The Craftsmen's dungons..... opf deth.....

Author Topic: The Craftsmen's dungons..... opf deth.....  (Read 2640 times)


a brave new project by the cmen

At the moment, our plan for this project is to provide a multiplayer co-op dungeon crawler experience with engaging gameplay, and also allow for an enjoyable player-versus-player or roleplaying game experience. Players will divide their time between an immersive human-built world and dangerous procedurally-generated dungeons.



Story

You, the proverbial adventurer, wake to find yourself in a strange town with no memories of your past. Upon conversing with the locals, you discover that your situation is not at all unique, and you are only the newest member of a village of amnesiacs. Luckily, however, your skills in the arts of combat and magic still remain to you. I say luckily, because rumor has it that the God of Chaos has nearly become powerful enough to destroy the world.

Rumor also has it that there are eight abandoned Elemental Temples tucked away in remote corners of the world, where treasures and powerful artifacts beyond reckoning lie in wait for any adventurer clever and daring enough to raid them. The generals of the God of Chaos have made their hideouts in the Temples, and if the adventurers are to save the world, it is vital that they claim the power of the generals for their own.

Thirty days stand between the God of Chaos and the end of the world. Will it be enough to stop him?



The Build
...so far


We are currently seeking capable builders to contribute. If you're interested, drop by my or Wizzeh's server and show us what you can do. If we like your contributions, they will probably find their way into the final build. All builders whose contributions are used will be credited - just make sure that you label your contributions with the name you'd like to be credited as.



Combat systems

Players have three key stats that affect their combat:
  • Damage increases the damage dealt by all attacks. It also increases the potency of spells that do not directly deal damage.
  • Range increases the effective range of melee attacks, the speed of projectiles fired by ranged weapons and spells, and the area of effect of many spells.
  • Mastery increases the accuracy of melee weapons, grants ranged weapons a chance to fire more projectiles, and increases the duration or reduces the mana cost (among a wide array of other effects) of spells.

Players start with 100 points to be distributed into their three stats, and may distribute any number of points into each stat. Redistributing stats can dramatically change the effectiveness or utility of certain weapons and spells, so players are encouraged to experiment.

All melee weapons use the conal raycast system that players of Stalkers vs Humans may be familiar with, allowing melee weapons to excel at taking out groups of foes at close range without needing to worry too much about aiming.

Magic spells
Lightning bolt! Lightning bolt!

Players can use spells by combining elemental tokens (accessible on the "Special" tab of the brick menu). When used, a token will be added to your spell bar, up to a maximum of 3. Any combination of 1 to 3 tokens may then be used to cast a spell repeatedly until the tokens are cleared or another token is used. This system allows for a whopping 93 distinct spell combinations.

Weapon leveling
Swords, hammers, knives, bows, rifles, wands, staves, you name it!

Players will start with a small assortment of basic weapons, which will gain experience upon killing monsters or other players. When a weapon has gained sufficient experience, it will gain a number of points of potential, which can be used to upgrade the weapon's damage, range, or mastery. If the weapon meets certain thresholds of these three stats, it can then be transmuted into an entirely new weapon, dramatically changing its properties.



Story systems

Quests!!

Whenever a group of players defeats the general of one of the Elemental Temples for the first time, the equipment dropped by the general will be named after players in that group - generating weapons with names such as Amadé's Fireblade.

The players will have 30 days after the beginning of a cycle to complete the dungeons and defeat the God of Chaos. If, at the end of this 30 day period, the players have yet to defeat the God of Chaos, the apocalypse will occur, permanently killing all players, obliterating the amnesiacs' village, and destroying the server itself.



Current project members
  • Amade - Scripting, design
  • Wizzeh - Building, scripting
  • sockfish - Building, design
  • _Sovereign - Design, building
  • LegoPepper - Building
  • Sargeras - Building

We are currently seeking capable builders and modelers. Drop by the server or leave a reply if you're interested.



Planning & Development gDoc

https://docs.google.com/document/d/1yPm4rqBsmJBLiBZa5WIFkTvqsaCm5SZn8_wAey220_M/edit?usp=sharing

Feel free to look it over and offer comments or suggestions in this thread.



Player Manual
Also try the /help command ingame. We plan to create a tutorial zone to make the basics clear to new players who have not read this topic, just as soon as we have those basics pinned down.

Accounts
Upon joining the server you will have an account automatically generated for you with your name as the username and your BL_ID as the password. It is recommended but not required that you change this password to something easy to remember but that you don't use elsewhere.

We use an account system instead of storing data associated with your BL_ID for two reasons: first, players may have "alts" if they so wish by simply creating new accounts, and may also restart with a clean slate whenever they like. Second, accounts allow players who share keys to play simultaneously without encountering strange problems that a BL_ID-based system would cause them.

Related server commands:
  • /createAccount username password - Creates an account with the specified one-word username and one-word password.
  • /changePassword newPassword - Changes the password of the account you're logged into to the provided one-word password.
  • /login username password - Attempts to log in to the account with the corresponding username and password.
  • /deleteAccount username password - Attempts to delete the account with the corresponding username and password.
  • /account - Tells you the username of the account you're logged into, in case you forget.
  • /stats - Tells you your current damage, range, and mastery stats.
  • /redistrubteStats damage range mastery - Redistributes your stat points.

There is no need to manually log out, as your account data is automatically saved when you leave the server or switch to another account. Note that you must always have an account associated with your client, so you must create or log in to a new account before deleting your current one, and you cannot delete or log in to an account someone else is using.

Teams
Teams allow you to team up with (or against) other players and facilitate party-based dungeon raiding and player-versus-player (pvp) combat. You will start on the white team (that is, no team), and can join another team as long as you are not currently in combat. There are seven teams: white (no team), red, green, blue, yellow, cyan, magenta, and black (monsters).

While on the white team, you will receive your own individual instances for dungeons and be eligible to engage in pvp combat with all other players who have enabled pvp.

While on the black team, you are always considered to have pvp enabled and will be considered to be allied with the forces of evil, including dungeon monsters. Thus, you will be attacked by town guards if you approach a settlement. Attempting to join a dungeon will transport you to a random active instance of that dungeon, if one exists, where you can attempt to hinder of the efforts of the dungeon raiders.

While on any other team, you and all other players on your team will share instances of dungeons and be unable to hurt each other in pvp combat.

Related server commands:
  • /jointeam teamColor - Joins the team with the specified color.
  • /leaveteam - Places you back on the white team.
  • /enablePvp - Enables player-versus-player (pvp) combat.
  • /disablePvp - Disables pvp combat. Cannot be used while in combat.
  • /togglePvp - Toggles pvp combat.

Inventory
In addition to the five normal tool/weapon slots, you also start with 5 backpack slots that can store additional items. By default, your backpack will contain the Copper Sword, Blacksmith's Hammer, and Ash Bow items, which demonstrate the basic mechanics of melee and ranged combat.

Related server commands:
  • /toPack item - Attempts to move the specified item from your equipment inventory to your pack. Only works on dod-specific items. Will attempt to move the currently selected item to your pack if you do not specify an argument.
  • /fromPack item - Attempts to move the specified item from your pack to your equipment inventory.
  • /weaponStats item - Tells you the level, experience, potential, bonus damage %, bonus range %, and bonus mastery % of the specified item (or, if the item is not a weapon, how many of that item you possess).
« Last Edit: April 10, 2015, 09:57:16 AM by Amade »

Just for fun, here's what 10,000 mastery makes the Ash Bow do:

... is 10,000 the highest you can go?

also, will there be pvp zones?

... is 10,000 the highest you can go?

also, will there be pvp zones?
10,000 is far higher than you can normally go.

As for PvP: there are six teams players can join (no team, red, green, blue, yellow, cyan, magenta). Players can then /enablePvP to fight other players who have enabled PvP and are not on their team (if they have no team, they will be able to fight any other player who has enabled PvP). These teams are also used to allow multiple players to enter the same instance of a dungeon.

As for PvP: there are six teams players can join (no team, red, green, blue, yellow, cyan, magenta).

Why not allow people to make their own team? Surely teams could get a bit crowded if there's a limited number of teams, especially seeing each team has it's own instance?

Why not allow people to make their own team? Surely teams could get a bit crowded if there's a limited number of teams, especially seeing each team has it's own instance?
Being on the white team is essentially being on your own team. I highly doubt there will ever be a need for six concurrent instances of the same dungeon.

The inventory system is almost complete. We're nearing the point where enough of the basic systems have been implemented to allow playtesting of something at least vaguely resembling the intended experience. Unfortunately, the build is lagging far behind.

who is host normally?

ive seen wizzeh host this a majority of the time
p neat

Unfortunately, the build is lagging far behind.

Man this is always the case for everything
Though usually the build is lagging so far behind that it doesn't even exist yet and never will

who is host normally?
Wizzeh. I can normally only host on weekends.

Man this is always the case for everything
Though usually the build is lagging so far behind that it doesn't even exist yet and never will
In this case it's just that sock has already managed to lose interest (but only after having us start the build over twice) and the stars have to align for Wizzeh to do anything but troll his own server. :cookieMonster:

Currently working on the models for the currency items (gems), after which I will code the DunGenerator and the drops system, after which point we will have a functional if barebones dungeon crawler.

Lootsplosions!

For now the gem pickup sound is the rupee pickup sound from ocarina of time.