16-09-2008, 03:06 AM
Hey everyone
Well, thought it was time I'd share abit of info on my secret project, Kolosos
Now there won't be any screenshots or even a URL to be honest, because I don't have any graphics yet (will probably end up using RMXP unless I can find someone to make some Server is done)
-Full guild system (guilds are coded in, just have to add guild halls and such)
-IOCP
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To do :
Classes :
Stats :
These stats are not definitive, and might be changed over time. Basically, the base stats (well, apart HP/MP) will modify most of your class-specific stats. Also, there are equipment stats. For the player to be able to wield better weapons and armor, he will have to put points in these stats. There is also job stats, which will basically be stats which can lead up to player jobs, such as becoming a trader to help players trade their items for more profit, or selling your alchemy potions. More job stats will be created hopefully, to give players even more job potentials!
Base Stats (Both class have these):
Equipment Stats:
Class Specific Stats:
Job Stats:
Weapons :
Warrior Weapons
Mage Weapons
The 4 base stats will heavily influence your stats. Depending on your class, the 4 base stats will influence certain stats. Mages are recommended to go with Wisdom/Intuition while warriors are recommended to go with Strength/Technique. However, you should still invest a few points in the other stats as they can greatly help. For example, raising strength a few points can be very beneficial for a mage as this can help give you that extra bit of protection. Another example, raising intuition for warriors can give you that tad extra boost in damage that can mean the difference between killing a certain creature in Kolosos and dying.
The weapon you choose will also be very important. For warriors, if you choose a one-handed weapon, you can wield a shield in your other hand, which can be very useful for protection. However, depending on your stats, a two-handed weapon might be the way to go as the extra damage can be worth it, and you could counter the lack of defence from the shield by increasing your Strength. For mages, weilding a two-handed weapon will prevent you from wearing an item in your other hand (undecided what this is going to be called yet). This way, if you use a one-handed weapon and have a modded item for your other hand, you will benefit from those boosts instead of the damage boost from the two-handed option.
More to come ...


-Full guild system (guilds are coded in, just have to add guild halls and such)
-IOCP
[/list]
To do :
- -Optimize DX8 to run even faster
-An alchemy system.
Classes :
- Warrior: The warrior is the melee class of the game. The warrior will have the choice between a few classes of weapons, some one-handed and some two-handed. The warrior might have an extra skill which you can use (although it will have a cool-down system) called Animal Instinct which will give him a temporary boost in stats in the heat of battle. The warrior will also be able to wield heavy armor.
Mage: The mage is the magical class of the game. They will have two classes of spells, one will be slow-acting damage yet it has an area of effect while the other will be more powerful damage yet it can only hit one enemy. This will be a choice for the user as he will be required to focus more on one class of spells then the other. The mage will also have a heal spell and perhaps a buff spell.
Lord/Lady: The Lord/Lady title will be added to your name after defeating a certain boss further on in the game. This will give you some benefits, but will more be used as an accomplishment. Some areas might require the player to be a Lord/Lady to access.
Class Upgrade: There will be a class upgrade planned at some point in the game. I do not know if I should make it so the player is re-born as a special class (a combination of the two) or an upgraded version of their class.
Stats :
These stats are not definitive, and might be changed over time. Basically, the base stats (well, apart HP/MP) will modify most of your class-specific stats. Also, there are equipment stats. For the player to be able to wield better weapons and armor, he will have to put points in these stats. There is also job stats, which will basically be stats which can lead up to player jobs, such as becoming a trader to help players trade their items for more profit, or selling your alchemy potions. More job stats will be created hopefully, to give players even more job potentials!
Base Stats (Both class have these):
- Hit Points - This is basically how many hitpoints you have. The more points you put into HP, the more HP you have
Magic Points - Same as the hit points, more points you put in here the more MP (Magic points) you get.
Strength - Strength is basically how hard you hit. This stat will modify pretty much any stat related to damage power, including the damage the player actually does. This will be much more effective to raise for Warriors as it has more of an impact on damage then Mages.
Wisdom - Wisdom is your knowledge. For Mages, this will help deeply impact your class-specific stats. For warriors, this will slightly impact your class-specific stats.
Technique - Technique is how well you are able to do whatever it is you are doing. This will affect all your stats.
Intuition- This is basically your concentration. For warriors, this will slightly affect your damage, while for mages, this will heavily influence your magical damage and moderately influence your weapon damage.
Equipment Stats:
- A stat for each type of weapon (sword, staff, etc.)
A stat for Armor for the warrior only. This will allow the warrior to wear better armor
Class Specific Stats:
- Still have to decide on a few...
Job Stats:
- Haggling - Your haggling skill will affect how NPCs price things for you. This can be a very useful stat to invest in. For buying, the formula goes like this : BuyPrice * ((100 - (Haggling Mod Value / 3)) * 0.01)). For selling, it goes like this : Full Item Price * (((Haggling Mod Value \ 3) * 0.01) + 1)
Alchemy - This will affect your alchemy skill, including the strength of your potions and the chance it will work.
Mercenary - This stat will allow you to get extra experience per kill. The formula is applied to the experience the NPC gives you BEFORE it is lowered/highered depending on player level (the exp farming prevention system). The formula goes like so : Experience * ((Mercenary Mod Value / 200) + 1 ).
Weapons :
Warrior Weapons
- -Sword (Low/Medium Power, Fast)
-Axe (Medium Power, Two Handed, Slow)
-Hand to Hand (Low Power, Fastest)
Mage Weapons
- -Knife (Low Power, Fast)
-Staff (Medium Power, Two Handed, Medium)
-Hand to Hand (Low Power, Fastest)
The 4 base stats will heavily influence your stats. Depending on your class, the 4 base stats will influence certain stats. Mages are recommended to go with Wisdom/Intuition while warriors are recommended to go with Strength/Technique. However, you should still invest a few points in the other stats as they can greatly help. For example, raising strength a few points can be very beneficial for a mage as this can help give you that extra bit of protection. Another example, raising intuition for warriors can give you that tad extra boost in damage that can mean the difference between killing a certain creature in Kolosos and dying.
The weapon you choose will also be very important. For warriors, if you choose a one-handed weapon, you can wield a shield in your other hand, which can be very useful for protection. However, depending on your stats, a two-handed weapon might be the way to go as the extra damage can be worth it, and you could counter the lack of defence from the shield by increasing your Strength. For mages, weilding a two-handed weapon will prevent you from wearing an item in your other hand (undecided what this is going to be called yet). This way, if you use a one-handed weapon and have a modded item for your other hand, you will benefit from those boosts instead of the damage boost from the two-handed option.
More to come ...