Staredit Network > Forums > SC1 Map Production > Topic: Twilight Legacy RPG
Twilight Legacy RPG
Sep 11 2007, 5:28 am
By: Hugel  

Sep 11 2007, 5:28 am Hugel Post #1



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Twilight Legacy RPG


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In Twilight Legacy RPG you will control a hero that is on a quest to destroy Lord Xontrox.
Each hero will have four spells at their disposal.
Made in the spirit of single player, but room for up to six players to battle at once.
Heros range in difficulty from easy to insane.
Each hero will have their own personal storyline to add to the main quest line.
To get the full story you will have to play each character's story.
Boss battles will be unique. Bosses can cast spells, just like heroes can.



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Progress


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- Ideas
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•99%

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- Terrain
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•100%

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- Unit Placement
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•99%

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- Triggers
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•99%



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Specifications


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- Players
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•Up to six players

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- Map Tileset
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•Jungle

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- Map Size & Stats
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•256x256
•833 Units
•1972 Triggers
•238 Locations
•11 Wavs
•61421 String Capacity


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Storyline / Introduction


Twilight Legacy RPG

In the beginning, life was simple. People lived out their lives in peace, and happiness.
The three moons above, stayed where they should have, in the sky. Then, something happened.
The second moon, the largest of the three, Twilight, collided with the third moon, the smallest of the three, Dawn.
No one could figure out the reason why these two moons had collided.
The collision resulted in both moons being utterly destroyed.
Their debris rained down upon the surface of the planet for decades, destroying lives and villages.
Pockets of people survived, and after the debris stopped raining down, they started to rebuild.
Most of the fragments were from Twilight. Some say that, through the collision, the fragments gained an aura of power.
Over time, a few people learned to harness this power. Some learned the power of healing, others, learned the power of destruction.
The surface was ravished by battles and wars, fighting over control of these Twilight Crystals.



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Features


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- Player Interface
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•Gateway spell casting system
•Four spells per hero
•Unique money system
•Money is done in death counters
•Visible representation of your money reserves, like a bank
•Random Battles System


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-What's new in the map?
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•Individual intros and endings for each hero
•Unique boss battles, bosses cast spells randomly to add to the fun
•Unique bank type money system


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Details


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-Characters (in order of difficulty, easy to hard)
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•Wrazzic the Warlock --- Hero Archon
•Nicto the Priest --- Hero High Templar
•Hexam the Thief --- Protoss Dark Templar
•Xanthia the Ranger --- Hero Kerrigan Ghost
•Bardak the Beastlord --- Hero Zealot
•Burdoc the Crusader --- Hero Dragoon
•Flagram the Cyborg --- Hero Goliath
•Wraken the Berserk --- Hero Hydralisk
•Tandor the Rogue --- Hero Marine
•Hokk the Monk --- Hero Zergling


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- Items
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•Healing potions ranging from minor to full heal
•Revive potions to allow reviving a fallen hero
•Quest items to collect along the way
•To go along with item, is the Research Center
•Each item has a base price
•Each Research Item you find in the wilderness will decrease cost for items
•In-game help will display prices for each stage of research


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- Spells
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•Healing spells
•Summoning spells
•Damage spells
•Support spells


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- Random Battles
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•To decrease the amount of units on the map at one time, a random battles system will be implemented
•Enemies will spawn and attack you every so often
•Enemies will spawn between one second and 30 seconds after your current battle finishes
•Enemies will not spawn if there is already enemies in your immediate area
•Enemies will spawn according to the area of the map you are in and what quest you are on
•Enemies will spawn in groups of up to 5 at once


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- Arena
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•Battle creatures in one on one battles
•Unlock new creatures along your quest
•Each creature unlocks in a different way



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•Map of the Realm


•Hero Characters


•Enemy Characters


•What Happens at Night


•Swamp Region


•Ice Storm Spell


•Fire Storm Spell



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Link to Map Showcase http://www.staredit.net/?topic=702

Staredit.net's Map Template! www.staredit.net

Post has been edited 23 time(s), last time on Oct 5 2007, 3:19 am by Hugel.



None.

Sep 11 2007, 6:01 am SteamBoy Post #2



Damn, I like your storyline, it kept me intrested in reading all of it, and i see your almost done.

the bank system to my knowledge is the first I seen, I dont know but there is always that one map that has your idea's out there. I think it's rather good idea.

and so you fight each other or what's with the single player or play up to six and fight. ?



None.

Sep 11 2007, 6:07 am Echo Post #3



You mind explaining the bank system? If its bad, I can give you mine which is easier.



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Sep 11 2007, 6:45 am Marsmallos Post #4



How did you give custom spells to your heroes? i have never figured out how to do that (i have SCMDraft 2)...

I have to say your map sounds interesting, very interesting. Looking forwards to test it! :D



None.

Sep 11 2007, 3:00 pm purple100 Post #5



Custom spells are trigger based, not actual unit abilities. They require quite a bit of imagination to figure out how to make them look cool and function.

I'm all for a simple RPG. My first RPG map experience was a very small vanilla Starcraft map for 4 players, with little to no story, sloppy triggers, and difficult gameplay. Pretty fun, though. More precise triggers and a wider range of characters/spells is always a plus. But RPGs with excessive "cinematic" style stories bore me... get to the action! Will I like this map?



None.

Sep 12 2007, 2:57 am Jello-Jigglers Post #6



I love rpgs! they kick butt! I hope you do a good job with this one :)



None.

Sep 12 2007, 3:56 am Hugel Post #7



The bank system:

You actual money will be recorded solely in death counters.
To represent your money and to get you a visual component,
I used the Xtra powerups to display money in increments of 50, 250, 1000, 5000, and 25000.
I decided to go this way because I needed minerals for the gateway spell casting and gas for armor/weapons upgrades.
The word bank may be misleading as you don't get interest or have a need to actually withdraw money.
It is always there for you to use it.

Custom Spells:

I tried to make each spell unique to each character.
Of course there were some that I duplicated. If a hero has an innate ability, it still has it.
Some of those characters, the first spell they get is the recharge ability spell, which gives their energy back.
While there are a few, only about 4 or so out of 40 that are duplicates, the rest are unique.
Most spells are either summoning spells (summon a helper for a few seconds) or,
straight damage spells (reducing creatures in the area down to a certain percentage of hitpoints)
While I do think virtual hitpoints is a good system, I have never liked that I can't see exactly where I'm at.
I prefer a straight corelation of the unit hitpoints to the damage I'm doing.

Storyline:

Currently, I have a cinematic intro in place, and right now I'm working on the character intros.
Throughout the game you'll get quest updates, but none are through cinematics right now.
I am currently experiencing some weird string limit bugs and I am having to delete comments to keep room.
As far as I can tell, I have plenty of room to finish intros and add in the ending cinematic.
After which, I plan to improve the quest cinematics little by little but,
I feel that the intro and character intros are most important.
The why you are playing as these characters.

Number of Players:

What I meant by up to six players is that I always make the map and test it with just one player.
I am a big fan of (current player) for triggers. I've always had a good base knowledge of how the triggers work.
From my experience with the map so far, it will be best with 2-4 players.
Any more than that and it might get a little crowded or you might need to spend more time in the arena.
Currently there are no permanent spawning points for creatures throughout the game.
All spawn points can be destroyed. I am thinking of working something out for some permanent spawning points however,
but I have only one location left to use.

Testing:

After all that, I get to sit down and play through the game twice to judge difficulty.
Once with the easiest character and once with the hardest character.
There is actually a huge difference in diffculty between the two.
It will be interesting to see what you all think when its done.



None.

Sep 12 2007, 4:07 am KorpzE Post #8



hopefully this kicks the asses of other rpg's gl!



None.

Sep 12 2007, 5:35 am Moogle Post #9

Predator of Bed Chambers

I remember this RPG from old SEN, I thought would be finished by now. Can't wait till map is done Hugel =)



If all else fails, crowbar the fucker

Sep 12 2007, 6:01 am SteamBoy Post #10



I understand now! and yes im a big big big fan of current player to and checking player1-5 ; ) hahaha! thank god for that.

and your vary vary close to finishing! I bet your excited!



None.

Sep 12 2007, 10:15 pm Hugel Post #11



Aye Moogle, this is the same map that I entered into the RPG contest.
I believe I took second or third in that contest even though it was not 100%, more like 90% at the time.
I took a very long break from mapping as I had run out of ideas on how to finish this map. :}
Since Staredit.net came back online I've gotten interested again and ideas are flowing again.
There is so much more I wish I could add to the map, but I'm running out of resources, locations and strings and units and such. :-(



None.

Sep 13 2007, 12:10 am Moogle Post #12

Predator of Bed Chambers

Always room for sequels Hugel =)

Well always nice to take a break and get your brain flowing once again. I do that at times when stuck on maps of my.

Glad to see that you are back once again and map making again. I dislike locations / strings / units limits.

Ye, I think was 2nd or 3rd can't remember since was so long ago.



If all else fails, crowbar the fucker

Sep 13 2007, 2:38 am Ateo Post #13



Quote
Most spells are either summoning spells (summon a helper for a few seconds) or,
straight damage spells (reducing creatures in the area down to a certain percentage of hitpoints)
While I do think virtual hitpoints is a good system, I have never liked that I can't see exactly where I'm at.
I prefer a straight corelation of the unit hitpoints to the damage I'm doing.

Hey man...I'm doing an RPG as well...I'm just wondering how you do your percentage based spells...because the problem I have with percentage based spells is that sometimes you wind up healing the enemy because you are setting their hp to a certain percentage...are there any measures you take to prevent that?



None.

Sep 13 2007, 2:44 am Hugel Post #14



I guess I really can't see anyway around it, sometimes you will end up healing the enemy.
I'm just being very up front about what your spells do and let you do what you will with it.
Only 2 or 3 of my heroes even have these types of spells, and they don't work on bosses.
The bosses themselves even sometimes cast these spells, so it could benefit you as well.
The weaker spells are the ones you'll get first, and will reduce to about 75% or so.
The ones you'll get later in the game reduce down to 25% or even lower,
such as the thief gets backstab, reduces all enemies down to 5%.
The enemies grow in hitpoints very fast as well, ending up around 6000 hitpoints.



None.

Sep 13 2007, 3:02 am Moogle Post #15

Predator of Bed Chambers

If you don't want to use a % to base dmg off. Could always make a remote box with Traps inside it to damage then enemy and move him back after X seconds. Depending on the skill you use ya give more traps and does more damage. That is one possible way if ya don't want unit to heal, not as good as setting at a % but does the trick somewhat.. Can even upgrade the traps damage if you want.



If all else fails, crowbar the fucker

Sep 26 2007, 8:57 pm Hugel Post #16



Small little update - Things to complete:

Intros:
3 left

Ending:
Invidivual character endings, if strings allow

New Battle System:
Too many units on the map were lagging the map.
I am switching to a random battle initiation system.
This will allow someone to go back to a previous area and hunt for a bit.
Progress: 45%


Hugel



None.

Sep 26 2007, 11:01 pm Conen. Post #17



One thing cunfused me about the story Why is there so much hate after the crash? you said everything was all happy and then boom planet crash and everybody kills eachother. How do you back up that claim?
However this RPG looks and sound very fun I can not, well yes i can and will, but i want it out soon.



None.

Sep 27 2007, 5:34 am BRu.Smile Post #18



And when it will release?



None.

Sep 27 2007, 7:21 am Ateo Post #19



Quote from Conen.
One thing cunfused me about the story Why is there so much hate after the crash? you said everything was all happy and then boom planet crash and everybody kills eachother. How do you back up that claim?
However this RPG looks and sound very fun I can not, well yes i can and will, but i want it out soon.

They are fighting because they want control over the crystals, which apparently hold great magical power



None.

Sep 27 2007, 11:46 pm Hugel Post #20



I'm hoping to get it done and ready for release within a week, two at the latest.
The random battle spawn system is working, its a completely different feel to the map.
I think its for the better actually.
Now I can get back to work on those intros, they don't take very long when I sit down and actually do them.
Then I just need to do a couple play tests to judge difficulty and tweak, and then I'm finished.



None.

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