First off...Hi, new here! ^-^
That`s about it for introduction. 0.o I`m not good at such social protocol.
After playing quite a few games, I`ve decided to return to StarCraft II with an additional purpose.
I`ve commenced a project to design a RPRTS/ARPG/Dungeon Crawler game (mod)
I believe this genre is underrated & underappreciated while everyone else scrambles to create typical shooting, sport, role-play games.
If some of you do not know or recall what a 'dungeon crawler' is. It is a game where your primary gameplay is clear through various labyrinths of sort while fighting and looting enemies with occasional boss moments. These games primary focus are on the labyrinths and around it bring other elements to added gameplay, usually role-play elements, like character progression and customization.
I`ve have a great knowledge of what tends to favorably work in these types of games, so I will add features that everyone should expect but also love. :)
This genre will also work a lot better with StarCraft`s Arcade, at least with my idea approach, because usually the barrier is the limit of single maps.
I`ve already begun the process of concepts, including flow charts to sketches.
The good news, I`m very self sufficient and can perform most of the necessary tasks like sound, graphics, and script design.
The poor news, I have no friends, so being self reliant is going to be my single greatest challenge without a trustworthy assembled team.
I`ve already done music directing, recording, and playing in the past...if you like to hear an example I did years ago as 'fan music' see link here, :)
So I decided to do the artwork first and brush up on 3D graphic modeling.
I just picked up ZBrush yesterday, took some online training and already began my first asset. I`ve completed a basic male bust (shoulders up) outline. :)
The actual models will be much smaller polygon, but these will provide normal, occlusion, and diffuse maps.
These will be exported in 3DS Max 2010 with the official StarTools.
Some ideas my game may or may not bring:
Selectable race & gender, but no classes, free open progression.
Variety of skills for combat, magic, trade, and more.
Advance your level by increasing your skills, not by overall kill experience.
Magic is governed by spell schools from fire to holy to energy spells, each carrying unique characteristics.
Magic also affects the world dynamically, soak enemies down then give them a shock of their lives.
All spells effects are individually different, from area of effect to channeled to sprayed with appropriate visuals.
Complete inventory & equipment customization, all items are visible on character including helmets to robes.
Physics are applied to several objects, including yourself, so your helmet, sword, and shield will fall on death.
Items have durability, don`t worry if they break as you can repair them at a settlement or yourself if got the skills.
Death is inevitable but punishable, dying will cause you to durability loss, gold loss, and recent skill loss.
Everyone is attackable, including NPCs, but be careful being caught with crime as guards will attack.
Player kills does not cause any loss, but careful not to fight in guarded settlements.
Each labyrinth will include traps, switches, and other interactive objects.
This list does not means they will be included, these are ideas I`d love to work on.
The list is large, and so will possibly the files a bit, but everything will be packaged is separate sections (*.sc2mod)
This project may actually see fruition or vanish to the abyss, depends on how long my sanity is and if I`m having fun. :)
I`m looking forward to read responses, criticism, suggestions, or invitations (could only wish). :)
If you aim to recruit team members, better to post in the Team Recruitment forum. To make a project more attractive to prospective collaborators, you'd do well to make a playable prototype of the core features and mechanics, provide screenshots and videos, and such. Ideas alone are worthless; value is in the implementation, so you'll want to demonstrate you can implement your design ideas and in turn get the attention of those who appreciate the core gameplay of the prototype.
I know it`s doable, but as you said, "ambitious" so I`ll do what I can. :)
Of course there will be a prototype and it will be showcased when there is a solid starting build. Right now I only have the more basic controls done, movement, attacking, and temporary UI until I design my own from scratch (instead of using StarCraft II templates).
Right now I`m making the necessary assets; basic models, sounds, and effects for designing more of the core features.
Progress will be a little slow as I begin to gather these things up and continue to draw out a proper workflow. :)
I won`t be recruiting right now, not when I can`t give them any directions at the moment.
This is more-or-less just me introducing myself for starters and vocalizing what I intend to do as I`m sure everyone does. :D
Thats not sound doable at all. Asset making from scratch? Man, making an rpg with available sc2 assets and custom ui will take your life away for few month, maybe a year (depends on complexity). But making your own models with appropriate quality and then scripting, music and whatnot.... FFS!! Dungeon crawlers are fun to play even with ASCII graphics. Available art assets within sc2 are more than enough for your idea. But all is up to you ofc.
First off...Hi, new here! ^-^ That`s about it for introduction. 0.o I`m not good at such social protocol.
After playing quite a few games, I`ve decided to return to StarCraft II with an additional purpose. I`ve commenced a project to design a RPRTS/ARPG/Dungeon Crawler game (mod)
I believe this genre is underrated & underappreciated while everyone else scrambles to create typical shooting, sport, role-play games.
If some of you do not know or recall what a 'dungeon crawler' is. It is a game where your primary gameplay is clear through various labyrinths of sort while fighting and looting enemies with occasional boss moments. These games primary focus are on the labyrinths and around it bring other elements to added gameplay, usually role-play elements, like character progression and customization.
I`ve have a great knowledge of what tends to favorably work in these types of games, so I will add features that everyone should expect but also love. :) This genre will also work a lot better with StarCraft`s Arcade, at least with my idea approach, because usually the barrier is the limit of single maps.
I`ve already begun the process of concepts, including flow charts to sketches. The good news, I`m very self sufficient and can perform most of the necessary tasks like sound, graphics, and script design. The poor news, I have no friends, so being self reliant is going to be my single greatest challenge without a trustworthy assembled team.
I`ve already done music directing, recording, and playing in the past...if you like to hear an example I did years ago as 'fan music' see link here, :)
So I decided to do the artwork first and brush up on 3D graphic modeling. I just picked up ZBrush yesterday, took some online training and already began my first asset. I`ve completed a basic male bust (shoulders up) outline. :)
The actual models will be much smaller polygon, but these will provide normal, occlusion, and diffuse maps. These will be exported in 3DS Max 2010 with the official StarTools.
Some ideas my game may or may not bring:
This list does not means they will be included, these are ideas I`d love to work on. The list is large, and so will possibly the files a bit, but everything will be packaged is separate sections (*.sc2mod) This project may actually see fruition or vanish to the abyss, depends on how long my sanity is and if I`m having fun. :)
I`m looking forward to read responses, criticism, suggestions, or invitations (could only wish). :)
If you aim to recruit team members, better to post in the Team Recruitment forum. To make a project more attractive to prospective collaborators, you'd do well to make a playable prototype of the core features and mechanics, provide screenshots and videos, and such. Ideas alone are worthless; value is in the implementation, so you'll want to demonstrate you can implement your design ideas and in turn get the attention of those who appreciate the core gameplay of the prototype.
That said, sounds ambitious, but doable.
@JademusSreg: Go
I know it`s doable, but as you said, "ambitious" so I`ll do what I can. :)
Of course there will be a prototype and it will be showcased when there is a solid starting build. Right now I only have the more basic controls done, movement, attacking, and temporary UI until I design my own from scratch (instead of using StarCraft II templates).
Right now I`m making the necessary assets; basic models, sounds, and effects for designing more of the core features. Progress will be a little slow as I begin to gather these things up and continue to draw out a proper workflow. :)
I won`t be recruiting right now, not when I can`t give them any directions at the moment.
This is more-or-less just me introducing myself for starters and vocalizing what I intend to do as I`m sure everyone does. :D
welcome on the right site for what you are doing .. and mmm listen to jade s good advices :D
Thats not sound doable at all. Asset making from scratch? Man, making an rpg with available sc2 assets and custom ui will take your life away for few month, maybe a year (depends on complexity). But making your own models with appropriate quality and then scripting, music and whatnot.... FFS!! Dungeon crawlers are fun to play even with ASCII graphics. Available art assets within sc2 are more than enough for your idea. But all is up to you ofc.
How interesting....
Once I am done my project I am working on I would love to work together with you and make something.
I really would like to be apart of a new project, but I first want to learn the editor through and through