[WIP] Hexen RPG

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Dancso
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Re: [WIP] Hexen RPG

Post by Dancso »

A.guy wrote:just make sure the spell text (all the text for that matter) sounds... dark? you know, HeXen-esque

as much as i look forward to this mod, i also fear it could turn into "Final Fantasy HeXen" :blergh: when it should be more of a "HeXen - Symphony of the Night"
I've never played ANY of the final fantasy series. You could list a few things you hate about it. :P

I'll think about the text... like a month ago I tested tooltips for the skill trees...
http://img704.imageshack.us/img704/2664 ... 091208.png
Heavily inspired by world of warcraft.

I guess I might use stuff like "increases your melee DPS by 5" or "Increases spell crit by 2%".

I have one fear though, about credibility for the abilities. Like, I could do lots of amazing stuff the players could cast, but I'm not sure if they'd recieve credit for all of them, so for now I believe I'll use shared experience. Do you think it's important for killing other players to give experience in deathmatch?
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Davidos
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Re: [WIP] Hexen RPG

Post by Davidos »

Ofcourse, killing other players is the DESIGN of deathmatch O.o


... God, I would totally support this if you didn't use the term " 'World of Warcraft' inspiration. "
Sheesh, those guys are litteraly WHACK, man. WoW players.
Sure, some of 'em are okay... and that's just the casual gamers that may or may not eventually end up playing the game for 5 minutes...

Seriously, though, Maybe you could make some sort of PvE O.o; Deathmatch/Monster hunt maps
... custom maps with actual rpg stuff like shops and... hey, here's a good idea, Why don't ya join up with the other 50 making RPG mods for this game? O.o;

I'm starting to wonder if it wouldn't just be a buttload faster, the same ideas, same ideals, same goals and same results to just work together and make something X-times more awesome, where X is the number of modders...
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A.guy
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Re: [WIP] Hexen RPG

Post by A.guy »

Dancso wrote:I've never played ANY of the final fantasy series. You could list a few things you hate about it. :P
everything, though the biggest issues i have with it do not apply to HeXen (overall visual style, insanely bad stories, insanely stupid characters, artifacts, powers, etc.)
Dancso wrote:I'll think about the text... like a month ago I tested tooltips for the skill trees...
http://img704.imageshack.us/img704/2664 ... 091208.png
Heavily inspired by world of warcraft.

I guess I might use stuff like "increases your melee DPS by 5" or "Increases spell crit by 2%".
well that's ok, ideally you should try to keep the atmosphere, for example "this relic makes your fists stronger" or "your luck will be better as long as you wear this pendant" though i'm no writer as you can obviously see; but that's the idea, try not to make it seem like a game but more of an actual quest with mystical treasures that affect your own abilities instead of a determined game stat or percentage
Dancso wrote:I have one fear though, about credibility for the abilities. Like, I could do lots of amazing stuff the players could cast, but I'm not sure if they'd recieve credit for all of them, so for now I believe I'll use shared experience.
what? :|
Dancso wrote:Do you think it's important for killing other players to give experience in deathmatch?
absolutely, the amount of experience given is the real question though

i'd also like to say this right now, while you're still in developing stages, careful with the Fighter spells! it goes to that "real quest" factor i was talking about, the guy has almost zero magic, so he should be VERY limited as far as spells go, keep it simple, and for the more powerful spells just use 'em for his arsenal instead of making him invulnerable or super fast
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Dancso
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Re: [WIP] Hexen RPG

Post by Dancso »

Davidos wrote:Ofcourse, killing other players is the DESIGN of deathmatch O.o
I think you misunderstood. I meant the lack of experience gained for killing. Still, the possible lack of credit might still ruin it.. but I can't do anything about that, only remove the ability that doesn't give credit.
Davidos wrote:... God, I would totally support this if you didn't use the term " 'World of Warcraft' inspiration. "
Sheesh, those guys are litteraly WHACK, man. WoW players.
Sure, some of 'em are okay... and that's just the casual gamers that may or may not eventually end up playing the game for 5 minutes...
Well. Addiction isn't my side of responsibility. This mod won't look like WoW, won't play like WoW, but some of the features will be very similar. Hotkey bar for spells, abilities copied and/or slightly modified so I don't have to make up hundreds of things a player could cast.
Remember, my other source of inspiration is diablo. Skill trees, sphere styled health/mana display, etc. If you think about it, even diablo had hotkeys.
Davidos wrote:Seriously, though, Maybe you could make some sort of PvE O.o; Deathmatch/Monster hunt maps
... custom maps with actual rpg stuff like shops and... hey, here's a good idea, Why don't ya join up with the other 50 making RPG mods for this game? O.o;
That is intended. BUT first I'll get the main thing done - maps take lots of time to make properly and I plan on doing some sort of map pack designed for this mod after I released the core game.
Davidos wrote:I'm starting to wonder if it wouldn't just be a buttload faster, the same ideas, same ideals, same goals and same results to just work together and make something X-times more awesome, where X is the number of modders...
I'm stubborn; I don't like compromises when it comes to modding. I want this to be the way I dreamt it.
A.guy wrote:well that's ok, ideally you should try to keep the atmosphere, for example "this relic makes your fists stronger" or "your luck will be better as long as you wear this pendant" though i'm no writer as you can obviously see; but that's the idea, try not to make it seem like a game but more of an actual quest with mystical treasures that affect your own abilities instead of a determined game stat or percentage
I'll consider it and try to stick to the hexen theme but I can't promise anything yet. I'll try to be user friendly aswell; In which case, shorter explanations are preferred.
A.guy wrote:
Dancso wrote:I have one fear though, about credibility for the abilities. Like, I could do lots of amazing stuff the players could cast, but I'm not sure if they'd recieve credit for all of them, so for now I believe I'll use shared experience.
What? :|
I'll try to explain. Several posts earlier in this thread, I had discussed the way to implement scaled projectiles which gain damage potential from the player's stats. It is probably only possible through spawning it via action script, in which case the player might not get credit for the results the spawned projectile does.

Of course that might not be the only flaw. Imagine that you use a disc of repulsion, or use an ability that acts like it. You toss off a player into lava or a deadly fall. You kill the player this way but you don't get any credit for it because the final blow was done by falling damage. You didn't get credit in vanilla hexen either, but meh.

About shared experience. I believe it would be pretty much impossible to see how much damage a player deals to another player or monster; therefore I can't make it give the killers equally split experience based on how much effort they put into killing that enemy, but instead I'd make it share experience between the players nearby. It should be possible to make it give less or more experience based on the players' level, to avoid a level 1 player gaining 10000 experience from their level 99 friend killing an afrit.

About deathmatch. Until now I had most things handled by inventory items, but players lose their inventory when they die, so I made it give all the experience depending on how much frags they had; so they could level back up upon respawning. However, this is not quite flexible enough for the new system to come: I will try to handle as much information as I can via ACS, so almost nothing should be lost on death (besides inventory items; quartz flasks and the like..)
Experience should still be possible to be given by checking for the players' frags, but since there's the possibility of not recieving credit for a few kills is kind of disheartening. Maybe an additional line in the tooltips saying "does not award credit for kills" should be declared so players are aware of it.

Note that in cooperative game modes, the players would still gain experience even if they don't get credit for the kill.
A.guy wrote:i'd also like to say this right now, while you're still in developing stages, careful with the Fighter spells! it goes to that "real quest" factor i was talking about, the guy has almost zero magic, so he should be VERY limited as far as spells go, keep it simple, and for the more powerful spells just use 'em for his arsenal instead of making him invulnerable or super fast
Well unless you dont accept whirlwind, a big stomp, a short period speed increase and the like as abilities, you should have nothing to worry about. I'll keep it mostly physical. I've only noted a few abilities that might make it into the mod. Also since I want to have proper beta testing done before release, balance shouldn't be an issue in final versions.

For the fighter's skill trees I'll probably make a lot of passive abilities.. say you spend a point in "superhuman strength" that will increase the damage you do with melee weapons for every point you put into it.

I'm still thinking about what should each stat actually do. I need to make each stat have some value for all classes.
Every stat should have multiple uses so strength has at least slight benefit for a mage or willpower for a fighter.

Here's how it currently is planned:
Strength: Increases melee damage dealt with weapons or abilities.
Agility: Tiny increase in speed
Vitality: Increases maximum health
Intellect: Increases maximum mana
Willpower: Increases mana regeneration

For now vitality also increases health regeneration, and intellect increases damage dealt by spells. (but am willing to change on these)
I'm trying to make each stat have some second or even third use, to make them more interesting and lead to custom character builds.
Stuff I am willing to add as additional effects:
  • Increase in spell power, magnitude. (sells with a duration might last longer, or be more powerful, deal more damage)
  • Increased critical strike chance/damage
  • Increased protection, preferably for a specific type (melee/physical, magic/arcane/holy whatever) willpower could be a good target to increase spell resistance
  • Faster cooldowns (which could be split to either just physical, just magical, or a specific spell school type (fire/ice/etc))
  • Faster health regeneration
That's all I had in mind for now, but feel free to make up effects that fit the mod.
Diablo 2 made its energy stat useless for most characters, while vitality was too useful compared to all the others. I want to make these stats equally useful but still require logical spending.
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A.guy
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Re: [WIP] Hexen RPG

Post by A.guy »

Dancso wrote:I had discussed the way to implement scaled projectiles which gain damage potential from the player's stats. It is probably only possible through spawning it via action script, in which case the player might not get credit for the results the spawned projectile does.

Of course that might not be the only flaw. Imagine that you use a disc of repulsion, or use an ability that acts like it. You toss off a player into lava or a deadly fall. You kill the player this way but you don't get any credit for it because the final blow was done by falling damage. You didn't get credit in vanilla hexen either, but meh.

About shared experience. I believe it would be pretty much impossible to see how much damage a player deals to another player or monster; therefore I can't make it give the killers equally split experience based on how much effort they put into killing that enemy, but instead I'd make it share experience between the players nearby. It should be possible to make it give less or more experience based on the players' level, to avoid a level 1 player gaining 10000 experience from their level 99 friend killing an afrit.
hmm, how about you make it so if a player falls off a cliff or kills himself with a reflected spirit of the WraithVerge, all nearby players gain a bit of exp based on the dead player's level, not their own
Dancso wrote:Well unless you dont accept whirlwind, a big stomp, a short period speed increase and the like as abilities, you should have nothing to worry about. I'll keep it mostly physical. I've only noted a few abilities that might make it into the mod. Also since I want to have proper beta testing done before release, balance shouldn't be an issue in final versions.
oh ok :)
Dancso wrote:I'm still thinking about what should each stat actually do. I need to make each stat have some value for all classes.
Every stat should have multiple uses so strength has at least slight benefit for a mage or willpower for a fighter.

Here's how it currently is planned:
Strength: Increases melee damage dealt with weapons or abilities.
Agility: Tiny increase in speed
Vitality: Increases maximum health
Intellect: Increases maximum mana
Willpower: Increases mana regeneration
i suggest a format similar to the vanilla one but more consice:

Physical Power determines how strong your melee attacks are, how much damage you take from them and slightly affects your speed and jumping
Mental Power determines how strong your mana-attacks are, how much damage you take from them and how much mana you gain per pick-up
Resistence determines your HP and slighly affects defense against mana and melee attacks
Wisdom determines your maximum amount of mana, mana-regeneration rate and slightly affects the exp gained per kill
Luck determines your chance of a "critical hit" (i don't like that term), your chances of getting hit by one go down, and the amount of items/money you encounter on fallen monsters and warriors increases slightly

so for example, the Fighter could have 8.5/10 PP while the mage can only get 6.7/10, at the same time, Baratus gets 7/10 MP while Daedolon gets 10/10
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The Ultimate DooMer
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Re: [WIP] Hexen RPG

Post by The Ultimate DooMer »

... God, I would totally support this if you didn't use the term " 'World of Warcraft' inspiration. "
Sheesh, those guys are litteraly WHACK, man. WoW players.
Sure, some of 'em are okay... and that's just the casual gamers that may or may not eventually end up playing the game for 5 minutes...
Now now...not everything or everyone to do with that game is bad. And I doubt it's possible to replicate the worst bits in Hexen somehow. (unless ofc he plans to release a new version every month that dumbs down gameplay so that skill 5 eventually becomes easier than skill 1 was when it first came out :P)
Seriously, though, Maybe you could make some sort of PvE O.o; Deathmatch/Monster hunt maps
... custom maps with actual rpg stuff like shops and... hey, here's a good idea, Why don't ya join up with the other 50 making RPG mods for this game? O.o;
Cos like...some of them have maps (hence the rpg bits are proprietary) and others don't? Not to mention all the differences between them.
I'm starting to wonder if it wouldn't just be a buttload faster, the same ideas, same ideals, same goals and same results to just work together and make something X-times more awesome, where X is the number of modders...

Code: Select all

public class Broth
{
    int cooks, many;
    public void addCook()
    {
          cooks++;
          if (cooks > many)
          {
               spoilBroth();
          }
     }
}
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Davidos
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Re: [WIP] Hexen RPG

Post by Davidos »

-Double post due to forum lag-
Last edited by Davidos on Wed Jan 13, 2010 6:15 pm, edited 1 time in total.
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Davidos
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Re: [WIP] Hexen RPG

Post by Davidos »

The Ultimate DooMer wrote:
Blaaahhhh
I'm not sure if I'm supposed to see this as an insult or just complete, utter mad randomness...


Ofcourse everything related to WoW is damned to hell by it's own cause! Haven't ya watched TV?



... Though generally I think it's an awesome idea as long as it doesn't have the big fat blizzard WOW stamp on it everywhere.
Bleedin' mindsuckin' bastards.



Eitherway, Like I said, that might be your vision, but ya might wanna team up with/help out others whenever this project is over (Assuming it's not like DNF, and sees a reasonable release of 2028)

........ Not saying ya should dump the project and jump on the bandwagon, just sayin'.
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TheDarkArchon
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Re: [WIP] Hexen RPG

Post by TheDarkArchon »

Davidos wrote: Ofcourse everything related to WoW is damned to hell by it's own cause! Haven't ya watched TV?
Because TV has always been fair & balanced when it comes to computers games.
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Davidos
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Re: [WIP] Hexen RPG

Post by Davidos »

Either Zdoom forums are a compilation of 98% WoW trollers, or you people really can't take a bloody joke when you see one.
I was referring to the lawsuit against WoW for being 'too addictive.' If you didn't hear about that one yet.


To get back on Topic:

I suggest you take a look at other popular games and how they solve their problems with leveling, skills and what not.

I expect there'll be some sort of 'weapon training' in there too, right?
Or will you simply get skills from leveling up?

To put it simply:
As in most (MMO)RPG's, you gain skills/attacks/whatnot by leveling up.

But some other RPG's favor the posibility to train a specific weapon by doing damage (Borderlands is a good example... can't remember where I've seen this before.)




Another question about 'magic'
Will the player be able to access certain spells as quick cast attacks, like for example in the Doom mod 'Psychic', where you can throw a set of different 'spells', so to speak, whilst wielding any other weapon.
I suppose this defeats the purpose of mage's weapons, but technically speaking they could be replaced by staves and what not...
... Hmm, I suppose Oblivion would be a nice example for that one.

Oh well, just throwing out random ideas...
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DavidPH
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Re: [WIP] Hexen RPG

Post by DavidPH »

On the subject of tooltips: keep them simple, but for the love of God and all that is holy, don't use things like: "Makes your fist attacks stronger." One of the great things about Diablo 2 was that you had actual numbers to use to figure out how good an ability is. I've seen so many games with uselessly simple tooltips that try to give you an idea of what it does instead of just saying, "Adds 5 damage to your fist attacks." I mean, it's not like the game creator doesn't know what the internally used numbers are.

Perhaps the worst offender I've seen is Command and Conquer (not an RPG, I know, but it's a good example). The only information they ever give you in those games is how much something costs. In Generals, they at least say x% increase in armor, but that doesn't really help when you DON'T TELL ME HOW ARMOR WORKS! Or how much armor it has to begin with compared to the other units, or how much damage units do, or how much health they have, or ANYTHING even REMOTELY useful at ALL.

Er, back on topic: In summary, tooltips need to have at least some numerical figures in them.
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A.guy
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Re: [WIP] Hexen RPG

Post by A.guy »

poll time
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Dancso
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Re: [WIP] Hexen RPG

Post by Dancso »

I don't like skillups given by using a weapon.
I have played the game called Dungeon Siege for a while, and I really hated how I couldn't really use multiple specializations without sucking. That means if you spec for axe, you'll see less use from the hammer, or sword. Skill points should be gained on levelups, and the player should spend it on whatever he likes.

To tell you the truth, I would be way ahead in development if I had put super serious and continous interest in it.
Right now, I take note of any good ideas I get in school when I have a moment (when I'm not supposed to pay attention much, anyway)
and when I'm home in my free time I randomly choose between playing games and actually doing something useful.
If I had taken it as a real job or something, I would have most of it done in under a few weeks or just days.

At least I can say I have time to rest and do stuff during summer break; but it's nowhere near right now.
To annoy Davidos even more, I'll just say Blizzard's favourite word: "Soon" (c) :P
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Davidos
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Re: [WIP] Hexen RPG

Post by Davidos »

Dancso wrote:To annoy Davidos even more, I'll just say Blizzard's favourite word: "Soon" (c) :P

Well, seeing Blizzards are a bunch of crackheads that think their creations are loved by god and anyone else, as a tool to make friendships, instead of the...
*INSERTED BEEPING BLAAAAH NOISE CENSORENESSSHIPODOOMCAUSEOFWEIRDPEOPLEONWOW*
So technically speaking I could officially care less whatever words Blizzard uses, as long as they get cracking on Diablo 3 already -.- sheesh what's takin' so long?
[/rant /offtopic /troll]



What I actually meant is that you do not exactly gain additional skills (Although I believe I did put it that way,) but gain more power focussing on certain weapons.

For example,
Billy The Butchering Bully prefers the use of Blades for weaponry, thus he gets some extra thingies for using said weapon, like +15% damage etc.
However, Roggy the Raging Rogue prefers the use of bows, from longer ranges, thus gets +5% Accuracy and soandsoandsoforth.

I also got this strange idea, to store certain weapons in slots O.o;
For example, you could have slots for blunt, blade, staves, daggers, clubs, bows and so forth and every time you find something better, you just throw sword X away for Sword Y of the rabbit +20 speed or whatever they call it these days. Hell they could even have the same graphics but just added stats *Cough Borderlands technique Cough*

Now if you'll excuse me, I believe my EDTA (ethylenediaminetetraacetic-acid) is about to boil itself out of my Special Diluent and burn a nice hole in my notebook and/or eyes if I don't attend to it right now.
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A.guy
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Re: [WIP] Hexen RPG

Post by A.guy »

wait a minute now... did Dancso say there were new weapons to be added? :|

i agree on the specializing bit though, mostly 'cause i'll run through 90% of the game using the Saphire Wand as a Mage, or Timon's Axe as a fighter

btw, i thought there was discussion of making skill-specific varieties of weapons, like a blue serpent staff that shoots stronger mana when you have max'd out X-stat
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