I have an idea for an rpg style zone. I've already designed a great deal of the graphics myself and I've made the server settings (in a .cfg file). I was thinking about the map and I wanted there to be a castle to fight over. Then I thought, "Hey! The trench wars map would make a good castle."
So this zone would pretty much be on the trench wars map with about the same goal, but with a totally different "ship" set (a character set) and totally different graphics. I've rendered nearly everything using a raytracer to allow for 3D looking graphics. The view is tilted at a 30 degree angle (instead of straight overhead) to help the appearance further. - You can see the sides of the castle walls. For the narrow corriders in trench wars I use a little semi-transparency to let you see behind the walls. You'll have to see the rest yourself.
So far I have the entire ship set done, and pretty much all of the tile set. Besides that I have a great deal of the graphics made, but not all. I haven't even started on the sound effects. What I do have I'm going to e-mai to 2dragons.
I'm posting this here so that everyone can give their suggestions on the zone settings. As for the graphics, they're not done and I already know some of them that I'd like to redo. What I mean is the ship set and related settings.
Basically there are 4 humans and 4 monsters. The monsters start with better minimum stats but the humans' maximum stats are higher than those of the monsters. Guns are made very short range to simulate swords and bombs are used as arrows. The recharge rate for nearly everyone is very slow, and the energy cost for using weapons is next to nothing - i.e., just like in a standard rpg once you're hurt it lasts. Humans can spend the points they get from kills on better stats ("?buy"), like experience points. Players can only move with boost (shift), to keep them from drifting.
Listed below are the current characters. I'm open to ideas to change their stats, change their names or replace any of them entirely. In fact I added the ranger and the ogre to replace two other units that I didn't like.
All characters except the shade and the ranger start with a level 1 close range weapon. The ranger starts with a level 1 bow.
The knight is the basic human fighting unit. He has high hp and can use all the weapons.
The ninja is very quick and agile and later he can gain stealth and "invisibility" (cloaking).
The wizard is very poor early on, but later he can gain "spells" (special items).
The ranger is an ok fighter, can lay "traps" (mines) and later he can gain "true sight" (xradar)
The ogre is the basic monster fighting unit, but he can't use any bows. He has lots of hp but low acceleration.
The shade cannot use any weapons, only a few of the magic attacks. He starts with "invisibility" and can gain "true sight"
The slime can attach to other slimes (F7) and his hp regenerates very quickly, making a group of them hard to kill. He is only 1 tile wide, so he can fit into the windows that other units can only shoot through.
The dragon is a slow massive creature. He has far more hp than any of the others and can shoot a virtually unlimited number of fireballs (see spells below). But his speed and size (6 tiles wide) makes it hard to get him where he's needed.
Now for the "spells"
thor, burst, portal and decoy are what you'd expect; though thor ("fireball") is a bit more powerful than the bow.
brick is 64 tiles wide and it lasts 3 minutes, to allow defenses to be set up anywhere.
repel ("forcefield") *stops* (not repels) anything very close to the caster, and lasts 5 seconds.
rocket (name?) moves the caster about 25 tiles within half a second.
And the spells all cost points to get, so this keeps a strong wizard from picking on weak enemies (they don't give enough points to be worth it) or from doing things like walling in the trench indefinately.
Let me know what you think about what I have so far. I wish it wasn't so late and I wasn't so tired or I'd upload the graphics to my web page and format them neatly. It's all 3D with shading, features like towers in the castle, some nice animated things, and other such graphics. Maybe later. And then I'll have more of it done, too.
And let me know if you want to use the zone idea, 2dragons. If you do then you could still put it up before all the graphics are done, using what there is so far and perhaps adding something yourself. It takes a little work to organize the graphics together into one .zip file and I'm going to sleep now, so bug me if I don't send you the graphics within a day.
So this zone would pretty much be on the trench wars map with about the same goal, but with a totally different "ship" set (a character set) and totally different graphics. I've rendered nearly everything using a raytracer to allow for 3D looking graphics. The view is tilted at a 30 degree angle (instead of straight overhead) to help the appearance further. - You can see the sides of the castle walls. For the narrow corriders in trench wars I use a little semi-transparency to let you see behind the walls. You'll have to see the rest yourself.
So far I have the entire ship set done, and pretty much all of the tile set. Besides that I have a great deal of the graphics made, but not all. I haven't even started on the sound effects. What I do have I'm going to e-mai to 2dragons.
I'm posting this here so that everyone can give their suggestions on the zone settings. As for the graphics, they're not done and I already know some of them that I'd like to redo. What I mean is the ship set and related settings.
Basically there are 4 humans and 4 monsters. The monsters start with better minimum stats but the humans' maximum stats are higher than those of the monsters. Guns are made very short range to simulate swords and bombs are used as arrows. The recharge rate for nearly everyone is very slow, and the energy cost for using weapons is next to nothing - i.e., just like in a standard rpg once you're hurt it lasts. Humans can spend the points they get from kills on better stats ("?buy"), like experience points. Players can only move with boost (shift), to keep them from drifting.
Listed below are the current characters. I'm open to ideas to change their stats, change their names or replace any of them entirely. In fact I added the ranger and the ogre to replace two other units that I didn't like.
All characters except the shade and the ranger start with a level 1 close range weapon. The ranger starts with a level 1 bow.
The knight is the basic human fighting unit. He has high hp and can use all the weapons.
The ninja is very quick and agile and later he can gain stealth and "invisibility" (cloaking).
The wizard is very poor early on, but later he can gain "spells" (special items).
The ranger is an ok fighter, can lay "traps" (mines) and later he can gain "true sight" (xradar)
The ogre is the basic monster fighting unit, but he can't use any bows. He has lots of hp but low acceleration.
The shade cannot use any weapons, only a few of the magic attacks. He starts with "invisibility" and can gain "true sight"
The slime can attach to other slimes (F7) and his hp regenerates very quickly, making a group of them hard to kill. He is only 1 tile wide, so he can fit into the windows that other units can only shoot through.
The dragon is a slow massive creature. He has far more hp than any of the others and can shoot a virtually unlimited number of fireballs (see spells below). But his speed and size (6 tiles wide) makes it hard to get him where he's needed.
Now for the "spells"
thor, burst, portal and decoy are what you'd expect; though thor ("fireball") is a bit more powerful than the bow.
brick is 64 tiles wide and it lasts 3 minutes, to allow defenses to be set up anywhere.
repel ("forcefield") *stops* (not repels) anything very close to the caster, and lasts 5 seconds.
rocket (name?) moves the caster about 25 tiles within half a second.
And the spells all cost points to get, so this keeps a strong wizard from picking on weak enemies (they don't give enough points to be worth it) or from doing things like walling in the trench indefinately.
Let me know what you think about what I have so far. I wish it wasn't so late and I wasn't so tired or I'd upload the graphics to my web page and format them neatly. It's all 3D with shading, features like towers in the castle, some nice animated things, and other such graphics. Maybe later. And then I'll have more of it done, too.
And let me know if you want to use the zone idea, 2dragons. If you do then you could still put it up before all the graphics are done, using what there is so far and perhaps adding something yourself. It takes a little work to organize the graphics together into one .zip file and I'm going to sleep now, so bug me if I don't send you the graphics within a day.
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