Post

 Resources 

Console

Home | Profile | Active Topics | Members | Search | FAQ
Username:
Password:
Save Password
Forgot your Password?

 All Forums
 VBGamer
 VBGamer
 Lurfae Warfare: An Overview of Ath's RTS in dev

Note: You must be registered in order to post a reply.

Screensize:
UserName:
Password:
Format Mode:
Format: BoldItalicizedUnderlineStrikethrough Align LeftCenteredAlign Right Horizontal Rule Insert HyperlinkInsert EmailInsert Image Insert CodeInsert QuoteInsert List Spell Checker
   
Message:

* HTML is OFF
* Forum Code is ON
Smilies
Smile [:)] Big Smile [:D] Cool [8D] Blush [:I]
Tongue [:P] Evil [):] Wink [;)] Clown [:o)]
Black Eye [B)] Eight Ball [8] Frown [:(] Shy [8)]
Shocked [:0] Angry [:(!] Dead [xx(] Sleepy [|)]
Kisses [:X] Approve [^] Disapprove [V] Question [?]

   Insert an File
Check here to include your profile signature.
Check here to subscribe to this topic.
    

T O P I C    R E V I E W
Athiril Posted - Apr 16 2006 : 12:20:47 PM
Okay I've started writing design docs for this idea of a game I have, I've also been programming the code base (in Visual Studio 2005 and DirectX 9 api), I'm going to code pretty much the whole engine as the same time while I get the design down for the game in documentation, then focus solely on figuring out all of the game logic, so then I can just pretty much code in the game logic, and have it mostly done ^_^

Anyway basic idea is, a fantasy RTS game, that has RPG elements, what you'll be able to do though is take any available race to you (Depending on your faction), and create a "training" profile for producing units at the equivalent of barracks etc, and choose their class, their training 'focus' on a particular stat, and skill (stats and skills will vary with every common unit produced), and fit them out with equipment etc, you can also save these profiles, so you dont have to make them everytime you play a game which is great for multiplayer, i'll also make an external unit profile editor, so you can create them out of game, and have them associated with your player profile to use, depending on the class, and type of equipment you choose for each profile will affect how much the unit costs to train and equip.

Every unit produced is known as a "common unit" until they meet specific requirements where they can become some higher than a common unit, such as elite guard, knight etc, the knight is a powerful 'upgrade' where the unit then becomes a "character" who's stats are revealed (only hitpoints, potential damagage, defense and range can be seen for common units, the rest are hidden), and then has the privelege of having an actual name, such as "Sir Idiot Face" or whatever, to upgrade common units to a knight, they need a pre-requisite of service in the Lord's/King's/Your name etc, with a minimum number of kills, also costs a little, to pay for the mount, knights get horses, which of course, greatly increases their abilities in combat etc.

Elite Guard is another 'upgrade' path, no pre-requisites, they just cost more than upgrading to a knight, and dont gain as much combat ability as a knight.

Common Units cannot level up, all other units can.

After a certain number of kills, a unit (whether knight, elite guard or even common unit that hasn't been upgraded yet) gains the status of a Hero, which costs nothing, they get a bonus, and the privelege of a name, as well as being able to level up, if they dont already have that ability, Luck of Heroes feat, inventory and upgradeable/enchantable equipment.

Then there is Legend status, which is attained after the single unit has a ridiculous amount of kills for a single unit in an RTS game, more bonuses etc etc, plus an aura that helps out nearby allies etc.

Units with Hero or Legend status can be resurrected, other units cannot.

I've also done a lot on the Necromancer class abilities on paper, i haven't written much up in Word yet, but below is a little bit, such as defining the temporary abilities and powers gained through the Soul Eater ability (consuming the soul of a hero or legend can confer some permanent bonuses, abilities and power, one of which is a powerful spell to corrupt paladin's and cleric's to unique undead units with mutated extraodinary abilities).

Below is what I've written in MS Word, I'll have to get all my ideas down.

What do you think of my concept? (feel free to add any suggestions, improvements or concerns you might have if you were to play this).

Oh, I also plan on releasing this game for free, or if I find a publisher I'll be using one of the publishers that sells games at low rates, like $10 or whatever, thats a big if though lol, so it looks like it'll be for free, besides i'd need play-testers who'd get to have a copy for free anyway :)

Lurfae Warfare Overview

RTS Game with RPG elements like character development and leveling.

2D game, with sketched and CG’ed lavish art, with some rendered animations, and 3D accelerated effects such as translucency/alpha blending and specular lighting for particle effects engine for magic, spell effects, explosions etc, possibly pixel shaders.

Requirements: DirectX 9, .NET Framework 2.0, 3D Accelerator recommended (DX9 compliant for pixel shader effects).

X Engine.

World:
Game is set in the world of Lurfae, a world of magic, sorcery, swords, fantasy, monsters, fantastic creatures, diverse cultures and races, rich folklore, legend and myths.

Single Player Random and Multiplayer:
• Randomly Generated Provinces/etc
• Terrain: Forest, Grass Lands, Desert, Underworld, Water, Coast, Islands, Highlands

Campaign:
1. Tutorial – Zishan Province
2. Underworld
3. Northern Highlands
4. (expansion)

World Rules:

Custom fantasy rules.

Unit Stats:
• Strength
• Dexterity
• Constitution
• Intelligence
• Wisdom
• Charisma



World Rules

Unit Stats:
• Strength
• Dexterity
• Constitution
• Intelligence
• Wisdom
• Charisma

• Hit Points, Armour Class, Armour Class Bonus Vs, Armour Class Penalty Vs, Weight Allowance based on strength, movement rate affected by weight carried (characters in no armour should be faster than one in armour etc, not like in D&D where you get to a point and slow down or cant move etc).

• Armour Stats: AC, Bonus AC Vs, Penalty AC Vs, Magical AC (Enchantment), Other Echantment Effects, Cursed?.



• Weapon Stats: Damage Factor(ex. 4f8 – this is not like D&D system, f stands for factor, 4f8 means 4 to 8 damage, the equivalent damage in D&D would be 4d2), Magical Damage (amount and type, ex: 1f4 fire, or 4 fire), Enchantment, Weapon Class (basically the name of the style and size of the weapon), Weapon Speed Factor (just in relative decimal values), Range, Bonus Vs (ex, extra damage or attack etc), Penalty Vs, Other Magical Enchantment Effects, Cursed?

• Item Stats: Magical Enchantment Effects, Magical Bonuses, Magical Penalties, Cursed?

Classes (BHP – Base Hit Points/HP factor):
• Melee
o Fighter (+2 skill to melee weapons, BHP: 30, cost: 100 gp).
o Barbarian (+.5 to weapon speed factor, tougher than the fighter, BHP: 40, cost: 120 gp).
o Spearman (A fighter that specializes in fighting with spears and pole-arm weapons, +4 skill to pole-arm weapons, +1f3 damage with pole-arm weapons, BHP:30, cost: 120 gp).
o Samurai (Highly skilled, strong and agile warrior, +1 to weapon speed factor, +10 to katana weapon class skill, +4 to exotic pole-arm weapon class (naginata) skill, can only use katana and naginata, carries both, BHP: 32, cost: 300 gp).
• Ranged:
o Ranger (specializes in the bow (+3 to skill), and light healing magic, bonuses with light armour types (+1 to AC), and short swords (+1 to Attack), BHP: 20, cost: 110 gp).
o Elven Archer (restricted to elven races, secret skill passed down through generations, specializes in the bow (+6 to skill to bow, +1 damage), especially in the composite longbow (+9 to skill, +2f4 damage), BHP: 12, cost: 160 gp).
o Crossbowman (specializes in the crossbow (+3 to skill, +.5 to weapon speed factor), BHP: 14, cost: 110 gp ).
• Magic:
o Cleric (classical healer and religious icon, heals and preaches faith (converts), specializes in healing magic and protection against unnatural forces of evil: BHP: 10, cost: 250 gp).
o Necromancer (specializes in magic manipulating life energy and raising the undead: BHP 8, cost: 250 gp).
• Melee/Magic:
o Paladin (A holy warrior prepared and dedicated to battling forces of evil such as infernal, demonic, and undead, extra bonuses on mount (knight), double-critical vs infernal and demonic, +6f10 vs infernal, demonic, and undead, immune to undead conversion, drain, and negative energy effects, BHP: 25, cost: 280 gp).
• Melee/Ranged:
o Ninja (+6 to exotic ranged weapons (ex. Shuriken), +1f3 poison damage with exotic ranged weapons, +1 to movement rate factor, +8 to stealth skill, BHP: 18).

Configurable Unit Profiles, such as class/sub-class (including multi-class) and emphasis on a particular stat, skill, weapon style, and weapon and armour “package”, but each unit from that profile will still be varied, just with a bias, you also can name the unit type, or leave it as the subclass/multiclass name.

Unit profiles saved within player profiles, and can also be configured, created, and edited outside of playing a game, so you can configure your favourite combinations and not have to spend a lot of time creating them in the game, especially helpful in multiplayer.
Feats:

• Berserkergang (Barbarian only, temporary +4 bonus to strength, +2 bonus to constitution).

• Holy Aura (Cleric and Paladin only, 12ft radius of protection bonuses vs. infernal, demonic, and undead).

• Black Aura (Necromancer only, 12ft radius, allied undead creatures gain +1 to AC, +2 to Attack, +2 to undead ability, unallied creatures caught in the effect suffer -2 to strength and constitution drain (temporary), unallied undead are unaffected).

• Soul Eater (Necromancer Hero only, can only be taken once, the Necromancer consumes the souls of the fallen (only of those that he or his undead minions have personally killed), and the souls of the fallen allied non-Hero and non-Legend units, and raises undead minions in their place, the higher level the Necromancer, the stronger undead minions he raises, each soul consumed also temporarily gives the Necromancer supernatural abilities, which are chosen somewhat randomly (AC bonus, Casting Speed bonus, Stat Score bonus, etc etc), if the Necromancer consumes the soul of a Hero or Legend then he will gain a powerful permanent supernatural ability or power, even more powerful if it was a Legend, not only that, but the Hero or Legend who’s soul was consumed cannot be resurrected, the souls of Clerics, Paladins, and Monks cannot be consumed).

• Weapon Mastery (Any class, +5 to skill with chosen weapon class, can only be taken once per weapon class).

• Northern Lineage (Any class, can only be taken once and only initially/at 1st level by non-common units, +5 to cold resistance, +8 to BHP, +1 to melee skill, +2 to Axe, Long Sword, and Two Handed Sword weapon class skill).

• Iron Palm (Monks only, can only be taken once and only initially/at 1st level by non-common units, +6f16 damage with fists/unarmed).

• Iron Shirt (Hero Monks 5th level and higher only, can only be taken once, +4 to AC).

• Wudan Sword (Monks only, can only be taken once, +8 to long sword and katana weapon class skill, +4f8 damage with long sword and katana weapon class skill).

• Ambush (Any class, requires 10 stealth, units that are ambushed by hidden units suffer temporary -1 to AC, -2 to Attack, while the ambushing units gain +2 to Attack).

VBGamer © Go To Top Of Page
This page was generated in 0.2 seconds. Snitz Forums 2000

Copyright © 2002 - 2004 Eric Coleman, Peter Kuchnio , et. al.