From The Mana World
< User:Wombat
Revision as of 19:12, 25 April 2011 by Wombat (talk | contribs) (updates)

This is taking the "Project Kaizei" and "Barbarians of the Ancean Isles" idea of game simplicity and applying it to a different approach on game play and world design. It is a different game than the mainline, but can be created easily within an existing TMW-eA data. It should be easy to add to an existing TMW-eA game, with some alteration and adjustment depending on configuration and balance.

Inspiration: Legend of Zelda, Legend of Zelda: Link into the Past, Nethack, Crystalis, Secret of Mana, Diablo 2, Balder's Gate: Dark Alliance

"Adventures" Development Conventions

TMW-eA Adventures has no overland map. Instead, it has a central town map linked to area maps through warp NPCs.

Map naming: A1-11 = TMW-eA Adventures Map Area 1 - Building Interior, Level 1.

0 - Exterior, 1 - Building Interior, 2 - Cave

Each area can have 10 levels for each type of map using this standard.

100x100 size maps with 20 tiled black border (140x140 total size) broken into 4 parts per map. Each part leads the character on a trail towards a sub-boss until the final boss is reached.

The character starts with a full suit of armor (chest, legs, head, hands, feet), a sword and a bow, which the character upgrades with monster points.

The monsters are based on "event monster" scripted encounters, with passage ways being blocked until the event is completed. The character will find skills, spells, mana potions, arrows, heal potions, concentration potions, iron potions, rings and amulets to help them on their quest.

Finding stuff on maps will be done through treasure chests. Keys will be dropped by monsters. Merchants will be located at the beginning of the map or in the town.

Balance is strike based, using the typical number of strikes a character must make with the minimum amount of strength they have, with equipment levels based on shaving strikes + high strength/dexterity occasionally shaving a strike or two. The bow is an inferior, but distance weapon.

Town NPCs: Warp, Merchant, Monster Point Register, Monster Point Equipment Upgrader, Skill Focus NPC, Storage, Barber, Banker

Though the demo is starting within a bandit lair, a town will be the center of TMW-eA Adventures. From there, the character will be warped to different areas available at different levels.

Drommond's Bounty: TMW-eA Adventures Demo Project

Plot Synopsis: The King of the land has issued a bounty for the capture of Drommond, a lord of bandits. Given the amount, Drommond must be brought to justice, for the good of the kingdom and the wealth of a lifetime!

Items and Equipment

(5 levels per Item)

1 Slayer Sword +10 Adds Str every other equipment level

2 Defender Sword +10 Adds Vit every other equipment level

3 Bow +5

4 Arrow +1

5 Magic Arrow +5

6 Chest - Adds Highest Def. every level +5%

7 Legs - Adds Agility every other equipment level +2%

8 Head - Adds Int every other equipment level +1%

9 Hands - Adds Dex every other equipment level +1%

10 Feet - Adds Luck every other equipment level +1%

11 Amulet of Power (Strength and Luck)

12 Amulet of Resistance (Vitality and Luck)

13 Amulet of Evasion (Agility and Luck)

14 Amulet of Brilliance (Intelligence and Luck)

15 Amulet of Precision (Dexterity and Luck)

16 Ring of Strength

17 Ring of Vitality

18 Ring of Agility

19 Ring of Dexterity

20 Ring of Intelligence

21 Key

22 Heal

23 Concentration

24 Iron

Additions After Demo: Possible additions to the database after the demo is complete. These reflect adding magic to the game and more complexity to monsters and area quests.

25 Mana

26 Spell Component 1

27 Spell Component 2

28 Spell Component 3

29 Spell Component 4

30 Spell Component 5

31 Monster Drop 1

32 Monster Drop 2

33 Monster Drop 3

34 Monster Drop 4

35 Monster Drop 5

36 Monster Drop 6

37 Monster Drop 7

38 Monster Drop 8

39 Monster Drop 9

40 Monster Drop 10

41 Treasure 1

42 Treasure 2

43 Treasure 3

44 Treasure 4

45 Treasure 5

46 Treasure 6

47 Treasure 7

48 Treasure 8

49 Treasure 9

50 Treasure 10

Rounds

A series of rounds will be implemented. For testing the rounds can be selected, but within the storyline, the rounds will happen after the game is "completed" and the person wants to play through again on a harder difficulty. Difficulty selection may also become an option.

Typical Map Section Rounds

  1. First Wave, the Guards and Defenses
  2. Second Wave, the Response Team
  3. Sub-Boss (win a random ring of appropriate encounter level)

After 4 Sub-Bosses (4 sections) are defeated, a Boss round happens. After the defeat of the Boss round, the character wins a random amulet of appropriate encounter level and can move to the next map. Each map will allow the character to warp back to town, then return based on the quest variable. In town the character can upgrade equipment, buy beginning equipment again, trade equipment for potions, reset their stats, change hair style, gender and other activities.

After the demo, the town will be used to get to various other area quests and to meet other players to do an area quest together. Defeating area quests should take only a few hours at most...typically a half hour area quest would be best to encourage team play for brief periods.

On Using Variables

This style of game is an attempt to reduce variable use while offering a vast wealth of game activity with little advanced development knowledge to create. Some variables will be used to keep an interesting infrastructure for the game, but most new quests should repeat the same variables in a way that prevents exploits and bugs. This concept will expand with time.

Data Files

Changes and Additions to data files necessary to run this game.

Files

server-data:

data/resnametable.txt (Added a1-11 map)

npc/_import.txt (Added a1-11 map)

npc/a1-11 (a1-11 map data)

conf/char-athena.conf (starting zeny 0, starting equipment sword and chest armor)

conf/battle_athena.conf (equipment breaking "yes" at 1000 (.1%))

db/item_db.txt (item entries for TMW-eA Adventures at 5001-5250)

db/mob_db.txt (monster entries for TMW-eA Adventures)

npc/functions/treasure_chestheal1.txt (treasure chest function for treasure chest NPCs)

npc/functions/treasure_chestarrow1.txt (arrow function for treasure chest NPCs)

npc/functions/treasure_chestiron1.txt (iron potion function for treasure chest NPCs)

npc/functions/treasure_chestconcentration1.txt (concentration potion function for treasure chest NPCs)

npc/functions/mob_points.txt (monsters added for monster points)

npc/scripts.conf (adventures functions added to function list)

client-data:

graphics/maps/a1-11.tmx

items.xml (Added 5000's items for tmw-ea adventures) monsters.xml (Add monsters for tmw-ea adventures)