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Old 06-30-2008   #1
 
Join Date: Apr 2008
Posts: 4
Fwop_ is an unknown quantity at this point
World of Arex [an rpg]

World of Arex
by: Fwop_


I've been working on this map on and off for about a month and decided now to post about it. I know you might be thinking that this will just be another RPG that will turn out like any other, but I intend to focus more on character customization, storyline, player vs. player, and terrain.


specifications

Tileset: Sunken Ruins
Map Size: 256 x 256
File Size: 2433 kb


gameplay

SPELLS
Just going to be a standard RPG where you run around and kill random monsters with weapons and skills and spells, but instead of choosing from a pre-set list of spells, you will be able to choose and upgrade your own.

Spells can be either purchased, found, or rewarded from quests. Since you can upgrade each spell, the ones you find later in game won't necessarily be the best. The skills and spells will add more flexibility in pvp.

ITEMS
A model will be attached to the player's character when an item is in the inventory. Most good items will have to be either found or forged, leaving it up to the player to spend a lot of time hunting for items (coincidentally, you gain experience while doing this, so everyone is happy).

Some items will have special abilities attached to them, either spells or skills or unique traits not found in other items. This will provide more options when in combat against monsters and, more importantly, other players.

LEVELING
Unfortunately, leveling up will take a very long time. The experience required will get increasingly larger. Monsters will give less and less experience as your level increases.

Fortunately, each level will be quite worth it. You are able to put in your own attribute points, and as you level, you get more points per level (starting with 3 at level 1 and ending with 10 at level 43). There are no level restrictions or caps anywhere so there is no pressure to even level up quickly.

The max level is 43. You may be wondering why such a weird number, or even why so low. Well, I added my own table of experience for each level (so it isn't the standard 100, 200, 400, etc.) and the game would only allow me to do 43 entries (or so I think. If not, I like the number anyway). I was planning on having 255 levels, but since it takes forever to level anyway, a low 43 would just make everyone happy anyway.

PLAYER V PLAYER
I want to make this map more on the basis of fighting other players, not just getting a real high level and killing every monster in the game with the best equipment and skill list. Sure it's fun to do that, but wouldn't you like to know that you could do it better than someone else? Well the only way to find out is to kill that someone else.

The ability to choose how you build your character leaves room for so much. Your skill is actually your skill and not how I define each character to be. That way, you have more to gloat about, and you can't blame your character for suxxing.

This isn't for certain yet, but I may add some sort of reward system or something for those with high player kill counts.


terrain

I'm hoping to make the terrain look... well... like I put some time into it. Unlike basically every map I've seen (there are those exceptions, though), sorry. It's not going to be professional or anything, it's just going look like I care about the aesthetics in the map.



progress

(all approximates)

Spells: 25%
Items: 15%
Side-Quests: 5%
Main Story: 0%
Terrain: 35%
Core Trigger Systems: 30%



More to come later. Comments, questions, suggestion, anything is welcome.

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