Hey everyone, I'm currently developing an ORPG map loosely based on the wc3 map by "somewhiteguy" named Master Crafters, I say loosely because it will be a completely different game, it's just based on some similar concepts.
Those concepts are:
-All players start at lvl 1 with the exact same unit/hero
-Abilities are gained from killing mobs and the mobs have a chance to drop one of their abilities (this allows for hugely customizable classes)
-Similarly, most items will be dropped from the mobs
-When items are equipped they will be attached to the character model (Unsure if this is possible in sc2 worldedit but I assume it would be)
-Each level you get, you may put a point into a stat
Those are the main concepts that I can think of; I'm new to the sc2 worldedit, but am familiar with the wc3 worldedit, I'm only just starting development on the map now and am going to try and put my best efforts into it =).
If there are any suggestions/tips/requests, please mention them, If you're interested in helping out with the project, I'm very willing to have you along.
I don't have a name for the orpg yet, hence the title, and am also looking for suggestions, but I do assume that the name will probably come around later in development.
if you want highly customisable characters then I suggest implementing something like The Elder Scrolls' (Oblivion?) Spell altar thing, where you can make you own spell, which costs more mana and a higher skill level if it is more powerful. the way to explained seems very RNG based, and since some spells will be completely worthless and there's a limited amount of possible spell slots, it is possible that you end up having shit spells and people leave the game then. just saying tho.
Xtreme, I'll implement it so that you can remove spells from your list, I'll make it so you can have a max of 7 or something, and that will be all range of "spells"/abilities, including crit, evasion, etc..
Yeah it is rng/farm based, but for one when the spell "drops", you can choose whether to take it or not, and for two, you'll be able to remove spells, so they wont be permanent and you will have weaker spells earlier on, and replacing them with more powerful ones as the game goes on.
I'm not exactly sure what you mean by the spell altar thing, do you combine elements or something?
For the Oblivion spell editor you have different effects you can add to the spell. Just a few for example:
Frost Damage
Fire Damage
Light
Agility Buff
So you could have a spell::
70 Light-target=Self (lights you up so you can see in dark places)
50 Agility buff-target=self (Gives you more agility)
The numbers are the power of the spell, from 1-100 increasing the effect (More distance on the light or more agility on the buff)
For damage spells you can have the damage be ranged or melee or self, and you can adjust the range/damage or the damage type (immediate or over time)
Everything you do that makes it more complex adds mana cost, for instance 5 fire and 5 frost damage to self costs less than 5 fire and 5 frost ranged 10 which costs less than 5 fire and 5 frost ranged 20 which costs more than 10 frost ranged 20, because the damage isnt split (which would make it more complex/higher mana cost), etc.
Also, the mana cost of the spell often makes a higher spell-casting stat required to be able to use the spell.
On a different note, good luck with your map, sounds like a great idea, let me know if you need testers or ideas :D. Also, if your interested in some really nice, clear, understandable tutorials check out OneTwoSC on youtube (not sure the name is exactly that but its OneTwoSC something.)
Ahh yeah I see now mate, thanks I understand how that would work, and it's a good system but I dont think it's gonna suit my map :p, though I may do something like that in another map, depending how well this one goes, I may keep making them :p
Thanks for the warm words of encouragement :D
and yeah definitely, when the map gets to a point where it's testable, I'll be needing testers and I'll be glad to have you =D thanks :D
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Hey everyone, I'm currently developing an ORPG map loosely based on the wc3 map by "somewhiteguy" named Master Crafters, I say loosely because it will be a completely different game, it's just based on some similar concepts.
Those concepts are:
-All players start at lvl 1 with the exact same unit/hero
-Abilities are gained from killing mobs and the mobs have a chance to drop one of their abilities (this allows for hugely customizable classes)
-Similarly, most items will be dropped from the mobs
-When items are equipped they will be attached to the character model (Unsure if this is possible in sc2 worldedit but I assume it would be)
-Each level you get, you may put a point into a stat
Those are the main concepts that I can think of; I'm new to the sc2 worldedit, but am familiar with the wc3 worldedit, I'm only just starting development on the map now and am going to try and put my best efforts into it =).
If there are any suggestions/tips/requests, please mention them, If you're interested in helping out with the project, I'm very willing to have you along.
I don't have a name for the orpg yet, hence the title, and am also looking for suggestions, but I do assume that the name will probably come around later in development.
Wish me luck ^_^
good luck. :)
Thanks =)
I think I'm gonna need mostly stamina more than luck though haha :p
have to learn to use the new builder too :p
if you want highly customisable characters then I suggest implementing something like The Elder Scrolls' (Oblivion?) Spell altar thing, where you can make you own spell, which costs more mana and a higher skill level if it is more powerful. the way to explained seems very RNG based, and since some spells will be completely worthless and there's a limited amount of possible spell slots, it is possible that you end up having shit spells and people leave the game then. just saying tho.
good luck.
Welcome to Mapster fellow Modder! Good Luck with your project!
Thanks Tekaichi :D Happy to be here,
Xtreme, I'll implement it so that you can remove spells from your list, I'll make it so you can have a max of 7 or something, and that will be all range of "spells"/abilities, including crit, evasion, etc..
Yeah it is rng/farm based, but for one when the spell "drops", you can choose whether to take it or not, and for two, you'll be able to remove spells, so they wont be permanent and you will have weaker spells earlier on, and replacing them with more powerful ones as the game goes on.
I'm not exactly sure what you mean by the spell altar thing, do you combine elements or something?
@JoBoDo: Go
For the Oblivion spell editor you have different effects you can add to the spell. Just a few for example:
Frost Damage
Fire Damage
Light
Agility Buff
So you could have a spell::
70 Light-target=Self (lights you up so you can see in dark places)
50 Agility buff-target=self (Gives you more agility)
The numbers are the power of the spell, from 1-100 increasing the effect (More distance on the light or more agility on the buff)
For damage spells you can have the damage be ranged or melee or self, and you can adjust the range/damage or the damage type (immediate or over time) Everything you do that makes it more complex adds mana cost, for instance 5 fire and 5 frost damage to self costs less than 5 fire and 5 frost ranged 10 which costs less than 5 fire and 5 frost ranged 20 which costs more than 10 frost ranged 20, because the damage isnt split (which would make it more complex/higher mana cost), etc. Also, the mana cost of the spell often makes a higher spell-casting stat required to be able to use the spell.
On a different note, good luck with your map, sounds like a great idea, let me know if you need testers or ideas :D. Also, if your interested in some really nice, clear, understandable tutorials check out OneTwoSC on youtube (not sure the name is exactly that but its OneTwoSC something.)
Ahh yeah I see now mate, thanks I understand how that would work, and it's a good system but I dont think it's gonna suit my map :p, though I may do something like that in another map, depending how well this one goes, I may keep making them :p
Thanks for the warm words of encouragement :D
and yeah definitely, when the map gets to a point where it's testable, I'll be needing testers and I'll be glad to have you =D thanks :D