrain.

General flaws:
1. If a player dies, his ore is then gone, but the amount of ore you can get in total is limited in the beginning, me, being a player that only died once (TO BLUE FUCKING USING SCARABS RIGHT BESIDE ME) due to my extreme OCD carefulness, became the strongest one with 1+10 armor (WOULDA BEEN 1+11), while all my allies had crap damage/armor. There is no way to regain your gold due to the limited gold amount you can get before the boss, theoretically, if you died enough, you could HAVE to face the boss with bare minimum upgs. It should be allowed that the gold you lost is capable of being regained.
2. All of the spells are hard to figure out what they do. Put some sort of information kiosk or something.
3. This isn't really a flaw, but the slowdown effect (Is it caused by walking in mud?) slows you down SO much, it makes an easy escape that much harder. Not sure if you should keep/remove it, as it adds to the level of difficulty, which is JUST right.
4. It was hard to actually find the correct exit to the reaver boss, if I had been weaker, it woulda taken a lot longer than it already had. I suggest you put a building there to mark it more clearly than the cursor sprite and give vision of it for a second so we know where it is.
5. The music at the reaver fight should have been a unique song set, it really would have been a lot more epic. The entrance of the reaver was totally lame and crash rpg -esque. Make it better, perhaps by having sporadic effects, such as corsair webs appear and dissapear with other like-color explosions in beautiful arrays. Do whatever you want, it's your map, but it really was unimpressive and could have been a lot more interesting.
6. I thought the mining etc etc skills were like skill points, you pick one and you are stuck with it, not runescape style, clarify this detail
7. Nobody knew what runes did, clarify this somewhere
8. Nobody knew what armor did (The question was posed "If we can get armor upgrades at the armory, what is the point of armor items")
9. Gah I just forgot. I'll edit it in later.I remember the one I had forgotten! It was that our teal started out NOT blinded. Idk how. When he died he respawned blinded.
10. If you go into the second town, to the church, go around behind the church instead of entering it from the dirt, you will get stuck and unable to leave the church.
11. Idk how it happened, but our blue player managed to be constantly healed when he used a healing item. He had a cage thing, 3 healing things, level 5. I could load the save and find out.

Was a great game for the bit I played. Was I supposed to get stuck at the reaver or is there more ?
This post was edited 1 time, last edit by TiKels: Jul 14 2010, 12:26 am.

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Post #6     Jack[RCDF Jul 12 2010, 1:05 am

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Looks a bit like Deathknights 3 + Spellsword, which is an awesome combination. I'll check it out if/when I have time :D

Red classic.

Left SEN, I may pop in sometimes but I have more useful things to do with my time. If you need anything, email me at zany DOT wun AT gmail DOT com. Maybe I'll come back some day and be regular again but right now it's not for me.
gg
olo im still here till the 2011 last stand contest and these SD topics are done with
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Post #7     Tempz Jul 12 2010, 3:17 am

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My English is not all that bad :O I'm just sleep deprived 90 percent of the time :O so there... THERE, are you happy you trigger happy sons of bitches >:O

Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2)

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Post #8     HCM™stickynote Jul 12 2010, 5:27 am

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lol. Trigger happy. You GET IT!?

Nice to see you release this map. Finally. Too bad it's not quite done, but good job making something playable.

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Post #9     Oh_Man Jul 12 2010, 10:31 am

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Thanks for the comments and bug spotting guys. I am on my uni break still so I plan to release the finalized version in under a fortnight. Shouldn't be too hard since there is not really that much left to do.

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1. If a player dies, his ore is then gone, but the amount of ore you can get in total is limited in the beginning, me, being a player that only died once (TO BLUE FUCKING USING SCARABS RIGHT BESIDE ME) due to my extreme OCD carefulness, became the strongest one with 1+10 armor (WOULDA BEEN 1+11), while all my allies had crap damage/armor. There is no way to regain your gold due to the limited gold amount you can get before the boss, theoretically, if you died enough, you could HAVE to face the boss with bare minimum upgs. It should be allowed that the gold you lost is capable of being regained.
Hmmm yeah, I could toy around with EXP penalties instead... could prove to be exploitable though.

Quote
2. All of the spells are hard to figure out what they do. Put some sort of information kiosk or something.
I'll see how I go with my strings, but I don't think I can afford to do this. The .pdf has detailed info on the spells though. I'm sure people will figure it out simply through repetition.

Quote
3. This isn't really a flaw, but the slowdown effect (Is it caused by walking in mud?) slows you down SO much, it makes an easy escape that much harder. Not sure if you should keep/remove it, as it adds to the level of difficulty, which is JUST right.
The slow down effect is actually caused by the Broezin (hydralisk). I thought their green poison spit attack made it obvious, but perhaps not? I did that so the Broezin could slow the players down for the Wolves to catch up to them, and to force the player to try and kill the Broezin first.

Quote
6. I thought the mining etc etc skills were like skill points, you pick one and you are stuck with it, not runescape style, clarify this detail
All the specializations are those beacons with the Civilians. They aren't like skill points you can't level them up or anything you just have them and you can use them whenever you want.

Quote
7. Nobody knew what runes did, clarify this somewhere
You make them from Charged Bones. They don't have any purpose except as part of the requirements for making items.

Quote
8. Nobody knew what armor did (The question was posed "If we can get armor upgrades at the armory, what is the point of armor items")
Did you guys go to the Blacksmith and use the Smithing specialization? It shows you all the items and what each of them does. They have all sorts of different bonuses for the player. I have a screenshot of the Vambraces menu in the OP.

Thanks for the detailed bug spotting Tikels!

I am working on Hell's Awakening RPG, stay tuned for further details.
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Post #10     Tempz Jul 12 2010, 3:06 pm

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- Crafting Skill Doesn't Work
- There is a glitch where if your unit is in the medic area it can avoid being blinded i avoided this once and i think i was becuase of rapid death of other people

Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2)

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Post #11     Gladius_Tito Jul 12 2010, 3:15 pm

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Nvm, I see what you're doing there.

Now, to list some bugs.
  • Mage's Offensive Spell one glitches permanently when he casts with no nearby enemies.
  • If you die during Gargoyle, you go to second cemetary.
  • Second Cemetary is impossible to get out from due to terrain issue.
  • Crafting doesn't work.
  • If Mage uses his mind controlling spell on one of the Gargoyle's spawns, they change to weaker versions after the spell ends.

I'll post more as I play more.
This post was edited 1 time, last edit by Gladius_Tito: Jul 12 2010, 7:09 pm.

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Post #12     samsizzle! Jul 12 2010, 11:10 pm

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when you die near the second town, after the reaver boss, it spawns you below the graveyard building and you're stuck...

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Post #13     parsnipsgalore Jul 13 2010, 4:16 am

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I like the Mage's ravenclaw reference.

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Post #14     Tempz Jul 13 2010, 7:18 pm

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With your permission I'd like to fix some of the glitches...

Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2)

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Post #15     TiKels Jul 14 2010, 12:25 am

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I remember the one I had forgotten! It was that our teal started out NOT blinded. Idk how. When he died he respawned blinded.
Btw my teammates were samsizzle and lethal_illusion. I believe lethal was blue and sam teal. I was red.

Not sure if this is a glitch, but the first time i played it as red i managed to get my carrier by level 5, but when i played a second time i never got my carrier (I reached level six that playthrough)

Here's some more

10. If you go into the second town, to the church, go around behind the church instead of entering it from the dirt, you will get stuck and unable to leave the church.
11. Idk how it happened, but our blue player managed to be constantly healed when he used a healing item. He had a cage thing, 3 healing things, level 5. I could load the save and find out.

I had a lot of fun on my first playthrough, but on my second it was a lot more boring due to the ease I had because of less deaths. I recommend upping the difficulty.

Quote from private_parts
Thanks for the comments and bug spotting guys.

Thanks for the detailed bug spotting Tikels!
Oh thank you thank you! You've all been a wonderful audience!

But yeah, thanks for thanking me, it made me feel good about myself.
This post was edited 1 time, last edit by TiKels: Jul 14 2010, 12:32 am.

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Post #16     Zergblender! Jul 14 2010, 7:57 pm

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YEAH yeah yeah yeah yeah! finally here.
I kept thinking "Damn that guy is thorough when it comes to testing his map over and over again and not releasing it".
Maybe it's time to play SC again =D ... when i get bored of my other games.

I definitely will play this.
the reason i checked sen every once in a while.

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Post #17     ETEFT(U) Jul 15 2010, 5:42 am

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I'll give it a shot and then leave some feedback. Be back in 15-25 minutes.

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Post #18     payne Jul 15 2010, 6:18 pm

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Quote from ETEFT(U)
I'll give it a shot and then leave some feedback. Be back in 15-25 minutes.
12 hours later.
<nothing>
XD

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Post #19     TheHoss Jul 15 2010, 8:50 pm

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Well either I'm not getting something or the option for Tutorial is bugged? Couldn't choose either or. Can't play game :(

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Post #20     Oh_Man Jul 16 2010, 12:22 am

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With your permission I'd like to fix some of the glitches...
You can if you want, the map is open. Remember I am releasing the complete version next week though.

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I like the Mage's ravenclaw reference.
:bleh: I got a couple more easter eggs hidden around. ;)

Quote
Mage's Offensive Spell one glitches permanently when he casts with no nearby enemies.
Not sure what you mean, it always seems to work for me?

Quote
If Mage uses his mind controlling spell on one of the Gargoyle's spawns, they change to weaker versions after the spell ends.
Not a bug.

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when you die near the second town, after the reaver boss, it spawns you below the graveyard building and you're stuck...
You're not supposed to spawn at all during Boss Battles. If all three players die during a boss battle it is GG, if two ppl die and the last player kills it the other two respawn afterward. I will fix this next week.

Quote
11. Idk how it happened, but our blue player managed to be constantly healed when he used a healing item. He had a cage thing, 3 healing things, level 5. I could load the save and find out.
Yeah found the glitch and fixed it, thanks mate.

Quote
10. If you go into the second town, to the church, go around behind the church instead of entering it from the dirt, you will get stuck and unable to leave the church.
Didn't even know you could get behind the Church lol, will fix.

Quote
Well either I'm not getting something or the option for Tutorial is bugged? Couldn't choose either or. Can't play game :(
Minimum 3 player dude. I may make a single player version, depending on demand.


V2.0 will be out later next week, which will be playable start to finish and crafting will work. After this I may release a v3 & v4 to fix the next wave of bugs, but then that should be mission complete.

Thanks for the help guys.

I am working on Hell's Awakening RPG, stay tuned for further details.
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