Author Topic: Tombland - just wait  (Read 20327 times)

TOMBLAND


Tombland is a mod where a group of brave adventurers are set in a dark tomb in search for glory and treasure.

VIDEO (old parts)





FEATURES
   
-Randomly generated tombs!

-Simple Inventory system
 -You pick up an item, select it in inventory, click it, done!

-Simple loot system

-Monsters!

-Shops!

-Much more!





ABOUT TOMB GENERATION


I bet some of you are interested in how this thing generates then.

Well thankfully I decided to make this layout thing that I'll use to demonstrate how it works

Code: [Select]

" " = Nothing
"C" = Corridor
"F" = Floor
"S" = Shop
"L" = Last&First rooms
"0" = 0 x and 0 y (not in the example)


Step 1.

We start the generation by making a room.


FFF
FFF
FFF


Step 2.

We make some doors for the selected room.


 D
FFF
FFFD
FFF


Step 3.

We make corridors for the doors.


 C
 C
 C
 D
FFF
FFFDCCCC
FFF


Step 4.

We make doors for the corridors.


 C
 CD
 C
 D
FFF
FFFDCCCC
FFF   D


Step 5.

We make rooms for the doors.


 C FFF
 CDFFF
 C FFF
 D
FFF
FFFDCCCC
FFF   D
    FFFF
    FFFF
    FFFF
    FFFF

Step 6.

We select a room that hasn't been selected yet and repeat step 2.


Step 7.

When we have generated the level we check if there are more levels to be made.
If there are we start all over again from step 1.
If not we start planting the bricks.


Step 8.
Done!


And here is a 18 room pretty usual tomb layout generated by the generator.

                                
         FFFF                    
         FFFF                    
         FFFFDC FFF              
         FFFF CDFFF              
              C FFF              
              C                  
              C                  
              D                  
             FFF   FFF          
             FFFDCDFFF          
             FFF C FFF          
                 C    FFF        
                 C  CDFFF        
                 D  C FFF        
    FFF C       FFF C  D        
    FFFDC FFF   FFFDC  C FFF    
    FFF CDFFF   FFF C  CDFFF    
        C FFF       D  C FFF    
     C  C          FFF C  D FFFF
 FFF C  D          FFF    C FFFF
 FFFDC FFF         FFF    CDFFFF
 FFF C FFFDC FFF    D LLL C FFFF
     C FFF CDFFFDCCCC LLLDC      
     D     C FFF    D LLL        
    FFF C  C       FFF          
    FFFDC  D       FFF          
    FFF C SSS      FFF          
        CDSSS                    
        C SSS                    
        D                        
       0FF                      
       FFF                      
       FFF                      






FULL ITEM LIST


To get items from ground or shop, click on them!


All "shop only" items are also availabe as drops from boss mob.

Shop value is how much the items cost in the shop
Selling value is:  %shopvalue/2


ARMOR

Armors have 3 different tiers so far: "Rusty", "Normal" and "Polished"


Body Armor

Code: [Select]

Rusty "Armor"

- 6 Defense
- Shop value 5500


"Armor"

- 10 Defense
- Shop value 10000


Polished "Armor"

- 15 Defense
- Shop value 15000
- Shop only!



Helmets

Code: [Select]

Rusty "Pointy Helmet"

- 2 Defense
- Shop value 2500

Rusty "Flare Helmet"

- 2 Defense
- Shop value 2500


"Pointy Helmet"

- 5 Defense
- Shop value 5000

"Flare Helmet"

- 5 Defense
- Shop value 5000


Polished "Pointy Helmet"

- 10 Defense
- Shop value 10000
- Shop only!

Polished "Flare Helmet"

- 10 Defense
- Shop value 10000
- Shop only!


"Plate Helmet"

- 15 Defense
- Shop value 15000
- Shop only!


Shoulder Pads

Code: [Select]

Rusty "Shoulder Pads"

- 2 Defense
- Shop value 2500


"Shoulder Pads"

- 5 Defense
- Shop value 5000


Polished "Shoulder Pads"

- 10 Defense
- Shop value 10000
- Shop only!



Shields

Code: [Select]

Rusty "Shield"

- 2 Defense
- Shop value 2500


"Shield"

- 5 Defense
- Shop value 5000


Polished "Shield"

- 10 Defense
- Shop value 10000
- Shop only!



WEAPONS

There aren't much weapons yet, but soon to be more!
Some weapons have limited ammo.


Melee


Code: [Select]

"Sword"

- 35 Damage
- Fast attack speed
- Starting weapon!

Ranged

Code: [Select]

"Long bow"

- 30 Damage
- Average attack speed
- Max 25 ammo
- Starting weapon!


"Spear"

- 50 Damage (direct)
- Slow attack speed
- Max 10 ammo
- When ammo runs out this will disappear from inventory



OTHER WEARABLE ITEMS

Other stuff you can wear.


Backpacks
   
Code: [Select]

"Backpack"

- 5 Defense
- Increases your total inventory space by 3!
- Shop value 7500


"Cape"

- 5 Defense
- Makes you faster!
- Shop value 7500


"Quiver"

- 5 Defense
- Increases your arrow holding amount by 25!
- shop value 7500



PICKUPS

Pickups are items you dont need to click on the ground to pick them up.
Just walk over them.

Code: [Select]

"Gold"

- Comes in various shapes depending on the amount of gold!
- Very common in pretty much everything!
- Vital for your success!
- Ever wanted to give your friend a bit? Type : /dropgold [AMOUNT]  (values over your gold amount will drop everything you have)


"Ammo"

- Items that have ammo can be restocked with these
- Not as common as other pickups


"Heart"

- Increases health by 10!






MONSTERS


Our brave adventurers are still young and haven't gotten deep enough to see the real monsters...
(which means that there aren't many monsters yet)


Orcs

Code: [Select]

"Normal" Orc

- Smallest orcs
- Lightest skin color
- Fastest
- Weakest

"Leader" Orc

- Bit bigger
- Darker skin color
- Slower
- Stronger

"Boss" Orc

- Biggest
- Darkest skin color
- Slowest
- Strongest
- Drops bypass shop limits!




Skeletons


Code: [Select]

"Normal" Skeleton

- Faster than orcs
- Slightly weaker than orcs
- They see a bit further






Stuff you probably want to know


So how does my armor change anything?


It's pretty simple:

For example if you have 25 defense, it means that all damage taken is recuded by 25%

example.

%damageInflicted = 100 (you would die instantly)
%armor = 25

25% of 100 is 25 so you would only take 75 damage and not die instantly


What happens when I die?


You lose all your items, but your gold stays the same.
Then you spawn at the spawn room.


Why isn't gold shared?


We had a long discussion about this and came to that conclusion that if gold is shared you can just sit back and enjoy doing nothing.
Or you could rush through the entire thing to kill the boss and still get the money.

Also lets take an example:

%goldget = 10
%playercount = 10

Gold would be equally shared between all of you so
10 gold would only be 1 for everyone.





THE TEAM

- Spade [ID:562], pretty much everything
- JakeBlade [ID:7088], modeling stuff
- Brian Smithers [ID:2199], helping with the code.
- Ipquarx [ID:9291], helping with the code.
- Jorgur [ID:199], ideas and testing.
- Pass [ID:2976], building and maybe modeling?.
- Demian [ID:10334], building, ideas, few models, stuff.
- Phydeoux [ID:10403], testing, ideas, models.
- Rykuta [ID:4523], coding weapons nd stuff.
- Mr.Lol [ID:3306], testing, ideas, BEST MAN IN THE WORLD.

If you want to help, pm me or post in this thread that what are you able to do (building,modeling,testing etc) and some pictures of your work.

Also if you guys have steam you should probably add me: http://steamcommunity.com/id/spadeofallspades/ and we will talk with other team members too!
Or you can post here or PM me or talk in rtb or Blockland or anything you find me on.





PLANNED STUFF

  • Varaible Loot - Basically a borderlands-esk system for loot generation, AKA weapons thatvary statistically from one another, so you can choose which one you prefer using. This feature also adds a level of freshness to each tomb/dungeon you raid. Each weapon will vary statistically in:
    • Firerate (Swing rate, bow sling rate, spear charge rate, etc.)
    • Damage (Paaaiiinnnnnn)
    • Knockback (When you hit an enemy, it pushes them back a bit.)
    • Range (How far It can hit stuff.)
    • Critical Hit Chance (Scoring that special attack that does bonus damage.)
    • Critical Hit Damage (How much more damage.)
    • Enchantments (Rarer loot has some kind of enchantment, sometimes these are inate,other times these allow special abilities.)
  • Armor Revamp - Armor will have a few key features, these (like with the weapons) willvary statistically when any type of armor is spawned.
    • Protection (% of damage negated from each blow against the player)
    • Deflection (% chance of damage to be completely ignored)
    • Durability (Lifetime, armor will eventually become worn out, generally based on material.)
    • Enchantments (Rarer loot has some kind of enchantment, sometimes these are inate,other times these allow special abilities.)
  • Durability - Eventually all items will wear down or become unusable. With the case of armor, armor will become "battered" or "destroyed" the more damage it takes. In the case of weapons, items will simply become ineffecient, dulled, unstrung, etc. Weapons willnever be destroyed however, this is a result of the premise that, in order to obtainloot, you need to be able to kill things, in order to kill things, you have to have a weapon. Although getting newer more powerful weapons, is something to be encouraged.
  • Enchantments - Items have a chance to be "enchanted" when they are created. Enchantmentsvary from inate bonuses, to special abilities. With each inate ability, it has an effectiveness (Dmg/Duration) and a % chance to work. Some basic Inate Weapon enchantmentsare as follows:
    • Fire (This weapon has the chance to ignite enemies on impact.
    • Leech (This weapon has the chance to add a % of the damage dealt to the player'shealth. Basically steals health.)
    • Stun (This weapon has the potential to stun opponents, or disorient them, making them more valnerable to attack.
    • Mark of Death (Weapon has a chance to mark the enemy with an omen of bad luck, whilethe omen is active, the enemy takes more damage from all forms of attack.
    Some Inate Armor enchantments:
    • Spell Guard (If the enemy attacks you with an enchanted weapon, you have a chance tonegate its effects.)
    • Thorn (The armor has the potential to cause spike damage to the enemy, AKA, if attacked, the attacker has a chance to be harmed in the process.)
    • Memory (A weird hybrid of the thorn and Mark of death. If you are attacked, theenemy has the potential to be marked for death.)
    Active Weapon Abilities are abilities that are activated using the Jet key, these will often have cooldown times, and the abilities are unique.
    • Dash (This allows you to dash forward at your enemy.)
    • Charge (This allows a player to charge his next attack with a 100% critical hit chance.)
    • Impulse (The weapon produces a shockwave beneath your feet, knocking back all nearbyenemies.)
    • Rage (For a short amount of time you are immune to damage, and your weapons dealdouble. During the cooldown, your damage is halfed, and you take twice as much damage.)
  • Legendary Gear - With all of this customization, you'd think that the odds of you findinga REALLY cool item are pretty low. Well, they are, but there is also another feature called "Legendary Weapons." These are weapons with utterly unique stats. Often featuring some unique power or feature that sets them apart from every other generic form of a weapon. These will often have their own custom models. Legendary gear is also incredibly valueble, so selling it to a vender will earn you quite a large amount of gold.

AND MUCH MORE TO COME





PICTURES



« Last Edit: November 19, 2012, 10:00:13 AM by Space Man »

im afraid ill have to reserve this

im afraid ill have to ask to help code :( and if I can't help code ill help test :)

Suggestions
- This should be either a single player or co-op thing. Single player is saved games and stuff and co-op is time trial and survival (how far you can last)
- Co-Op should be done in parties and people who don't catch the party have to wait until they go to the next tomb to join the party (as in they can't join in mid-tomb)
- if you've ever played Rotondo's The@Team, it should have an entry/exit point, you should be able to carry the dead and the dead should be able to spectate.
« Last Edit: October 18, 2012, 05:44:08 PM by Brian Smithers »

I'd be willing to test/build, if that's alright.

I also like Brian's suggestions.

i can contribute any further models if needed :B

I can help model if you want.

1. Will this support custom modding like the ability to add custom armor, weapons, enemies, etc. not included in the vanilla edition? Was hoping on possibly making a Killing Floor mod with this someday :D

2.Anyway to modify the difficulty via admin options?

3. Will the looting system be akin to Diablo/Torchlight or pre-determined?

P.S: 1. Should we call you Space Man 1 or 2 determined on who is playing at the moment?
2. Are you related to Space Guy? :cookieMonster:
« Last Edit: October 18, 2012, 10:13:30 PM by Citrousct »

I could model a thing or two if I have the time. You really need better builds though. And more variation.

im afraid ill have to ask to help code :( and if I can't help code ill help test :)

im afraid ill do the coding myself  ...too ashamed to show any of my poor code...

But sure you can test,
I'll announce a testing day later on.

Suggestions
- This should be either a single player or co-op thing. Single player is saved games and stuff and co-op is time trial and survival (how far you can last)

- Co-Op should be done in parties and people who don't catch the party have to wait until they go to the next tomb to join the party (as in they can't join in mid-tomb)

For now its going to be just Co-Op but maybe later it can be made to the singe player form.
And yeah no late-joiners mid-tomb.

- if you've ever played Rotondo's The@Team, it should have an entry/exit point, you should be able to carry the dead and the dead should be able to spectate.

In fact I have played The@Team and some inspiration for that came from there, but I have to think about the entry/exit thing.





I'd be willing to test/build, if that's alright.

I also like Brian's suggestions.

Sure, show me some of your builds and ill have a look at them.
Like I said above i will announce a testing day/telling people what to do day later on.





i can contribute any further models if needed :B

I can help model if you want.

That'd be great!
Show me some of your models and ill have a look at them.





1. Will this support custom modding like the ability to add custom armor, weapons, enemies, etc. not included in the vanilla edition? Was hoping on possibly making a Killing Floor mod with this someday :D

It is already pretty easy to change everything from the building parts to the items so yes it will support that.

2.Anyway to modify the difficulty via admin options?

We will see about that. Probably yes at some point.

3. Will the looting system be akin to Diablo/Torchlight or pre-determined?

I have read too much about Diablo 2 loot system so it has kind of stuck in my head so it will probably be pretty much the same kind as in Diablo 2.

P.S: 1. Should we call you Space Man 1 or 2 determined on who is playing at the moment?
2. Are you related to Space Guy? :cookieMonster:

Ok so

My brother and I share the key (key sharing is completey fine under the same house) so that causes some confusion.

(the name is Spade by the way, "Space Man" is just a name from the past)

Yellow/Black Spade is my brother
Purple/White Spade is me.

BUT

We recently decided that we will finally get seperate keys so lets hope that clears some confusion.


no i'm not related to Space Guy





I could model a thing or two if I have the time. You really need better builds though. And more variation.

Great!

The buiding parts were kind of rushed so they aren't that good but I hope someone changes that in future...
More variation is easily made if someone makes more parts.


Don't be afraid to ask for coding help, no matter how screwy it is lol. If you're absolutely darn stubborn on the coding part, I can help test as well.



Don't be afraid to ask for coding help, no matter how screwy it is lol. If you're absolutely darn stubborn on the coding part, I can help test as well.

I guess you're right, Brian can help code too but I have no idea how to execute the whole thing like

how do you help with coding like, do i give you both the code or hwat

asd





Coffins on the way: http://forum.blockland.us/index.php?topic=211204.msg5955910#msg5955910

That is so great! I bet they will look awesome here with the vases and chests!





Also anyone who contributes anything that will be in the thing will automaticly get a chance to test.

Like I have said I will announce a testing/stuff day later on.

I guess you're right, Brian can help code too but I have no idea how to execute the whole thing like

how do you help with coding like, do i give you both the code or hwat

asd
Well, showing us the entire code would be a good help, and you could put it in say, a dropbox folder and share it with us, then just ask us to make/edit features, etc.

Whatever works.

I guess you're right, Brian can help code too but I have no idea how to execute the whole thing like

how do you help with coding like, do i give you both the code or hwat

asd





That is so great! I bet they will look awesome here with the vases and chests!





Also anyone who contributes anything that will be in the thing will automaticly get a chance to test.

Like I have said I will announce a testing/stuff day later on.

so
first you should learn how to use Hg or what ever it's formal name is. It's really easy!
Then you make a bitbucket and push the code. bitbucket adds an issue tracker which is really handy. you can also make the repository private and stuff. Or you can just use Dropbox. Then we talk on some chatting system (RTB or Steam) about modifications we are going to make and well... we work. we could also use a titanpad to work on one piece of code together.