MultiRealm
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Things to be.

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Things to be. Empty Things to be.

Post by Sydan Fri Jan 22, 2010 1:14 am

All 'work in progress' list of items to be:

Weapons:
-Curse Trap
A spell that is summoned at a particular place. Once set the spell can not be seen by any players other than the one who cast it. The spell covers an area similar to that of the Detnade's explosion. If anyone enters the spells area they recieve high level damage. The trap is designed so that it will quickly kill players with full health. The trap is then removed after it has done a set amount of damage.

If a weapon is fired into the affective area of the trap, it will light up signifying that it is there. As a trap is attacked it gradually loses health and so can be removed.

-Eagle Rifle
A sniper rifle. Left click fires, right click zooms. This is done by deattaching the camera from the player and allowing to roam free as far as you wish from the player. The rifle's range is only limited by obstacles. The rifle deals ~50 damage on a body shot and over 100 damage on a headshot, guarentying instant kills if you aim well.

-Shield (no special name yet)
A solid shield that can deflect projectiles and protect you from all attacks from one direction. It can also push other players. When the shield is not equiped it sticks to your back, protecting you from sneaky ambushes. After 200 damage the shield brakes and must be repaired by an ammo kit. Works well with the Eagle Rifle.

-Bow (no special name yet)
A simple hunting bow and quiver. It has a fire arc similar to that of the fireball and deals ~40 damage, but with a high damage reduction over distance. Arrows that make contact with the target will remain impaled. This has no effect unless you also have the fireball in one of your weapon slots. If so you can trigger a 'fire arrow' mode. These arrows will continue to hurt their target after they have impaled and can only be put out with water.

-Grapple hook (no special name yet)
A tool for traversing your surroundings in an alternate manner. The grapple hook has a medium range. On a left click it fires and on a right click it reels you towards the hook. Left click again releases the rope. In this way you can swing from platform to platform, evading attacks in a new and imaginative way. The Grapple is not proposed to be able to grab other players.

-Drop Turret/Auto Turret
A small inteligent turret that has a medium fire range and 100 health. Simple and easy to use tactically, they will be able to stick to walls and ceilings but will take some time to set them up.



Hats:
-Straw Hat
A simple farmers summer straw hat.
-Pirate Bandana
-Builders Hard Hat
-Skull mask
-Cardboard box
-Traffic cone
-Robot box hat
-TV
-Top hat
-Bowler hat
-Racing helmet
-Antenna
-etc



Realms:
-Industrial
Relic is the only current Realm. Industrial is to be the next, however it will only emerge after Relic has been massively improved with alot more visual elements.
Industrial will contain a series of interior maps with various complex moving objects and detailed terrain and backgrounds. If you have read this far please put 'I want industrial A.' in your post.
Some of maps may contain fans, lifts, turbines, engines, ropes, vents etc...



Game Modes:
>ALL ON ALL
Most map types will be all on all. Like the current game type.

-Deathmatch
This is what we already have. The only change is that there will be implimented time limits or score maximums that, when they are reached, a winner will be judged from.

-Control Zone
This is a game mode where all players compete to gain command of a single point at the centre of the map. Industrial A will be this type of map.

-Capture the flag
In this game mode all players will compete to collect one flag and return it to their spawn point. To make it fair, when holding the flag, a player will gain speed, health and weapon strength.

-Champion
In this game mode anyone who dies does not respawn. In the end one player will be left alive and they will be the winner. The game then starts again. These will be quick small player matches.

>TEAM
Team games in MultiRealm will be similar to most games with only some small differences.

-Deathmatch
Team deathmatch is simple. Both sides compete to gain the most points. At the end of the time/score limit on team will be the winner.

-Control Zone
Like the all on all version however both teams will have to work together to gain dominance over a central point.

-Capture the flag
Like the all on all however there are two flags and players must work to collected them.

-Seige
Not a common game mode. In this both teams must protect a map fortress. This will be the only game mode to be graced with vehicles and standing weaponry such as gun turrets. Once the defences of the fortresses are removed the central hub must be captured, the win easily being decided.



Other:
-Achievements
These will be the main route of progression in MultiRealm. All the weapons, hats and (below) tweaks will be unlocked via Achievement pathways. Weapons will be linked by achievements. For example. To unlock the Shield you will have to block more than 200 damage in one life. There will be hundreds of achievements and some will not unlock anything.

-Tweaks
These are similar in execution to that of hats and weapons, however they server a purpose utterly diffterently. Applying a tweak will adapt certain crucial values of your player and change the way your gameplay will feel. The core adaptions are:
- Health
- Weapon damage
- Speed
- Ammo capacity

However other adaptions will exist, such as 'reduced effect from magic weapons', or 'reduced damage from explosions' or 'increased reload time' etc... These will all be balanced, so a simple tweak may look like:
+plus 20% speed
-minus 30% ammo capacity

Or:
+plus 25% health
-minus 50% resistance to fire damage

Etc...

-Bots
Bots will be useable in multiplayer and singleplayer modes. They will have varies archetypes such as: Ninja, Soldier, Engineer, Knight, Pirate... etc. They will weild between 1 and 4 weapons depending on difficulty and will be played mostly on deathmatches. These may take some time to appear.

-Water
Water will be a game element

-Weather
Weather can be set on maps

-Physics
Physics props may appear in the future adding to gameplay aspects.

-Deaths and blood
- Gibbing, where players explode after recieving lots of damage
- Simple Ragdolls on death
- Blood hit signals
All can be switched off, and will be default of.

-Saving accounts
To save all the weapons and achievements you get

Yeah that was long.


Last edited by Sydan on Mon Jan 25, 2010 6:27 am; edited 3 times in total (Reason for editing : Added stuff)
Sydan
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