Welcome to the official Hero's of Tlön development topic! This game is all about epic adventures, fighting off bad guys, helping people all around Tlön by doing their quests, and of course, becoming the most powerfull person in all of Tlön.
Game content:
-A great world to venture into, with various cities to visit.
-Loads of quests for you to do.
-5 classes for you to pick from. (Berserker, Magician, Archer, Priest, Paladin)
-Multiple tiers of weapons.
-Seperate multiplayer content with specially designed dungeons to clear out with your friends.
The game concept v0.1;
Spoiler
Main idea:The player creates an account, which can hold one character (for simplicity reasons), the first thing the new player does is pick a class he wants to play.
The choice is Berserker, Magician, Archer, Priest, Paladin.
Berserker: Melee, fast, high damage output, low defence.
Magician: Ranged, high damage output, low defence.
Archer: Ranged, fast medium damage output, medium defence.
Priest: Ranged, low damage output, medium defence, healing abilities.
Paladin: Melee, low damage output, high defence.
Ammunition will not be a thing in this game, neither will auto attacks consume mana for any race, abilities however will cost mana.
I imagine the player being 2 to 5 pixels big, therefore picking race and gender will not be of additional value, thus not in the game.
The game will be partly singleplayer, in which the player logs in to continue his adventure from the point he last saved, roams around the world, does quests etc.
The world in singleplayer will be devided in areas, at the edge of an area there will be a passage to the next area. The sizes of this area is unknown as of yet.
The player will be centered in the screen to give the player more of a free-roaming experience.
There will be quite a lot of NPC's in the world, handing out quests. The way this will look will have to be deceided later.
There will be wild monsters in the world, which might or might not be aggressive. (I imagine green pixels for NPC's, yellow pixels for neutral creatures, and red pixels for hostile creatures.
I am not sure if battles should be held in seperate screens, if so, should it be pokemon style turn-based fighting, final fantasy style tactical battle, or wow style realtime combat.
For the item system I imagine there being a couple of weapon types: Daggers (they come in a pair), staves, bows, scepters, greatswords for the classes respectively. Loot will appear in a seperate window if the player presses E (or another button of your choice) while standing on the corpse of a lootable entity.
The player can keep up to 20 items, excluded the items that the player has equipped. There will be X number of item tiers, each with semirandom stats on them.
Should armor be a thing in this game??
There will be a handful of big cities in this game, which will be the main quest hubs (not saying there will be no quest givers outside of cities). (note 1)
For the quest I imagine there being a few main quest lines, with great chain quests, alonside small quests that require the player to collect 20 bear bums or boring quests as such… why? because every rpg needs boring bear bum collecting quests.. WoW is full of them actually (note 2)
Right so those are my ideas for the single player aspect of the game
Multiplayer part of the game
Now obviously there wont be a great many people playing this at the same time, so there are two options we have here to increase multiplayer potential.
1. Make multiplayer via HTTP, which connects players over the internet and presents them with a lobby system from which they can choose with who they want to play.
2. Make the multiplayer part of the game local, which means multiplayer can only be done on servers or over lan, where multiplayer will mainly be two or three friends playing together.
However this will work, the players will enter a "dungeon hub", a small piece of land where they can walk about and enter various dungeons from. These dungeons will be appropriate for players of a specific level, say a dungeon for level 1-5, a dungeon for level 5-8 etc.
Players will be able to enter all dungeons, but a warning will appear if they try to enter a dungeon with a higher level value then their actual level.
These dungeons are predesigned, much like the singleplayer map, but with very restricted free roaming. The player will have to follow a main path to get trough various monsters and, eventually, bosses. (note 3)
Bosses should not drop loot unique to the game, all multiplayer loot should be available in singleplayer as well.
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Note 1. Cities should contain a mailing system where players can mail items and gold to other players (given that multiplayer will work via HTTP)
Note 2. Some quests will bring the player to special locations with special mobs, wich drop a class-specific weapon or armor set. The player will not be able to return to this place after they turned in the quest.
Note 3. Multiplayer monsters will obviously be harder to kill then singleplayer monsters. The difficulty of these monsters could be either scaled on the ammount of people playing in multiplayer, or on the average level of the players.
Development team:
ikke009 –Project leader and game mechanisms
Hellkid98 –Menu's and GUI's
oeed –HTTP, GUI's, overall
awsumben13 –Overall
coderJohn –Overall
Shazz –HTTP, game mechanisms
Sammich Lord –HTTP
NonstopGamer –Overall (art)
InputUsername – Art (overall)
Interested? Help out!
If you have any ideas or suggestions to improve this game, leave a comment! All help and ideas are appreciated.
If you think your coding capabilities are above average and if you think this project is awesome and you want to help out: You are more then welcome to!
There is no such thing as a boss in our team, so if you become a project member, this project is as much yours as it is mine.
Leave a comment with the following information to apply:
IGN:
Job (HTTP/GUI's/Game mechanisms/overall/art):
An example of what you're capable of (optional):
Skype name (optional):
Age (optional):
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Notes:
I will try to make a few scetches soon to give a feel of how the game will look.
Also, if you've got a better name for this game, please tell us, since the name is currently a very bad pop-culture reference that probably nobody will get…
This project will start when the confusion has cleared up. So when we know who is in the team, what we are going to work on in what order, what we are going to do exactly (that means a concept worked out in full detail), and how the game will be designed.