Monday, April 16, 2012

Project - Death's MORPG

NOTE: This is no longer "Project - Death's MORPG", hence the new title.

HUGE HUGE EDIT: I havent been on for a very long time since I took time away for school. Now that that's over, I decided to change the whole idea into a "Hunting" game. I based it off of Monster Hunters and etc. The gameplay will involve you becoming your own kind of hunter with your profession choice (Being a Magician, Melee, or a Ranged type) and the missions you accept such as "Assassinations" to "Gathering". There is a karma system which determine if your hunter will be blacklisted or not (easy, these points save on character), party system (done, but only single party for now, working on multi-party), Contract Fees+Quests (Blacklisted players may be placed as "Assassination Missions"), Hunger/Gold/Stats will also be saved so expect a very long save/load code, Pets have been updated so they can only save/load according to your "Hunter" at that time/your player name/plus your hunter's level+random code used to identify your character (the random code IS a random code encrypted within the coding).

THERE WILL BE... multiple maps for this game. Not all at once, but separate maps that can be hosted at different times. If you played Monster Hunter, this should be familiar. Each time you host an "Area", the Area will have its own set of resources, supplies, and etc. Each area will have its own Hunter's Camp so you can restock on supplies, but the stock itself isnt unlimited, they resupply every real-time hour. Items found within the area DO NOT come back, and to enter the area, you MUST buy a contract from within the main map before hunting in different zones. According to your contract, different types of randomly spawning enemies will appear within the map and will attack you (if they are hostile types) the moment you step in.

The random enemy spawn system has been updated so enemies spawn according to your character's level (max level is 100), and your contract (non-contracts will fight normal enemies while contracted hunters fight different ones or stronger).

You will have the ability to create your own weapons on the spot as you gather materials and use your pets to lend you a hand in holding some extras. Storages are limited and items cannot be sent directly to storage unless you are within range of the storage areas.

Pets can "grow-up" according to level. The more they level up, the more items they can hold, the more usable they can be.

Hunger is a main part of game, no one can run around and about forever and eventually you will get hungry. Stamina plays into effect (stamina being mana points for mages) and can slow down your character as they travel about.

Partying works best when doing a mission that may be too hard or a mission that requires a team. There can only be one party in the current map (since I made it in an hour) and only one party leader. You can invite all existing players, impeach the leader, and disband current party or form another party. Being in a party means you get a share of the loot.

Quests. Some of the basic missions that are NON-CONTRACT, but rather, giving via talking to people within the games DO NOT give you shared rewards, but only to the one who started the mission. The person who starts the mission has to finish it, or else it stays voided.

Contracts. These lets you enter different zones (maps), gather items/materials for someone, deliver a package, assassinate someone for a kingdom, hunt another hunter, and etc. Theres lots of missions, and theres lots of missions that can only be obtained very rarely (Like hunting the "Knight of Injustice" is a 1 out of a 10000 chance contract appearance).

More to come... (most of these are already done and/or worked on)|||Sounds awsome!

I'll test it and send feedback if you want me too..|||I would be glad to help in any way that I can. Let me know! :)|||i don't think it's possible to use multiple maps in multiplayer, but if so i would be glad to help

CHUNK, or anyone else plz reply|||Multiple maps can't be loaded in multiplayer.|||that means this project is actually dead, except if it's for 1 player.

but he's talking about an mmorpg, so this project has failed. |||Quote:






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Multiple maps can't be loaded in multiplayer.




This is true, however, I suppose you could use a save/load code system to try and emulate moving to a new area. Of course, players would have to exit the map, load the new map, get a whole new set of players, use a load code, play that map, then exit that map, load a new map, get a whole new set of players, use a load code, etc...

So it's not going to work like the campaigns, where you can just walk over a dot and everything gets saved and moved over - and of course it isn't going to be automatic (players would have to get the map themselves, load the hero themselves, find players that can actually play that map at that level, etc...) It's awkward, troublesome to accomplish, confusing and annoying for the players, and requires a lot of saving a loading of codes - but feasible, I guess.|||^Already knew about the unable to load. And the save/load code is the best system to transfer to another map for the moment.

I was away for a long time, and decided to do a mega-bump with a new title and everything. Changing it into something new. And whats the good part? I now have time to work on it!

NOTE: Read first post. It has been edited.

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