Lost Souls RPG
Post #1
CecilSunkure
Sep 12 2009, 6:56 am
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Lost Souls RPG
Latest Version Released: 4/5/2011 Storyline: You grew up in the land of Visus, a peaceful and prospering world full of awe-inspiring beauty. Despite the world's natural glow, there seemed to be dark spots; times when the Shedu would appear.. Periodically throughout history attacks from Shedu have been recorded. The attacks seem to be worsening over time with no sign of stopping. The Shedu are those who have passed from life, and, unable to enter into Heaven are cast down into Dystopia. Many Shedu become malevolent once cast into Dystopia, although a few stand firm and remain benign. These Shedu that remain benign, and sometimes even benevolent, are called Lost Souls. Recognizing this attack frequency increase you, a humble servant of the Basilieus (Emperor), rush to make this problem common knowledge. Though the Basilieus doesn't take a liking to your tale in the least bit; you are siezed, imprisoned, and finally executed. As you slowly come to your senses you realize that are no longer in Visus, you seem to be in the fabled realm of Dystopia. At first you have a slight rage building up inside of you, but you slowly calm yourself and focus, becoming a Lost Soul. You must fight your way through Dystopia and the Shedu, even the legendary Cerberus, longing to return to your beautiful world of Visus.. The only being around you that doesn't have violent tendencies seems to be the senile Orpheus, who couldn't tell which direction was up or down.. Gameplay: You play through this RPG in SINGLE PLAYER. The other player is now just an over-glorified observer, as I decided that the support player was just no fun. Both the player and observer can switch positions anytime during gameplay, and neither have an advantage over the other (experience is shared but displayed seperate), except for gold. Hence, there are no support spells; the ones I have in menu are lies and will be deleted. Casting Spells: To cast a spell, simply drop a unit out of your overlord on the bottom left of the map. The probe in the overlord is used to switch between player and observer. Mana: Mana is represented in vespene. For every vespene you have you gain a +1.5% chance of a spell failure. The lower your vespene the better. Stats: Strength: This will mainly focus on allowing the player to equip certain items, though there will also be in game "dice rolls" and checks that, depending on your strength level, will allow to access secret areas. Perhaps moving a large builder, and busting through a barricade (in this so far only 1 strength point is required, don't spend more than 1 or it will be a waste). Constitution: This is your health factor, as in, how "sickly" are you. This will allow you to make poison checks against a variety of enemies that utilize poison, as well as a few checks during cut scenes. I won't spoil any gameplay though, as I believe this attribute can be rather useful and fun xp (constitution has yet to be implemented even though it is a working trigger system on its own). Mana Degeneration: Self explanatory. The higher your level of this, the faster your mana degenerates. This is a good thing! Armour Class: Simply your character's actual armour upgrade. This can be increased with attribute points, or with certain augmentative items ((to be implemented). Attack Rating: Simply your character's actual attack upgrade. his can be increased with attribute points, or with certain augmentative items (to be implemented). This post was edited 21 times, last edit by CecilSunkure: Jul 18 2011, 9:25 pm. |
Post #3
Kaias
Sep 12 2009, 4:52 pm
Post #4
CecilSunkure
Sep 12 2009, 4:56 pm
Post #6
CecilSunkure
Sep 12 2009, 5:07 pm
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Lol, yet another action I have ignored.. I have a confession to make, I've only had internet for 2 years, and have been on b.net for less than that.. What a lot of people find common knowledge (like that secret leaderboard action) I don't know. But I do understand and can use some more advanced concepts, like binary countoffs, and coordinate detection, etc.. :C
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Post #7
Biophysicist
Sep 12 2009, 5:18 pm
Post #9
CecilSunkure
Sep 12 2009, 5:28 pm
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the demo wont be out for another month, i just know it I keep coming up with more and more ideas, especially pertaining to the storyline, but I have to keep things to a minimum due to the string maximum. Right now I have most core system of the map fully functional, and the menu is pretty extensive, AND I have dummy content for a storyline, and I am at 19.7% string usage. I fear I may actually have to split this into 2 RPG's, by just reusing my trigger "engine" from the first map. But that is a worst case scenario. We will see once I get near completion what will happen. I've been recycling strings like a madman.. |
Post #11
Norm
Sep 12 2009, 8:29 pm
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AHH we were discussing this yesterday. Let's have a race: Will I put out my BETA of my new map? or Will you finish your Demo first? Me and you are going to take this thing for a spin either way.
p.s. You're lucky (only 14 spells). I got 82 to do for my project, so you have a head start on me =) ![]() ![]() ![]() ![]() ![]() ![]() |
Post #12
Tempz
Sep 12 2009, 8:47 pm
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What a caterpillar calls death a master calls a butterfly.
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Thats weird in the 2nd screen shot top leftish corner i have the same doodad thingie in my terran comp...
![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #14
CecilSunkure
Sep 12 2009, 9:35 pm
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Thats weird in the 2nd screen shot top leftish corner i have the same doodad thingie in my terran comp... That's great (sorry if I write wrong some words, I don't write well english xD), I'm making a RPG that I thought could be one of the bests but this is awesome, I can't wait to look it finished .@ Norm Allright, I accept thine challenge. Off to work more on mah map I go.. This post was edited 1 time, last edit by CecilSunkure: Sep 12 2009, 9:42 pm. |
Post #15 TF- Sep 13 2009, 12:44 am
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Classical Restraint
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Looks pretty cool, I like the unusual story and I would have loved if it was paired with an unusual tileset but then Badlands has its (well-known) strengths; the mana system is interesting with its backward-ness, I just hope it won't take too long to get used to.
I don't even know where to begin on the 2-player system, I think I'll have to see it to believe it. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #16
CecilSunkure
Sep 14 2009, 12:52 am
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But on more of a pleasant note -fine tuning spells and my battling systems comes much more naturally to me than perfecting dialogue xp |
Post #18
CecilSunkure
Sep 14 2009, 5:02 am
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I can help with the dialogue if you want, proofread/expand etc. |
Post #20
CecilSunkure
Dec 24 2009, 2:34 am
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My RPG was, regrettably, at a pretty much dead stand-still as school hit until about a week ago. I've been working on this over Winter Break, and promise to finish it before I graduate from my senior year of highschool.
I currently have a very large amount of work on the map already done, and I'd say the overall map is about 50% done. The only bad part is that this 50% is largely in the mechanics of the game, as in, the trigger systems. Currently I have 1250 triggers in the map. These triggers make up a variety of systems, the largest being my in-game text based menu. I've been recycling my strings like a madman, and I've only hit 35% of the my string usage so far The map is very playable, and I'm almost done with all the spells for both the support and offensive player. Once all the spells are done, I will finalize the item system (equipping, discarding, using items), and finalize some of the text based menu. After those two are done, which should take 2 good work days, I can focus on the storyline and terrain. I've actually been told by a few people that my terrain is too detailed, and I should lower its quality to speed up production, but I won't be doing that. I might as well finish everything with top quality; I've spent so much time on this that it would be a crime to start slacking off. I feel I'll be able to hit 70% of map completion at the end of Winter break, assuming that nothing unintended comes up, like work, or family matters. Wish me luck! Note: I'm past the point I wanted to release a demo at, so no demo will be released -plus, the due date is coming up anyways I've also cut out a couple unnecessary stats, like lore. |
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