Evocation Open RPG now in development more screen shots and information to come.
Features
Encounters System - DONE
Item System - Done
Items saved on heroes (in case of hero death) - Done
Hero Save/Load No code input required. save as many heroes as you like! Complete with main menu load screen and hero preview - Done
FF13 - Like Stats system - Done
FF13 - Like Leveling system CP is gained not EXP complete with Crystarium UI - WIP
Custom UI - WIP
Status Screen (to view yourself and party members)- WIP
Save/Load Screen - WIP
Main Menu - WIP
Battle UI - WIP
World UI - WIP
Camera System - Done
Custom Unit models - Next on list
FF13 - Like Battle system! the whole system 1 player style or join a party for a up to 4 player team battles! - WIP
Save points system - WIP
Game Sounds - WIP
I have finished the enemy spawning system and Tethering AI (how long the mos will chase you ect)
I have finished the stagger system. (included max stagger if you approach a unit from behind) (Due to the complex nature of the stagger system to simplify it a little the enemies will have stagger values and it will be based on a % of that value so max stagger is 100% but the amount of the enemy stagger varies on the enemy)
PvP is being Thought up!
I hope to have a arena on one of the maps that teams can face off in.
there will be PvP damage and PvE (you dont need to do 10K to a player)
?? any more ideas??
The first Domain trees are almost done! this means the real time turn by turn battle system will be demoed soon!
Chat enhancements:
If you type a chat message in chat it will display regardless of what map you are in.
Typing /p or /s simmilar to WoW will change your chat modes. this will also change the color of the text displayed.
Chat history will be kept in a custom dialog to carry history from map to map.
More to come...
More to come...
There will be 15 playable heroes. 10 unlocked, includes the original cast of FF13 (good guys) a couple villains and 1 Easter egg hero that unlocked. 5 of the heroes you will be able to unlock by reaching some kind of achievement or goal.
On the images posted for the load screen what you cannot see is that those previews of the units are animated portraits.
I have decided on a 12 player max cap. With it possible to have 4 people in your party you can have a total of 3 parties at the same time. there will be a game menu (like clicking the start button) that will display stats of your other party members. you can also view their Domain trees (Talents), and Items equip.
I have created a WASD movement system.
The game will be OPEN, obtaining new Domain levels will be through quests, obtaining other Domain trees will be done through quests. obtaining your hero's specific summon will be done when you can defeat him/her the summons will have a set difficulty and you can try to obtain them at any time. once you obtain them their strength will scale with yours based on the total amount of your Domain levels. (so obtaining more Domain trees and increasing their levels will also improve your summon.)
The game will be playable by 1 person, if you travel alone, it will be you vs the mobs. but the difficulty will be reduced by an extreme measure. also with that the exp and loot rewards. i will design the game to promote at least 2 people in a party, but it will be playable with just 1.
ABS (Animated Button System) tech Demo
High def version:
Terrain Alpha
This just in from out very talented terrain artist Mokse check out his work!
This seems really good, I enjoyed the game and the multiplayer would be greatly appreciated!
So will it be linear or open, I guess open by your title but I've seen many linear open rpgs and will you base it completely on the story of FFXIII? :)
An Open World with an great Story feature would be nice, and Terrain changes with the Story would be great too.
There was a few "VERY" good FinalFantasy-Style maps for Wc3, in One you could Change your Job, you could use this system too, i love this Job-Changing Feature, you can use the one from Tactics Advanced, where you can Master Jobs and use a Unique Skill from each Mastered Job.
e.g.
Thief Mastering Teaches you "Dual Wield"
Warrior Mastering Teaches You "Wear 2-2Hand-Weapons"
but to Master Warrior to earn this Technique, you've got to master Thief too.
and in this FF Map there where the "Weapons" (like Omega-Weapon) also to find, they where all around the Map.
This "World-Bosses" drops unique Jobs, Items (Equip), Skills or Stats Push-Up.
The Map was Called, "Final Fantasy Epic RPG" created by the Great "ILYAS"
Here's a link for the newest Version by an Different Dev-Team
http://epicwar.com/maps/132187/##########
I Like the Idea of basing an Map of an Game, but i saw many Maps like this going down because of the Fan-Base, Map isnt like the Game, Faker FAKER, blahblahblah, u know .
But maybe you can great Modes, "Single", "Party [2-4 Player]" and "Open World" [Full-House :D]
An Open World with an great Story feature would be nice, and Terrain changes with the Story would be great too.
There was a few "VERY" good FinalFantasy-Style maps for Wc3, in One you could Change your Job, you could use this system too, i love this Job-Changing Feature, you can use the one from Tactics Advanced, where you can Master Jobs and use a Unique Skill from each Mastered Job. e.g.
Thief Mastering Teaches you "Dual Wield" Warrior Mastering Teaches You "Wear 2-2Hand-Weapons" but to Master Warrior to earn this Technique, you've got to master Thief too.
and in this FF Map there where the "Weapons" (like Omega-Weapon) also to find, they where all around the Map. This "World-Bosses" drops unique Jobs, Items (Equip), Skills or Stats Push-Up.
The Map was Called, "Final Fantasy Epic RPG" created by the Great "ILYAS" Here's a link for the newest Version by an Different Dev-Team http://epicwar.com/maps/132187/##
I Like the Idea of basing an Map of an Game, but i saw many Maps like this going down because of the Fan-Base, Map isnt like the Game, Faker FAKER, blahblahblah, u know .
But maybe you can great Modes, "Single", "Party [2-4 Player]" and "Open World" [Full-House :D]
The game mode will not be needed, the encounter difficulty will be based on how many players are fighting against the NPC's. the encounters will work the save as FF13, mobs will be patrolling if you go in front of them, the chase you for a short time, if you get behind them their stagger gauges will me maxed. When you encounter the monster it will then transport you to a battle zone. if anyone is in your party and not currently in a battle zone and not further than X units (range) from the encountering hero it will prompt them if they would like to join the battle. the battle system will be the same, it required user input to make your hero act. the days of patrolling a highly populated monster area and getting max exp and almost unlimited gold are over.
After the battle is over players will be transported back to the exact position they where when the battle started. there will be a exp(CP in this case) and loot screen.
This seems really good, I enjoyed the game and the multiplayer would be greatly appreciated!
So will it be linear or open, I guess open by your title but I've seen many linear open rpgs and will you base it completely on the story of FFXIII? :)
The game will be OPEN, obtaining new Crystarium levels will be through quests, obtaining other Crystarium trees will be done through quests. obtaining your hero's specific summon will be done when you can defeat him/her the summons will have a set difficulty and you can try to obtain them at any time. once you obtain them their strength will scale with yours based on the total amount of your Crystarium levels. (so obtaining more Crystarium trees will also improve your summon.)
aside from quests this will not follow the story at all. you will see story elements in it from FF13 from some quests, ester eggs from previous FF games and i am thinking about add heroes from the previous games that can be unlocked somehow.
also the playable heroes will include some enemies from FF13.
Oh ok, that sounds realy good :D, this is going to be one of the best maps ever made if it works well :X
If you Add chars from older FF Games, you must add Squall and maybe as "Leon" like it was done in Kingdom Hearts :D so you can Double Easter Egg XD
First post from me, the only thing worth for me to speak up for after a while of reading. I am very interested in this project.
Are Paradigm going to be used like the first game to have certain bonuses and using different skills? I bought the game as soon as it came out in Japan when I was on vacation there so I'll go with the Paradigms I remember.
Attacker - More damage, and slows down stagger bar.
Blaster - Increases stagger bar quickly.
Defender - Increases defense and help block damages from party member.
Jammer - Debuffs enemies.
Enhancer - Buffs allies.
Healer - Heal.
We actually are going to be using the paradigms as they are in the game. Commando - Attacker, Ravager - Blaster, Sentinel - Defender, Saboteur - Jammer, and Medic - Healer, being their American/japanese counterparts respectively. I don't really want to go into too much detail seeing as how we havent decided on a final form of this system, but i can say that paradigm switching in battle will be a must, just as it is in XIII.
Great progress had been made with the battle system today and i am very pleased. the Encounter system is up (still working on how a ambush is going to happen to get 100% stagger on the opponents) , game music has been added, spawning spot of the units in the battle zone, Camera's are being worked out for the battle zones.
ATB system is up (its the baseline to the FF13 battle system) and UI elements are starting to come together. i would have some battle screen shots for you guys this weekend.
I have decided on a 12 player max cap. With it possible to have 4 people in your party you can have a total of 3 parties at the same time. there will be a game menu (like clicking the start button) that will display stats of your other party members. you can also view their Crystarium trees, and Items equip.
I have created a WASD movement system but am unsure if i am keeping it. thoughts?
I am starting to think about the Item upgrade system. anything you guys would like to see? any thoughts on what has been done so far? anything you want to see put into the map?
I disliked that the weapons were upgraded with components, would be cool if you could update with money instead. But I would like finding new weapons more! You should keep the WASD system!
You can make the equipments more unique by adding in enchantments through component means if you don't want to get rid of them. Like a high-end enchantment allowing you to have 5% chance (non-stackable) of setting a enemy into 100% stagger mode after you get through far enough into the game to make it.
If you want to add value to components, make it so that once an item is enchanted, it can't be traded. Rather, they would want to trade the components instead making it worthwhile keeping. To keep the balance between components, and gold you'll need to probably create certain fees for enchantment then. That's the general trick to promote trading in game.
General enchantment usage can be like giving you a chance for a short haste after each attack or maybe if that doesn't work, then you can change it to have like a small chance of activating upon encounter. Things like increasing ice damage, but weaken lightning resistance.
I kinda find the items in FFXIII a little too static.
About the ambush part of the trigger, you're going to have to somehow rig some of the monsters to see a certain radius infront of them. Most of the dog-type monsters in the actual game was not possible to sneak up on without deceptisol however they have a weaker back detection then the front and it was usually just to skip fighting them.
As for the WASD system, because this game isn't usable with a joystick... doing tricky curves or slow down to avoid detection is hard. Atleast unless you can smoothen the movements to be acceleration-based I wouldn't 'recommend' it, but I won't mind it either.
hey guys, Sorry it's been a while so i do not have pictures of the battle UI yet i needed to develop core hero things first before i can look at the battle system.
I started on the Crystarium. this is going to take a good amount of time to finish i almost have lightnings commando role done. I am also working on the menu for the game. I will defiantly have Screens of this stuff shortly.
so in regards to the Crystarium. the game will feature all of the playable heroes from FF13 plus some others that will become available through achievements. there will be a total of 15 Heroes on release. Each with there own Crystarium version of all 6 trees.
so 15 heroes 3 main trees (130~ upgrades) 3 off(80~ upgrades) that a total of 630~ Crystarium upgrades for each hero and a total of 9450 Crystarium upgrades. so the next few weeks are devoted to the Crystarium.
I only pray that your paradigm system feels similar. There should be some rediculous mob that requires you to debuff and yourself to have buffs. Some fast monsters to promote healing. We can't quite go with attacker/blaster for all of em.
it will, as a team. if you travel alone, it will be you vs the mobs. but the difficulty will be reduced by an extreme measure. also with that the exp and loot rewards. i will design the game to promote at least 2 people in a party, but it will be playable with just 1
Unfortunately, someone could just hack the xml bank files... the only way I can think of to protect against that is a goofy 'algorithm' (using arithmetic to edit real values) in the map, with the map locked so people can't look at the triggers.
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http://www.sc2mapster.com/maps/evocation/
Official Forums:
http://www.sc2mapster.com/maps/evocation/forum/
Evocation Open RPG now in development more screen shots and information to come.
Features
There will be 15 playable heroes. 10 unlocked, includes the original cast of
FF13(good guys) a couple villains and 1 Easter egg hero that unlocked. 5 of the heroes you will be able to unlock by reaching some kind of achievement or goal.On the images posted for the load screen what you cannot see is that those previews of the units are animated portraits.
I have decided on a 12 player max cap. With it possible to have 4 people in your party you can have a total of 3 parties at the same time. there will be a game menu (like clicking the start button) that will display stats of your other party members. you can also view their Domain trees (Talents), and Items equip.
I have created a WASD movement system.
The game will be OPEN, obtaining new Domain levels will be through quests, obtaining other Domain trees will be done through quests. obtaining your hero's specific summon will be done when you can defeat him/her the summons will have a set difficulty and you can try to obtain them at any time. once you obtain them their strength will scale with yours based on the total amount of your Domain levels. (so obtaining more Domain trees and increasing their levels will also improve your summon.)
The game will be playable by 1 person, if you travel alone, it will be you vs the mobs. but the difficulty will be reduced by an extreme measure. also with that the exp and loot rewards. i will design the game to promote at least 2 people in a party, but it will be playable with just 1.
ABS (Animated Button System) tech Demo
High def version:
Terrain Alpha
This just in from out very talented terrain artist Mokse check out his work!
This seems really good, I enjoyed the game and the multiplayer would be greatly appreciated!
So will it be linear or open, I guess open by your title but I've seen many linear open rpgs and will you base it completely on the story of FFXIII? :)
An Open World with an great Story feature would be nice, and Terrain changes with the Story would be great too.
There was a few "VERY" good FinalFantasy-Style maps for Wc3, in One you could Change your Job, you could use this system too, i love this Job-Changing Feature, you can use the one from Tactics Advanced, where you can Master Jobs and use a Unique Skill from each Mastered Job. e.g.
Thief Mastering Teaches you "Dual Wield" Warrior Mastering Teaches You "Wear 2-2Hand-Weapons" but to Master Warrior to earn this Technique, you've got to master Thief too.
and in this FF Map there where the "Weapons" (like Omega-Weapon) also to find, they where all around the Map. This "World-Bosses" drops unique Jobs, Items (Equip), Skills or Stats Push-Up.
The Map was Called, "Final Fantasy Epic RPG" created by the Great "ILYAS" Here's a link for the newest Version by an Different Dev-Team http://epicwar.com/maps/132187/
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I Like the Idea of basing an Map of an Game, but i saw many Maps like this going down because of the Fan-Base, Map isnt like the Game, Faker FAKER, blahblahblah, u know .
But maybe you can great Modes, "Single", "Party [2-4 Player]" and "Open World" [Full-House :D]
I really love that map Argony but I don't think it fits a map based on FFXIII!
The game mode will not be needed, the encounter difficulty will be based on how many players are fighting against the NPC's. the encounters will work the save as FF13, mobs will be patrolling if you go in front of them, the chase you for a short time, if you get behind them their stagger gauges will me maxed. When you encounter the monster it will then transport you to a battle zone. if anyone is in your party and not currently in a battle zone and not further than X units (range) from the encountering hero it will prompt them if they would like to join the battle. the battle system will be the same, it required user input to make your hero act. the days of patrolling a highly populated monster area and getting max exp and almost unlimited gold are over.
After the battle is over players will be transported back to the exact position they where when the battle started. there will be a exp(CP in this case) and loot screen.
The game will be OPEN, obtaining new Crystarium levels will be through quests, obtaining other Crystarium trees will be done through quests. obtaining your hero's specific summon will be done when you can defeat him/her the summons will have a set difficulty and you can try to obtain them at any time. once you obtain them their strength will scale with yours based on the total amount of your Crystarium levels. (so obtaining more Crystarium trees will also improve your summon.)
aside from quests this will not follow the story at all. you will see story elements in it from FF13 from some quests, ester eggs from previous FF games and i am thinking about add heroes from the previous games that can be unlocked somehow.
also the playable heroes will include some enemies from FF13.
Oh ok, that sounds realy good :D, this is going to be one of the best maps ever made if it works well :X If you Add chars from older FF Games, you must add Squall and maybe as "Leon" like it was done in Kingdom Hearts :D so you can Double Easter Egg XD
Can't wait to test this ^^
First post from me, the only thing worth for me to speak up for after a while of reading. I am very interested in this project.
Are Paradigm going to be used like the first game to have certain bonuses and using different skills? I bought the game as soon as it came out in Japan when I was on vacation there so I'll go with the Paradigms I remember. Attacker - More damage, and slows down stagger bar. Blaster - Increases stagger bar quickly. Defender - Increases defense and help block damages from party member. Jammer - Debuffs enemies. Enhancer - Buffs allies. Healer - Heal.
We actually are going to be using the paradigms as they are in the game. Commando - Attacker, Ravager - Blaster, Sentinel - Defender, Saboteur - Jammer, and Medic - Healer, being their American/japanese counterparts respectively. I don't really want to go into too much detail seeing as how we havent decided on a final form of this system, but i can say that paradigm switching in battle will be a must, just as it is in XIII.
@GolbezzAnewco: Go
Great progress had been made with the battle system today and i am very pleased. the Encounter system is up (still working on how a ambush is going to happen to get 100% stagger on the opponents) , game music has been added, spawning spot of the units in the battle zone, Camera's are being worked out for the battle zones.
ATB system is up (its the baseline to the FF13 battle system) and UI elements are starting to come together. i would have some battle screen shots for you guys this weekend.
I have decided on a 12 player max cap. With it possible to have 4 people in your party you can have a total of 3 parties at the same time. there will be a game menu (like clicking the start button) that will display stats of your other party members. you can also view their Crystarium trees, and Items equip.
I have created a WASD movement system but am unsure if i am keeping it. thoughts?
I am starting to think about the Item upgrade system. anything you guys would like to see? any thoughts on what has been done so far? anything you want to see put into the map?
I disliked that the weapons were upgraded with components, would be cool if you could update with money instead. But I would like finding new weapons more! You should keep the WASD system!
@Kimphoe: Go
That can be done, gil is usually used to buy components anyway so it would be like removing a step i like it!
You can make the equipments more unique by adding in enchantments through component means if you don't want to get rid of them. Like a high-end enchantment allowing you to have 5% chance (non-stackable) of setting a enemy into 100% stagger mode after you get through far enough into the game to make it.
If you want to add value to components, make it so that once an item is enchanted, it can't be traded. Rather, they would want to trade the components instead making it worthwhile keeping. To keep the balance between components, and gold you'll need to probably create certain fees for enchantment then. That's the general trick to promote trading in game.
General enchantment usage can be like giving you a chance for a short haste after each attack or maybe if that doesn't work, then you can change it to have like a small chance of activating upon encounter. Things like increasing ice damage, but weaken lightning resistance.
I kinda find the items in FFXIII a little too static.
About the ambush part of the trigger, you're going to have to somehow rig some of the monsters to see a certain radius infront of them. Most of the dog-type monsters in the actual game was not possible to sneak up on without deceptisol however they have a weaker back detection then the front and it was usually just to skip fighting them.
As for the WASD system, because this game isn't usable with a joystick... doing tricky curves or slow down to avoid detection is hard. Atleast unless you can smoothen the movements to be acceleration-based I wouldn't 'recommend' it, but I won't mind it either.
what do you think of an Final Fantasy theme'd AoS style game?
@HungryHipp0: Go
I think that would be a lot of spell work lol
@Pandaros_Brewmaster: Go
hey guys, Sorry it's been a while so i do not have pictures of the battle UI yet i needed to develop core hero things first before i can look at the battle system.
I started on the Crystarium. this is going to take a good amount of time to finish i almost have lightnings commando role done. I am also working on the menu for the game. I will defiantly have Screens of this stuff shortly.
so in regards to the Crystarium. the game will feature all of the playable heroes from FF13 plus some others that will become available through achievements. there will be a total of 15 Heroes on release. Each with there own Crystarium version of all 6 trees.
so 15 heroes 3 main trees (130~ upgrades) 3 off(80~ upgrades) that a total of 630~ Crystarium upgrades for each hero and a total of 9450 Crystarium upgrades. so the next few weeks are devoted to the Crystarium.
I only pray that your paradigm system feels similar. There should be some rediculous mob that requires you to debuff and yourself to have buffs. Some fast monsters to promote healing. We can't quite go with attacker/blaster for all of em.
@DarkForce9999: Go
it will, as a team. if you travel alone, it will be you vs the mobs. but the difficulty will be reduced by an extreme measure. also with that the exp and loot rewards. i will design the game to promote at least 2 people in a party, but it will be playable with just 1
I just remembered something why many ORPG/RPG had problems with their maps.
This game has to be off limit to single-player to make sure people can't use cheat tools. Or atleast, make a single-player saves unuseable online.
@DarkForce9999: Go
Unfortunately, someone could just hack the xml bank files... the only way I can think of to protect against that is a goofy 'algorithm' (using arithmetic to edit real values) in the map, with the map locked so people can't look at the triggers.