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[WIP] Roystr


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N8RVWb9.png

"We stopped receiving signals from the friendly base on the island.
To restore the connection, it is necessary to recreate the chiral network by interaction points.
You were chosen for this mission as people with a high content of chiralia in their blood, able to feel and resist creatures..."

ROYSTR is a map for two teams to play together.
The map will have two modes available at the same time.
However, participation in the 2nd mode will be available only after passing the 1st.

[1st Mode]
Each team starts on a separate copy of the map and has its own quest lines.
The task of each team is to complete the quest chain and then they will have the opportunity to get to a fully connected joint location.
Minimum number of participants: 2+ (at least 1 per team)

[2nd Mode]
Players compete to complete quests on a fully connected map for "likes" for their team.
The team that gets the most "likes" in a game session wins.
There are special rewards from each NPC on the 2nd mode, which will force you to replay several times, because you will not be able to complete all the quests alone the first time.
For example, one of the NPCs should give an unique hat to the player who completed his quest.
Only one game session can be created at a time, and an infinite number of players can enter it.
Minimum number of participants: 2+ (at least 1 per team)

[Quest System]
Quests are tasks from NPCs hiding in underground shelters throughout the map.
NPCs communicate with players using a hologram and a cargo bay to accept quest cargo.
In total there are 10 unique NPCs with their own quest, 5 for each team in the first mode.
Quest types:
1) delivery of the quest item to the main base and delivery of the return quest item
2) repairing the transmitter in the specified coordinates
3) search for cargo lost by other couriers: the number is 5 pieces. Spawns in the specified region in a random place.
4) other options

[Likes]
Likes are a main reward for completing NPC quests.
There should be a personal rating of likes and a general rating for each team.

[Bases]
The main starting zone of the team, as well as a separate room where the player can hide from the creatures at night to restore HP / SP and get a certain boost to endurance for 5 minutes.

[Nightfall]
Randomly, night falls on the island. Creatures appear all over the map at the same time.
The time of the next night can be checked by the radar at the main base.
At night you can be safe and relax at the base.

[Creatures]
Creatures are strange monsters from the other world, designed to interfere with the players.
At night everything is filled with their active aggressive forms. Incredibly hard to kill.

[Chiral crystals]
Special mobs are like plants that need to be broken to get loot in the form of chiral crystals.
Chiral crystals can be exchanged at the base for tokens for connecting quest NPCs to the chiral network and for creating and sharpening weapons against creatures and possibly other equip.
The weapon is supposed to have an effect like: { bonus2 bAddRace,RC_Ghost,(getrefine())*(getrefine())*(getrefine()); }
Such an effect will make it easier to deal with the creatures with each improvement.

[Labels]
1) OnNPCDeath - The death of a lonely creature provokes the appearance of several chiral crystals.
2) OnPlayerDeath - The death of a player provokes an instant nightfall and the appearance of creatures, which can interfere with both teams.
The player himself gets to the special location of the Shore, where he just has to get to the opposite coast to return to his world, that is, waste the team's time.

[Restrictions]
Can't teleport due to world instability.
Teams can fight each other in the 2nd mod.

.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.

! WORK IN PROGRESS ! 

If you want to see the release of this project, I invite you to help develop this mod.
The map is meant to be integrated into the Battleground 2.0 system. Unfortunately, my level
of scripting is only creating miniquests without using global and custom variables, so I never do it
alone.

Also of interest is pixel art. It would be great to see variations on the garment in the form of a bridge baby along with a detecting claw.
For example, with the help of such a garment one could check the location of the creatures at the moment.

We also need to work out rewards, stories of quest characters, balancing creatures and weapons against them.
Also a general discussion of the mod.

Thank you.

Edited by w0wZukuBg
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  • 10 months later...

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Seems to be dead

 

Rynbef~

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  • 1 month later...

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Today is the year since the announcement!
The project description was updated.
And I'm happy to show what we have at the moment.

p2okQei.png

We now have a landscape with four zones and three different biomes.

Huge river spaces and many small islands.

Top view of the map under the spoiler.

Spoiler

roystr.gif.76d69da18ec550b1d1a606de877d4a77.gif

Base sketches (may be completely changed):

Ml7cvpa.png < base 1 | base 2 > Y4LCrtm.png

Now I have started working on objects and shadows on the map.
Please see the development requirements in the first post.

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Oh well I didn't rly thinked that u working on it. Sry for my early replay that its abannoned.

 

Rynbef~

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