Basic Concepts:
Two playable sides, each with two different subgroups.
Mixes Strategy with RPG, players can choose different styles (Say, a dragon hatchling decides to increase
offspring production at the cost of Hero strength for better macro).
PvP or PvE. Queen and Necromancer choose whether or not the two side will be opposing during the game or not.
PvP: Missions geared more towards attacking the opposing side.
PvE: Increased creature spawn, many more missions available and geared toward storyline. Both sides can co-op to
finish goals.
Size: 256x256
This is by no means the finished project. I've been working on it for a while on Sc1 and have now switched to Sc2.
Dragons -
Affected by the energies of the Void, these creatures are somewhat removed from their former glory. However,
they still retain many of their draconic abilities as well as a few new ones. (So far, flight is not included. Considering.)
Shade - (Scaled up Zerg Queen)(Macro)
Dragon Queen, she is perhaps the most affected by the virulent energies the dragons were exposed to when the "Catastrophe"
happened. She is a very large (Relative to other players) creature, with heavy armor, health, and firepower. However, she is also
very slow. She is also a mobile factory, regularly spawning Dragon Hatchlings (Zerglings). Abilities I am considering are a normal
AoE attack utilizing flame, the "Devour" ability (Devours one unit, sending it to a somewhat damaging place for a short time.) More
in the works.
Hatchlings - (Fire-breathing Zergling, which "Grows" over time to become Adolescent, Adult, Ascendant dragon.)(Micro+Macro)
Two players begin the game with a physically weak but offensively strong Zergling, their goal is to protect the queen, find a female
dragon and start a nest of their own once they manage to grow up. If the player dies, even as an adult, they respawn as a hatchling
at the queen and have to start over. (I wont make it -too- penalizing, but enough that the player is encouraged to avoid death.)
Abilities will be gained at each life stage.
Nesting -
Each dragon, especially the queen, will be mobile in their ability to set up shop. Many hidden spots on the map will give the dragons
several options in where they want to build their individual nests, or clump together in one big nest. The queen can spawn units without
needing another (Mate) unit, however the Hatchlings will need to be adult and in proximity to their opposing gender in order to spawn
units. Nests will include static zerg style buildings that help defend/increase production.
The Necros -
Practitioners of the same Void manipulation that destroyed or mutated most of the world in "Shadows and Flames", these two did
not die like the rest of their kind. Feared by the humans, hunted by the demonic forces that were unleashed by the "Catastrophe",
these two seek out an old and infamous Necropolis. It is rumored an artifact lies within the city, with the ability to give command over
legions of the dead..
Guul, The Necromancer - (High Templar)(Macro)
A highly intelligent, brooding creature. What was once human in Guul has long since vacated, leaving him cold and bitter. Vast knowledge
of artifact lore as well as manipulation of the Void energies make this former man a dangerous opponent.
Abilities include a version of Psionic storm, as well as the ability to recharge his shields. He can also manipulate the various artifacts
within the Necropolis.
Dusk, The Shadow Knight - (Zeratul)(Micro)
The whisper of a breeze, the flicker of a shadow, Dusks' official title is Knight of Shadow. Closer to an assasin then an honorable, armor clad
warrior, Dusk has served Guul for many years. Abilities include stealth (Cloak), Shadowalk (Teleport), and Void Prison (..Void Prison.)
The Necropolis - (Necro Hometown)
Necros will get a computer ally that controls randomly patrolling undead. Because of the reduced offense (Necros total 2 players, dragons total 3)
this will be compensated for. Guul will have his private army as well, which will spawn from the same places. (Crypts)
Contains the ancient Relic in its centre, controlling this focal point allows control over the dead in the city to Guul. (Also acts like the Necro Rez point)
My Current Project.
Concept:
Futuristic Sci-Fi/Fantasy Open RPG
Basic Concepts: Two playable sides, each with two different subgroups. Mixes Strategy with RPG, players can choose different styles (Say, a dragon hatchling decides to increase offspring production at the cost of Hero strength for better macro). PvP or PvE. Queen and Necromancer choose whether or not the two side will be opposing during the game or not. PvP: Missions geared more towards attacking the opposing side. PvE: Increased creature spawn, many more missions available and geared toward storyline. Both sides can co-op to finish goals. Size: 256x256
This is by no means the finished project. I've been working on it for a while on Sc1 and have now switched to Sc2.
Dragons - Affected by the energies of the Void, these creatures are somewhat removed from their former glory. However, they still retain many of their draconic abilities as well as a few new ones. (So far, flight is not included. Considering.)
Shade - (Scaled up Zerg Queen)(Macro) Dragon Queen, she is perhaps the most affected by the virulent energies the dragons were exposed to when the "Catastrophe" happened. She is a very large (Relative to other players) creature, with heavy armor, health, and firepower. However, she is also very slow. She is also a mobile factory, regularly spawning Dragon Hatchlings (Zerglings). Abilities I am considering are a normal AoE attack utilizing flame, the "Devour" ability (Devours one unit, sending it to a somewhat damaging place for a short time.) More in the works.
Hatchlings - (Fire-breathing Zergling, which "Grows" over time to become Adolescent, Adult, Ascendant dragon.)(Micro+Macro) Two players begin the game with a physically weak but offensively strong Zergling, their goal is to protect the queen, find a female dragon and start a nest of their own once they manage to grow up. If the player dies, even as an adult, they respawn as a hatchling at the queen and have to start over. (I wont make it -too- penalizing, but enough that the player is encouraged to avoid death.) Abilities will be gained at each life stage.
Nesting - Each dragon, especially the queen, will be mobile in their ability to set up shop. Many hidden spots on the map will give the dragons several options in where they want to build their individual nests, or clump together in one big nest. The queen can spawn units without needing another (Mate) unit, however the Hatchlings will need to be adult and in proximity to their opposing gender in order to spawn units. Nests will include static zerg style buildings that help defend/increase production.
The Necros - Practitioners of the same Void manipulation that destroyed or mutated most of the world in "Shadows and Flames", these two did not die like the rest of their kind. Feared by the humans, hunted by the demonic forces that were unleashed by the "Catastrophe", these two seek out an old and infamous Necropolis. It is rumored an artifact lies within the city, with the ability to give command over legions of the dead..
Guul, The Necromancer - (High Templar)(Macro) A highly intelligent, brooding creature. What was once human in Guul has long since vacated, leaving him cold and bitter. Vast knowledge of artifact lore as well as manipulation of the Void energies make this former man a dangerous opponent. Abilities include a version of Psionic storm, as well as the ability to recharge his shields. He can also manipulate the various artifacts within the Necropolis.
Dusk, The Shadow Knight - (Zeratul)(Micro) The whisper of a breeze, the flicker of a shadow, Dusks' official title is Knight of Shadow. Closer to an assasin then an honorable, armor clad warrior, Dusk has served Guul for many years. Abilities include stealth (Cloak), Shadowalk (Teleport), and Void Prison (..Void Prison.)
The Necropolis - (Necro Hometown) Necros will get a computer ally that controls randomly patrolling undead. Because of the reduced offense (Necros total 2 players, dragons total 3) this will be compensated for. Guul will have his private army as well, which will spawn from the same places. (Crypts) Contains the ancient Relic in its centre, controlling this focal point allows control over the dead in the city to Guul. (Also acts like the Necro Rez point)