Overview
Alright, methinks Ephi originally had the idea for this:
The Medieval Mod is really a huge pack of epic mods (Or possibly a Mass Mod, like the original RTB), including, but not limited to:
- New Vehicles like Cannons and Siege Engines
- New Items like Halberds, Blunderbusses, Magicks, and Potions
- Combinable Items
- A Functioning RPG Mod
- New Vehicles like Cannons and Siege Engines
So, I believe a few guys already are on board; If you want to join in, just post here.
People on board
- (Coordinater) Bushido
- TheLegoMaster
- SolarFlare *
- Dilt
- Space Guy
- Terror
- Aloshi
- Rkynick **
- (In-Training) LegoEggo
- (In-Training) Chaseyqurt
The * means nothing in particular.
Screenshots
The
Blunderbuss, a ranged weapon affected by gravity. Does low damage, but impulses the victim a fair bit away.
The
Mace, a blunt melee weapon. Being blunt, when it hits someone, it does little damage, but stuns the victim until the effect fades.
Errors and Problems
There seems to be a problem with the Blunderbuss. When used in-game random parts of it disappear. So someone should try to help out, if you can. http://www.mediafire.com/?cl0v2vje3v1
Fixed by
Solarflare on Friday, November 9th, '07. Yay!
Jobs
Tasklist
Primary Tasks: Finish the current items and weapons we have have models for. Those weapons are:
- Small Bottle
- Large Bottle
- Small Dynamite
- Bag of Ammo
Create a basic Ammo System, custom for the Medieval Mod's weapons.
Create scripts for and models for Armors, hopefully coded to work somewhere along these lines:
- Armor takes damage until it's HP hits zero, and the armor falls off.
- Individual pieces for Legs, Torso and Head.
- Armor subtracts from max running speed.
- Different types of armor have more HP.
- 5 different armor classes: White Block, Green Block, Blue Block, Red Block, Black Block, all colored respectively
- 3 different armor types, Light, Moderate, and Heavy. Or, their real life counterparts, Leather, Chain, Plate, each with their own models.
,
Create a Weapon Durability system that works along these lines:
- When you use a weapon and it hits something, it takes damage
- When a weapon's durability hits 0, the weapon breaks apart, into material
[/s] Done by Rkynick! Yay!
We need a builder to create a test town for our mod's pre-pre-pre alpha stage. I'm getting started on one now, but if someone gets done before me, I'll accept it.
Be sure it has the following buildings:- Underground Mine Shaft
- Training Hall
- Hospital
- Weapons Shop
- Tool Shop
- Armor Shop
- General Store
Secondary Tasks:Ready the Particles for the Dynamite's explosion, a Liquid Splash effect (For when you drink from a vial) Done by Rkynick! Yay!
Get some sounds for all of the current mods.
Begin on the Material system, which should work somewhere along these lines:
- You have to have a specific amount of material to make a brick. More specifically, 1 Material for each 1x1 unit.
- Material is stackable in the inventory, and has to be carried around.
- Material has to be used in order to spawn weapons.
Begin working on AI for "scared" monsters, "defensive" monsters, and "aggressive" monsters, preferably along these lines:
- Aggressives attack players and "scared" monsters in their spawn area at random.
- "Scared" monsters walk around their spawn area, and will run away when a player or an aggressive monster gets close enough, or it gets hit.
- "Defensive" monsters will walk up to players at random, and may follow the player around, but won't attack unless it's provoked. Otherwise, it wanders around it's spawn area.
Yes, I know, I'm asking for alot, and it'll probably lag a good amount, but this seems like a great idea, and I'm hoping I don't accidentally make it fall thru. Again.
Feel free to add-on to the mod with other things though.
Revealed Mod Mechanics
Item CraftItem Craft is accomplished by taking a TON of items, and putting 'em all together until you hit a final finished product.
For instance, let's say we're making a White Blocktard Sword, the weakest possible shield-less sword..
(Bas**** Sword)
We'll need a fair amount of ore: For instance, for a White Blocktard Sword, we'll need 5 White Blokium, than combine the Blokium until we get a lump of 5 Ores; Than, we make it into a bar with a Flaming PortaForge (Whichis made by combining wood with a PortaForge), than combining the bar with a mould, than combining the unfinished sword with a hammer, ending the process, and leaving you with a fairly powerful Blocktard Sword. And this was just a basic idea: There's a ton of potential recipes to be found in Recipe Books and from random tinkering.
That process again, for TL;DR guys:
White Blokium Ore x 5 = White Lump (5)
Wood + PortaForge = Firey Forge (1)
PortaForge + White Lump (5) = White Bar (5)
White Bar (5) + Sword Mould = Unfinished White B. Sword
Unfinished White B. Sword + Hammer = White B. Sword
Plus, the Firey PortaForge works as a flamethrower! Giving the basic smithy working to scrounge up a living having a defense is something I haven't seen in ANY RPG, ever. EVER.
If you have feedback on the item system, tell me, and I'll make modifications as I / you see fit.
(Based off the script Solarflare/Solarize made for the Medieval Mod.)
Last updated on Monday, November 19th, '07.