First off this is the link to the Facebook Page You will find the most up-to-date information on the project there.
What is adaptation?
3 tiers of classes that branch out allowing you to specalize your hero in various ways at each split 10 times equaling about 250 classes by the first release.
Conquer the galaxy in space on your ship or on foot on each planet
Begin the plot as a nobody, crash landed in the desert of a backwater planet owning nothing but your clothing.
Hundreds of monsters per planet
Hundreds of quests per planet
Lots of secrets and very dangerous dungeons that will kill you if you dont use your wits and watch the environment.
Unique heroes, monsters, bosses, and items.
Each planet will have its own map, utilizing saving your hero in multiple ways.
Interactive quests with the developers and the planets change over time due to various circumstances. (the first planet you encounter might look completely different with different creatures because the season changed from summer to winter)
10 slot equipment system and 30+ slots inventory
» Okay but what does that mean?
Adaptation is the ultimate Open RPG mod/map series for Starcraft 2. The game will include multiple completely unique and balanced classes, planets and professions available to you, the player. It will include original ecology to the deep and rich environments of each layer of each planet and each city will have their own infrastructure.
» When is the project going to be playable?
At this point, it's too early to provide an initial estimate on the release date. We will take as much time as needed to ensure the game is as fun, balanced, and polished as possible... But if I had to make a shot in the dark i'll estimate 6 months after starcraft 2's release.
» How will Adaptation be different from other Open RPGs I have seen in the past?
Adaptation's largest key point feature is that it will essentially be played much like a multi-map campaign, allowing you to progress to a certain point, attaining as much as you wish from a certain planet, and saving your hero. Then you load your hero in space on his space ship and fly around exploring and conquering the galaxy with player-run and AI-run ships that level up. It also will have permanent savable attributes in the future, eventually allowing you to land on other planets and explore them for valuable and rare treasures and items.
We're also introducing a number of distinct items and tradeskills that will correlate with other planets, allowing you to create powerful items through tradeskills from two or more planets resources and ecologies.
In addition, we plan on having an immense leveling system where your skills level up through use, so pretty much everything you do will help improve your hero; and we plan to have seemingly no level limit!
» Will there be a plot or will this just be a hack and slash fest like most Open RPGs I've played in the past?
There will be a plot and a back history to all the main characters. There will be histories of each planet and each main character will have a backstory delving deeper into the plot and ideas of why people are sending you on quests to do certain things. We are also discussing having separate maps just for cinematics explaining what happens between certain time gaps between each of your favorite adaptation heroes.
In Adaptation, players will see vast environments, powerful items and relics, amazing skills, humorous events and plot lines, endless monsters, and periodic events that change the outcome of planets for good. Our goal is to ensure that all the playing experience will be as unique and enjoyable and easygoing as possible while allowing the ability to be able to show off your powerful hero that took you two months to build and creating an environment that makes you claw for more each new release.
We understand that we have set the bar pretty high, but this type of pressure is no laughing matter to us. Creating an Open RPG that's bigger and better than any ever seen prior in StarCraft or WarCraft 3 is definitely a big challenge, but it's one that we fully intend to meet and exceed.
My team and i have been planning this game for more than 2 years. We have a lot of the hard work done already. The only thing right now that is holding us back is learning the new editor and the lack of campaign models. Btw I am interested in your project as well :)~ When I first read it a few days ago I was like shit this sounds just like the one I am working on. Until I finished reading it. It looks different enough for both of them to compliment each other if both became popular. Whatever the case i'll be playing yours when its done.
Not to step on any feet but u might want to look at the other posts in this area of the forum (I am not going to link anything because you seem like a big boy). Mine is not the only incomplete project here. But I do see the error in my ways. You are more than welcome to move it to that forum and I apoligise for not seeing that thread.
I'm going to be constructively critical here, because it's important for you and your project-but these honestly look like an unorganized mess of random doodads.
if you're wanting this to truly succeed, you're going to need professional-looking terrain, as the biggest impact on the player is going to be the environment their character is actually immersed in.
Np, thx for the feedback - This is pretty much just the first phase of the map making. The terrainers will be going over the maps a few times fine tuning them before the player actually gets to be immersed in them.
Np, thx for the feedback - This is pretty much just the first phase of the map making. The terrainers will be going over the maps a few times fine tuning them before the player actually gets to be immersed in them.
I think the bigissue you're going to have is that you're making everything so small. Even if you're trying to essentially make the maps bigger, there's no reason to do it. You can fit enough content on a 256x256 map so that it feels finished and complete but isn't too much. In addition, trying to do that is only going to water down the unique-ness of the environments your trying to create because eventually your terrainers will run out of things they can do and the places will just feel redundant.
this is a gloomy-rainy-jungle-temple WIP i whipped up today (it looks better from default game view as thats what its being designed for), and I think it'll illustrate the point i'm trying to make. this is a 256x256 map, but everything is scaled up at LEAST 2x. All trees, props, environment stuff, etc., even the foilage is scaled up some. This was to make it look realistic in terms of size. Notice though by looking at the minimap that this section barely takes up like 1/30th of the total map area. make it feel natural for the players
First off this is the link to the Facebook Page You will find the most up-to-date information on the project there.
What is adaptation?
» Okay but what does that mean?
Adaptation is the ultimate Open RPG mod/map series for Starcraft 2. The game will include multiple completely unique and balanced classes, planets and professions available to you, the player. It will include original ecology to the deep and rich environments of each layer of each planet and each city will have their own infrastructure.
» When is the project going to be playable?
At this point, it's too early to provide an initial estimate on the release date. We will take as much time as needed to ensure the game is as fun, balanced, and polished as possible... But if I had to make a shot in the dark i'll estimate 6 months after starcraft 2's release.
» How will Adaptation be different from other Open RPGs I have seen in the past?
Adaptation's largest key point feature is that it will essentially be played much like a multi-map campaign, allowing you to progress to a certain point, attaining as much as you wish from a certain planet, and saving your hero. Then you load your hero in space on his space ship and fly around exploring and conquering the galaxy with player-run and AI-run ships that level up. It also will have permanent savable attributes in the future, eventually allowing you to land on other planets and explore them for valuable and rare treasures and items.
We're also introducing a number of distinct items and tradeskills that will correlate with other planets, allowing you to create powerful items through tradeskills from two or more planets resources and ecologies.
In addition, we plan on having an immense leveling system where your skills level up through use, so pretty much everything you do will help improve your hero; and we plan to have seemingly no level limit!
» Will there be a plot or will this just be a hack and slash fest like most Open RPGs I've played in the past?
There will be a plot and a back history to all the main characters. There will be histories of each planet and each main character will have a backstory delving deeper into the plot and ideas of why people are sending you on quests to do certain things. We are also discussing having separate maps just for cinematics explaining what happens between certain time gaps between each of your favorite adaptation heroes.
In Adaptation, players will see vast environments, powerful items and relics, amazing skills, humorous events and plot lines, endless monsters, and periodic events that change the outcome of planets for good. Our goal is to ensure that all the playing experience will be as unique and enjoyable and easygoing as possible while allowing the ability to be able to show off your powerful hero that took you two months to build and creating an environment that makes you claw for more each new release.
We understand that we have set the bar pretty high, but this type of pressure is no laughing matter to us. Creating an Open RPG that's bigger and better than any ever seen prior in StarCraft or WarCraft 3 is definitely a big challenge, but it's one that we fully intend to meet and exceed.
Coulple of preliminary screenshots.
Sexy, if you do pull off what you promise in the features list, this will definitely be something I will be playing!
My team and i have been planning this game for more than 2 years. We have a lot of the hard work done already. The only thing right now that is holding us back is learning the new editor and the lack of campaign models. Btw I am interested in your project as well :)~ When I first read it a few days ago I was like shit this sounds just like the one I am working on. Until I finished reading it. It looks different enough for both of them to compliment each other if both became popular. Whatever the case i'll be playing yours when its done.
@xandramas: Go
http://forums.sc2mapster.com/development/project-show-room/998-read-me/
Yours isn't special.
@Windexglow: Go
Not to step on any feet but u might want to look at the other posts in this area of the forum (I am not going to link anything because you seem like a big boy). Mine is not the only incomplete project here. But I do see the error in my ways. You are more than welcome to move it to that forum and I apoligise for not seeing that thread.
Moved to Project Brainstorming :) Don't worry it happens!
Looks pretty darn good. I won't believe until I see some gameplay, though :)
@xandramas: Go
I'm going to be constructively critical here, because it's important for you and your project-but these honestly look like an unorganized mess of random doodads.
if you're wanting this to truly succeed, you're going to need professional-looking terrain, as the biggest impact on the player is going to be the environment their character is actually immersed in.
Np, thx for the feedback - This is pretty much just the first phase of the map making. The terrainers will be going over the maps a few times fine tuning them before the player actually gets to be immersed in them.
I think the bigissue you're going to have is that you're making everything so small. Even if you're trying to essentially make the maps bigger, there's no reason to do it. You can fit enough content on a 256x256 map so that it feels finished and complete but isn't too much. In addition, trying to do that is only going to water down the unique-ness of the environments your trying to create because eventually your terrainers will run out of things they can do and the places will just feel redundant.
take a look at this:
http://img.photobucket.com/albums/v653/sixbrownsnakes2/scaleup.jpg
this is a gloomy-rainy-jungle-temple WIP i whipped up today (it looks better from default game view as thats what its being designed for), and I think it'll illustrate the point i'm trying to make. this is a 256x256 map, but everything is scaled up at LEAST 2x. All trees, props, environment stuff, etc., even the foilage is scaled up some. This was to make it look realistic in terms of size. Notice though by looking at the minimap that this section barely takes up like 1/30th of the total map area. make it feel natural for the players
Ya I was thinking about that, variance on doodad size will def make a difference