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Heroes Community > Tavern of the Rising Sun > Thread: My Video Game
Thread: My Video Game [ This thread is 3 pages long: (1) 2 3 ]
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 14, 2008 09:04 PM
Edited by sith_of_ziost at 02:44, 25 Mar 2008.

My Video Game

For going on five years now I've thought up this game. I want to share it with you all, my friends. Gather round. First, the game summary....
Part I: The Preface
Many aeons ago, the Creators brought forth an entity from an unkown origin. The created "planes" for this power to govern. Then, as hastily as they arrived, they disappeared for eternity. Server***, this great power, was left to create life by her own power...This happened over one thousand centuries ago.
Prologue
The year is 8890. The ever-growing Undead Horde is expanding its boundaries. The Elven Enclave, led by Council Leader Erilic, continues the preservation of the Great Glades bordering the Hordelands. Seeing this harmless flittering as a hostile incursion, Archlord Nerferlus orders the "infestation" put down. Admiral Vorogash, third in command, carries out a normally menial task. He scours the evergreens and firs in search of the leaders. Finding them, the infestation was terminated.

Seeing this as an act of war, the Sylvos Council declares war on the Horde. Greeting sword with sword, Nerferlus rallies the Legions to lash out at the Elves. High General Zysikar leads the 1st Legion to the gates of Eldwyir, the Elven Capital. Seeing his brethren in danger, Erilic runs to the Shrine of Glorah, asking for deliverance. Glorah departs the Blessing of Green Light, raising the forest guardians. However, Zysikar sees no obstacle too grand, and ignores the reinforcements. His Skeleton Warriors rage forth, supported by Archlich Alam. Sinister and cunning, Alam sees no oppurtunity as lost. He makes it so the Zysikar meets Erilic in crossfire. Engaging into Duel**, the High General matches his Great Steel against Erilic's Sylvan Spellbook. After a grand fight, Erilic is struck down. However, upon rematerialization, Zysicar finds himself surrounded. He knows not the meaning of concession, so he attacks the cricumfrencing force. Woodrunners and Rangers let loose thousands of arrows, and Zysicar is stricken down. Nerferlus learns of this instantly, and his rage burns the Great Glades to a crisp.

Alam returns to Nalavirum to report the the Archlord, and finds that Vorogash was promoted from Commander to Admiral under High General Vaign. Secretly infuriated, he returns to his chambers to contemplate a new scheme to get next to the Archlord.

Where the story begins
Archlord Nerferlus announces that the Elves have been vanquished and follows this declaration with another: the Humans, accomplices to the Elves, are just as important an enemy. He declares war against Emperor Valenine and all the Human Empire. Admiral Vorogash dubs Captain Olog as his second-in-command, and calls his old friend Alam to be his magic expert. Seeing this as a grand opportunity, Alam accepts and calls the Archlich Brotherhood to follow him.

*- Server is an omnipresent force, like a god. She doesn't show bias toward any race, and meets all requests with absolute cooperation.
**- Duel: Game tactic, the two army leaders leave the current battle and enter an isolated "bubble" that reflects the terrain. Inside, they battle undistracted 1-on-1 with no time limit. The first person to die or flee loses. The entire battle looks instant from those still in Normal Battle.

Part II: The Gameplay Genre and Perks
A few points that makes the story seems a lot easier to comprehend.
1) The entire game takes place in a separate, virtual universe. The individual characters know that they are virtual, but see it as we would see life. They can't know "true" life.
2) The entire world is programming. The mountains, the rivers, the oceans, the sky. All virtually simulated. Server regulates the entire world.
3) Server herself is in comparison to the motherboard on a computer. She makes everything go, and answers all queries and requests without hesitation.
4) All living things are stored in Server's databanks; she knows everything, and everything knows her.
5) Every living thing can access Server for assistance via voice protocol activation. The character simply calls Server, and asks her to do a valid action, like call up army stats or personal inventory.
6) Teleporting is possible, but only in the existing "sector", which is part of a size line which goes something like this (largest to smallest)
Worldregionmatrixsectorlocation
7) Most of the units care nothing for Server's greater importance and sees her as one would act toward a car or computer.
8) The exception to this rule: The Sentinels. They are the offspring of Server's programming. They don't just acknowledge her, she is their deity. The All-Seer (currently Vigron) is like Server's real-world polic chief. He deals with all questions about Server's nature and existance. All Sentinels are connected to the Mainframe, which gives full access to any historical data and source information.

Part III: The World and Races
On the Living Plane, it is a globe-like world. There are polar ice caps, but they're uninhabited by sentient life. The Yetis and Wendingos tromp these lands, so they are generally avoided. All the continents are contiguous somehow, with the exception of Atlantis., which is located in the Southern Seas where it is eternally tropical. I'd draw a map if I weren't so lazy.
There are many races on the world:
-Abyssans: Fell creatures that live in the Western Trenches
-Aquarians: Outcast Elves that desire to rejoin their brethren. They dwell in the legendary continent of Atlantis.
-Dark Elf Clans: Eccentric, egotistic witches and warlocks that hate society
-The Dwarf Syndicate: Staunch and often intoxicated people with a knack for arms.
-The Elven Enclave: Protectors of nature and denizens of the Grand Glades, they are fair and just, but very territorial.
-The Gnome Imperium: Midgets and technological geniuses, they like a mind puzzle and love buckets of junk to tinker with.
-The Goblin Swarm: Foul and smelly creatures that dwell in the Unfathomed Ridges, they lay claim to all the caves in the Ridge.
-The Helion Order: Emblems of righteous might, the Helion fly into battle with a lust for blood. Ironically, they are considered the holiest beings in existence.
-The Human Empire: The chivalric and stalwart proprietors of greed, Humans can't resist the possibility of wealth.
-The Magmarian Outcasts: Spurned elemental beings from their cousins, they breathe ash and burn with solar intensity.
-The Montanics: Elderly and wise, the ancient beings of the mountains are slow to anger and easy to converse with.
-The Orc Tribes: Brutally savage beasts, the Orcs embody the rage of war.
-The Sanctum: Scribes and religious zealots, the Sanctum uphold the law and detest action in any form.
-The Sentinel Commonwealth: The living descendants from Server herself, the Sentinels uphold Server's principles to keep balance.
-The Undead Horde: Living death, the Undead seek to extinguish life in favor of eternal death.

And some minor races:
-The Vampires: Stemming from the Vampiric Vale, the Vampires are your typical living being, aside from their tendency to suck blood and rip souls from the body. They live, eat, breed, and die like normal humans, but on a scale of five-hundred years.
-The Vorahken: Mindless insectoids with no real sentience, they are attatched to the Hive Queen by a primal bond.
-The Wilde: An name given to the remianing menial creatures, they have no significance.

Part IV: The Campaign Storyline

Leaving off wear the Prologue ended....
With the Elves defeated, Nerferlus orders the extirmination of the Human Empire, saying that they would rise up where the power vacuum existed. So, in declaring war, the Humans retreat to their outposts and strongholds. It has troubled Emperor Valenine so that he flees to Steelgate, his emergency castle. Pulling all patrols back to the cities, the Humans thought they were prepared. But they had no idea of the true nature of the Legion. In fact, no living being had ever witnessed this legendary squadron in over 1000 years.
They came with the thundering force of a hurricane, numbering well over half a million. They split into their perfected tiers to eliminate all Human outposts in one wave. The first city to fall was Calding, where Prince Durango was captured, tortured, then transmuted into an Undead Wight. Having no independent will, he took his place as Commandant under Olog. All the while, Alam lead his brotherhood to countless villages and towns, slaughtering all he saw, looting what he could find, and burning everything he could not pillage. His countenance terrorfied children before they were shot with his magic. Some survived, only to run headlong into the reserve troops stationed to circumfrence the cities. The war was progressing favorably.
Admiral Vorogash takes the capital of Vitallion, only to find Pope Notredamus in the throneroom. Enraged at this blunder, he orders Alam to perfom the Scarlet Charm, which steals the free will of an individual and seals the being to the performer. Notredamus is snared under Alams might, and is commanded to reveal Valenine's wherabouts. He tells of Steelgate, and Vorogash orders the Legion to converge and march to the safehouse, with a force now numbering well over a million.
Valenine trusts his advisors, and the Task Force Guard is rallied to defend SteelGate. Seeing this as an opportunity to once again sieze the Human Empire, Gnoman Generals are dispatched in exchange for fealty taxes and representative government in the Gnoman Council. The armies of Vorogash arrive and lay siege to a thought impenetrable fortress. The Gnoman troops proove to be less than adequate and are vanquish, but not without wiping out about 200,000 units. The Task Force is now pressed to their limits, but stand strong in the face of Vorogash's Legion. Valenine foresees his own defeat, but ignores this omen in favor of a chance at victory.
Taking staggering losses, the Legion now numbers half a million; however, all but remnants of the Task Force remains. Vorogash orders the charge, and Steelgate is penetrated. Wives and children of nobles who fled where killed or tortured for information. The Order of Might was the last remaining barrier to Emperor Valenine's defeat. Vorogash personally leads the band of Wights into Valenine's fortress.
The Order stood no chance against the combined forces of Vorogash's Wights when assisted impromptu by the Archlich Brotherhood. Alam and his brotherhood are cut off from the throneroom when nobles fight for their lives. Valenine seals the throneroom, leaving him alone with Vorogash. Surprisingly, Valenine is not as unarmed as Vorogash thought, as Valenine successfully impales Vorogash with a spike of magic. Enraged, Vorogash's helmet flies off, revealing the grotesque face behind it. With the helm went Vorogash's restraint over his rage. He morphs into a horrid beast, some twenty stories high. His raged is tantamount to guaranteed death, and Valenine cowers in fear. Seeing this as his opportunity, Alam aims a shot at Vorogash's chest. It strikes true, but Vorogash's rage blinds him to his fatal wound. He opens his chest to reveal the true spirit beneath: the vortex of anti-magic that rips the soul from his victims. However, this funnel grows out of control, and Vorogash devours himself. He demorphs into his humanoid self, barely alive. Alam teleports next to him. He almost saves him, when his greed takes over his thoughts. He stands as Vorogash vaporizes before him. Alam takes the Jewel of Gash, Vorogash's family emblem, as claim to his rightful succession to Grand High Admiral.
End of the main game's campaign. There are already two planned sequels (that is, two complete storylines for a continuation). A third is underway.

Part V: The City Structure

Each race has a unique town and architecture style. Each has access to Civilian and Town Buildings, but not all can build all six types of military buildings. The races depend on their backgrounds to build their buildings. The military buildings are:
-The Infantry Barracks
-The Archers Range
-The Cavalry Stables
-The Siegeworks
-The Magic Guild
-The Engineers Workshop
Each type of building lets you access weapons creation, recruit troops, and research techs, both racial and universal. The buildings must be expanded and improved certain ways to be able to recruit certain units. The Town Level must be sufficient as well.
Town Level is determined by population, overall development, and resource stockpile. Once a level is gained, it can be lost by a drop in population or a raid by enemies. Town levels increase the effectiveness of your economy, so developing your city is absolutely necessary. However, some towns racially "build" themselves. This generally makes for a fast beginning, but a weak finish.
Military buildings can be expanded further by building embellishments. Embellishments increase the effectiveness of your recruited troops. An example of an embellishment would be the construction of a Dueling Hall in the Infantry Barracks. These power-up your capacity to create units, give bonuses to recruited units, or lower the cost for creating armies.
Some races have access to Dual Mode Buildings. These are the combination of two military aspects, and can only be built after fully upgrading the preceding buildings. However, such situations generally result from a low max level for those buildings.
All Military Buildings use weapons to recruit units. These weapons are created at a racial building. This has no definite name, as it changes with each faction; i.e., the Humans call it the Blacksmith, while the Dwarves call it the Forge.
Military Buildings split thier units in levels, according to their own level. Some buildings units my skip levels, but the building does not; it still requires the appropriate level to recruit units. In addition to the standard amount for that race, some races have what's calle "entry level" troops. This means that no leveling of the building is required to train this troop, and they generally require no weapons or armor.
Techs are upgrades researched at the Military Buildings. They not only increase the effectiveness of troops, but also generally give them a racially based effect. Some techs are universal, meaning that they are not unique to that specific race.
The Siegeworks and Engineers Workshop both work in a different way. They depend on the technology researched in various places to recruit units. They also usually create larger, more expensive units, like siege weapons and fortifications. Siege weapons are used during a siege by the attacker, while fortifications are used by the defending army. Siege weapons do not require special weapons. However, they drain resources for ammunition. Some require special resources that are not found, but created by special buildings.

Part VI: The Battle System
In my game, the battle system is very variant and is the meat of the entire gameplay. Upon challenging or being challenged by an opponent, Server prompts you with four options:
1) Flee: losing units in a ratio to the opposing armies power
2) Stand Ground: gain the high ground as the opposing army attacks you
3) Proceed/Retreat: Available only to attacker. Just a confirmation of an attack. Choose Retreat to cancel without penalty.
4) Virtual Battle: One in which you do not command. Server calculates the battle and losses are despense, resulting in either victory or defeat. Choose this to quickly battle weak enemies.
Once you select either of the commanding battles, Server takes you to the Pre-Combat Interface. In the PCI, you can do the following:
-Choose formations and set your troops how you want by use of a virtual screen
-Rearrange equipment
-Scan the battlefield. Useful for plotting advanced maneuvers.
-Proceed with battle.
Once "Proceed with Battle" is selected, Server loads the battlefield with your selected units and formations. You (the Commander) start out with a bird's-eye view from the Commander's Perch. This is the place you traditionally conduct combat. The Command Screen is always shown, with a mini-map of battle. Your units (shown in your color) show arrows when moving and flash when in battle. They flash out if killed. They are identified by their icon:
-A Medieval I means Infantry
-An arrow means Archers
-A horseshoe means cavalry
-A circle with rings means Magic Users.
-Two gears means Siege Weapons
-A starburst means Engineers Units
You can also navigate via the Minimap. The traditional Pause is there as well. Now the fun part.
There are four options to combat. AI means that all combat will be automatic programming. You set when and why units charge into battle, their stances (how they act in battle), and their retreat level (after how many casualties should they retreat). Manual means you tell what each set of units do yourself. Blitz means all units go in at once and battle without retreat. Personal combat is where you, the Commander, take part in combat yourself. You must set the battle to AI when doing this. You become a functioning unit that can attack and defend as you please. Your units tend to circle around you while in Personal Combat. Now here's where the real fun begins.
If you reach the opposite side of the battlefield, you can challenge the enemy Commander to a Duel, but only as long as they aren't in Personal Combat mode (shown by the minimap as a Red "C"). Once challenged, they must accept or flee. This works on you.
When in Duel Mode, the battlefield fizzles out, and you are alone in a Virtual Arena with the opposing Commander. There, you fight till one Surrenders or is killed.

Edit Schedule
3-14-08 - Original Post
3-18-08 - Added racial information
3-20-08 - Entire Campaign Story Posted
3-24-08 - Two parts added: The City Structure & the Battle System

More will come later. Don't want to overflow you guys with info. Believe me, this is the tip of the iceberg.

Note: Please do NOT take any solid character, act, or other specific detail for your own use. I do not post this for leisure, I post it for summary and opinion. I WILL PROGRAM THIS GAME EVENTUALLY. Please do not steal my hard work.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted March 20, 2008 09:33 AM

looks pretty interesting.
____________
Love, Laugh, Learn, Live.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 21, 2008 03:59 AM

Posted the complete story line and an important note: Please don't steal anything you see here for your own use. I will be programming this game eventually (one the order of a decade or so).

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TitaniumAlloy
TitaniumAlloy


Honorable
Legendary Hero
Professional
posted March 21, 2008 08:58 AM

*steals the entire prologue and programs a game with it and makes millions*
____________
John says to live above hell.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 21, 2008 02:57 PM

Damn...

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted March 21, 2008 04:29 PM

Any information on your programming plans would be great .
____________

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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted March 21, 2008 05:20 PM

Quote:
*steals the entire prologue and programs a game with it and makes millions*


Nah, that would actually take work.

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted March 22, 2008 02:18 AM

If you can even find one, i suggest finding abondonware or a free soruce code of a game to use to program it, not a graphic engine made from scratch( not that i have an inkling of an idea how you make one)
____________
"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted March 22, 2008 08:20 PM

Oooh, nice!!

Lots of work put into this!
____________
How exactly is luck a skill?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 22, 2008 11:25 PM

I'll let you decide what I post next. What will it be? Anything in the game. Anything you don't understand or something unclear. I'll be glad to fill you in. Since tomorrow is Easter, and I'll be feasting in my own sacreligious gluttony, it'll be my day off. So, just tell me what you want me to post (i have everything written up). Just a small list of possibilities:

-Spell System
-Any Races run-down
-Explanation of Campaign
-World Map Structure
-Deities
-More Info on Server

Just a few of what is yet to come! Glad your liking it!

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted April 04, 2008 01:28 AM

I'm starting the races on a separate post to make things easier to find.

Access Granted: Racial Database Online
The Human Empire

With roots stemming to the dawn of Creation, the Humans embody greed, power, and strength. Ever since their hardware was uploaded into the Mainframe, the Humans have controlled commerce throughout the world. Considered the richest race in terms of value, the Humans have not lived without their share of turmoil.

In the year 5680, the High Technus Xtravax attempted to annex the Humans into the Imperium, fully aware of the possiblity of uprising. Their suspicions were not unfounded, as the Grey Rebellion insued five years later. The forces of several prestigious Lords and Ladies decided to meet in secrecy at Brydon, a secret outpost devoted to homeland security. However, a traitor was in their midst, as Gnoman Task Generals were soon upon them. Unbeknownst to the Gnomes, a secret pssage led to the Granit Gorge, just north of the stronghold of Varone. Fleeing to safety, some were captured or caught in crossfire. Upon reaching Varone, they found it occupied by Sentinel Guards. They willingly surrendered, and the Rebellion was quelled.

Two-hundred years later, the citizens of Ridelle were hearing of "phantoms that curse those who dwell within the city walls". The Gnoman Overlord thought it to be naught but superstition and ignored the townsfolk. However, it wasn't totally myth, for citizens started to disappear. Still, the Overlord didn't budge, but sealed the towns gates to stop the obviously "pragmatic pranksters". In spite of this, still more citizens vanished, and they realized all that were missing were males. Now the townsfolk got worried. They began making wards to repel these "demons". However, the missing now eclipsed one-hundred, and the Overlord finally decided to act. He personally led a force to scout the surrounding thickets and forests. He was ambushed by the "abductees" and beheaded. In a clever scheme, the townsfolk won their independence, and more an more villages began liberating themselves. Word spread to the High Technus, who now in his final years, thought it wise to let them be. His advisor, Templatch, thought it wiser to suppress the townsfolk under martial law. But, the Technus overruled him, and let those who wished secede from the Imperium. Surprisingnly (to the Technus), several cities rebelled. Seeing it as his final act in his life, he lost the will to control the infinitely expanding Imperium. His advisor thought it time to act. When the Technus retired to his chambers, the Advisor called his trusted companions and plotted the assassination of their leader. However, it was unwarranted. The Technus died in his sleep that very night. Templatch rose as High Technus and decreed all Human Free Cities targets for oppression. Thus the Days of Thorns began.

However, in 7890, Templatch died of old age, and the Human Cities were free. The new Technus never attempted to capture the Humans again, and once more, the Human Empire became the strongest race in the world under the wise rule of King Rallenus.

The Style of Gameplay

The Human Empire has a thriving economy, so their cities cost a fair amount of gold and resources to keep up. In light of their prosperity, they have an adamant army. They focus on Infantry and Cavalry, but have minor units in the Archers quarter as well. Their Siege Weapons are very well designed. Furthermore, they have limited access to Engineering.
While playing as the Humans, the Gold and Ore Mining aspects generally thrive in any environ, especially the Upland and Plains. Furthermore, they have a good trade system and opportunities for Agriculture. All in all, it is a very well-rounded race.
However, they lack the skills of magic and ranged units. They rely on heavy Infantry and Cavalry to take out foot units.

Hero Classes - General & Wizard

General - The paragon of swordfighting, Generals use highly skilled swordplay to outmatch their foes. Having little use from the Commander's Perch, they almost always enter combat themselves. Although this would normally be a drawback, the General is almost never bested at close range. Ranged units also have a time penetrating their armor.

Wizard - The mirror force of the General, the Wizard uses arcane forces to trick and vex the foes. They rely on their prowess in the Universal arts to manipulate mana into physical forces. They're most famous for their blasts of powerful energy and extreme paranoia.

Units to come.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted April 09, 2008 02:11 AM

To save on space, I think that I'm going to write them, then upload for Download. Unless you want some info now. Please tell me which race you want to hear more about.

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Mytical
Mytical

Hero of Order
Chaos seeking Harmony
posted April 09, 2008 05:40 AM

The montanics (spelling?).  Seems to be the most unusual, and they should be next
____________
Message received.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted April 09, 2008 08:52 PM
Edited by sith_of_ziost at 02:01, 11 Apr 2008.

Ah, yes. The Montanics....

Racial File 007: The Montanics

Great prtotectors of the living earth, Montanics are gigantic mystics who delve into the secrets of the ancient. The stand roughly thirty feet tall, and look boxy and rocky (Of-Site Reference: If you've seen Disney's Hercules, the Earth Titan is kind of like what they look like). They have an average lifespan of 2500 years, and rule the Northern Mounts. The central mountain, named Altimus, is the capital city. They have extended relations with the Dwarves and Drakon, and consider all other races as equals in the grand scope.

The Montanic's society is based around a central principle: Dealis vwykova skirus. Translated to "Peace solves all problems", no one Montanic considers him/herself higher than the next. Within the society, their are five general classes.
1) The Rigid - Those who dwell within the abodes of history are called the Rigid. These stern sages study Server's archives with due chastity.
2) The Jagged - Those who take up the art of homeland security. These brunt warriors practice Terramancy and take their job seriously.
3) The Eroded - Those who take up menial labor, like caravan and civil jobs, call themselves the "Eroded". They choose this life, but are normally depressing.
4) The Formed - This is the society of children, with Prefects serving as teachers to inform young of their racial history and duty.
5) The Fervent - Those who rise in the eyes of the Elder elevate themselves to "Fervent". This body of mystics make up the Montanics ruling council.

Approximately 3360, the Montanics were approached by an unknown race asking for a sylum. After viewing them, the old mystics new that this race was required to add to harmony. And thus, the Montanics accepted the Gorgons into their society.

Gorgons look roughly humanoid (Sidenote: they're bi-gendered), and thick, fibrous hair. They are serpentine from the waist down, and generally have a rocky appendage at the end of their tail. They are more outspoken and daring than the Montanics, but less pious and gratuitous. As such, the Montanics tasked the Gorgons to take charge of their army. Heartily accepting such a great responsibilty this early in their coexistance, they formed (via Terramancy) a grand defense force.

To this day, the Montanics have entered no war, but have a troubled history in and of themselves. Approximately 4500, a being referred to as "the Stranger" appeared at Altimus's gates. He told of great power and wealth if those who will would follow him. The Elder discouraged any attempt at abandoning the Montanic ways, but some left nonetheless. This infuriated the Elder, so he banned any defector from ever entering the city again. The Stranger led the deserters to the reaches of the Everburn Ridges, a chain of erupting crevices and volcanoes. He told them to stare at the fires and try to reach theirs. One by one, the Demonic powers of the Ridges enkindled the inner fires of all the Montanic outcasts. They ignited into darker, more ravenous beings, named the Magmarians. Little did the Magamarians know that their would-be saviour was none other than Kaizer, the Demon All-Father, freshly outcast from the Empyric Plane...

Ever since this event, the Montanics and Gorgons existed within the Mounts peacefully.


City Structure

The Montanics as a race are heavily-Defense and Magic oriented, using Buffing spells to increase the defense. They primarily use the Heaven and Earth elements, but a dash of Universal magic is thrown in with it. Their unique technology boosts the defensive capabilities of the Buffing spells cast by Magic Users.

The Montanic city is built upon a mountaintop plateau, with the Capitol structures bult on an Agora on the mountains peak. It has to be big, because Montanics are big people. The Military buildings stick toward the center spire, and fan out in a cross-style fashion. Terramorphic Vaults (a Racial Building) unlock new Terra-creatures and some Recruits (like the Dolmenier and Craghopper).

Units
**Malfunction** Unit tree unavailable. Standard display engaged.

Military Buildings - Infantry Barracks, Magic Guild, and Defender's Court (Racial)

Infantry Barracks-
LVL 1) Slateguard - Minor combat abilities. Strong defense.
LVL 3) Garg - Fast moving, but weak in combat
LVL 4) Craghopper - Slow moving, but strong in hand-to-hand
LVL 6) Dolmenier - Fast moving & Strong Defense, Trample Damage
LVL 7) Gorgon Warrior - Strong Defense and Melee
LVL 10) Titan - Very slow, but Extreme Defense, Ranged capability

Magic Guild-
LVL 2) Eldritch Magus - Terramancy at Beginner
LVL 3) Healer - Healing
LVL 5) Gorgon Magus - Terramancy at Adept
LVL 7) Gorge Dane - Earth Spellbook Caster & Ranged
LVL 8) Mystic - Terramancy at Practition

Siege Works -
LVL 3) Hurling Hulk - Stone Ammunition
LVL 5) Crusher - Takes down Gates easily, but is vulnerable to Ranged
LVL 8) Living Ram - Giant walking ram with excellent defense

Terramancy (Combat Racial)

The ability to call upon earthen creatures to come forth. Unlocked at Terramorphic Vaults by Hero Level.


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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted April 09, 2008 10:02 PM

Kaizer is such a cheesy name to pick though
____________
"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted April 10, 2008 01:09 AM

Only in the slightest. Don't judge a book by its cover.

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DarkShadow
DarkShadow


Legendary Hero
Cerise Princess
posted April 10, 2008 03:34 PM

Quote:
not a graphic engine made from scratch( not that i have an inkling of an idea how you make one)

I do.Good concept for game, you know this would make great mod for already made game's (Belive me,graphic engine is NOT fun to create from scratch,and aside it require's MAGICAL hardware).

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted April 11, 2008 01:52 AM

Montanics complete. I'm going to do their mirror image, the Magmarians next.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted April 12, 2008 03:16 AM

Race File 008: The Magmarian Outcasts

At the time of abandoning their native ways, the renegade Montanics were unsure how to survive cut off from the Mounts. They setteld in the Vents, but were unaccustomed to the heat and ash. They slowly adapted, warping form from hulking giants to smaller, more human-sized beings. Loosing most their mass, they appear no longer as giant beasts of rock, but as thin, ashen skeleton-like people. Their Inner Flame is now clearly visible, and courses along their bodies.

The Magmarians are ruled by the Grand Dean (currently Enfuron), who supposedly conducts the rule of The One. Although almost certainly deceased, the government is based upon this heathen theocracy. The High Constable of the armies, Orthrux, heeds to the Dean's will as closely as a bee to its instincts of gathering. The magical High Shaman, Indulla, is slightly less accommodating. He longs for true power, and will stop at nothing to gain it.

The capital, Igni-Brolla, is situated inside of a live volcano, Mt. Viisk. The Grand Palace, located in the back of the crater, is adorned with cascading falls of molten lava. Their are several totems to The One, each of which spew more lava. In times of combat, these plumes intensify, signalling the support of The One.

The Magmarians use mostly offensive tactics to win battle, and are sadly lacking in defensive capabilites. Fortunately, their are other routes to protection, such as Aural protections and Barriers, both of which are available to the Hero Class Vulcan Shaman. The other class, the Pardic Warrior, uses extra abilites to buff his troops in speed and attack.

Sadly, the Magmarians are very paranoid, seeing all races as potential enemies. As such, they've existed in isolation, playing off their own resources, which, luckily, are rather abundant. This also gives them a rather successfully independent economy.

Units Manifest Accessed_

Military Buildings Infantry Barracks, Archers Range, Magic Guild, Volcanic Chambers (Racial)

Infantry Barracks-
LVL 1)  Igneos Recruit Minor combat abilites, Immune to Fire
LVL 2)  Lava Edge Average in Combat, Slicing Modifier (Slicing = Reducer of Speed)
LVL 4)  Igneos Savage Good in combat, but little Defense
LVL 6)  Vent Raider Strong unit with Fire spells at Beginner
LVL 7)  Eraptor Great in combat, but vulnerable to Magic, Impale Modifier
LVL 9)  Igneos Commandant Average in Combat, but has good Defense.
LVL 10) Hellbrandt Incredible in battle, requires a custom built subroutine

Archers Range
LVL 3) Igneos Archers Avergae range, no abilities
LVL 5) Fragmenter Fires Shrapnel, deals Wounding Damage (Penalty to counterstrike)
LVL 7) Aggro Fletcher Great accuracy at any range, Melee capabilities.

Magic Guild

LVL 3) Lavamage Caster of Fire, but little Melee or Ranged power
LVL 5) Fissure Sage Caster of Fire at Practition level, Good in Melee
LVL 6) Tech: Siphoning Uses power relative to the Commander to increase Fire Intensity and Power.
LVL 8) Volcanomancer Caster of Fire at Incredible, Physical Vulnerability

Volcanic Chambers:

Allows access to Guardian Spells. Can only be cast once during battle, and calls a Guardian only for a short time. Choice of four, but only one present at a time.

Phoenix Flyer, Fast and Strong in Melee, can be Summoned twice.
Inferno Slow, but devastating with Area of Effect random Adept level Fire
Salamandra Average speed, good Resestance, breaths Area Fire
Corona Slow, but high defense. Ranged abilities, and disappears the fastest.

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Mytical
Mytical

Hero of Order
Chaos seeking Harmony
posted April 13, 2008 10:48 AM

Very interesting so far.  What is to be next?
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Message received.

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