DEEPER - A COMMUNITY ROGUELIKE FOR RPG MAKER VX - YOUR HELP WANTED!

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Max McGee
with sorrow down past the fence
9159
@Chaos:

The REALLY annoying thing is, I actually opened up RPG Maker to check the spelling, saw that it was Zelzi, and forgot to correct it.

author=Mr.Nemo link=topic=3845.msg77810#msg77810 date=1243826727
Orc
Description: Orcs are a blood-thirsty breed of creatures that vary in size and monsterous appearance as they are plentiful. Lustful and ferocious in mood, they've become the scourge of most civilized races ever since their Draconian masters vanished. They wage war on the world, leaving a trail of pillage, rape and destruction. In their natural home in the most unpleasant mountains of the world, crossbreeds between goblins, ogres, trolls are common but there also exists crossings between humans, elves & orc. The orcs vary greatly in appearance (mostly due to this extensive cross-breeding) but typical characteristics include a muscular build, very hairy (to the point of having a pelt), murky-brown/gray/ skin, great sharp teeth and often piercings or tatoos. There are but a few places around the world where orcs are partially accepted, typically by humans, gigantes and Zelzi (?). Orcs that doesn't rely on killing everything in sight, however, are not as common and are usually cross-bred outcasts that aren't fully accepted in either society. Additionally, there exists an even rarer type of orc that are very "orcish" in their appearance but seems to still dwell in times past; somewhat sophisticated and secretive in their longing for the return of the draconic era.
Attributes
+ 4 STR, +4 CON, -4 MP, -2 INT
Resistance/Weaknesses
Resistant (D) to Afraid, Weakness to Mind-altering skills (B), (A) to berserk. Weakness to diseases and POISON (B).
Abilities
Head-hunter (Passive): Whenever the Orc slays an enemy in combat, there's a chance that he will gain a random STAT-boost for the remainder of the battle.
Rage: Orcs may set themselves in a state of FRENZY at will (~200% STR, 50% INT/DEF, only attacks enemies).

(I made this class earlier today and I think it need more... direction. feel free to dissect, as usual. ButI don't think lowering DEX for them is a good idea, neither is reducing their MP/INT more than already; they can do other things than being fighters)

Dark Elf
Description: Cynical and violent in nature, the dark elves are, even though related to the "rather alluring" elves, their disturbing features include long legs & necks, VERY long ears (the only trait of warcraft elves I like) snake tounges and pale skin. They are said to have originated from a conclave of elves sworn to the dragons but through their seers sensed the changing tide and betrayed their draconian masters.
Attributes:
+2 DEX, +2 INT, -2 CON, -2 HP
Resistance/Weaknesses
Resistant to magical damage (D) and magical status-afflictions (prison, cube, curse, etc). Very affected by Staggered (A) and stat-altering afflictions.
Abilities:
Malicious intent : (Increases the chance of making critical strikes)
Betrayal : Whenever a Dark Elf is low on HP, he will turn on his former allies, inflicting betrayal/confuse/afraid)

I made up the dark elves as I went along and I think they turned out pretty balanced.

ALSO: on graphics, I'm done with all the icons and more than halfway through with the tiles but I'm too tired now, some guys are painting the ceiling in our apartment so we had to clean some stuff out. I can continue and finish it tomorrow. By the way, if these aren't the "real" graphics, how's the game going to look? originals? mac&blue (you mentioned this I think)?

EDIT:
cannot... sleep... must.. make tilesets....
(I thought about chaosproductions idea and sketched out a few things from it in my head, but we aren't at that state yet)

Do not open; unbelonging ideas ahead
Never leaving the dungeon still means there will be shops here and there? Then, one could have random heroes (class/race/name) wandering around, joining you if you are short on buddies or need a new set of heroes. This got me thinking more, about the amount of starting characters (start solo with plenty of randomly generated characters to join in, but then again maybe not) and permanent death. WHAT? yes, think of it this way. If you loose a character in combat and have no means of reviving him somewhat soon after (think a number of steps or within a timeframe) he could die. Then you'd have to replace him with one of those wandering adventurers. but this is just a rushed idea I had and is totally irrellevant for the time being. ta-ta


@Nemo:
GOOD STUFF.

However, I'm afraid with the world history written, I need to completely change the flavor text. Suggested changes:

Orc
Description:

During the Bygone era, many elves were corrupted and ‘recycled' into hideous, brutish engineered killing machinesâ€" the Orcs. The Bygone used these as their terrors troops to suppress the Dark Elf insurrection. The Orcs alive today are the descendants of those that survived their replacement by the Centurion animunculi (the first test of the animunculi was the genocide of the Orc race.) After that, Orcs, for a time, served dragonkind. Stronger and faster than man, orks are also sickly and disease ridden, ugly and brutish. Orcs despise Elves and Dark Elves because they have fallen so far from that long lived and beautiful form.
Orcs are not necessarily evil but they do tend to see violence as the first and best solution to every problem. Unlike goblins and trolls, most (but not all) people have come to recognize orcs as sentient beings with basic humanoid rights. Other monstrous races such as the gigantes and Zelzi tend to be more accepting of Orcs. The orcs vary greatly in appearance (mostly due to this extensive cross-breeding) but typical characteristics include a muscular build, very hairy (to the point of having a pelt), murky-brown/gray/ skin, great sharp teeth and often piercings or tatoos.
Attributes
+ 2 STR, +2 CON, +2 DEX, -2 MP, -2 INT.
Resistance/Weaknesses
Resistant (D) to Afraid, Weakness to Mind-altering spells including Sleep (B), very weak (A) to berserk.
Abilities
Rage: Orcs may set themselves in a state of FRENZY at will (~200% STR, 50% INT/DEF, only attacks enemies).

Dark Elf
Description: In the ancient Bygone era, the Dark Elves fought their way out of slavery and escaped into the sunless duskbloom desert, which hardened and sharprened them while the Elves who left behind continued to grow soft in the lap of luxury as slaves. As a result, Dark Elves in Mundus are not as frail or as charismatic as the Elves of Mundus. They are smarter, and just as quick. The other significant difference is appearance. Deprived of the sun in the caverns and dunes of Duskbloom and Durosk, the Dark Elves have almost albino complexion, with pale blue ashy skin and dark red eyes. The ancient Dark Elves despise the line of Elves for remaining in the lap of luxury and servitude in the bygone age, and hate Orcs just as much for being their ancient enemies. Cynical and cold in nature, even though related to the "rather alluring" elves, their disturbing features include long legs & necks, VERY long ears and pale skin. Due to the lack of sunlight, they are somewhat less healthy than other races.
Attributes:
+2 DEX, +2 INT, -2 HP.
Resistance/Weaknesses
Resistant (D) to magical status-afflictions (sleep, paralysis, prison, cube, curse, etc).
Double damage (A) from light.
Abilities:
Duskbloom Curse - 3 MP - 80% (48% when adjusted for normal resistance) of inflicting Sleep and Blind on one enemy.

Will add once you approve changes/suggest changes to my changes.

Re: GFX:
The game will either use the 2D tiles (and non-animated but very accurate hero "sprites") or it will use Mac & Blue VX gfx, in which case I worry about being able to have graphics for every race, class, and conversation thereof. Anyway, I'll put it to a discussion/vote.

@Chaos Again:

Neand:
Made redundant by Orks and Gigante. Besides, man did not evolve in this setting, or if they did, it wasn't from apes.

Angel:
This is an excellent race. One problem is that I think ANGELS are too powerful to be playable. So I made some slight changes. Proposed Changes:

Nephilim
Description: Also called demigods, Nephilim are the children of a Celestial Power (angel) or god and a human. In ancient times Man revered them as demigods, and even now they earn Men's respect and awe when they make their true nature known.
Attributes: +6 MP, +2 INT, -2.
Weaknesses:
Weakness (A) to Dark.
Due to their intense connection to the astra realm, all magical damage dealt to Nephilim is increased by 50%.
Immunity to Light/Holy.
Racial Abilities:
Float (passive)
Melee attacks rarely find their mark when an Angel is involved (+25 EVA).

General announcement: Earlier today, I backed up all my work on our computer unless god-forbid something should happen with RMN's server issues or with the switch to RMN3 that would cause this topic to be lost. Also I am not adding anything new to the DB until I'm closer to being caught up.
LouisCyphre
can't make a bad game if you don't finish any games
4523
I don't mind the stat changes, but could you make them weak to instant-death attacks instead of dark? These guys aren't ACTUALLY avatars of a divine being or whatnot, they were just THOUGHT to be.

Devil
Description: Feared in primordial times for their propensity for dark magic and ruthless, cunning cruelty, Devils are called so despite the fact that not all of them are evil.
Attributes: +6 INT, -4 DEX
Weaknesses:
Weakness (A) to Light/Holy.
Dealing dark damage to a Devil restores their SP by 1 per turn for a few turns. (Can be done with a special, devil-only condition attached to dark-element skills.
Immunity to Dark/Chaos
Racial Abilities:
Fey Miasma (Opener)
Reduces all foe's Dark resistance at the start of battle. Lasts three turns.

*edit*

OTHER PARTIES

Why can't other bands of individuals explore the Bygone Depths? Mayhaps run into our heroes and negotiate information exchange (We'll tell you where you can find some stair for, I dunno, 4G?), trade, or combat (They're monsters in disguise! Get 'em!)?
Max McGee
with sorrow down past the fence
9159
OTHER PARTIES

Why can't other bands of individuals explore the Bygone Depths? Mayhaps run into our heroes and negotiate information exchange (We'll tell you where you can find some stair for, I dunno, 4G?), trade, or combat (They're monsters in disguise! Get 'em!)?

Let me say unconditionally that I absolutely intend to include encounters like these. Remember that all adventurers are COMPETING so eventually, they'll need to kill each other because they can't SHARE the rift codex. Hence encounters with other adventurers should always be tense, and should sometimes even result in outright combat!

As to Angel, I kind of made them...descendants from actual divine beings. But either way, divine or not...why should they be weak to death spells?

Anyway, I will think about Devil later, I am adding Raider to the DB now. Oasis is borked because I don't have a script that supports MP Regen. Other than that, Raider has been by far the easiest skills to implement. (You'll probably want to change the battle anims, which you are welcome to do when we get to that point.)

@Nemo:
I realized another problem with the Orc- "Frenzy" is already the name of a Level 8 Raider skill.

Edit:
Finished adding Raider to the DB though it is as yet untested. I plan to do the rest of the (currently accepted) races tonight and try to do the Alchemist some time tomorrow. Then I will ask Craze to add/setup the Judge and Thief classes and their skills. And then the DB will be all caught up and include the accepted races.

Edit 2/Last:

Finished setting up accepted races. DB is up to date on accepted stuff except for Judge, Alchemist, and Thief classes.
I'm sorry, I didn't have time to thoroughly read the background-stuff before I made those guys. But I primarily like the stat changes for both races. One thing about the dark elves though, their special abilities were kinda cool and clearly betrayal matched up the fact their magic resistance ang high crit chances. I'm interested in the motivation for the changes, even though I, of course, accept them :)

Oh, and just.. rename the ability. rage, fury, primal rage, whatever :)
Max McGee
with sorrow down past the fence
9159
@Nemo:
Some of it was a balance thing and some of it was based on internal logic (I don't know if I want to make it possible for characters to "betray" their allies when the allies cannot respond by attacking them back. Betraying Dark Elves wouldn't be able to use spells/skills either. The occasional charm or confusion effect is one thing, but having a party member aggro you on a regular basis could get really annoying really fast).

Mostly I just like the idea of them having a spell-like ability (in this case a "gypsy curse") that lets them put the evil eye on enemies. Actually I didn't see the enhanced critical thing and I plan on putting it back in when I add them, and maybe I will give them another penalty or weakness to balance it.

@F-G:
Fallen-Griever, we are open more for race submissions than class submissions. That said...

There are three Stealth Slots and two combat slots "open". However, there are "proposals" for all of these slots. Namely, for Stealth, I have proposed "Monastic", "Assassin", and "Shadowblade". For Combat, I have proposed "Marksman" and Mr. Nemo has proposed "Iconoclast".

There are also two mage slots that have not been filled, but these have been theoretically filled with "Elementalist/Druid" and "Necromancer" respectively. Likewise, the remaining Misc. slot is DEFINITELY going to be filled with Hierophant.

I am not opposed to you statting assassin (Stealth class with focus on nasty poisons and critical hits), Marksman (bow/crossbow based ranged class with ranger-like "bane" abilities that deal extra-damage to certain enemy types), or Shadowblade (Stealth + Illusion Magic) classes. However the latter needs to use arcane (wizard) spells from the Illusion school which I haven't finished writing yet. Likewise, Necromancer and Elementalist each require me to finish the general spell list first, so I am holding off on that. I guess the one class I am definitely reserving to stat myself is Monastic.

So basically, you can stat Assassin or Marksman, take a wild stab at statting Shadowblade (make sure to give him some Illusion spells from the ones I've already made) or fight Mr. Nemo for the last fighter spot. Alternatively, if you have an idea that would be better than the standing proposals, and make for a more balanced and all-inclusive class list, share it with us. The reason I am trying to avoid a slew of quirky and unique "Specialty" classes is because I very much want players to be able to choose from well known and recognizable fantasy archetypes. But that doesn't mean everything needs to be totally generic.
You know what this game lacks?
These.


Viking
A:HP
B:STR
C:DEX
D:CON
E:INT
F:MP

*No passive skills, all can only be used in battle.
Skills:

1. Beserker Rage
You lose control over this character, attack is doubled.
This is irreversible for the rest of the battle.
This character takes progressive damage.
100% chance of happening.

2. Vidarr's Aura
Silences all enemies.
Costs 20% of this character's HP to use.
75% success per each enemy.

3. Eir's Blessings
This character receives 5% HP regeneration for the rest of the
battle.
In return, this character's STR, CON, DEX, and INT are all
reduced to 75% while this stands in effect.
100% of happening.

4. Hlín's Oath
This character's completely resists all physical attacks for
3 turns.
During these 3 turns, this character cannot move.
This character loses 10% per turn while in this state.
100% of happening.

5. Ilmr Exchange
Reduce this character's HP to 0.
Fully heal all allies.
100% chance of happening.

6. Mjolnir
Deal lightning damage to one enemy. (150% STR)
This enemy has a 50% chance of being paralyzed.
Costs 20% HP to use.
70% chance to hit.

7. Muspelheim Break
Deal fire damage to three random enemies.
Costs 20% HP to use.
85% chance to hit.

8. Niflheim Chill
Deal ice damage to all enemies. May stun on strike.
Costs 30% HP to use.
85% chance of hitting each enemy.

9. Ragnarök
Deals holy damage to all enemies. (500% STR)
75% chance to stun all enemies.
Reduce this character's HP to 0.
Max McGee
with sorrow down past the fence
9159
lolzallen I really like your skill names, but we already have too many barbarian-type things (Pankratiast to an extent, definitely Raider (Vikings are essentially raiders), and Ork) and too many combat-mage hybrids (Judge, Raider, etc.).

I will however consider your Viking/Scald class during the second round of class creation, a few months down the road. Alternatively, if other people love it (speak up guys!) and it can replace one of our current proposed classes.
Replace Raider with Viking. I want a Yeti Viking.
Max McGee
with sorrow down past the fence
9159
I already added raider to the effing database

How does everyone else feel about this issue?
LouisCyphre
can't make a bad game if you don't finish any games
4523
I DISSENT. How does Norse culture/mythology fit into The Mundus?
Max McGee
with sorrow down past the fence
9159
I guess...short answer is, it doesn't...
Max McGee
with sorrow down past the fence
9159
Corsus
AKA: The Green (collective)
A tribe of long-lived peoples who live in the darkest forests. It is unknown just how old the race is as they pass their histories orally to each new generation and consider the concept of time as unimportant. Their appearance is rather disturbing as they don bark and leaves instead of clothing. Some of their elders have been known to have grafted parts of trees into their bodies, though the knowledge of how this is done is kept only among the highest ranking Corsus.

Attribute Bonuses/Penalties:
+2 Str, -4 Dex, -3 MP, +5 Con, +2 HP

Racial Ability:
Photosynthesis: Able to draw life from areas where green is abundant (think regen)

Resistances/Weaknesses:
Resistant against Earth, Water
Weak against Fire, Axes
I like the viking-class but can still see the problem with it "fitting" in. I will leave this up to you guys.

Max, did you get the tiles & icons?

By the way, I'm nearly finished with the Iconoclast, a few changes and some cool function and I will post him for review. How's the marksman and necro coming?

EDIT: also, I like Libery's class quite a bit.
I'm seeing no sentient insects. :(

Daemette
Description: Little is known about these light green colored insects, as they live in colonies deep under ground (though not so deep as the Bygone Depths if it actually is the subterranean of the continent). While there are only three known colonies, with two surface entrances to each, it is estimated that within each lives thousands of Daemette. Most stand about as tall as an average man on their four hind limbs, and are quite adapt at using their two front claws for gripping objects. It is known that the 'queen' of each colony controls the other members of the colony through magical means, but occasionally a Daemette manages to wander out of his queen's grasp and up to the surface. While not the quickest thinkers since usually their mental thought processes are controlled by their queens, once out of their queen's influence they are quite sentient, and they quickly pick up on other languages once they reach the surface.
Attributes
+ 2 STR, +1 DEX, -2 CON, -1 MP,
Resistance/Weaknesses
Resistant (D) to Afraid and Mind-altering skills (seeing as how once they break out of their queens mental influence it is nearly impossible to mentally subjugate them again)
Weak (B) to Staggered
Abilities
Exoskeleton (Passive): Daemette takes 25% less damage from physical attacks, but takes 35% extra damage on top of the normal critical damage from critical physical attacks
Max McGee
with sorrow down past the fence
9159
My grandmother passed away on Tuesday morning. She was age 94 so it's no great tragedy but it was sad that that side of my family had almost no surviving relatives to attend the funeral. Anyway, that's where I was for the last four days; in Florida, dealing with a death in the family.

Fun fact: my asshole bosses at work DON'T GIVE A SHIT and responded to my multiple notifications by...ignoring it, and sending me more work! Faith in the human race = 0.

Anyway, that is why I have not been attending to this topic or posting on RMN at all for the last few days. But I am more or less returned.
Max McGee
with sorrow down past the fence
9159
Graphics issues!

I was checking out Nemo's work with the tiles, and I really like them. However, I noticed an issue with the fact that the way he had set up Tile A4 with how VX works, random dungeon generation was impossible (because walls weren't set up next to ceilings, etc.).

I can explain what I mean better with this image...



Since random dungeon generation is really important for deeper, I tried to fix TileA4. I made some progress...but...ultimately got discouraged when I retardedly misaligned almost all of the ceiling autotils by just like one pixel. So I'm posting what I've done so far, if someone wants to fix it up some time before we get done with Phase I.



I also got the project folder back from Craze.

He didn't have time to do the tedious drudgery of putting his classes in the database. :(

He did add some neat new scripts, though. :)

More Phase I stuff in this post later as I work. If anyone wants to volunteer for some database work (implementing all the ideas we have on paper into the DB) that'd be awesome.

EDIT 1:
So I am thinking that the stealth class perks are retardedly complicated and will be an enormous pain in the ass to code. So I'm trying to figure out what I can do about that.

EDIT 2:
Thief added to the database.

EDIT 3/LAST FOR TONIGHT:
Alchemist added to the database. Once I finish making/adding the Monastic (on Wednesday or Thursday) that will be it for me and database entry. Someone else can translate the rest of the classes, races, and skills into the database, hopefully. I am pretty exhausted with it. Anyway, once I do the Monastic, we will be exactly halfway there, with two stealth classes, two combat classes, to magic classes, and two misc. classes in the database.

Probably wednesday or thursday I'll look at the pending race/class submissions and decide what we're doing with them.
i didn't see that vx had a random dungeon generator ::)

but uh, most tiles here are either floor or walls. ceiling is usually made up of black and if there are any ceilings, that's like 3 tiles in total. the thing is, setting it up in according to that generator, you will lose more than half of the tiles.