I have decided to start work on my last project for SCBW. I know that there is just not enough motivation for me to do anything more than one last map, so I am using that to give me a push into finishing it. This will be the culmination of many of the RPG projects I have been working on in the past few years that I just never continued to work on. This map will most likely require EUDEnabler, not entire too sure if I want to go vHP or something more fluid and direct so that the player has more information. The concept of forcing EUDEnabler on players is something I am debating about internally, since it would allow for a lot more flexibility with the game. The game will have a retarded amount of EUDCs however, so for those of you non-humans with Macs, this map will not work for you at all.
I will be focusing on keeping the map closed in and cluttered, I really like how it ended up feeling with the enemy spawn system I am using. Items and gold will be a pretty big part of this map since it will have durability for your equipment, two/three slots for you to equip items in and a large inventory. I will most likely end up using a text heavy inventory system though I really don't want to, any other way would be too restricting for the system I have planned.
The map will also be using a heavy leveling system to give you dozens of different combinations of abilities, strengths/weaknesses and a heavy emphasis on teamwork. Spells will range from status effects to healing and towards the ends of just pure utility. If you and your allies do not try to support eachother by focusing on one aspect of fights, you will not get very far into the game.
I have no ETA on this project, but it will be finished.
Update June 10th 2016
Decided to fully implement EUDs into the map since making this map accessible to all of the dozens of people that still play UMS is a joke. This means quite a few of the systems I had completed will be reworked and replaced with new elements that will not only be far more intuitive, but graphically better. Since I have last shared my plans of the map, levels have been thrown away. Instead, the game focuses more on crafting and gambling if you choose to do so. You can craft items in town with resources you locate on your journey, recieve from quests, and find on fallen enemies last of all. Rather than equipment being purely incremental, I have decided to go with more dynamic weapons that can be crafted with special effects that you could not foresee when you started making it. Things like increase damage, attack speed, armor, health, mana, magic power, etc.
Providing players with three sources of damage they can use as they please: Sword, Bow, and Magic. Using the sword is obviously the simplest method and can still achieve good results, it puts you in the most danger. Bows can be used from a distance but require you to time attacks, aim, and have a unique combat style in their own regard. Spells are similar to Bows in practice, but are far stronger due to their reliance on mana. They can be offensive or defensive, shielding allies or chasing down enemies. The map still uses vHP because this is the best way to make a very engaging combat system. Enemies will not just stand there attacking you until they die, instead they actually have some unique behaviors.
Pretty sure I am done working with sound, I have personally made all of them similar in volume level to avoid deafening blasts and believe they will help bring the game alive alongside my other focuses in the aesthetics department. Currently at 53 sounds, but they are mostly 2-4 seconds long, and add just enough atmosphere to the game that I feel content. Currently unknown if I will add the next 11 sounds which are purely ambient background noise for each area.
Post has been edited 6 time(s), last time on Jun 11 2016, 7:09 am by LoveLess.
None.