Author Topic: Ark - RPG  (Read 12941 times)

H3

Art in style of Dota 2

H3 Productions presents an upcoming RPG titled "Ark". Following the original Korean web novel, Ark plans to implement various features mentioned throughout.
Planned Features

Level/EXP System - I promise not too grindy! Might be grindy if done correctly.

Title System - Titles (obtained from various sources) which enhance your stats.

6 Attributes - Strength, Agility, Stamina, Intelligence, Wisdom, Luck, all affecting the outcome of your adventure.

Classes - 4 basic classes with hidden classes as you progress.

Items - Unique item system which enables some items to have additional stats other items of the same kind wouldn't have.

Client/Server Inventory System - Easy to use/manipulate unique item system.

Client HUD - Featuring a hotbar to access your items quickly.

More+




How can I help?

Ideas
- I am open to ANY idea/suggestion anyone may have.

Models
- Tree models
- AI/NPC/Monster/Mob models
- Weapon models
- Anything you might think is useful.

Artwork
- Currently I am in need for artists to draw me some 32x32 items (use transparent background in png format). Things I need:
     - Food
     - Potions
     - Clothing (Boots, Leggings, Chestplates, Helmets, Rings, Capes, Necklaces)
     - Misc items. (slime, spider leg, etc.)
     - Anything you can think of: (eggs for pets?)

« Last Edit: July 29, 2015, 09:23:42 AM by H3 »

Seems interesting enough, and the fact that you didn't immediately asked for scripting help fills me with interest on the project.

Seems a lot of heavy work, good luck

H3

Seems interesting enough, and the fact that you didn't immediately asked for scripting help fills me with interest on the project.
Seems a lot of heavy work, good luck
Here's the fully functional HUD with finished server-sided support:


I would appreciate it if maybe someone could record functionality on my server? Send me a private message yo!
« Last Edit: June 01, 2015, 06:36:35 PM by H3 »


H3

Looks cool.
I bet you didn't notice the ninja EXP bar under the hotkey bar!

I could help with weapon models. If you need some just PM me.

I could other models, but I specialize in Weapon models. So far this looks really good, so if you need any models, don't hesitate to ask.

H3

I could help with weapon models. If you need some just PM me.
Thanks, messaged you!

I could other models, but I specialize in Weapon models. So far this looks really good, so if you need any models, don't hesitate to ask.
I'll definitely need some models, I'll message you details.

A word of advice who's deeply into anything grindy and time consuming, don't ever use the static animations for anything other then conventional uses. If im sword fighting with a stupid ai, I-, no, most of us don't want it to look like we're hammering a nail into a wall.

If you truly want this rpg to be successful, think outside the box, get creative, and take a new look on things. Don't just make it like any other Blockland rpg because truth is, they sucked. The builds were cool and the mechanics were wow but the lack of any new or intuitive combat left the game with "quick, who can run around and gather and mine the most resources first and get the highest armor and weapons first" Sure they were fun to begin with but look at most of them now.

Here are a few ideas. Turn/trigger system. Look at any final fantasy game ever. Your character and the enemy has a timer indicating when to attack ect. Using a menu to use whatever he has at his disposal from weapons to magic and items.
Similar aspects can be seen in the paper Mario series.

Another thing, emphasis on coop.
Your guy shouldn't be a god mowing down enemies left and right until late game grind. Your not supposed to be a lone wolf but if you are good loving luck beating every dungeon ever.

I hope I've given you insight and information to move away from the typical rpg trash I see in Blockland, but it can't be helped because it is Blockland. This kind of work and time requires something more than motive, it requires money or a separation into its own game but all means good luck with your project I hope it becomes successful.




H3

A word of advice who's deeply into anything grindy and time consuming, don't ever use the static animations for anything other then conventional uses. If im sword fighting with a stupid ai, I-, no, most of us don't want it to look like we're hammering a nail into a wall.

If you truly want this rpg to be successful, think outside the box, get creative, and take a new look on things. Don't just make it like any other Blockland rpg because truth is, they sucked. The builds were cool and the mechanics were wow but the lack of any new or intuitive combat left the game with "quick, who can run around and gather and mine the most resources first and get the highest armor and weapons first" Sure they were fun to begin with but look at most of them now.

Here are a few ideas. Turn/trigger system. Look at any final fantasy game ever. Your character and the enemy has a timer indicating when to attack ect. Using a menu to use whatever he has at his disposal from weapons to magic and items.
Similar aspects can be seen in the paper Mario series.

Another thing, emphasis on coop.
Your guy shouldn't be a god mowing down enemies left and right until late game grind. Your not supposed to be a lone wolf but if you are good loving luck beating every dungeon ever.

I hope I've given you insight and information to move away from the typical rpg trash I see in Blockland, but it can't be helped because it is Blockland. This kind of work and time requires something more than motive, it requires money or a separation into its own game but all means good luck with your project I hope it becomes successful.


I definitely agree with most of what you have stated. I'll be taking all your tips/suggestion into careful consideration.

Where did you pop out from?

I don't think he's new here, lol. If I had to take a wild guess, I'd say based on demeanor, skill, and choice of name that this is an alt if Honorabl3. But I could be wrong.