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XRpg is a simple RPG made to test out leveling as an inventory item in hexen. It has grown to have a lot of features including spells and skills as well as miniboss monsters.
The game is made to balance with the original level sets, and to keep as close to the same feel. Smashing squishy monsters with an axe, and outsmarting them with a spell, are key focuses of features. Monsters even scale up at random with their own upgrades depending on player level. Many monsters will remain the same and squish easily under your titanic strength, while others work as minibosses that require more strategy and cunning to defeat.
New Inventory system with new items! Equip your character with magical items and armor by opening the map.
Stats
When classes level their stats increase. Each stat has a direct effect on the character and can improve how they level.
Stats increase at random, favoring their primary stat.
Health
Hitpoints increase each level at random (minimum 5). The maximum hitpoints gained each level is half of your strength score. The higher the strength, the higher you could gain each level.
A player who is badly hurt can restore some of their health. Higher strength increases the maximum health that can be regained by regenerating.
Mana
Mana limits increase each level at random (minimum 5). Each mana type gains levels separately. The maximum that can be gained each level is half of your magic score. Having high magic increases the potential mana gained.
The cleric and mage can slowly regain a small amount of their mana if they are dangerously low. A higher magic score increases how much can be regenerated.
Strength
Strength is added to melee damage increasing the deadliness of attacks. It also increases the maximum health that can be regenerated.
Armor
Every 10 armor permanently increases the player by 1 AC.
Magic
Magic increases total Mana at start, how much is gained, and the effectiveness of some spells.
Classes and Leveling
XRpg adds leveling and special classes. The leveling system works as an inventory item that grants XP on a hit. Since it is attached to the player, new monsters in custom level packs can grant XP.
When players gain a level, they restore their health and up to half their mana. At certain level milestones each class gains spells or skills.
Fighter
The fighter earns one of 3 skills every 10th level. The final skill is learned at level 30. Fighter skills are passive and activate based on combat.
Strength is the fighter's favored stat, and this class starts with the most health.
Fighters can use the most weapons, shields, and armors, but is unable to wear light armor.
Cleric
The cleric earns spells that focus on defense and healing. His first spell is learned at level 3 and adds a holy SMITE to mace attacks and increases the damage of all other weapons.
Clerics gain spells at level 3, 7, and every 5th level after, learning his final Divine Intervention spell at level 22.
The cleric can have 2 spells active at once. Heal and Divine intervention work as a cooldown while the others have a duration.
The default keys for cleric spells are on the keypad: kp insert, kp del, kp +, kp -, and kp *
Cleric spells are learned in order, starting with holy smite.
The cleric favors Armor as their primary stat and tries to balance their Strength and Magic.
Cleric can wear light armor, standard armor, and heavy armor, but not plate. Clerics can use most shields.
Mage
The mage earns spells that act as alt-fires for his weapons. Each weapon has a special ability based on which spell is active. The mage can have one spell active at a time.
Spells are learned at level 2, level 5, and every 5th level after. There are 9 total spells and the last is learned at level 40.
Spells have 3 tiers, and are learned at random based on the mage's level.
The mage begins with the lowest health and favors magic as their primary stat.
The most powerful magical equipment is usable by the mage, and magical armor gives him greater effect than the others. The mage cannot wear heavy or plate armor.
Monsters
Monsters can randomly spawn as minibosses, brutes, and spectres. They also drop mana and health at random to help keep the player in good condition in order to rise to the new challenge.
The minibosses are elementally enchanted and have abilities that activate when they either take damage or cause damage. They have resistances and weaknesses based on their elemental type. Watch out for the death bosses.
Their types are: Stone - Lots of health, lots of resistance, and a much bigger punch. Fire - Spews flames from the earth. Poison - Release clouds of poison gas when they attack. Ice - Sheds sharp shards of ice when they take damage. Lightning - Dodge around with a damaging zap. Blood - Vampires that steal the life of the living to add to their own. Death - Necromancers who raise their fallen compatriots.
Weapons
The base weapons have been given upgrades. Every weapon now has an alt-fire.
The Mage's alt-fire attacks are based on the selected spell giving the mage 36 weapon abilities.
Surprises
There are many surprises in store too. From new weapons to new armors and hidden enemies.
Surprises are built to be mysterious and fun to find. Just like when you were first exploring the original game, players should feel like there is just more worth exploring than before.
Download
Version 1.5 is the latest release.
Note: Targets GZDoom 4.11.3 and higher due to multiplayer fixes in gzdoom and widescreen weapon sprite support.
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WIP - New map pack with 2 hubs complete. The map pack highlights the RPG elements, gives you more choice, and leans better into the D&D influences of the original game. Every class should experience the new levels much differently, and be challenged in unique ways.
Download here: https://github.com/cabbruzzese/xrpgleve ... s/tag/v2_0
Hub 1 - Pillars of Hell
Spoiler:
Pillars of Hell
Dark Forest
Dragon Inn Ruins
Serpent River Dam
Hub 2 - Mythic Arcanum
Spoiler:
Mythic Arcanum
Satyr's Grove
Kryos Caverns
Caldera of the Minotaur
Plus secret levels
NOTE: Don't forget to reference both the XRPG mod and this level pack in your command line i.e. C:\gzdoom\gzdoom.exe -file C:\mods\xrpg.pk3 -file C:\mods\xrpglevels.pk3
Note: This will break saves for the old level pack version 1.0. -------------------------------------------
Made lots and lots of updates. Got the leveling system working to scale damage and armor. Finished the Mage spell system and am working on cleric spells.
The mage and Fighter are ready for some beta testing. I could use some feedback for anyone who wants to try them out.
The fighter is pretty straight forward. Plays like normal and has some alt attacks.
Mage gains spells at higher levels, randomizing and getting more powerful spell tiers at higher levels. They are used like items. Once a spell is active, the alt fire for every weapon will cast the spell in a unique way. There are a lot of spell combinations, and some spells can only be earned at high levels.
The main thing I need some feedback on is that for weapons 1-3 spells cost mana. Spells cast while holding bloodscourge do not cost mana and balanced for being essentially free spells. So is it fun to have the balanced free spells, or should they cost lots of mana and be big hitters?
To test the current version, download a zip copy from github and set a shortcut pointing the -file argument to that folder.
i.e. C:\Games\gzdoom\gzdoom.exe -file C:\Games\xrpg
Used Keypad as default for mage since they are basically "equipped" and can be hit at leisure. Not sure the best bet for cleric since they are needed quickly, especially the heal and protect spells.
Would definitely help to get some feedback here. Thanks!
peewee_RotA wrote:Added Key Config section to set spells.
Used Keypad as default for mage since they are basically "equipped" and can be hit at leisure. Not sure the best bet for cleric since they are needed quickly, especially the heal and protect spells.
Would definitely help to get some feedback here. Thanks!
I will do some testing for you this weekend, I will see if I can get to it earlier.
Made some improvements to Cleric. Smite damage and spell durations and cooldowns now scale when you gain magic. There's now two cleric spell slots so you can have two active effects.
Updated cleric spells to make more effective/longer duration. Added very limited regen feature. Added basic monster types with randomized spawning. Fixed some mage spell bugs.
Added monster resistances. I think that it's stable enough to version this and add a pk3. Sorry for delaying that. I'll test a little bit today and get one out.
While testing we found a bug in the multiplayer that kills the ability to gain levels.
Thanks to some awesome help from Player701 I found a work around and also made changes to let levels persist after death. I would like to create some kind of punishment for dying but not sure yet. Probably reset current xp to 0 and maybe slightly lower health max or something.
Based on discussions on other 2.5d rpgs I've had in the past, death punishment is a very complex issue. Many games enjoy the minecraft approach of just dumping all inventory. Losing money is another good approach but there is none here. The harsh D&D approach of losing levels is interesting but with randomized stats and skills that's really tough.
Implemented above fixes and pushed to repo. Tested losing some health with each death (never going below a minimum value) and it worked out good in first set of tests. Going to do coop tests probably tomorrow night.
Also added xrpg_minlevel as a server side cvar so a coop server can host a later level and catch players up. Saving exact progress is not reasonable, but starting a hub with a minimum level should be fun.