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Staredit Network -> UMS Production -> Kingdom Of Sorrows
Report, edit, etc...Posted by Kingra on 2005-05-05 at 21:42:46
[center]Kingdom Of Sorrows[/center]

[center]General Info[/center]


QUOTE
Players: 1
Tileset: Jungle
Map Size: 256
Game Type: RPG - Golden Sunish theme


[center]Construction[/center]

Overall Progress (8%)
[progress]8[/progress]

QUOTE
Terrain
[progress]12[/progress]
12%

Triggers
[progress]9[/progress]
9%

Storyline and Plot
[progress]100[/progress]
100%

System Triggers (HP Systems, Battle Systems, etc.)
[progress]15[/progress]
15%

General Planning
[progress]99.2[/progress]
99.2%


[center]Storyline[/center]

QUOTE
Basicly the prologue which my RPG will continue.

Lunar Sands, where the stars are bright and the moon shines with brilliant light, rivaling even the glare of the red giant Sun. The ground starts to shake rapidly, as dark whorls of unholy energy pierces the atmosphere of Kirising slowly. Meteors crash around three figures; as they stare into the sky, Sheeba can see the figure on the moon and the black light around it.
Sheeba: Daramos...he is gathering energy to destroy Kirising!
Celius: Yes. He must be stopped.
Thredes: But...how? We cannot face him. He is too powerful.
Sheeba: There has to be some way...
Celius: But there is a lot of time left before Kirising is taken. We have time...
Thredes: I got it! There is a way to stop him. I believe there is an instrument that can play with time, and if we are fast, we can obtain it and use it to gather what we need to stop Daramos!
Sheeba: You're right, Thredes.But it would take days and even months to do it, what we don't have. And how would we be able to have the skills and wisdom to pass the mighty tests that we must pass to get to it?
Celius: We'll do alright. Have faith, Sheeba.
Thredes: It is better to die fighting the evil you know then to stay paralyzed by the dangers you dont know, and know as you are overwhelmed that your world will be consumed.
Suddenly, a meteor came forth from the sky, large and heavy, of a kind that could kill them
"Look out!" Thredes shouted as all three of them dive out of the way of the falling stone.
Celius: Lets get out of here!
But another surprise came. Four of Daramos's soldiers appeared in front of them.
Soldier #1: Who are you to be here? Trying to interupt with the Dark Lord's plans? I think not!
A soldier from behind threw an energy bomb that transformed into a net of energy, capturing the three.
Sheeba: No...
Soldier #3: Yes! You're coming with us.
Another soldier smacks them in the head to knock them unconscious for the time being...



[center]Systems[/center]

QUOTE
- Money
General Money system. Your minerals are how much money you have. And the currency in the game is something easy to remember: Coins!
- Team Take-Turn Battles
Basicly you will obviously have a party of three if you read the storyline. I chose take-turn battles to make it more interesting and because we have three main characters here.
- Team Magic Points
TMP for short. Unlike other RPGs, your entire party will have a set amount of TMP that increases as you level! Your ore is your TMP.
- Interactive Playing
You will be able to talke to townspeople, walk into SOME houses, and cast spells and use items you have obtained to unlock more of the plot and even access side quests!
- Random Battles
I'm gonna try and create a system so when you walk around you have a chance to encounter an enemy. If I find one already made, I'll say so immediately. happy.gif
- Leveling
An essential element in RPGs. The usual leaderboard system, no thing special here.
- Items
Dropship system with 8 general items. "Special Items" are kept in a different place. I'll post more about the items when I create them.
- Spells
Cool. I'm limiting each character to five spells. When you obtain new spells, you will have to replace old ones. Some spells and be used both outside and inside a battle, some only inbattle, so choose wisely, and make many saves! I saw how Killer did a Save reminder kind of thing in his FF map, and I might use that. I'm not the kind of guy who wants to spend forever on just one system.


[CENTER]General Items[/CENTER]

QUOTE
Alchemic Potion
A red potion said to give the user and his or her party an enhancement in energy.
Heals TMP.

Health Potion
A potion that heals the user of his or her wounds.
Heals HP.

Energy Drink
Makes the user hyper. Use with caution, may have negative effects.
Raises evasion and may tire the user after use.

Antidote
An herb-like substance that rids the user of poison.
Cures Poison.

Eyedrops
A substance that can clear a user's vision.
Cures Blindness.

Paralyse-free Potion
Untensens the muscles and allows the user to move again.
Cures paralyze.

Golden Feather
Pluck off the feathers of this magic item and toss them onto a downed one, and they will live again.
Revives a teammate.

Angel's Blessing
A bottle of magic that cures all status ailments and slightly heals the user.
Cures all status.



[center]Screenshots[/center]

QUOTE
[attachmentid=9141]
It's Sheeba's turn now.
[attachmentid=9142]
Ohnoez! Two Guards have appeared!


This page is being continuously updated.
Report, edit, etc...Posted by KaboomHahahein on 2005-05-05 at 21:48:40
Yes to all.

Map sounds good and I really want to see your random battles thing if you get it to work properly.
Report, edit, etc...Posted by GT-Marine on 2005-05-05 at 21:51:08
Heck yes you should finish it!

'Claims Dibbs on first tester smile.gif'

This map sounds great, i really hope you do finish it because i am eXcItEd whoo!!!one!oneeoneoneone!!

I wish you much goodluck
Report, edit, etc...Posted by Kingra on 2005-05-05 at 22:14:14
I added a quick item system summary which I forgot to do. smile.gif
Also, I'll do the items right now. The Special Items will be kept a secret until I release this map.

Also, I'll say that I'll do a way to exchange items from one character to another, because 3 characters means 3 different Dropships!

I will also mention a character status system later on.

GENERAL ITEMS

QUOTE
Alchemic Potion (Dark Archon)
A red potion said to give the user and his or her party an enhancement in energy.
Heals TMP.

Health Potion (Archon)
A potion that heals the user of his or her wounds.
Heals HP.

Energy Drink (Vulture)
Makes the user hyper. Use with caution, may have negative effects.
Raises evasion and may tire the user after use.

Antidote (Probe)
An herb-like substance that rids the user of poison.
Cures Poison.

Eyedrops (Delifer)
A substance that can clear a user's vision.
Cures Blindness.

Paralyse-free Potion (Lurker)
Untensens the muscles and allows the user to move again.
Cures paralyze.

Golden Feather (Warbringer, Reaver)
Pluck off the feathers of this magic item and toss them onto a downed one, and they will live again.
Revives a teammate.

Angel's Blessing (Reaver)
A bottle of magic that cures all status ailments and slightly heals the user.
Cures all status.


The cost of the items is still pending. Thanks to everyone who supports my project!
Report, edit, etc...Posted by GT-Marine on 2005-05-05 at 23:08:08
Whoo sounds good!

Goodluck on the item swapper thing. Shouldnt be too hard, at all, no, that dosent seem like it would be hard at all. Anyway! Goodlucks happy.gif
Report, edit, etc...Posted by -BW-Map_God on 2005-05-06 at 00:00:32
Sounds like a promising RPG... though with three party members would it be so hard to make a multiplayer version too? tongue.gif Anyone good luck with it cool1.gif .
Report, edit, etc...Posted by TheOddAngel on 2005-05-06 at 07:27:46
There has beenrandom battles... Make a small location about 2x2 around a party unit or whatever your using. Whenever the unit leaves that locatin have about 3 switches randomized then have the combinations blank and have 2 for different units and such... Its fairly easy to make.

Sounds like a good map keep up the work
Report, edit, etc...Posted by Kingra on 2005-05-06 at 19:28:21
Thanks OddAngel, that might work. I guess I'll have to try it out. wink.gif

And I might make a multiplayer version, but for now it's going to be 1 player. Multiplayer would require 3 people and I think a lot of people prefer solo. :\ Well, that's just what I think.

And when I started the dropship inventory testing I saw I needed smaller units so I switched them around. Silly me! I'm using Drone, Probe, SCV, Dark Templar, and four other units that are useless to me and can fit into a dropship.
Also, I'll mention a spell system that will require you to think. smile.gif

- Spells
Cool. I'm limiting each character to five spells. When you obtain new spells, you will have to replace old ones. Some spells and be used both outside and inside a battle, some only inbattle, so choose wisely, and make many saves! I saw how Killer did a Save reminder kind of thing in his FF map, and I might use that. I'm not the kind of guy who wants to spend forever on just one system.

Well so far my map's going well.

UPDATE!

I got my first picture up. Look at the screenshots section. If you want, I can redesign it, qPirateking style. wink.gif
Report, edit, etc...Posted by Urmom(U) on 2005-05-06 at 22:35:56
the terrain looks very dull and uninteresting but the rest looks fine. make sure u have an in-depth storyline in-game
Report, edit, etc...Posted by Kingra on 2005-05-07 at 13:01:51
Forget the last remake, I did a dock this time. It looks much better, doesn't it?
Report, edit, etc...Posted by PodFedJay on 2005-05-07 at 13:03:47
It sounds like same RPG im doin happy.gif
Report, edit, etc...Posted by Kingra on 2005-05-08 at 13:48:00
I have been a bit lazy this weekend, so I hurried myself to finish the item system and battle system today. HOPEFULLY I will finish the battle system.
And now for a...
BIG UPDATE!

- Firstly, I'd like to say I am making a system to let you switch between the three characters. All three will still show up to battle in a battle, but each character has several spells that can be cast outside a battle. I am making a different area for important spells mellow.gif . The main reason for this is for character interaction. i.e. A villager will say something if he sees Sheeba, but the response is entirely different if he sees Thredes.
- I'm finishing up the item system and moving onto the battle system. Almost done. wink.gif
- With that said, I am thinking about limitting how many items you can hold. I know, it's horrible. cry.gif
- I found out I had a somewhat limited amount of units for the special items, but I seem to have enough.
- I see no point in this but I'll be using a chest system that limits me to only one location. Usually that means only one chest per dungeon, but you can live with that, right? I am very afraid of running out of triggers, that's why I only have one location. It works pretty good when I tested it.
- I am finishing up the prison scenario.

I'll get you guys a new in-game screenshot later when I'm not as lazy. happy.gif
Report, edit, etc...Posted by PodFedJay on 2005-05-08 at 14:10:03
For the chests, make a big location around "dungeon" and put a burrowed defiler and lurker near the chest. When a player brings their unit to defiler or lurker, you get an item.
Report, edit, etc...Posted by Kingra on 2005-05-08 at 16:38:51
You gave me an idea on how to do more than one chest per dungeon. I counted up all the units that could burrow, 9. If I did what you said, I could have up to 9 chests in my dungeon. And if I used cloaked units for this or cloaked air units I could have a ton of chests! I figured out the triggers for it, too.

There must be only one of the burrowed unit in the dungeon. Since I'm doing random battles, that's no problem. A location will always be centered on you. If your location has a, for example, a lurker, in it, you will get the item and the chest next to the lurker will be removed permenantly from the map.
Thanks! And what I explained above is just what you said except more detailed.
Report, edit, etc...Posted by PodFedJay on 2005-05-08 at 16:51:43
heh no problem, glad i helped smile.gif
Report, edit, etc...Posted by Kingra on 2005-05-09 at 09:32:07
Hmm... I'm looking for some feedback. cool1.gif

I'm working on better terrain, just to let you know.
Report, edit, etc...Posted by slayer766 on 2005-05-09 at 11:16:12
You could have treasure chests spit out some kind of traps. Like a random chest could make the player with Plauge, or Ensnare, or have an enemy lurker invinceable and make it in there for enough time to attack once, to have a spike trap in the chest. Just some ideas.
Report, edit, etc...Posted by Kingra on 2005-05-09 at 12:01:26
Kind of like the creature we all know and have come to love, the Mimic!

Good idea. I'll go for it. wink.gif
Report, edit, etc...Posted by ShadowWarrior on 2005-05-10 at 06:45:08
*Walks near chest*

*Mimic attacks*

Me: AHHHH SHIT!




lol... I look forward to playing your map. I've not seen any maps with chests with traps. Or mimics... And I believe there isn't any. But very soon, there will be one at least. And that map will be... Kingdom of Sorrows. The ultimate map of coolness, ultimateness, superness.

Alright alright... I know I'm exargaratting. Or however you spell that...

Too bad it's only 1 player. sad.gif

Time to answer your questions.

Should I even bother with finishing this map? YES! 100% YES!

Is it going to be worth playing? Yeah, sure it will.

Is anyone going to appreciate my work? Yes. I will, at least...
Report, edit, etc...Posted by Dr.Shotgun on 2005-05-10 at 07:35:54
Wow. Awesome. Excellent. Pwnage. Uber. Stupendous. A tour de force.
Subtitle should be: The Lute of Time
But you need major help with dialogue/storylining.
Dialogue is overall bad.

Kingdom of Sorrows

The Lute of Time


Sounds pimped
Report, edit, etc...Posted by Kingra on 2005-05-10 at 17:44:07
Wow it does sound good...but I am thinking about changing Kingdom Of Sorrows to something else, because it doesn't exactly fit my storyline. If the story is so bad...give me ideas. The only thing I won't change is where you start off in the RPG: a Prison.
Report, edit, etc...Posted by scwizard on 2005-05-10 at 20:25:20
QUOTE(Kingra @ May 8 2005, 03:38 PM)
You gave me an idea on how to do more than one chest per dungeon. I counted up all the units that could burrow, 9. If I did what you said, I could have up to 9 chests in my dungeon. And if I used cloaked units for this or cloaked air units I could have a ton of chests! I figured out the triggers for it, too.

There must be only one of the burrowed unit in the dungeon. Since I'm doing random battles, that's no problem. A location will always be centered on you. If your location has a, for example, a lurker, in it, you will get the item and the chest next to the lurker will be removed permenantly from the map.
Thanks! And what I explained above is just what you said except more detailed.[right][snapback]203580[/snapback][/right]
It sounds like your limiting a lot of stuff. I can help you with the triggers so you don't have to limit so many things. You can have infinite chests as long as you preplace them.
You take one type of burrowed unit for under the chest, then you have the triggers look like this.

Conditons: If there is exactly 1 unit burrowed under the chest
Actions: Chest 1 actions

Conditions: If there are exactly 2 units burrowed under the chest
Actions: Chest 2 actions

Continue the pattern...
Report, edit, etc...Posted by Kingra on 2005-05-10 at 20:34:25
Oh, and I didn't think of that before? >_<
Thanks for the help, and no thanks to the offer you made, because I want to do this solo. wink.gif
It isn't likely there will be more then 3 chests per dungeon, 10 chests in one dungeon seems like over doing it, including the Mimics. tongue.gif
Report, edit, etc...Posted by scwizard on 2005-05-10 at 20:51:22
I'm just saying I'm good at coming up with stuff like that. So if you publicly post the things your going to limit, I'll probably say that there is a way to ignore that limit. I have a firm belief that anything is possible in starcraft maps. And this map confims that belief.
Report, edit, etc...Posted by Kingra on 2005-05-10 at 20:54:17
ALMOST anything is possible. There are some things in Starcraft that cannot be achieved...
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