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Relic First Presentation
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Well -- This is the first time that the Graal Community will know what I've been working on. Most of you know me from either Doomsday (as Rance Vicious) or, more lately, on Era (as Velox Cruentus). If you neither know me in either case, it imports very little. Currently, I've been working on my server since roughly three weeks after I quit Era. In the meantime, I've been enhancing my programming skills, and just lately, I've got access to G4.
My server, named Relic, will be built upon the latest technology availible by G4 (I might have problems due to G4's glitches, but these are repaired relitively fast) as well as the newest programming language (GS2). None-the-less, the documents for the server are done, with perhaps a few changes along the way. However, most of the work is being slowed down due to the lack of a ganist. Now: For the Document: Playerworld Project: By Velox Cruentus Scripter: Velox Cruentus Designer: Tony Rivers Game Masters: Kazuko & Meridrak Aim: The aim of Relic is to gather enough material rules to create a solid player-based economy for a more complete role-playing genre server. The targeted audience is of mature 16-25 years of age. Theme: The theme of Relic is that of a medieval role-playing server. It is based upon the insight on how religions are formed, as well as their effects on the population. Depending on the background and history of the person and how it can impact the world of today. Storyline (rough): The story begins by the evolution of technology, and how humans have lost all moral structure in which religion used to provide due to the tangible products of that produced by technology. Due to such – The ever-growing power and dominance of technology has evolved to such a capacity that is was able to control atoms at a molecular level – Thus, Nanotechnology. As the power grew, the risk of abusing it has ever-so increased to such a point that it consumed itself. Destroying most technological structures as they deemed possible, very few humans have survived, and those whom have were far and few in between. The knowledge of such tremendous power has diminished to a vague rumor. The only knowledge that remained among the ruins of what happened, centuries later, was that powerful gods came on earth and punished human-kind for losing faith in the gods, and worshipping artificial means of powers. Powerful wizards fought fiercely the gods, alas, their magic was no use to the creators. Scavenging through the ruins, one day, a young lad came upon an ancient rune that was buried deeply into the ground. Searching for ore or other precious riches to be found, he came upon it. The rune shimmered as it was possessed by the young lad. Going back into the town, and carrying his rune graciously in the air! The ancient gods had finally come to accept them, and they gave him the sign of his arrival! Encrypted with weird signs, the young lad had no knowledge of the power it possessed. Screenshot was added noise and blurred to prevent stealing |
Game play: The game play will provide various applicants in the game that helps the player pass through the game. It explains the game techniques, as well as the effects of such. The game play is oriented towards a system that would promote interplay between players, as well as promote and facilitate the new players’ arrival into the world. Various game play techniques will be used to improve or enhance game play, while others will be there for role-playing, or putting realistic substances into play.
Dynamic Social Structure The world will be based on a fluctuating power in which the players can possess. As they start the game, they start at the bottom of the stairs. They are peasants who are very busy managing for themselves. As they continue on growing, they can establish houses, kingdoms, or even religions to seek power over the people. Visual Attraction The game play for the players will be easily driven through a General User Interface (GUI) which will provide the player of an easy access to a large variety of play. Thus being everything listed upon in this category. Dual Hybrid String-Based Item System The world will be based on so that items are that of easily added into the system and carry the ability to be change according to the player base. The item system will be based on two levels, the root item, as well as the dynamic item. The root item will be that that every item of the sort (take a short-sword) will have a base statistic that doesn’t change, it will also allow it so that items themselves have a chaotic nature of difference. Thereby, two swords that are exactly the same will have minor differences that will cause a lot more variety in the actual item world. Skill-based Leveling System The characters will have a skill-based leveling system in which the longer you level up according to how much work you do on the marketplace. The harder work you do, the more experience you will earn. The skills will be able to be distributed accordingly to how you deem appropriate. The more ranks you have in a skill, the easier it is for you to do harder tasks, as well as opening new tasks which you may do. The higher the rank in an appropriate skill, the better you succeed at doing the given task – Take the short-sword for example… The better you are at making swords, the longer the sword will last, as well as the sharper it may be (thus causing more damage). Therefore, not only does a higher leveled smith (in this case) have a lot more choice of weapons to make, but the lower weapons that he could make prior are that superior then those he did prior to leveling up. Item System (Shops and Markets) The item system will allow such that a player can put his items in a shop on the player themselves, allowing other players to either look at the items he has in his shop, or buy the items off the player without any notice from the seller – Thus wise, this would improve the facilitation of vending items that you created without having to constantly advertise the item off to the market. This would also all the player to display items to other players without them having the capacity of stealing the item (such items with no price will be incapable of buying, however it would show in the trading screen). Player Characters The player characters will be able to be logged in from any account as for this is saved into a much larger database, taking note of all the characters made up to date. This will allow players with one account to be able to role-play different characters in the world without having any link (or a far-related link) within each character. This will increase the separation of different characters. Player Characters will be able to procreate (have children) with other player characters of the opposite gender. The infant will have the average score of both parents, more or less (The child will have a random chaos of +2/-2 on each ability. This allowed evolution to improve the children throughout time). The infant will be accessible to the first parent that wants to possess the child; however, the child himself will be programmed to do basic tasks around the house. The parents are able to log into the infant. The first log in of the infant causes the infant to become totally independent from the server, such as that of usual player characters. The infant will have the social status of that of his father/mother. Player Death The death of a player will be semi-final. The player itself will have a week of time where it is impossible for that character to kill another character, or be killed by another character himself (unless he wishes otherwise). He can, however, attack creatures, and creatures can attack him. When the player dies, he will be given the chance to wait until another player comes along and resurrects the player (for 5 minutes). The player will be still alive between the healths of -10 to 0, however will be unconscious, and will only be able to use items. Once the player passes the threshold of -10 (that is, every couple seconds he loses a health if he’s not reestablished), he will fall into death. Only rare resurrection items will be able to bring him back to life, however, this is limited to how much time the player himself decides to wait before being able to be reanimated. When the player decides he’s dead for good, his corpse disappears, and he finishes from the façade of the world, incapable of being resurrected. |
Heir System
The player that dies will be able to give all his items and title to another character of his choice. The character written in his “will” will receive all the items that character has. This by default will be set to the first child born (unless set already). Thereby, the player will be able to access his infant when his character dies, with access to all the items accumulated by the parent. The child, however, will not retain the skills earned by the parent. They will, however, learn the skills as a child if the parent guides them through the creation while it isn’t in independent mode. Creatures All the creatures native to the world will be able to be domesticated into animals which help you do various tasks. The creatures themselves will be quite hard to domesticate, and the depending on the animal itself, it would flocculate on how hard is it to become your pet. The animal itself will have different attitudes depending on its base. The harder to influence animals will be a lot more loyal towards the master. Party The characters will have the possibility to team up with other players and start off quests together. This will greatly increase the survival rate of players, as for the ability to use weapons is never increased. The harder the quest, the more likely you would have to need better gear, and a well-rounded party. Attacks of the village by surrounding animals will make guard jobs a lot more risky, and required. The party system also allows the player to avoid damage given to one another during the process of the game. This will prevent accidental kills or prevent traitors within a party. Diverse Economy Aside from the players armory, the players will have to be required to get nourishment, as well as a place to rest when hurt as well as when their stamina is low. Various buildings will have to be made to supply these people. Buildings will also be required to have an infant. This will provide a numerous need for ore, lumber, creature skins, bones, and other utility possible throughout the game. This will create a lot of different professions required, as well as provide a lot more flexibility. To total, the character can wear roughly 10 clothes articles. Nobility The characters that eventually reach a nobility social status will be able to receive their own family name, and depart from the given basic ones provided by the game itself. This will increase the social status of the character, and promote unique families from forming (as a player can give access to another player to control their child, and breed off that). Nobilities will receive not only a new family name of their desire, but as well as a title they can proclaim their. The title will be given before the name, followed by either the full name or the family name. Thereby, Count Cruentus, or Count Velox Cruentus. Child Evolution A child born will have the average score of both their parents, give or take 2. The child will initially possess no amount of skill ranks, however they will be able to learn (at a superior speed then that of an adult) ranks in various skills displayed in front of them. Imitating their mentor or parents in a specific task will improve their ranks in the skill performed Birth Marks As a child or account is created, depending under which time of the year they were born, the child will inherit a specific birthmark. These birthmarks give the player a specific attribute special to themselves. These birthmarks may increase/decrease particular stats, cause players to have more skills in specific ranks, or likewise. This adds to create a variety of characters on creation. Non-Player Characters NPCs will be evolved to such a degree that they process the likings, the appearance, and the actions of real players. Judging their outlook on past experience, the NPC will be fully self-reliant in the materials it does. It will be able to interact with other characters of it’s sort – Buy and Sell various items throughout the market place, or produce items of their own experience. The NPCs will evolve as they grow older – Having a much more rational outlook on life. They will evolve to be able to produce items, houses, or raise to children. ----------------------------- Damage System In the damage system, you’ll have two types of health: Wound and health points. Wound points are given by their constitution modifier. Health points are given per level to a maximum of twice their wound points. While some weapons (maul) are specialized specifically on taking down the player, it incurs little long term damage. It will cause bruises, and leave big marks however the player in question won’t have a cut. The damage is actually done on impact, and very little pain follows. Comparably, the dagger is a fine tool that doesn’t incur much pain on impact, however it is more likely going to impact important organs. This will leave the person with a bloody mess. Thereby, while the maul does a lot of health damage, it comparatively does very little wounds, likewise, the dagger does a lethal sum of wound points, yet very little on actual health damage. Would Points Wound points are characterized by the long term physical damage produced on the player. While not directly connected to the players health, the wound points effect health periodically. These points are regenerated at a constant rate, however, the lower the points are, the rapider the player drains from his blood/health. Health Points Health points are a direct measure to see how much the player is damaged. Contrasting the wound points, if you have no more health points, you fall unconscious and eventually die. These points are long-term and require special attention to heal. |
I'm currently hiring a Ganist... However I'll be needing someone with a lot of experience, and who isn't hard to work with. If you think you are capable of filling in, you can either Forum PM me, Contact me via [email protected], or come on the server Relic and IM "Admin"
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rping is nice but your targeted age cuts out alot of graals players
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I am not doing it for the majority of the people. As I say, this is a mature roleplaying server. I don't mind it if doesn't captivate the main clients of Graal.
Do not try going on the server other then to contact me: You'll just see a black screen with a login menu if you're on G3 or higher. |
Tony Rivers is around?! :o
Awesome. Kazuko..? Ew. |
yes but not everyone is that old that plays graal and its hard to rp a world with only around 30 active players (look at present val).
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I've RPed with plenty of people on MUDs with <10 people and had a great time. |
Yeah!
Don't be ignorant. |
yes you did but think of it try and fight a war with armys and such when you ahve 10 people you cant so you make up the fighting with your roleplayed chars whitch means you 10 basically decide who wins now try and do that with 20 other people who have no say? not to mention it just seems inpossiable for graal to go that in dept i mean most mmorpgs with a high budget cant accomplish that i mean well best of luck but still :-/
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Please argue in another thread.
Wars will be part of the server, but won't be the main focus... Death == Death. If you kill another player, you could get killed by others and end up having to restart completely. Therefore, wars are to be considered seriously if one group wants to battle another. |
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...........i know you didnt just go there me not having experience in roleplaying thats a joke anyway take a look at the crates in his screenshots and take a look at these crates marked around them in red rember his are blurred and i can still see they look alike.
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What? Stolen GFX? What?
Clash, Valikorilia's Manager, was quoted saying: Quote:
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LOL@THIS
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Not too fond of the permadeath.
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dude dont get me wrong im not saying your idea sucks or anything i like the idea and if the server went up i would play im just saying it sounds like clashes new val a little and the crate doesnt help but anyway best of luck and i hope it goes up
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? Zim -- The top planks are heading from left to right, in the picture, it's up to bottom. There is a cross on the top, and not in mine. The corners on my crates have a different shading and different hue.
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[example] ? Zim -- The top planks are heading from left to right, in the picture, it's bottom to up. There is a cross up top, and not in mine. The corners on my crates have a different shading and different hue. [/example] It's still plagiarism if you change a few things |
Yeah, the darker one is nicer.
No offence Velox, but yours looks too "light" |
They resemble, yes... The bar line between the dimension aren't the same... And the side's width is smaller the one you claim I stole?
I was comparing the two. They aren't recolors. Crates can't change by much in that size. |
we didnt say you stole it you may have edited it but still wait wait hmm that is stealing in a way like stealing a car and repainting it.
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I don't notice a huge resemblance between the two crates other than their shape and size. Coloring and design are completely different.
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Yeah Lynzey is right. :O
She is a smart Account Admin. |
guys lighten up its a box icon. i could make 8 of those icons in less than 10 minutes. its honestly not worth the fighting.
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I like the screen shot you posted! Looks quite fun.
Good luck to you in the development and releasing. Though, I've always been against the idea of having characters other than Graal's default characters. Mainly since most players are accustomed to creating their own graphics for the current characters. Though, I guess we'll have to wait and see! Good luck. :) |
Looks great, keep up the good work.
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Lalala...
On Topic: I need someone who's capable of making GANIs. |
Sounds like it'll be good, good luck. :)
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Looks promising, but so have other playerworlds that people have given up on. Anyway, I hope you continue working on it.
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I assure the box was not in any way stolen or even inspired by any graphics currently up on any graal servers. The lightness on the box also contributes to the rest of the server which uses pastel-like hues and is very easy on the eyes.
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I have your tileset :]
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