Dungeon Runners RPG
Dungeon Runners RPG
In this RPG players do not run around doing quests, finding chickens, killing a wolf, ect. This RPG is based strictly on running dungeons. Teamwork being the most important aspect; the game can be played solo also. Read on for some good information.
The Story
You awaken in a strange cave with no memory of who you are or where you came from. The few people who are here are a little loopy and don't tell you much. In this cave, there are shadows making shapes on the... err... wrong cave. In this cave are ghastly figures; asking for your help with something. They don't specifically seem to interact with you though.
Seriously, the Story
You run through dungeons which represent a part in the life of the ghastly figure who sends you on the quest. The story lines are intertwined to tell a story of outbreak,invasion, civil war, teamwork, survival and betrayal. Keep in mind, that that player has no faction in this game; so you may end up on opposite sides of the same fight. The story line is not forced at all. Unless you read all of the flavor text and do the missions in order (not required) you wont pick up on the story line. which is fine by me.
Starting a New Game:
Players are able to pick from 1 of 8 hero classes (so far) and may then pick from 3 skills for each of 4 skill slots, to customize their hero. This allows for each class to have 240 possible builds. Realistically, this will be closer to 5 "Optimized builds" per class, and 20 or so "good" builds per class. More details below. There are 5 save slots for each player to save their hero. This may be limiting, but... well... you can delete your least favorite!
Dungeon Points:
This is a currency obtained by players, for playing the game, more or less. Monster kills give points, boss kills give a lot. Completing entire dungeons also gives a large boost to points awarded. Points will scale with "hero level" compared to the instance level; so a level 10 player trying to roll around with some level 50 players, will not be power leveled so easily. Dungeon points are used to purchase hero levels, skill points, stat points, and all varieties of items. Dungeon points can be transferred between a players characters for a percentage fee.
Dungeon Tokens:
Another currency, more for modifying the game than your hero; though you can also mod your hero with them. ultimately they will be used for hero respecs; single-game use buffs, custom skins ect, and other interesting things of the sorts. These may not be transferred between heroes.
Heroes:
I had 8 heroes planned for the alpha release, but will only be making 4 for now. Each hero can select an offensive skill, defensive skill, miscellaneous skill, ultimate skill, and passive class skill. there are 3 skills from each category, for each hero. Skills level to 30 and can be leveled up every other hero level, ultimate skills to 10 and can be leveled up every 6 levels, and passives are a single point skill that dramatically change your hero; they create the caste for that hero. Heroes only level to 60 (So far). Players can purchase additional skill points to fill in the missing skills, if they choose. Stats can increases damage, spell damage, attack speed, life+regen, energy+regen, and armor. All heroes also have a small energy shield which is armorless. Players can purchase items which improve their energy shield if they chose; though no stats can enhance it, the buffs granted by items are quite strong. Honestly, not the most unique stats; but a large enough variety.
Quest of the Day/Daily Events:
There will always be a quest of the day, which increases bonuses from a specific dungeon. It changes out every X amount of time. There is a chance you may not finish a dungeon in time to complete the bonus; or that the bonus may change right before you complete a dungeon. There will also be random world events that will make your life more difficult, or offer great reward.... or minor reward. Or may just make some things sparkle. Who knows? not me, because this is low on my to-do list; but still pre-beta planned.
Party Mechanics:
A death is never a good thing in an partied dungeon, especially since you are sent back to town, to think about what you did wrong. Thankfully, parties are set when an dungeon is started, and anyone in your party can summon you back into the dungeon; or you can run back. While in the dungeon, you can port yourself back to sanctum, to spend acquired dungeon points. Dungeon point rewards are based on the difficulty of the dungeon. The dungeon difficulty is based on the number of players attempting the dungeon, and by a difficulty scale, the party leader is allowed to set; which ranges from 10% to 500% increased difficulty. Not only does the difficulty scale increase the stats of monsters encountered; but the number, and strength of their abilities. Running the easiest dungeon with max players on max difficulty, will make it much more difficult, and rewarding, than the most difficult dungeon, solo, with a 0% modifier. Dungeon points are handed out equally to the team; last hitting will get you no where; you do however need to be close enough to the action to get your share of the goods. The penalty for death is simply that you do not gain dungeon points while you are dead. you will still be able to gamble for items.
The Arena:
In the arena players can fight to the death, solo, in teams, or in uneven teams. Players wager dungeon points against their opponent. A player may wager up to 10% of their total points on a match; and both players must wager the same amount. A player cannot gain more than 20% of their max dungeon points from a single other player though. This is to prevent a high level player from boosting a low level player without taking too large of a hit in their own points pool. In the situation of a 1v2, points wagered are combined from both teams, then divided among the winners. If a single player were to kill 2 others, he could obtain a max of 40% of his total dungeon points. There may also be an option to face bosses in the arena; which will have lower reward compared to their difficulty; and may only be faced a certain number of times per game.
Purchasable Things:
When you start the game, the first NPC you should encounter is an NPC who will offer to transmute your dungeon points into various things. He can give you experience, to level your hero, stat points, to increases the stats of a hero, and gold, to purchase equipment with. When a player gains a level, they are given a skill point, and some stats. This is the only way to increase the max level of your abilities, making it an expensive choice. When buying stat points, which are also rather expensive, you are allowed to invest the points into whichever categories you chose. Items can only be gambled for, and found. Items cannot be sold or traded between accounts. You can trade items between your own characters though.
* Update Potions and Junk * The potion system, which is similar to the item system, has been added and is working properly. You can find any of 3 base potions, which can spawn an additional mod; or 2 additional mods on rare potions. Rare potions are the top tier of potions. You may only carry 2 potions; you cannot hold them in your inventory. When you find a new potion, you are given a screen to compare it to your current potions, and then replace a potion with the new found one. Potions have a cooldown, and a limited cast quantity per instance. When you reset your active instance, you are repleneshed all potion charges.
* Update Items and Junk * Items can roll in 1 of 6 qualities which represents a 20% difference in mod strength per quality point; 1 of 4 rarities; which range from 3-6 item mods, respectively; decreasing by 25% for each additional mod rolled. 6 mod items have a unique mod which is not reduced. There are a total of 15 or so mods that can be rolled for each mod slot.
Item Bidding
It is gonna be a love/hate relationship here. All item drops may be bid on by players no more or less than 10 levels from the level of the item that drops. You cannot see what bids have been placed by other players. Highest bidder wins. there is also a time limit on the bids; and a choice not to bid. Take that information as you will.
Items may also be purchased from a vendor, however you can only purchase them at the lowest rarity; you can purchase them at any rank (up to the equiv of hero level 90) and select the item type and main 2 mod types; for additional costs. There is also a slim chance that the item will be rolled at a higher rarity; and the quality roll is 2-5 rather than 1-6. You have an equal chance of each rarity value. (EX: vendor roll of 5 is 25%; while item drop is 12.5%)
Dungeons:
While the dungeon content is under wraps (Because I havent started them yet); the theme will be the same. Difficulty is not going to be based simply on numbers. There will be a good deal of both hard and soft counters. A broad party should be able to handle any situation with a little planning. Unique boss fights, mob encounters, and "ohh shit" moments are the firm basis for progression in this game. The more you fight a boss, the more you learn about that boss; and the easier they are to overcome in the future. It may be a while before I reach the level of entertainment I am looking for with boss fights.
@GlornII: Go
oh ok, I had thought it was done sorry. Look forward to playing this when it releases!! looks really good.
currently, this map cannot be downloaded. Those are all images. The map has not yet reached a playable state. I will release an alpha test verson when I have finished all of the systems that allow the game to be playable. An ETA is completely up in the air. Maybe 3 months? Easily a year before I expect to have a finished product.
So how exactly would I go about downloading this map? All the filenames say they are all jpgs...
@GlornII: Go
Ok will do! Im a add you to premium members in the next update on rage TD 2 ill freind you on SC2, and also if you want to take a look at my old editing, you can look at my map The Vampirism HOTS v1.6 (Free-To-Take). i just release it sense i've stopped work on it. And also if you want help on your games i can help you too!
Ahh; I see. I thought it was a general question you are asking. My handle isssss: 895263
If you get stumped on anything trigger related; gimme a holler; I will see what I can do to help!
@GlornII: Go
No i alerady know what a player handle is i've been using them in all my games for certain things, but i was asking if you knew so if you did you could tell me and i could make you and admin on my game Rage TD 2 i stopped work on the vampirism so i can't do it there.
A player handle is a perminent ID which reflects a player. Even if I change my account name, computer, online/offline, I can always be identified by the same player handle. really, the only applications for this are admin/ban lists; to prevent people from abusing them; as a simple text comparison might.
http://www.sc2mapster.com/forums/development/triggers/26109-101-guide-to-player-handles/
That summarizes handles; more in depth.
@GlornII: Go
Well, that was a long time ago, but i am now almost a pro mapper and i can already do that i can create banks and create an action to load stuff in banks for a certain player, just go check out my games Rage TD 2, and The Vampirism HOTS.
But the reason why i asked you for it along time ago was so i could figure out how to have a save/load system because i after a couple of months of testing couldn't get it to work no i can, but thank you anyway and its not that easy as you say.
And also if you know what a player handle is tell me and ill make you a premium member on all my games i'm still holding. I am only holding rage td 2 i stopped work on the vampirism HOTS, which use to be called Vampirism zero 2, because of there was to many bugs that korvin gump left and on that map it was to easy to mess up and create a new bug.
Uhhhh, it isn't a complex system; but to "transport" anything from this map to another one; would take heavyyyyy editing; due to the ways in which I create dialogs and triggers for them. You would end up with 3X more than you want; and have to sort through the bits that you dont want; ect.
If you know how to create a dialog; the rest is cake! "Player uses a dialog item
>Item is equal to "Archon Hero"> create an Archon hero for the player."If you are looking more at the hero creation system; errr... well.... same concept; except that you set a lot of variables; and disable and hide skills; then show them when a dialog is picked. ... More or less. Generally, hero selection dialogs are easier to make on your own than to try to copy/paste due to the variables you should set to save yourself a lot of time and space.
I know this is kinda weird but im a map developer and id like ir fi you could give me the triggers for you hero selection for my game i promise ill give you full credit inside the game,
My games called Vampirism zero 2
After some time away, I came back to finish the potion system and do some work with the instance system; more information on the potion system above; and some added information for rare and epic class items.
progressss; I have everything pretty well worked out and prettied up; including the item creation system, dialog inventory system, hero creation system, hero stat allocation system, item gambling and purchasing system, hero leveling system, and a bank to save all of those values; for 5 heroes per player.
Currently, I am making a rough frame of the first dungeon; so I can have a template for instance setting; including scaling, resetting, party management, and all of the other fun stuff that is more-or-less "the game".
This is very similar to Dungeon Runners by NCSoft which was shutdown in jan 2010.
here are some references: The wiki site
And some images : Images on google
I played it and was pretty sad to hear of it's cancellation.
So if this is your idea of a good game.. NICE :p
T.
C'monnnn! 325 downloads, someone leave a comment. It is alright if you are stealing my systems, just let me know what you think of them!
A big change from WC3 to SC2 is that save/load codes are no longer needed; everything can be auto saved in banks. every time something happens, the results are saved; every purchase, every kill, ect.
Character customization is a big thing for me as well. I am the editor of Custom Hero Arena on WC3 and sc2 (8 billion possible builds) so balance across a very wide array is kind of my strong point. It is my intention for there to be 6 "main" builds for each hero. That is, skills that follow a cookie cutter pattern; and have a low chance of failure. When you bring team play into it, you can certainly manage extreme fringe builds. The downside though, is that while a fringe build may be amazing at team play, you may not be able to solo anything with it. Or vice-verse, making a complete solo-play build may not be strong enough to work well in a game with 5-6 players.
http://www.sc2mapster.com/forums/resources/project-workplace/44306-dungeon-runners/#p1
There is my project page, which is what I generally update. There are quite a few listed changes there, from what is setup here.
I just returned from a month of working to return power, after hurricane Sandy blew through. I will start working on this project again in a day or two, when I have settled back into my normal life!
Sounds really awesome man, looking forward to playing it. I tend to be one of those guys that likes to build fringe builds that don't really work unless you do the maths first, so the fact you're boasting a theoretical 200+ builds warms a little glow in my heart.
Save/load codes would be good, if you can figure out how to make them auto save to a text document in a folder in your Starcraft directory like a few Warcraft III RPG's did, that would be amazing, it does add a lot of replayability and a chance for players to customise their party as they go along, for example: Myself and my brother play a lot of Twilights Eve ORPG on Warcraft III, we both have -most- of the heroes at high level, so he and I can simply load up whatever code will get us the heroes we still need for a lineup when we play with friends etc..
I'm aware this will take you a while, but if you want someone to help test, I'd be happy to... or if you need help with some ideas for skills/heroes etc, let me know in a PM. If not, good luck with the project, I look forward to playing =D
I have started work; and am working from the ground up here; putting systems in to place and the sorts. I work out of town for most of the week, and when I am waiting for sleep to take me, I write down more specific ideas for heroes, skills, mechanics, ect.
I have the hero selection dialogs and triggers created; along with general outlines of the classes (described in the selection dialog) and they work properly.
I have the system for the skill selection working properly; however only have the skills of a single hero added. I made the decision that each class would have 3 offensive skills, 3 defensive, 3 misc, 3 ultimate, and be able to pick from 3 major, innate, class types; per hero. this allows for 240 possible builds per hero; however, in reality, there are about 10 viable builds per hero. That isnt to say fringe builds wouldn't work, but in terms of optimization.
I also have the stat allocation system in place and working.
I plan to complete 4 heroes, and then begin on items. I tend to plan things out well; and crunch a lot of numbers. I want to understand damage potential, survivability, and all that good jazz before I start creating content. Then I will need to make sure I can scale the content with the rate of hero improvement. I would say in 3 weeks, there should be a very basic layout of how the game is going to be played; and a single dungon, which I will perform many.. many... tests in, to acquire a base level of balance before I continue adding content.
This looks like something that would be cool to play. Are you just on the ideas stage or have something done already?