Dungeon-Master's D&D, With this extended RPG system yall want!
Post #1 Dungeon-Master Dec 17 2009, 3:24 am
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Dungeon-Master's DnD 256*256, Jungle tileset. The map will incluse basic and more advanced controls for DM and a good RPG system, with numerous spells for heroes, random enemy drop system and more. There will also be everything we find in ye' old D&D map, like towns, NPC's, maybe a bit of pre-placed enemies etc. SPECIFICATIONS
STORYLINE/INTRODUCTION None thought of any yet. FEATURES
DETAILS
SCREENSHOTS/DEMO First screenshot !!! This is the DM's unit console, the creep replaces the beacon and the grid is just an eye candy. ![]() This is the Money/XP console. The DM can chose to give or take 1,10,100,1000 or 10 000 XP or Ressources to/from heroes. I only triggered the ressources part yet, I am waiting to have a solid XP system before modifying XP with triggers. ![]() This is a part of the DM's trigger console. ![]() PROGRESS
UPDATES
Made with the Map Production template. I need help to find more classes, This post was edited 43 times, last edit by Dungeon-Master: Apr 11 2010, 2:38 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #2 (Marine)rE Dec 17 2009, 5:04 am
Post #3
Norm
Dec 17 2009, 5:44 am
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From what I've gathered, he's building it with 1 player as the DM, with RP controls over everything, and a certain amount of other players who would fill the roles. Here's a few things:
1. More spells. 2. Don't make spells character specific, make MOST spells buyable / findable / givable to all players and only SOME SPELLS or SPECIAL ABILITIES (read: abilities that are not spells) character specific. DnD (I've only played it once) but I remember it's a lot about being able to customize EVERYTHING. 3. Equipment. You need an equipment and inventory system. 4. Storyline: NO. The DM is suppose to make it up as they go. 5. DM: RP Console needed. Ability to give players anything, ability to create any # of monsters anywhere. Ability to construct towns, villages, and any other thing they'd need to go with the story. 6. Characters: Traditional is good, but PLEASE make them more detailed and interesting. If I'm a thief, it better feel like it and more than "oh hey, my character is re-named thief" For example, give him the ability to pick locks. Give him speed and dexterity. Give him a bonus for using daggers instead of non-thief weapons. Give your paladin auras and healing spells, and a way to switch spell sets to where his offensive sword moves and anti-undead abilities are kept. Let him have character specific paladin shields that give bonuses. I like what you did with the mage, but PLEASE do not make him tassadar unless you are creative and develop a way for him to transport more easily. (See: Illusionist from HS}. 7. Moar Items. 8. Drop system from kills. 9. Stat points for the players. 10. Make SURE you have both the DM and the player role interesting and worth playing. 11. Lots of interesting, yet open terrain. with only SOME areas smaller. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #4 Dungeon-Master Dec 17 2009, 1:50 pm
Post #5
Biophysicist
Dec 17 2009, 9:43 pm
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:(){ :|:& };:
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If I were you, I'd use turn-based combat instead of real-time, and use a sair with dweb for all in-game actions. This opens up a lot of possibilities, from directly manipulating units' HP without relying on traditional vHP, to things like XPH's On The Wall feat, which lets you run on walls.
If you're interested in this idea, hit me up on MSN. I'm interested in making this with you (though I'm really busy with BASW atm). ![]() ![]() ![]() ![]() ![]() ![]() Your trolltag is twinArmageddons and you tend two 2peak wiith a biit of a lii2p.
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Post #6 Dungeon-Master Dec 17 2009, 10:20 pm
Post #7 (Marine)rE Dec 17 2009, 10:25 pm
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If you decide to do TBC, make sure you make separate little battle zones off to the side of the map and keep the location of the hero in place.
Attachments:
My map I'm working on does this, but it's RTC inside the battle area. Play as player one and fight an enemy, I suggest doing something like this for your TBC system if you do it. Personally I suggest RTC battles on the actual map since it's a d&d and there will be [so far as I know] a human dm, TBC's will be long and tedious for the players, unless you find some way to make them a quick "boom boom boom" battle. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #9 Dungeon-Master Dec 18 2009, 12:30 am
Post #10
Norm
Dec 18 2009, 1:16 am
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No, if you do TBC, don't half ass it with separate areas. Have it so that when a TBC begins, your guys stay where they are and the environment they are currently in effects the battle. If you want to be really awesome, have their positions matter and distance away from the enemy decide if certain spells hit etc.
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Post #11
Biophysicist
Dec 18 2009, 1:48 am
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:(){ :|:& };:
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Advice needed: Is a real-time battle system better? We'd use a Dark Archon with Mind Control instead of a sair with dweb. The disadvantages are that it's harder to trigger and might lag a bit. The advantage is that it's real-time, which most people consider more fun.
EDIT: We've decided to stick with real-time. This post was edited 1 time, last edit by TassadarZeratul: Dec 18 2009, 2:01 am. ![]() ![]() ![]() ![]() ![]() ![]() Your trolltag is twinArmageddons and you tend two 2peak wiith a biit of a lii2p.
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Post #12 Dungeon-Master Dec 18 2009, 2:23 am
Post #13
Biophysicist
Dec 18 2009, 2:33 am
Post #14 Dungeon-Master Dec 18 2009, 2:36 am
Post #16
Biophysicist
Dec 18 2009, 2:51 am
Post #17 Dungeon-Master Dec 18 2009, 3:20 am
Post #19 Dungeon-Master Dec 18 2009, 1:16 pm
Post #20
Biophysicist
Dec 18 2009, 8:38 pm
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:(){ :|:& };:
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Actually, I think I have a better idea than using the MC system. Here's how it works: There's a Hive for each player. Morph a unit at the Hive to activate one of your "feats". (You can select a new feat every few levels.) Additionally, you have three class-specific abilities, which are cast by researching an upgrade at the Hive. That gives each player 11 special abilities in total.
Class proposals: FIGHTER Unit: Zealot Abilities: -Archery: Summons a Lurker under your for a few attacks. -Power Attack: Turns you into a Fenix Zealot for just long enough to attack once. -Resilience: Gives you bonus armor for a while. Notes: One of the main combat classes (which should comprise the majority of the party). Designed to be an easy class for new players. WIZARD Unit: High Templar (NOT TASSADAR) Abilities: -Rechannel: Lowers your HP and gives your Templar full energy. -Body Fuel: Lowers your HP and gives you bonus mana. -Arcane Fire: Turns you into a Tassadar which can attack. Notes: Very fragile character, as he is dependent on hurting himself to attack. Can cast Psionic Storm and Hallucination. I have to go now, but I have some more character ideas which I'll post when I get back. This post was edited 1 time, last edit by TassadarZeratul: Dec 19 2009, 10:59 pm. ![]() ![]() ![]() ![]() ![]() ![]() Your trolltag is twinArmageddons and you tend two 2peak wiith a biit of a lii2p.
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