RPG Hero
Dec 16 2009, 5:41 pm
By: JrOSTAD  

Dec 16 2009, 5:41 pm JrOSTAD Post #1





Martial Artist



Spirit



Angelic Paladin



Navy S.E.A.L.



Spark



Dragon (dragon form)

Dragon (Born form)



Phoenix


Marksman



Pilot

Assault Bike




Post has been edited 26 time(s), last time on May 11 2010, 7:58 pm by JrOSTAD.



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Dec 16 2009, 6:16 pm Kenshin23 Post #2



What type of game is your hero for?



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Dec 16 2009, 10:22 pm JrOSTAD Post #3



it's for a game thats based off Temple Siege, a base, a set of heroes with spells, and an enemy to defeit. if you want i can give you a better description of this character. ^^

infact, just imagine this guy in TS, with slight differences of course :P



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Dec 16 2009, 10:23 pm Jack Post #4

>be faceless void >mfw I have no face

Temple Siege RPG? Or just an AoS?



Red classic.

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

Dec 16 2009, 10:38 pm lil-Inferno Post #5

Just here for the pie

Aw come on, there are enough Aeon of Strife clones already.




Dec 16 2009, 10:52 pm Dungeon-Master Post #6



lil-Inferno is right, you should make a diffrent map, but the hero looks fun to play with



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Dec 16 2009, 11:26 pm JrOSTAD Post #7



1 question, wth is AoS? i have no clue :blush:



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Dec 16 2009, 11:28 pm Jack Post #8

>be faceless void >mfw I have no face

AoS = Aeon of Strife. It was a map that is basically the forerunner of DotA, TS, HS, Storm the Fort, RE World of Madness, etc.



Red classic.

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

Dec 16 2009, 11:34 pm JrOSTAD Post #9



ok, disregarding the actual map type (closest resemblance is TS), what do you guys think of my guy? thoughts, suggestions, criticism?



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Dec 16 2009, 11:39 pm Dungeon-Master Post #10



Hum... in weaknesses you could put weak against armored units, because of the 2 attack it does, wich makes armors twice as effective against zealots.
Strong against... well the zealot is strong against units with a lot of hp with relatively low armor.



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Dec 16 2009, 11:49 pm JrOSTAD Post #11



ok, i set the strength to mages (spell set rapes mages by design), and weakness to fighters cuz they have high armor and damage



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Dec 16 2009, 11:55 pm Echo Post #12



What does stamina do? Let's you walk/run?



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Dec 17 2009, 12:03 am JrOSTAD Post #13



MANA - the veriable used to measure a heroes ability to cast a spell (cost of spell - total mana) and then using the spell and subtracting the cost.
but you all know this. mana is the magical or supernatural abilities a hero possesses, stamina is identical aside from cost and type of reaction, stamina is used to cast spells the same as mana, however, stamina is used to cast physical abilities, eg. the Martial Artist uses pressure points to make more mana, transfuring energy. he also uses other physical attacks (hitting an enemies pressure point to paralyze them)

also i was thinking that i could have centered on a small location a person and if they leave it it subtracts stamina and re-centers the location (so the faster you move the more stamina drops)

Edit: think of it like this, you have two mana pools, and two spell sets



None.

Dec 17 2009, 2:09 am Dungeon-Master Post #14



Yea for the stamina-dropping, but make it that you do not lose stamina fast while walking, or it would just end plain stupid. Also make stamina regenerate slightly faster when resting than it degenerate when walking, making it realistic. And maybe make it so taht the more stamina you have, the faster it comes back.

For exemple, if you use a big physical ability that uses up all your stamina, it will be longer for the stamina to go from 0 to 10% than it is to grow form 10% to 20% and so on, making it that it almost regenerate instantly when you have 90% stamina, but when you got 5% stamina it may take a complete minute or even more to be back at 100%.

Also make heroes slower when out of stamina, it might add a big strategic issue to the use of Powerful physical techniques.



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Dec 17 2009, 5:28 pm JrOSTAD Post #15



Quote from Dungeon-Master
Yea for the stamina-dropping, but make it that you do not lose stamina fast while walking, or it would just end plain stupid. Also make stamina regenerate slightly faster when resting than it degenerate when walking, making it realistic. And maybe make it so taht the more stamina you have, the faster it comes back.

For exemple, if you use a big physical ability that uses up all your stamina, it will be longer for the stamina to go from 0 to 10% than it is to grow form 10% to 20% and so on, making it that it almost regenerate instantly when you have 90% stamina, but when you got 5% stamina it may take a complete minute or even more to be back at 100%.

Also make heroes slower when out of stamina, it might add a big strategic issue to the use of Powerful physical techniques.

lol. thats the exact idea i was thinking, by using a slowing technique when their tired, and they can gain stamina back at a diferent rate depending on how much they currently have, what hero they are (some may recharge faster), maybe even if they are at a particular location (your base maybe)

i had an idea too, if you just used a powerful ability so your out of stamina, then someone hits you with ensare, then a slow mana drain spell.... your pretty much frozen, dead. use stamina wisely, overusing it can cause death, although the martial artist can use focus chi and regain stamina almost instantly

thanks very much for your input ^^



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Dec 17 2009, 8:24 pm Dungeon-Master Post #16



No problem, it is a great idea and I might use it in my D&D map for the heroes. How much heroes do you plant on having in your map?



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Dec 17 2009, 11:30 pm JrOSTAD Post #17



at least six (1 for each player with 3 per team and 2 comps) but i might make more so people can chose from them but at least 4-6 minimum



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Dec 18 2009, 1:27 am Norm Post #18



Please, before you build spells for a character, build the character themselves. No one does this, and it leads to boring, one-dimensional characters who are slaves to their assigned spell set.

Here's what you need to do: Think of a kind of character you want. Imagine unique ways that you want him to be played. Try to be creative and (ignoring spells entirely) think of what's going to make this guy unique. What kind of neat systems you can use to build this character. Spells are the LAST thing you worry about when designing a character because the character should be unique even without his spells.

I see you have 8 spells, that is a decent amount. Make sure you invent a creative way for the character to choose his spells. Please DO NOT HAVE 2 SPELL CASTING BUILDINGS. Do not do that, it's dumb and makes the game clunkier than it already is with one spell casting building.


Now: Something important.

Niches are cool sometimes, but PLEASE do not make the character dependent on the niche. If you do this: say for example your martial artist is anti-mage. Okay, so the game boils down to 1v1 combat, and it's this guy vs a mage. He's almost guaranteed victory. Let's say he's against a non-mage who's niche is anti-martial arts. He has no way to win. You can still have niches, they can be good. However, build your character in a way that the niche is dependant on the character, not the other way around.

Like, because of the way this guy plays, he has an advantage against mages. That's a lot better than "This guy is ANTI-MAGE" Disable, Cancel, Dispell, MP drain, MAGIC IMMUNITY ARMOR, and high dmg/vitality so mages basically can't even touch him. That's bad, very bad. Don't make your characters one-dimensional. Some games do this, and they suck because of it.

Finally, I saw you talking about a stamina system and linking it in with abilities. This is awesome, good job trying to get original ideas into a dying map genre.

p.s. You are setting yourself up for failure if you're going to base your map on an already existing map. Do yourself a very big favor and make it better, add more to it, make it different, make it unique. Please, you'll catch shit about cloning a popular map no matter how different yours is, but if it's practically the same, then what's the point?



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Dec 18 2009, 6:34 am JrOSTAD Post #19



Thanks norm, I'll have to keep that in mind. but the niche is what he does best at, not the only thing he can do. and mages can still fight back with physical abilities, but i think i kind off overpowered the martial artist, and i might change some things, luckily i only just started planning, so it won't take much to chage stuff. thank you norm, you are far wiser than I.



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Dec 18 2009, 1:43 pm Dungeon-Master Post #20



Quote from JrOSTAD
Thanks norm, I'll have to keep that in mind. but the niche is what he does best at, not the only thing he can do. and mages can still fight back with physical abilities, but i think i kind off overpowered the martial artist, and i might change some things, luckily i only just started planning, so it won't take much to chage stuff. thank you norm, you are far wiser than I.
Naaah, he's a StarCraft addict, he knows everything and anything about maps / how good they are / how good they can be xD



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