Author Topic: Spades ADVENTURE RPG - boss fight footage  (Read 2729 times)

ADVENTURE RPG
better name pending









???

The goal with this ADVENTURE RPG is to create an "adventure" with rpg elements and where combat is an obstacle rather than the main grind. Quests and going through dangerous (hand made) tombs, crypts, catacombs and such in order to get sick loot or complete the quest or just for fun.






FEATURES

The whole default game is destroyed and everything is implemented so that it feels "default".


Cool Inventory System™
(seen in video)

The inventory is opened like you would normally open your everyday blockland inventory.

Navigating the inventory is done exactly like you would navigate the paint can: "e" (or whatever you have binded for it) to move right and shift + "e" to move left.
Selecting an item will show its stats

Left click un/equips the selected item and right click drops it.

You can also see some basic info like your total damage, defense, gold amount etc.

While the inventory is closed you can press "e" again to quickly draw your weapon to access your favourite hand. (to click on npcs and items rather than try to murder them)


Sick Skill System (SSS)
(seen in video)

The brick menu has been destroyed into a completely new thing which is the skill system.

You open up the brick menu like normal to see that it has no bricks in it but skills instead, you click on a skill and it appears on the tray.

Selecting a skill is like selecting a brick. Having your inventory closed you either click a number on your keyboard or scroll wheel the skill you want to be selected.
After the desired skill is selected you just right click to summon the skill provided you have enough mana and the skill isn't on cooldown.

Learning skills is done by acquiring skill tomes through looting or quests.


Hopefully Not Boring Combat (yea right)
(seen in video)

I am trying my best to make a fun AI that wont get old after the first 2 kills, but we will see how I do here.

As said before though combat will not be the main focus of this mod, it will be an obstacle through out your questing.

Of course sick boss battles are planned.


Questionable Quests (qq)
(not in video)

The quest system is complete, just didn't want to spoil the quest (yes the single quest q_q)

The quests will not be "kill 500000 spiders and report back bye".

I will try my best (again) to make the quests as interesting as possible and while the initial quest description might be something boring like "yo i lost my jacket in this dark ass crypt somehow i never even move" it will require you to go to the said crypt and find the jacket even if its locked behind 6 keys in a room full of lava, spikes and a massive 50 ft monster or maybe there is some really irritating puzzle you have to solve we will see.


Other Things
(maybe in video)

Leveling system: You gain levels through xp. Some items, skills, quests etc require you to have a higher level.

Shop system: Not seen in video, but works just like having 2 inventories (think a bit here its not hard to imagine how it works)

Cool UI features: Health/Mana indicators, a status bar for the npc/player you're looking at etc etc etc

Various items, skills and other stuff not seen in the video





CONTRIBUTORS

Spade [ID:562]

I am the main creator here and have made most of the stuff here

Spede [ID:39334]

My prestigious brother who makes Sweet Sick Ni©e models


Other small things like bits of building and stuff have been done by ANT and Sleven and maybe others


sounds stole- used "with permission" from some unknown game nobody ever played (diablo 2) (NOT MADE BY ME)



« Last Edit: January 03, 2016, 07:48:27 AM by Space Man »

heh immediatly breaking my promise of frequent updates....

im still in the army for 5 mornings, will go back there on sunday and will be released on thursday

the reason i posted this early was to get the ideas rolling and suggestions and stuff like that so plz post something other than "man this mod sucks", "wow what a stuff ass thing i could do better" or "forget you"

man this mod sucks

sweet tho, i was wondering what was happening to this

This looks really loving cool but tombland looks better

should've really stuck with tombland, it's a shame really.

there were some real problems with tombland

1. it got old and boring really fast
2. there was this stupid loving bug i tried to fix but i think it was something i couldnt do anything to
3. the guis while looking nice and all were clunky to use and just got on the way
4. it was boring at core: just run from room to room doing the same thing every room
5. since it was all really cramped the AI (even players have problems navigating) of course has troubles and having bigger rooms or hallways would have made it even slower and more boring

it was a doomed project and it doesn't work anymore due to some changes badspot has made somewhere (prob would take 2 secs to fix if i bothered to find where the change was)


maybe you could tell me why "tombland looks better" or why i should have stuck with stuffland

I'm really impressed.
Great work so far Spade.

Those pictures are annoyingli big in this thread, but nice work still

wow im not impressed at all

good job spaddd

wow that's not spade's arcade!


o damn its jam jar... wher hav u ben

Like I previously said ill be back this Thursday to build/script/doeverything and while I have 1000000 ideas id appreciate if you guys said something to improve based on the vid or the ideas on topic etc just give me everything ideas and stuff pls

not to stay on tombland, but maybe you could release it in modification discussion so people could maybe fix it/make it better/make derivatives of it

ya sure but I need to fix at least it not working problem and then write a bit of a guide on how to play and mod it and then write apologies on how stuffty it really is both script and gameplay wise

Trust me this mod will and already is a lot better than tombland was.

alright
This seems like a really cool mod idea. The build looks really nice, too.