Because of all the unpredicted changes to gameplay, interface, and systems... I've now reconstructed this post to be short and simple.
The RPG has been renamed "Rise of Nigma". It is a 14 player (or can be 1) RPG that simulates some aspects that you'd typically see in an MMO. Also, the itemization is inspired from Diablo. The gameplay is a mix of some MMORPGS, including WoW's, FF11's skill chain system, and some others.
There are no classes in this game, rather you pick your character at start and then specify your own role depending on what talents you choose. There are 8 (maybe 9) talent trees that branch out into 3 more talent trees. This gives a total of 24 talent trees. Each talent tree has 37 skills. Once you learn a talent in a tree, you are NOT restricted to just that tree; you may mix and match as you like.
Below, you'll see a chronological order of screenshot updates.
New screenshots up. 2nd to last screenshot (with mushrooms in it) showcases how plants can be a form of lighting to show you the way. (As it is extremely dark)
In the last screenshot, the "Leadership" tree of the Tank tab is being shown in a quick example. The action bar is also being shown at the bottom. (The example action bar shows tank skills, magic skills, and heal skills)
Recoded the majority of whatever I had. This was so I could easily integrate an "inspection" system. So, look out for inspection screenshots to come!
EDIT: Also changed the system of how to learn talents from the multigon. You will now be able to learn any skill from the OUTER portion of the hexagon rather than the center. Tier 2 is the portion inner of that, then tier 3. You will also have access to an "Ultimate" (the center hexagon) that varies depending n the tier 3 talents you chose.
The following is entirely my opinion on what you've written, so take it as far as you can throw it. I tend to be rather brutal with my feedback, so don't take it personally. I know I prefer harsh feedback on my projects. "Oh that's nice" doesn't help me improve at all. I've played WoW for 6 years so I have a fair idea of what I, as a gamer, want in my rpgs as well as viewing things with a minmaxer's eye.
Firstly, the name. Void: Eternal Dusk sounds like the next Twilight chapter. It doesn't sound cool or edgy, it just sounds like you typed "dark" into a thesaurus and picked the first 3 words. Your map name is the first thing people see. They conjure images up from the name alone before deciding if they want to inspect further. What image does "Void: Eternal Dusk" conjure in your mind?
The stats. 7 is too much. You can condense all 7 down into "Damage, haste, defence", throwing threat out of the window because that seems like a complete waste to make a stat just for tanks. May as well just be passive for being a tank and tied in with their damage. More stats doesn't create more fun, only more useless numbers you have to juggle before you get back to fireballing stuff. Also having stats which are basically only exist for 1-2 classes (threat, physical damage, magic damage etc) creates wrong choices. Wrong choices aren't fun. Offensive spellpower? Defensive spellpower? Wisdom? Intellect? 4 stats for 1 thing.
The classes. I read that as "Tank, rogue, caster, caster, caster, caster". Personally I'd drop the idea of 7 classes and start with the holy trinity, warrior, archer/rogue, mage. Pure healers aren't fun. There's a reason why every recent MMO has created their healer classes with a light offensive element. May as well just drop the whole thing and let the dps offheal. Or preferably just drop the whole tank and healing thing, and have people take care of their own health. It's not fun when you die because "your healer wasn't awake". It feels much more purposeful when you died because YOU made a mistake.
The project sounds very cool but it also sounds like you're trying to make an RPG from the 1990s. Stats aren't fun. Avoid creating traps for your players (olol check that mage's agi out), and focus on the parts where you blow shit up.
Well, the stats are a very old concept, I don't think I'm gonna go with most of what I put down here in the thread. The name? I dunno, I had to think of one fast, so yeah, I did use thesaurus quite a bit, but I didn't realize I just used 2 synonyms lol. And hey, I like Twilight! (No j/k)
I'll have to disagree with you on the caster part, and that's a very very narrow minded way of thinking of games nowadays. Surely, there really are only "2" categories, if you really want to break it down like that. It would be support and dps. A tank and a healer is nothing but support for the damage dealers. Same applies to general tactics, where foot soldiers are the "dps" and medics, RTO's, FO's, etc are just support. Even tanks are nothing but support for the foot soldiers.
So yeah, you can break down Support further if you want to by adding "casters". Then you can break that down again, by having support casters (healers) and dps casters. You can continually break down these roles and add flavor to them, but all in all - they're just support. (Think of range dps casters as artillery if you're about to argue that)
What you might see as tank, rogue, caster, caster... Is really just me breaking down roles even further, allowing some customization and unique character builds. Some people might've played FF11 with blue/red mages. Some played WoW with Shamans/Druids. These are very unique and distinct roles/classes that really separate them apart from others. You can choose to tank, melee dps, range dps, or do a nice mix of some. By adding even more customization - you never know what to expect from players. They define their own classes here.
Other than that - you're thinking way too much WoW here. I never said a group needs a healer in order to survive. Surely - someone won't be as mundane to go pure tank without getting any support talents (Which in the tank tab, there is plenty of support talents to choose from!). Sure - heal sounds like it might just be purely heal, but it's not. I have "Nature", "Holy", and "Blood" trees planned for it. It doesn't necessarily mean that every talent is just for healing. By getting talents, you also increase your stats, so choosing which stats carefully also helps you in the character build of your choice. For example, placing some talent points in the Heal Tab might gain you some additional health boost.
Thank you for the input, though. It was really helpful, and I hope others can see the direction I am going.
Alright guys, here's a quick update on the project, don't have any screens or videos atm to show anything off.
Working WASD movement, pretty fluent. Feels very comfortable and responsive with 1-2 player testing so far (need more friends to test with)
Zealot character has some attack animations added that all contribute to his auto attack. These are all "simulated" attack animations, and not actual custom animations as to save file space. Some attack animations are as follows: Left hand attack, Right Hand attack, right hand big, Jab, thrust, double attack, spell cast, 2h strike. Currently trying to work out getting a simulated ranged attack.
Combat system formulas are currently being changed/worked on constantly in order to try and maintain balance.
Stat system is being changed from posted above.
Tank tab is effectively 20% complete.
Hope to keep you guys more posted with videos and screens! Thanks.
I have finished polishing the main-hand auto attack system. Dual wield auto attack is going to come at a much later date (When I implement items/inventory)
Video below shows a demonstration of the system with a 1.2 attack speed weapon. Some info about it: Requires you to be facing the enemy. Double clicking initiates attacks (can also be hotkeyed). The text you see there is merely placeholder/debugging purposes only, pay no attention to it. Also, there are 3 attack animation variations for the main hand attack being shown.
Oh btw, it seems really really darker than what it actually is. The game is not THIS dark.
Updated the map a bit, focusing on completing the shell of the game. Action bars and the inventory shell has been completed. Patch 1.4 will complete the inventory, spellbook, multigon, and action bar systems.
EDIT: Added a screenshot of the very generic and bland UI of the Inventory system. The system supports 120 items.