I will make this more thorough in the future. In the meantime, read what I have written so far and check out the
An Open RPG
This RPG will be an accurate simulation of MMORPGs like EverQuest, and World of Warcraft. Though many ideas/concepts will be borrowed, names/terrain/storyline/terrain and most skills/spells will be original.
Specifications
-Players• Four (4)
-Map tileset• Ice
-Map size• 256x256
Storyline / Introduction
At the moment, this is undecided. Although players will be able to choose to focus solely on character advancement, a storyline may be followed.
Features
-Player InterfaceMaximum of four players.
-What's new in your map that others have not done before?• Unique spell system (Explained down below*)
• Hero feats*
• Innovative abilities
• Player parties
Details
Heros• Rogue; (Descriptions soon to come; names are subject to change)
• Warrior
• Sorcerer
• Druid
S P E L L S Y S T E MIf you've ever played EverQuest, this spell system will seem very familiar to you.
If you haven't try to bear with me.
Spells are typically bought at guilds (Some spells can be aquired through quests). 1.) Once a spell is bought, it is added to your spellbook.
2.) To use a spell, it has to be memorized. To memorize a spell, players make one of 11 protoss units @ their RoboticsFaciility/Starport/Gateway. Each unit represents a different spell within the spellbook. The player may view the contents of his spellbook at any time.
3.) After a unit is made, the player must select which spell slot he/she wants to memorize it to.
SPELL SLOTSThere are 7 spell slots in all (In the demo, spell slot 1 is the only one operational).
Each spell slot is represted by a rectagular peice of terrain & a civ for each player.
4.) Once a spell is memorized to a spell slot, it can be casted by moving the civillian in the corresponding spell slot to the snow. Spell slots can be reassigned by memorizing another spell over them.
When a civ is moved to the snow, the spell begins to cast.
NOTE: Some spells (Like the druids 'Minor Healing' spell) are targeted to certain players. In which case, the player must select which player he wants to cast it on by creating a unit @ a gateway (it would look like Move civ > Create Unit @ Gateway AKA Target Player 1,2,3 etc.., Spell is cast)
NOTE*: The entire system can be hotkeyed, and spells can be cast seemlessly without looking away from your hero.
CASTING TIMEEach spell has a 'cast time', that is, a period of time between the moving of the civ, and the actual casting of the spell. Each spell has a unique cast time.
Casting time will be able to be improved by feats later in the game (See below)
INTERRUPTION• Spells have a 87.5% (12.5% chance to succed) (This percentage can be lowered via feats) chance to be interrupted if the player is moving during the casting time of the spell.
• When a spell is interrupted, it consumes no mana.
MANA REGEN• Mana is periodically regenerated as long as you're standing still.
• Mana regeneration can be increased based on: level, skills/spells (periodic), or feats
PARTIESPlayers may choose to form party. When a player is in a party he or she shares XP/Gold when they're in radius w/ the party leader.
• A player may leave a party at anytime.
• Any player who isnt in a party can invite another player if they are non partied.
• The leader of a party may kick any player out of the party, as well as invite newplayers
SPAWNS• Creature spawns will be one of X random spawn combinations. The spawn is then refreshed every Y seconds and a randomized combination of monsters is created.
• Certain creatures have a small % to spawn. These creatures will commonly be used for quests and may be significantly stronger than other creatures in the area.
EXPERIENCE• Players get XP and gold when they kill NPCs. They are notified onscreen of their XP and $ gain and played a sound whenever they get a kill.
•[As noted above] XP is shared with party members if you're in radius with the party leader. The person who gets the kill gets a very slight bonus.
LEVELING• When a player levels, he/she gets a # of gas. Gas is required for:
1.) Upgrades
2.) Feats
3.) Certain high-leveled spells
(A limited number of gas can be purchased from class trainers per level.)
Maximum HP and Mana are also increased.
FEATSA feat is a passive effect that affects a heros spell casting.
Some examples are
• Spell intteruption %
• Spell/skill mana consumption
• Spell/skill range
• Specific skill attributes
Feats are purchased with gas (Skill Points) and gold. Each feat will have a required level, and most feats will have prerequisite feats that must be obtained first.
SKILLS/SPELLS(Coming soon)
DEATH(Coming soon)
DEMO
The demo is attached.
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NOTES
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(9/15; 1st Demo):
• All the classes have 1 skill each except the warrior (Check back for updates.)
• Alot of functions are inactive as of now. Many are noted in-game
• Plenty of units remain unamed.
• Death hasn't been triggered yet, remake if you die.
• Hero descrptions in the intro do not work. The rogues is going to be rewritten.
Made with Production Template (keep this link to help propagate this template or you get smitten!)In the demo..
• Switches in map only used for dice.
• In production since around August 27.
• /w me on USWest to get in on testing of the latest version.