froggy Posted August 8, 2016 Share Posted August 8, 2016 World of Adea  Using Intersect Engine  Before you read on, many things are subject to change as i see fit, and much will be. I am currently the only one working on this project. I appreciate all comments, both negative and positive ones.  If anyone has any input whatsoever, don't hesitate.  Thank you!   Update 31/10 -17 Restructured whole first page with new information  Update 12/1 -17 Updated What's Next with new info (because of Beta 1 being released) Update 6/1 -17 Updated Screenshots section Update 4/7 -18 Doing a public playtest     What the game is about Spoiler  I plan to create a game where you can do and be what you want. That means there will not be a story line about the game itself for you to follow. However, each class advancement will require a certain level and long quest chain, so if anything, you create your own story line, depending on what class you choose, and what quests you choose to complete, which allows/denies you certain quests, and paths. And since instead of one long continuous storyline(of the game), you can choose the quest stories that seem interesting, without being bound to follow anything, if you so desire.  Guilds will(hopefully) play a big role in gameplay, however, you will still be able to play solo to great effect(more on this with later updates)  I have a general story of the world thought out, not fully written down and explained in a story setting, think of it more like the current situation of the world the characters live in.  Rather than having a main storyline for you to follow, there will be questchains that have a story in itself, and other lengthy counterparts, i feel this is much more appropriate since i'm going for that open world feeling.  And parts that relate to your class, meaning you can follow a "main" storyline for your current class, and then whatever major quest chains you decide to undertake.   Features Spoiler -Bounties- A feature that will have to be custom added once the source is released, and hopefully it will work. What i had in mind is this: Players will be able to set a bounty on a player through an NPC, where you deposit an amount of Currency which will be the bounty, once the bounty is set, a global message will announce who has had a bounty put on them, and how much, which makes the player drop a voucher or something along the sort that player has been killed and can be turned in to aforementioned NPC for whatever the bounty was set to. You drop the vouchers you have collected when you die. Be careful when bounty hunting.  There will be a type of reward system for the person who set the bounty, can't elaborate fully on this yet, as i have not decided. I hope it will play a big part in the game.  Also, once a player PK's someone 10 levels or lower than them, a bounty will be put on them automatically, which allows them to be attacked in any zone, even safe zones. The bounty disappears once you have died. This bounty will have a fixed reward depending on the persons level(the one killed)  -Zone Types- Apart from absolute freedom, the game will be heavily involved in both PvP and PvE, with more dungeons than you might think necessary, some small, and some very large. Why i'm aiming toward this is because of zones. For example: Savage(Yellow) - Upon dying you lose an equipped item, but no experience, experience gain by killing monsters(not quests) increased by 10% Arena(Grey) - PVP in all forms, except you lose no exp and no equipment No Morals(Red) - Upon dying you lose 15% of your total experience, lose an equipped item Safe(White) - You can't be killed by another player(unless you have a bounty on you, more below) Parties Only(Green) - Same as No Morals, except only players in a party may enter this zone  What i want with most of the features i add, is i WANT people to engage others, be it outdoors or in dungeons.  What this also does is it allows developers to make monsters more rewarding, or less rewarding, or balancing monsters towards groups, and so on, there are more zone types planned, but i will reveal these for now.  Players(mostly caster classes, or hybrids)will have Energy Shield available  More equipment slots, mostly to get some accessories in the game  Custom class features for every endgame class  And much much more that will be revealed in time.   Screenshots Spoiler Defender's Point: Spoiler  Rockhill Mines Teaser: Spoiler  Extremely unfinished, but still wanted to share, guarantee this will be an amazing town once the atmospheric parts are added, lights, hue, more cosmetic detail etc. Rockhill: Spoiler   Janholt Areas Spoiler       Classes Spoiler You can branch out towards Weak Light(WL), or Weak Dark(WD) from a neutral starting point, and from each of those, you branch out to either Medium Light/Dark(ML, MD), or Strong Light/Dark(SL,SD), each significantly affects your position in the world, what equipment you can equip, what skills you can acquire, access to certain quests chains of varying length. Each of the last parts of the classes will have a unique ability for that class.  A few that i can show right now: Nightblade: Name is invisible during night Mercenary: Hook pull(projectile) Bounty Hunter: Can see invisible units, & 2 second projectile stun Crusader: AoE Knockback & 3 second stun  Spellweaver: Dispel any negative effect on you and restore full Energy Warlock: Life leech Spell Archmage: 500% increased mana shield and stun immunity for 6 seconds  Any of these are subject to change.  ------------------------------------------------------ Class Chart  Current Progress & What's next? Spoiler Currently working with Beta 4.3, and waiting for future updates to make a play test work!  These things are mostly related to any play tests, and not directly related to what the finished product will look like Some of the things that are pretty much completed: Paperdolls (Note; this is only for a few items and temporary for play tests, will work on attack/cast animations when source is released) Items, sprites, spells, animations,  All in all, i'm pretty much changing some things around, updating old map parts, polishing content and doing internal testing, meaning once Interesct's future versions releases we'll be doing alpha testing!   or3o, Henry, Agoraphobic and 5 others 7 1 Link to comment Share on other sites More sharing options...
gaveitatry Posted August 8, 2016 Share Posted August 8, 2016 I saw SCTrav working on this game, and he has a lot of great features. I like his idea of having Light and Dark subclasses. I like how he wants his game to be more of an open world where you can explore and discover countless gems, instead of a boring world where everyone just follows the same walkthrough guide. I also like how his continents are set up. For example, if you are a Wanderer, you start off in a dark forest and eventually need to find your way to some area near the castle and do a quest which will unlock the desert region. SCTrav has a lot of experience with game engines and mapping, and I can't wait to see how his game develops. Link to comment Share on other sites More sharing options...
froggy Posted August 23, 2016 Author Share Posted August 23, 2016 Updated the Class section, Features section, and Screenshots section with new things. Link to comment Share on other sites More sharing options...
Phenomenal Posted August 23, 2016 Share Posted August 23, 2016 @SCTrav I remember your stream now xD this game looks great I especially like the Nusst Areas Link to comment Share on other sites More sharing options...
Xeno Posted August 23, 2016 Share Posted August 23, 2016 Well thought out project. The maps look great, and I love the classes. Keep up the good work! Agoraphobic 1 Link to comment Share on other sites More sharing options...
Agoraphobic Posted August 24, 2016 Share Posted August 24, 2016 Project is looking great. Keep up the good work! Link to comment Share on other sites More sharing options...
Craig1020 Posted August 28, 2016 Share Posted August 28, 2016 This is really cool! Made me cry as to my own mapmaking abilities, damn that city is sweet Link to comment Share on other sites More sharing options...
Phenomenal Posted August 28, 2016 Share Posted August 28, 2016 @Craig1020Â You should've seen his streams (: Link to comment Share on other sites More sharing options...
froggy Posted August 28, 2016 Author Share Posted August 28, 2016 3 hours ago, Craig1020 said: This is really cool! Made me cry as to my own mapmaking abilities, damn that city is sweet  35 minutes ago, PhenomenalDev said: @Craig1020 You should've seen his streams (: I will try to stream a bit more, i dev a lot more sporadically now due to my studies and other obligations. Also thank you for the compliments Link to comment Share on other sites More sharing options...
Phenomenal Posted August 28, 2016 Share Posted August 28, 2016 @SCTrav Compliments go to those who deserve them c: also plz do stream more xD Link to comment Share on other sites More sharing options...
froggy Posted November 28, 2016 Author Share Posted November 28, 2016 Hello! I've not stopped working on the project, just can't stream like before due to school and such, and waiting for the next big update! I'll have some new screenshots to show soon! Link to comment Share on other sites More sharing options...
Miharukun Posted November 28, 2016 Share Posted November 28, 2016 Awesome maps! Â You just gave me new inspiration for making maps, thanks a lot Trav! Oh ya, how many maps connected in that Nusst Area? Link to comment Share on other sites More sharing options...
Lucretia Posted November 29, 2016 Share Posted November 29, 2016 Looking forward to see the new maps Link to comment Share on other sites More sharing options...
froggy Posted January 6, 2017 Author Share Posted January 6, 2017 A bit delayed, but still, a few new screenshot updates before Beta 1!  Defender's Point: Spoiler  Rockhill Mines Teaser: Spoiler  Extremely unfinished, but still wanted to share, guarantee this will be an amazing town once the atmospheric parts are added, lights, hue, more cosmetic detail etc. Rockhill: Spoiler  Also update first post with these.  Kibbelz, Agoraphobic and Mcadams 3 Link to comment Share on other sites More sharing options...
Kibbelz Posted January 7, 2017 Share Posted January 7, 2017 your cliff work is really good. I'd like to see more detail on the maps instead of the same tree pasted over and over again Link to comment Share on other sites More sharing options...
froggy Posted January 7, 2017 Author Share Posted January 7, 2017 @Kibbelz I definitely understand it may seem like it, however this tree grows in the northwestern region of this continent, two forest zones bordering to the capital, and then the defender's point town which protects from the bridge shown in the defender's point screenshots. But i will definitely try to get some other content up here! Thanks   Also it hit me, did you mean the Defender's Point maps don't have enough detail? Open the image in a new tab and zoom in, i can't add more detail without cluttering the maps. Link to comment Share on other sites More sharing options...
Kibbelz Posted January 7, 2017 Share Posted January 7, 2017 Yes i've seen the zoomed in map however maybe add a stream, some rocks. Link to comment Share on other sites More sharing options...
froggy Posted January 7, 2017 Author Share Posted January 7, 2017  7 hours ago, Kibbelz said: Yes i've seen the zoomed in map however maybe add a stream, some rocks. Ahhh I see what you mean now. I haven't gotten around to that. I included the left side there to show the gate and mountain side. I've only done the trees, grass, and smaller flowers, if you look at some  of the other screenshots from the same zone they'll properly depict what the finished product will look like. Link to comment Share on other sites More sharing options...
raeven Posted January 7, 2017 Share Posted January 7, 2017 Love the mapping on this project! Link to comment Share on other sites More sharing options...
froggy Posted January 8, 2017 Author Share Posted January 8, 2017 On 11/28/2016 at 3:27 PM, Miharukun said: Awesome maps! Â You just gave me new inspiration for making maps, thanks a lot Trav! Oh ya, how many maps connected in that Nusst Area? Thank you! Â The zone above Nusst is 65, Nusst is 75(including surrounding maps east and west of the actual city, that are outside the city walls), and the zone below Nusst is 60, and houses two dungeon, whereas one is smaller and gives more backstory to the bigger one. 9 hours ago, raeven said: Love the mapping on this project! Thank you! Link to comment Share on other sites More sharing options...
froggy Posted January 12, 2017 Author Share Posted January 12, 2017 Intersect Beta 1 is out! That means we're moving closer to player testing! Currently working on: Quests, Questchains, Paperdolls, Items, NPCs(custom with GCH!), and various other elements like resources, spells, etc! Once i've caught up somewhat with all the developing compared to all the mapping that's done, i will go over all the content, fix up the last of the maps required(some dungeon parts, puzzles, event driven stuff, and various other things), including making sure the cosmetic details are top notch! And then player testing will be right around the corner. This will all take a while but i'm sure it will be well worth it! Link to comment Share on other sites More sharing options...
Refur Posted January 12, 2017 Share Posted January 12, 2017 Good mapping and the custom story  for each player looks interesting, I hope to test it soon.  Keep on it.  Regards Link to comment Share on other sites More sharing options...
froggy Posted April 19, 2017 Author Share Posted April 19, 2017 Put together a few short clips showing off some parts of my project: Â Â Link to comment Share on other sites More sharing options...
Sekiguchi Okitsugu Posted April 19, 2017 Share Posted April 19, 2017 Really loving the maps, and the bounty!:) Link to comment Share on other sites More sharing options...
froggy Posted April 19, 2017 Author Share Posted April 19, 2017 58 minutes ago, Sekiguchi Okitsugu said: Really loving the maps, and the bounty!:) Thank you! If i can get a bounty system that works like i have planned it should both be a major part/feature of the game, and promote both guilds, solo play, and PvP, this combined with the way i plan to incorporate zones with different rulesets would not force players to pvp, but at the same time encouraging pvp. It is one of the features i am most excited about. Link to comment Share on other sites More sharing options...
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