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Post by donnelly517 on Oct 13, 2012 21:17:41 GMT -5
Now that I've got no RR maps in the making, does anybody have ideas or requests for Broken Shield. I personally kinda need to be goal oriented to map well, and that's no problem for FPS games because I always have a goal, make a map that looks decent and is fun for all modes. But for a big RPG map I need something to work for. Probably because I can't test as I create it like with RR maps.
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Post by Admin on Oct 14, 2012 10:10:15 GMT -5
I have our main city map I've been toying with. Its a rough outline but I'd like to make the buildings accessible door people to go in as they can be used for vendors and trainers and such.
Once rr is fully live void and chaster will ne able to work more on BS features and things as you and I work on the world.
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Post by donnelly517 on Oct 14, 2012 17:09:24 GMT -5
Is that one of the maps from the engine called "rpg" or "ely_city2" or are those eisenstern maps. I was wondering about them because they aren't in sauerbraten like the other ones.
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Post by Admin on Oct 14, 2012 18:42:10 GMT -5
Is that one of the maps from the engine called "rpg" or "ely_city2" or are those eisenstern maps. I was wondering about them because they aren't in sauerbraten like the other ones. Ill email you or pm you a link to them after I upload them, its different. Ed
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Post by donnelly517 on Oct 15, 2012 19:54:05 GMT -5
Speaking of which, are you planning on including the 2 sauerbraten rpg maps in the game. After all the time they've been around, I don't think they've made it into a finished game. You'd probably need permission but they are awesome maps and they're both almost complete.
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Post by chasester on Oct 18, 2012 6:50:15 GMT -5
we may use the cube 2 rpg maps for testing purposes but we most likely will not include them in any release of the game (mostly for copy right reasons:) map that were in cube 2's rpg map pack: rpg k_rpg rpg01 skycastle (and then all of the maps in that version of cube 2:: assassin edition)
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Post by speedro on Nov 13, 2012 11:19:52 GMT -5
Hey, I've been talking to Ed and working to get my head around a common goal for Broken Shield and its levels; I wrote some copy, which I'm asking people to critique:
At the edges of the known world, beyond the controlled lands, void minions emerge from the depths of genesis and nothingness pre-dating the dawn of humanity. In recent years, settlement expansion into areas north of the United Kingdoms has been profitable, if dangerous. Mining efforts and rumors of magical relics draw immigrants to the former wastelands as adventurers and entrepreneurs and hired muscle. Looking to make a name for yourself?
In addition, if it's a medieval/magic setting, an example level could include a small town with wooden archer towers and a rundown wall (also a magical defense orb?) defending itself from forest creatures and bandit raids. Beyond the town and woods, a mine could be struggling with a profit-oriented owner putting his workers in dangerous situations, and a wizard could live out past a set of twin lakes... A small set of logging cabins could be fighting off an attack from territorial monsters... and maybe there could be a nature mage roaming the countryside asking people to stop intruding on nature, telling people that these incursions are what causes the monsters to appear in the first place, that humanity is in the wrong?
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Post by speedro on Nov 13, 2012 12:18:28 GMT -5
Here are some quest ideas:
An outbreak of small, ravenous pigs with bulging eyes began three years, following a the summer solstice and a seemingly unrelated forest fire. The pests are causing locals to leave a town, and crops suffer. People only return as the number of creatures diminishes to a safe level. Most people refer adventurers to the local mage/herbalist... with some prodding (maybe related quests), players learn that the mage's dabbling in newly discovered arts caused a small dimensional gateway to form in his chest, from which the creatures occasionally manifest. The mage is powerful, despite his condition, and has several ways players can help. One is to keep the number of animals down by periodically killing some off. Another way is to find rare herbs that can make a poultice to weaken the magical field, such that the creatures can't push through. The secrecy of the entire situation is important, and the mage agrees to divulge his secret only by way of installing a magical block preventing the player from divulging the truth to other people. Also, the mage has powerful skills to share and wards up in his home preventing anyone from harming one another.
A blacksmith's enchanted furnace produces a nearly fatal jet of flame, leaving him covered in burns and unconscious in the care of a local healer. Oddly, everyone in the village seems aware of the fact that this has happened before, yet no-one seems to know why, or what has caused this to happen. Inquiry reveals a childhood feud between the blacksmith and a local elementalist, which culminated in a dare to be the first to steal a spellbook from the local arch-wizard (a curmudgeonly man). Both men snuck into the wizard's house, but the now-blacksmith, seeing he was too late (his opponent already had the book) yelled and gave away the treachery; the wizard caught the elementalist with a lightening bolt, which left one of his arms permanently useless... by way of revenge, the elementalist delved into memory spells and continues exacting revenge... who will adventurers side and help? (may have to tweak as an mmo quest)
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Post by donnelly517 on Nov 13, 2012 18:55:04 GMT -5
These are awesome. I will probably post some quest ideas soon since I like coming up with stories, and an mmo needs countless quests with lots of variety imo.
Your map idea is also great.
EDIT: Does anyone else think doing coop-edit on maps like this would be a good idea?
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vixen
New Member
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Post by vixen on Nov 14, 2012 0:40:25 GMT -5
I think the key to a good game story is to keep it simple with decent amount of variables. At the same time keeping the story interesting enough to keep the average gamer interested and if we’re lucky - addicted. Using a medieval backdrop there are a lot of things to consider. This is what I have so far for story:
------------------------------- We start at a time that is somewhat similar to the beginning of the 10th/11th century (dark ages). Our society was once industrious and philosophical, our land was once fertile. It has been nearly a year since the knights and their armies left for war. Only a handful of them have returned with tales of a bloody victory. Our walls are unprotected, our ranks have thinned and now the ruling clans are feuding over politics and power. The gangs are restless. It will only be a matter of time. Soon the barbarians will learn of our weakened state. They will attack and strike without prejudice until nothing remains but our bones in the earth. This land is a part of us, and I will not desert it nor will I sit and wait to die. I will learn what I can, and do what I must to protect my home and my family. -------------------------------------- This is what I have so far for class/profession/general interaction Let’s say our guy is a rat catcher or used to be. He’s in the sewers killing rats when suddenly he hears a rustling coming from the sewer gates. It’s a small group of thieves from a nearby town passing through the city. He decides he needs to stop thinking about defending his city and actually do it. He defeats them one by one with his hands. He gets incredibly stressed, tired, has to stop and recover. While doing so he notices that the thieves are carrying barbarian gold. The invaders are closer than he had predicted. Let’s say he gets a Flail, plus a clue that leads him somewhere else and progresses further into the story. I think what would really be cool at this point (or later) to choose class. Like say for instance the 4 thieves drop 4 different things: 1. A Flail/horseman’s pick, 2. A Crossbow with a quiver of bolts, 3. A book of spells with a runic dagger 4. A Shepard’s sling with a sack or marbles. Each one representing a different medieval class : Warrior, Archer, Alchemist, Slinger (Projectile person as you mentioned. Not sure why we need an archer and another non-magical distance fighter but I’ll bite). In the same token professions can be formed out of occurrences with objects. I think this would be really cool especially if you later wanted to do a combination of professions. He keeps moving further and further forward, tightening his skills, killing baddies and following clues. I think it might be interesting if the weapons needed/improved from upkeep. I won’t go too much into abilities until we work out a solid leveling system for the skills. Anyway: He has to stop the invasion before it gets worse. He has to find out where the invaders are coming from and how they keep getting into the city. I think this opens up all sorts of fun options for offline play, running around discovering, collecting clues that will later help you online. I also think the sewers are a great start. We can have a whole series of catacombs. Occasionally he goes topside for professions and exploring. What’s great; he’s not the only citizen willing to fight for the city. There are dozens of these ‘everyday’ warriors who have taken the on the call to defend the city. What sucks; not everyone wants the city to be defended, traitors are everywhere. Also the more he fights, the more skillful he is, the better he is at seeking out these traitors, the further he can go into the city. The harder the game gets, the stronger and more numerous the invaders get. It could all be a matter of perception if we need contiguity with less skillful players on the same map and/or in the same group. Certain NPCs can be friendly/dismissive to less skilled players but unfriendly/aggressive to more skilled players. He gains rank and now he can traverse through certain neighborhoods or parts of the catacombs that were previously ‘locked’.
That’s what I have so far but there’s a lot that can be done with it. Let me know what you think Ed.
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Post by speedro on Nov 14, 2012 9:58:07 GMT -5
I'm going to work on more quest ideas but don't want to clog the forum; feel free to message me or email me at speedro1281 at yahoo.com I had a few other messages with Ed and Void, so it sounds like there'll be a wiki to help consolodate ideas soon; we're still in the very early stages, regarding development. The idea of specialization of professions is good, but it'd be nice to have a somewhat flexible class system, so items aren't entirely worthless (except in trade) to players.. catacombs work for the large cities, and large cave complexes can also make for cool bandit hideouts, city sections to explore, etc... Question: Do people see this as mostly a historical game, or is it a fantasy game? As in, are the opponents humans with some magic, or will there be monsters, etc? The technology it makes sense to have technology at an 11th century level, but sorting out exactly what kind of world (and how far magic goes) will be an important consideration for atmosphere I like the idea of co-op level building, but I think we should wait until there's a work flow for the game with common assets in place; the textures that come with eisenstern and sauerbraten have copyright issues, and I run ubuntu, which means I can't even load the current build of broken shield (there will be compiled a linux version, but coding takes a lot of time and they're working to implement a lot of things As is, I'm starting some levels in sauerbraten, mostly getting the buildings in place, etc, and I'm making some textures, kind of prep work before adding models, lighting, npcs, etc... I like the idea of rank as a way to unlock special areas and conversations with NPCs. Here's a reasonable list of areas to work on, as maps within maps (dungeons, as it were): mines, catacombs, caves, dark forest encampments, forts, abandoned cities (ghost towns), graveyards, castles (of course!), magical pocket universes (hidden triggers, possibly connecting far-apart sections of the world map?), wizard keeps, overrun farmhouses, bandit hideouts, ruins of a prehistoric magical civilization, canyons, anything I'm missing? Cloud cities?
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Post by Admin on Nov 14, 2012 11:25:54 GMT -5
I just uploaded the Wiki now, I sent it to Void to make some adjustments. Once its done Ill let you guys know.
Ed
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