Staredit Network > Forums > SC1 Map Production > Topic: The Architect
The Architect
This topic is locked. You can no longer write replies here.
May 31 2012, 11:49 am
By: Oh_Man
Pages: 1 2 35 >

May 31 2012, 11:49 am Oh_Man Post #1

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

The Architect

I am happy to announce that The Architect RPG has finally released!

Set in a medieval-fantasy world, this feature-packed, 1-3 player RPG puts players in command of a trio of heroes as they try to hunt down and capture Seneras, a powerful sorcerer who has betrayed their order for unknown purposes.

Three Unique Heroes

Each hero has their own mana system and an array of spells unique to their class; and participates in the story in their own unique way.

Verius :: The Warrior

Verius is an enthusiastic yet arrogant young swordsman. His skill with a blade is unparalleled, and he can rend his foes from shoulder to hip with the ease of a hot knife sliding through butter.

Lethal Melee Mastery: Tear vermin apart with vicious sword chops, reel in fleeing foes with the Longreach Harpoon, and dispatch multiple foes in a blink of an eye.
Hard Hitting Combos: Obliterate enemies with deadly chains of attacks by using these skills repeatedly in quick succession, culminating in a power hit on the third strike.
Empowering Auras: Aid your ailing allies with soothing auras, refine your skills with focusing mantras, and bolster your party's offensive and defensive abilities with rousing battle shouts.

As a warrior, Verius builds his mana through combat. While in combat his mana slowly climbs, and each kill provides an additional mana bonus. While out of combat, his mana rapidly diminishes.

Iredite :: The Mage

Iredite is an elderly mage assigned by the Order to hunt down Seneras, his old mentor. For Iredite, this quest is personal, and he will do whatever it takes to ensure his old friend is brought to justice.

Volatile Magic: Incinerate foes with arcane fire, turn them against each other with ethereal charms, and leech mana from your enemies.
Protective Spells: Stay in control by freezing swathes of enemies and silencing their spells. Shield yourself with mana, or distract them with mirror images.
Support Role: Enchant your allies with numerous arcane buffs, heal their wounds by channelling your energy, and keep their foes distracted with devious spellwork.

As a mage, Iredite has access to rapidly regenerating mana reserves. However, casting a spell will halt mana regeneration temporarily.

Rionna :: The Rogue

Rionna is an ambitious young woman with an unquenchable thirst for, what her colleagues denounce as, 'calamitous' arcane arts. These powers may prove instrumental in the coming battle, however.

Archery Prowess: Slow enemies with crippling arrow shots, wound and kill with poison tipped arrows, and infuse your arrows with mana for deadly explosive shots.
Summoning: Summon a diverse variety of familiars to serve numerous tanking and support roles, bolstering the effectiveness of you and your party.
Traps: Lay traps which confuse and maim, funnelling your enemies into a desired location or even channelling their life into mana.

Rionna regenerates her mana in three tiered bursts; 20%, 50%, and 100% of the mana cap. Each tier progresses to the next, unless it is depleted.


Why tell you when I can show you? A ten minute video showcasing the most salient features of this map.

This video shows the basics of the item and crafting systems.

This video shows a quest, and how the game responds to missing players.

This video shows a miniboss battle.

For those who were wondering, this is the continuation of my previous map, Hell's Awakening. I renamed for two reasons: because the story no longer matched the title, and because I redid practically every system in the game.
I hope to be finished with the map in the coming months. I'll try and release a version during the holidays, either the full version or a 'beta' version, depending on my progress.
Be sure to post here or PM me if you have any questions about the map. I can also be found in channel donuts on US EAST if you are looking to test.
Thanks for your continual support everyone, I sincerely hope you will all be able to play the completed version of my map sometime this year.
Progress has gone really well and now that I've finished my undergrad I expect to get work done at an even faster pace. At this point I will be releasing a Act 1 demo sometime in December (Merry Christmas!) with the final game (five acts in total) to be released in Q1 or Q2 at the latest. Wish me luck and thanks for your continued interest in this project!
Due to string cap issues I have had to drastically rethink my approach to this project. At this point I will have to release each Act on a separate map, with some sort of save system to carry customisation across between maps. This project has been going on for so long now that I can't say I have much passion left in it anymore, but at the very least I plan on getting Act 1 out there officially.
Still working on this. If you question my sanity - I don't blame you.
Amazingly, I am still working on this, nowadays at a considerable pace. I've finally completed the main quest line, which means the game is now start to finish playable. I am now working on two more side quests I want to fit into the game, as well as a bunch of other random stuff.
Added equipment comparing and trading to the item system, overhauled the crafting system and utility belt, added more monster types in the wilderness - each with their own spells. The game only has one side quest at the moment. I wish to add two more, possibly three (if strings allow). Optimistic for release at the end of this year.
On annual leave at the moment, going to fill out the rest of the string limit I have just freed up with two more side quests. I really hope to release within the month. I am on US West channel donuts while I wait for US East issues to be resolved.
The neverending journey continues. :P At this stage the side quests have been put on hold as I've implemented a large array of quality of life improvements to many systems in the map. The spell and item systems have received the biggest upgrades, and the level cap has been raised to 10.

The item system previously felt very much tacked on, and not really an important aspect of gameplay. This was pretty disappointing as it has to be the most trigger-extensive system in the entire map. So what I've done is I've boosted the item affixes' impact and frequency considerably. All the values have been jacked up. There's also a larger variety of affixes. Now, when you equip a new piece of armour or weaponry you should notice its impact in combat, either through improving your survivability, damage, or some other miscellaneous effect. I've also added set items into the game. Equipping an item set grants a set bonus, which is a unique, powerful bonus that improves your character in a meaningful way. Collecting these sets will be a big incentive for players working towards specific builds.

Each class now has seven spells total (up from six). Many have been improved, others have been completely reworked. The main drawback to my spell system is you cannot target specific points on the map, like with a Dark Swarm system. I've tried to alleviate that by using a proximity based target priority system. I've also implemented a new progression system: spell mastery. This system lets you upgrade your spells at the Artisans Guild.

Currently the game has only one side quest. I'm about mid-way through coding the second side quest now: What Lurks Below. It features puzzle rooms, removed-player-vision effects, a run and gun sequence and a boss battle, all wrapped within a Lovecraftian setting.

My goal is to complete the side quest in time for the Remaster release of Starcraft Brood War. If the string limit allows I will work towards another side quest and additional features and improvements post launch. Thanks for your support!

Release date 5 August 2017 announced! Read more here.

Post has been edited 35 time(s), last time on Aug 5 2017, 12:23 pm by Oh_Man.

May 31 2012, 7:27 pm Kaias Post #2

I'm impressed. This actually looks a lot better than HA.


Jun 1 2012, 10:56 am Jack Post #3

>be faceless void >mfw I have no face

Is the crafting system working yet? Also, are the items entirely random (within limits I suppose) or pre generated?

Red classic.

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

Jun 1 2012, 11:13 am Oh_Man Post #4

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

It is working, I just have to keep adding more recipes to it.

The items are pre generated unfortunately. I don't think I have the patience nor the strings to pull off randomized attributes. We'll see. I've got itemisation set up so crafted items are basically the best items you can get with a few rare exceptions. Not sure if that is the right way to go or not. I would appreciate any feedback.

EDIT: OK you know what I am really intrigued with the possibility of randomised attributes now. That will really push the 'wow' factor for my item system, though it will increase my workload somewhat. I think I can minimize string usage though. I'll brainstorm with the donuts boys later.

Post has been edited 1 time(s), last time on Jun 1 2012, 11:19 am by Oh_Man.

Jun 3 2012, 6:17 pm Tempz Post #5

Basically here is the doodads i promised for your rpg; I can make a swamp-ish water using shallow water just send me a map of the water shape you want and i will send it back to you.

Hits: 14 Size: 56.1kb


Jun 3 2012, 6:34 pm Oh_Man Post #6

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

Cheers Tempz.

Yer I don't think I will do randomised attributes. Too much workload for pretty minimal gameplay difference.
There will be approximately 200 items in total though. But if you get two items that are the same name, you will know their attributes will be identical. You can enchant items later in the game however, which adds an extra layer of item depth.

Post has been edited 1 time(s), last time on Jun 25 2012, 2:47 am by Oh_Man.

Jun 6 2012, 11:34 pm Bar Refaeli Post #7

Shorter night!


Jun 28 2012, 2:32 pm 3FFA Post #8

Sorry I'm late :P. I just noticed this. Nice job! If there is anyway I could try this I would love to. Also, a few questions.

What happens if you die to the reaver? Do you revive? Does the area get locked when there are still team members in the boss area keeping you from using 1 member as a tank, waiting for him to come back, then repeating?

What if you all die to the reaver and respawn? Does the reaver respawn too?

If you keep respawning, how do you lose?

If you run from a fight, will the other 2 guys you control follow you or attack the enemies?


Jun 30 2012, 4:04 am Oh_Man Post #9

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

You can't run from a boss fight. You are trapped in an arena.

When someone dies in boss battles they cannot respawn until the battle is complete.
If everyone dies at the boss battle you are respawned before the start of the battle, allowing you to train up some more or try again.

I wanted to remove the frustration of having to continually remake the game. Players who are pulled away from the game due to failure are less likely to RM, especially after repetitive failures.
With the respawn system, the players have to pull THEMSELVES away from the game.

Jun 30 2012, 5:46 am staxx Post #10

Wow, that looks really good. Whats the completion status on this bad boy?


Jun 30 2012, 6:11 am Oh_Man Post #11

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

Basically every system is done as you can tell by the video. I just have to implement all the quests. A demo should be out sometime July.

Jul 2 2012, 3:59 am 3FFA Post #12

If you ever need someone to test I'm usually on... just message me :P. Seriously, I have like nothing to do this Summer. :blush:


Jul 25 2012, 2:13 am Oh_Man Post #13

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

New video, showcasing the item and crafting systems.

Jul 25 2012, 8:51 am Jack Post #14

>be faceless void >mfw I have no face

lol neckbeard

Red classic.

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

Jul 25 2012, 9:55 am Lanthanide Post #15

Generally I think the Australian accent is the most annoying english accent ever, but your's is kinda sexy ;)


Jul 25 2012, 7:15 pm Oh_Man Post #16

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


Even more annoying then all those American accents?? :omfg:

Jul 26 2012, 10:20 am Lanthanide Post #17

I'm desensitised to American accents since they're on TV, and they never put the really atrocious southern/Appalachian ones on because no one can understand them.


Jul 27 2012, 6:55 am Oh_Man Post #18

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

Yer I'm pretty desensitised too. Pretty much all TV comes from America.

Aug 9 2012, 3:54 pm Mouse Post #19

Holy shit this map looks amazing! Will there be a save feature? And I wish to help you test it when you need it!


Aug 10 2012, 1:57 pm 3FFA Post #20

Just post here an hour or two before you need testers, you'll get plenty, including me :D


Pages: 1 2 35 >
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[08:03 am]
O)FaRTy1billion[MM] -- pinning is smart tho
[08:03 am]
O)FaRTy1billion[MM] -- the topic was already in that forum tho lmao
[07:42 am]
NudeRaider -- *should
[07:42 am]
NudeRaider -- There. Hopefully that'll help in the future. It really shout have its own menu item or at least be under site. But since that's not happening I think this is the next best thing.
[07:30 am]
NudeRaider -- Ultraviolet
Ultraviolet shouted: lil-Inferno w
[06:29 am]
Ultraviolet -- lil-Inferno
lil-Inferno shouted: "That's so dumb" "u"
[02:55 am]
zsnakezz -- omicron purse fool
[02:54 am]
zsnakezz -- so i landed on a space pirate rpg
[02:54 am]
zsnakezz -- and when obama was in office corona didn't exist yet so its trumps fault
Please log in to shout.

Members Online: Roy, fithplanet, Oh_Man