by Samsizzle
PREFACE
After countless hours spent terraining, working on triggering efficient systems, and tossing story after story in the trash,
this is the final product (hopefully). Since I love exploring and discovering new things, I decided to create my map around that idea.
The map incorporates a bunch of systems I had in mind for a long time. The first would be the item system, which I've been working on for like 4 months now.
The other big system I wanted to bring into an RPG is the combo/fast-paced combat system, which will play a big role in this map.
I also needed a reason to make a crap ton of epic terrain. So I present to you; Deliverance.
STORY/SETTING
After a long journey you have arrived in the new land. As you emerge from the depths of the mountains the land is filled with an air of mystery.
You come upon a small village beside a lake, but not soon after you become familiar with your surroundings, the village is attacked by a group of hardened woodsmen and bandits.
You help defend the village and discover that the village is a recent colony brought to the land to find a mysterious treasure somewhere hidden in the vastness of this new province.
The Colonials are there searching for it because of the industrial and revolutionary value of the immense power the treasure possesses. The Bandits are searching for it to secure it
from The Colonials for fear that they would abuse the power of the treasure. Not mentioned though, is a mysterious faction which knows the whereabouts of the treasure, and
destroys anyone that comes near it.
SPECS
· 4 Players
· 192x128
· Jungle Terrain
· RPG
SYSTEMS/DETAILS
· Weather System
Dynamic weather that can happen randomly, anywhere on the map. Causes the player to slow down ~1/5.
Affects the environment, IE: some NPCs may go inside for the stormy weather, Certain monsters may spawn depending on the weather.
Generally though, less monsters will spawn while its raining. The rain will be a bit of a break for the players to check their inventory,
upgrade skills, and heal.
· Item System
9 Unlockable item slots, each with their own customizable hotkey, so players can use items in the middle of combat
without having to navigate a menu. 255 Possible unique items, each having their own effect. Expansive crafting system, with the ability
to craft many different items out of smaller ingredients such as; potions, single-use weapons, tablets, and other things. No dedicated trading
system is planned, instead players can drop items and pick them up. Armor and Equipment will store in the Item Inventory until they are
equipped.
Image
· Skill System
The skill system will be the main source of "spells" in this map. Players choose a skill set near the beginning of the map,
which determines what they will be learning the rest of the game. As the game progresses players can assign a point in a specific skill or
assign a point in the entire skill set which allows them to unlock other skills and benefits. Each skill has its own Combo requirements.
This means players cant spam a skill once they unlock it, they actually have to get a certain combo before they can use the skill. Sometimes
skills may have a stronger effect if you use them during a higher combo.
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ENVIRONMENT
The landscape I'm planning will vary. With many different looking places. So far the planned areas are pretty standard. Large open fields,
peaceful green meadows, thick and mysterious forests, ominous and epic canyon areas, dark and winding cave systems, large rolling hills
and many more to come. Hopefully my terraining skills have been refined to the point that I can pull all of this off without everything looking
generally the same. All areas will have appropriate details and doodads that suit the area alone.
PROGRESS
I have finished many of the base systems and the map is taking shape quite nicely. I will not post too much of the terrain because I think it
will take away from the exploring aspect of the map. I will continue updating this thread with more details as the map develops.
Post has been edited 16 time(s), last time on Nov 20 2011, 10:28 pm by samsizzle.
None.