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Old 02-09-2009, 09:48 PM   #1
The Big S
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Thumbs up ~, Unnamed RPG '~



Hey guys, long time no see!

I have begun working on Unnamed RPG again, as many of the game's fans want it back, and I am feeling creative again.

I'd like to go into a bit of detail on the game for those who have never heard of it or tried it... (and I'll try to get some new screen shots soon)

OVERVIEW / FEATURES

- There are a variety of classes, some very cliche and others being a bit less common than normal for ORPG maps. These include Guardian, Crusader, Minstrel, Creature Handler, Ranger, Arcanist, Shadowknight, and Assassin.

- Each class has 11 unique abilities, most being scripted, which scale with your level as you progress. You gain a new ability at 5 level increments (5/10/15/etc), and every 10 levels after you gain a spell, it unlocks additional power/bonuses to it besides the regular scaling. Many abilities are based off your character's attributes, meaning different attribute specs will have a direct increase on your performance, and allow for greater diversity.

- A one-of-its-kind item system. Each class has proficiencies, allowing it to use certain types of armor and weapons. When you attempt to pick up an item, the game checks 1] if you are proficient (able to equip that kind of item), 2] if you are already wearing that kind of item-class (helmet, weapon, etc), 3] if you meet the level requirements for the item, 4] is the item already soulbound to someone? If you can get past those 4 checks, then you will be able to use the item. Items have very detailed tooltips to allow you to look before you leap. ;)

- The game is based off of the feel of an open-ended massively multiplayer online role playing game (mmorpg) - It incorporates certain elements from many different popular mmorpg games to date.

- Notice how I said open-ended up there? That is the reason for how and why the terrain seems so open. It is NOT linear and will never be designed that way. Forests are open, not a maze of trees that twist and wind, forcing you to go a certain way.

- I have put a huge amount of attention to detail into the game. Each quest has an actual story and dialog, and the main quest line has an actual plot. The attempt is to immerse the player into the world and the story, like any good game should.

- The game has a realistic feel to it. This means that you are not able to see your allies' vision, or have full vision of the map besides what is in your immediate area. The game uses a chat system similar to the ones found in games like Defiance (this may be changed at a later date pending more comments). While you are not able to see your allies' vision directly, there are commands in game that can ping the location of your allies to give you a general feel for where they are.

- Instances/dungeons are completely scripted, and often provide unique and challenging boss fights. I am still debating whether to stick to regular mmorpg looting (bosses will always drop some kind of rare item, but it is random which it will be) or if I want to go the "loot room" way.

- QUESTS. If you want to simply grind your heart out, you can. However, a huge focus of this game is the quests. There is a main quest storyline that leads through the entire game, currently over 15 quests long at the moment. There are also dozens of optional quests to do. All of these have rewards such as gold, items, and reputation. The system is completely made in JASS, and every person gets their own quest log with up to 5 quests at a time. All quests are unique to a player, however, killing quest mobs will provide credit to everyone that has the quest and is in the area - Teamwork is often a good idea!

- The game is polished. You will scarcely find any typos, glitches, exploits, or anything of the sort, which is pretty remarkable for being in an open beta "updated as you go" sort of game. The UI is clean, the in game Manual is easy to use should you take the time to look it over, and everything works.

- "Updated as you go?" What does that mean? It means that the game is currently unfinished, but that it is receiving new content weekly. This allows players who have characters already to undertake new quests and challenges with every update, while retaining their same save/load codes. Likewise, new characters can always start at any time, and perhaps even benefit from the elder-players.

KNOWN CONCERNS/ISSUES

- The terrain. As you can see from the posts up top, people had been hating on the terrain job. I will explain this again -- Until I get a broad terrain layout done of the entire map, I am not going to cram it with alot of detail on the terrain so as to not hit a premature size limit. First comes the meat of the game, then the graphics. In addition, if you really love the tight, blocked in, feel of most ORPG's, you aren't going to find that here. It is an open world, able to be freely explored in all areas.

- Balancing. This is the real biggy for the time being. Some classes are very weak, while some are overpowered. Balancing 8 classes with 11 abilities and special roles each is, well, it's not going to be done in a day. All I will say is that any class IS playable right now, and though some might have it a little better off than others, all are competent for now. There will be a major class balance review coming with Publish III, which is being worked on at the moment. Play whatever class sounds suited to you, and know that when the class balance comes, you will already be ahead of the game with your character.

CHECK IT OUT FOR YOURSELF!

Before you post a comment based on the screenshots or whatever, I'd really advise you try the map and see if it's your cup of tea. I will tell you right now, the game is going to cater to the more mature players who have a shred more intelligence and patience than the typical WC3 players these days (eg: "omfg i died *leaves*"). It is designed to be very similar to a mmorpg and as such you will need skill and time to develop your character.

The official website for the map, which contains links to the forums, the latest version, and the latest news on the game can be found at:

http://unnamedrpg.blogspot.com

So check it out, leave comments here, the game's website/blog, the game's forums, or feel free to send me a message on Bnet (the_big_s@USWest).

If you read all of this, thank you for your time, and I hope you'll try the game out and be impressed. I've put my all into it!

- S
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Last edited by The Big S : 02-09-2009 at 09:52 PM.
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Old 02-10-2009, 01:57 PM   #2
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I really liked this RPG. It didn't feel like your typical RPG and the classes didn't seem cliche at all. The model choices might have been a bit overused but I like how you made the Warden model a much stronger and slower class.

It was fun and I really like the Creature Handler but that's because I like the idea of taming beasts to help your cause but you should definitely continue this map.

At the moment, I think you should simply finish up the meat and bones of the map and then apply the skin(terrain) but it's your decision after all. If you want or need any help with terrain or possibly textures(Though there are dozens of artists here better than me), I'd be glad to help!


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Old 02-10-2009, 08:26 PM   #3
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Very glad to hear you enjoyed the map Cherry! :) Creature Handler is pretty cool - Although before I patched it today, the Bear pet you get at level 15 (I think) had an identity crisis and made spider sounds :P Luckily I was able to calm him down.
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Old 03-15-2009, 02:47 PM   #4
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This was so far back I don't know whether to classify it as a long time content bump or a necro O_o.

Anyway, the game has been much improved over the last time I posted here; lots of new features, and right now I've been working on the "meat and bones" of the classes, with an update specifically for each class' full skillset along with gameplay fixes/bugs, and a few additions.

Also, one of the (my favorite at least) changes I implimented for this upcoming version was a third-person camera. Now, it doesn't use the arrowkeys for movement, but rather to rotate the camera smoothly to a view you like, whether it is real close behind your character, or to the right above him, or whatever. I must say though, that with this camera as an option (you are never forced to play in a certain camera mode) the game looks both larger and more stunning.

If you'd like to see some of the beauty of the map from this perspective, check out this Photobucket gallery of 23 images taken by a player of Unnamed RPG. Note that he did turn his environmental fog off because he likes a darker contrast when he plays:

Pictures by undynesoul - Photobucket

I also have a YouTube video of a raid in the game. This was before the boss was custom scripted so it appears a "tank 'n spank" in this movie. [For some ghetto reason, you need to click at around :05 seconds in on the trackbar or else the movie will just stop at around :02 in.]

YouTube - Unnamed RPG - Raid 1

-----

The game is getting better and more unique every day, so if you haven't tried it yet, now is as good a time as ever. Additionally if you want to follow the project more closely, or just really like the game, feel free to sign up on our community forums which can be accessed from Unnamed RPG!
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Old 03-16-2009, 03:31 PM   #5
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Just finished playing, played as the arcanist and my friend played as the shadow knight. We had really fun playing. Great map. Although i think you should rebalance the stone golem in the first instance, he is harder then the last boss(maybe lower his hp and add 2 minions that aint magic immune). Instead of choosing your character from the fountain you could make it so you choose the characters where the into movie took place, so we click them and can see their attributes and spells.

Some pros and cons.

+ Beautiful terrain and well placed doodads
+ Lots of well made quests we dident grind a bit (except for the quests that required it)
+ Unlimited saves(?)(tooltip stated that we should save often)
+ Low map size

- Map aint finished (:P)
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Old 03-16-2009, 08:30 PM   #6
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Glad to hear that you and your buddy liked the game! :)

And yes, the map being unfinished IS a rather large con I suppose lol. If only I could fix that in a couple of minutes :P

Also very glad to hear you guys didn't have to grind; I think it sorta takes the fun out of RPG's, or at least after a while it gets too repetitive.

The Stone Golem is a little tough just because of the fact that he IS spell immune - The fight was supposed to be an endurance test, IE how well your healer healed. However I have been working on custom scripting all of the bosses to do unique things, so I will be looking into his balance once again.

Anyway, if you have any other suggestions, let me know. Thanks!

~S
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Old 03-16-2009, 08:37 PM   #7
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I actually played this yesterday (I believe it was the latest version) as the creature handler. I agree with Shadow_killer points, except I personally think that there actually is quite a lot of grinding to get exp and level. I played with about 4-5 other people starting new and it took quite a while for us to actually be able to kill wolves without having to retreat after every 2 fights or whatever. I'd recommend a few more doodads too like flowers and rocks, and some cosmetics with the heroes' skills (Creature Handler's pet automatically leveling when she levels, hotkeys for the pet's Bite and maybe colored instead of white). I liked it though, the quests didn't seem too bad overall.
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Old 03-16-2009, 09:50 PM   #8
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Thanks for the notes Anopob.

Was your group doing the Main quest *as well* as all of the optional quests? The main quest is a large chain of (currently) 16 quests by itself, 4 of which are in the starting region, the Avell Forest. Those, along with I think about 6 or 7 optional quests in the forest alone, and with a group of five you guys should have been easily 5 to 6, maybe even 7, with decent gear once you got to the wolves. I think it just depends on if you're able to find the quests, etc.

And I think it may have been a slightly outdated version, I've done some of your suggestions already. :D
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Old 03-17-2009, 03:47 AM   #9
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Oh, sorry if it was an outdated version, I'll check the next time I play.

The group I was playing with were doing all quests that we found- the only one we couldn't complete in the forest was the captain asking for the stupid fleet because none of us could find it. That's why we went to the wolves (about level 6-7), which I guess was supposed to be dealt with later or with more people.
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Old 03-17-2009, 01:15 PM   #10
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The Imperial Fleet was the start of the main questline, lol - That explains alot! :D

It's a little hard to miss, but all you have to do is head into that area to the left after you exit town. Just go to the beach and look at the burning wreckage and the quest updates. But yeah, the main quest leads all the way through all three zones and their dungeons, that would definitely explain why. :P
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Old 03-19-2009, 12:11 AM   #11
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After reading your post, I decided to try again (lol).

By the time I had tested the game, it WAS the latest version- it was 1.3a. I know now it's 1.3b but since there's no changelog anywhere I'm just going to post what I thought about it.
After doing the fleet's follow up missions, it really did go to a gradual good game. I personally think Creature Handlers are ridiculously weak, but that's just me. Also, I really think there should be a button in the hero's empty slots (like one of the three) to open up the quest log, because typing it so many times even with ctrl c + v is pretty annoying. Overall, I really enjoyed the quests than I thought I would :)
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Old 03-19-2009, 07:26 PM   #12
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Glad you liked it; In the future sometime I want to design a multiboard that will show your quests and can be shrunken/maximized, but it will take some planning and such ;)
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Old 03-25-2009, 10:39 PM   #13
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http://www.youtube.com/watch?v=9pPsG...eature=channel

A new video containing gameplay footage with a group in one of the game's instances, the Veilwood Arena.
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