| Legacy III: Some of you may or may not know the game called "Legacy 2" which I developed mid-11 was an RPG originally supposed to surpass #1 of the series.
However, with that... I felt as if I did a lot of things wrong. It didn't end up as immerse as I hoped it would, and it just ended up a mess (well, in my opinion anyway).
Most RPG's on ROBLOX are just usually slashing some monsters and getting gold. Legacy 2 was meant to be the change of that, in which it sort of managed to make it more immerse than most you'd find out there. However it lacked a storyline which was its downfall. (There was supposed to be one, but I built the game before a storyline was thought out.)
But this is where things differentiate... Legacy III will be what Legacy II never succeeded to do. I wanted to make a game where users could properly roleplay, quest, smelt, craft, get up skills, band together and fight creatures.
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What's the plan? The plan is, I am making an RPG as per usual, but this time with a whole new system that not only makes the game more heavily immersed and story based, but also one that cannot be tampered with. The aim is to make the player feel as if they're actually involved in a world in which they can choose what to do in. LII (Legacy II) used Local Loading which causes a lot of lag client-side for giant maps; and that has been changed in LIII to server-side I/E Loading (Interrior/Exterrior) which will only generate the areas actually in use by players.
Legacy III runs off my "Infinity Framework" which was built around Dark Infinity (Another RPG that I abandoned due to lost interest) The stats/information regarding players is stored server-side inside scripts instead of in leader boards like it used to be. This not only helps prevent tampering by exploiters a ton; but also makes the capability of multiple saves possible.
I am going to make this game quite story based, while at the same time allowing the users to do a broad range of things; giving them the choice of what they want their character to become.
Handling the workload While I myself am coding the game itself, the content is not only made by me. I have several users helping me make some really nice looking armours (the one above I made myself as an example), weapons and other miscellaneous wearable tidbits. Also things like buildings, trees, scenery, statues, etc.
If you want, you can help out by designing items/scenery for the game. The names of contributors will be added to "Content Team" under "About" in the main menu of the game. If you contribute a ton, I'll even consider paying in ROBUX for the effort.
Also some ideas for what would make the game fun and enjoyable for you would be really helpful as I'm trying to make a game which everyone can like in one way or another.
What about NPCs? The typical ROBLOX NPC is the one with arms that hurts you by walking into you. That was something I really wanted to change with Legacy II but the engine was too outdated for a switch-over to the new NPCs I've developed.
The new NPCs will be able to wield weapons and attack their targets using those weapons. Legacy III will also add "passive" npcs which will not attack unless provoked. There will also be NPCs who will attack other NPCs (such as Guards fending off creatures from around the Cities.)
FAQs Will there be membership? Most likely, however like the previous games in the series it will not impact on too much of the gameplay. It will also be cheap. (I don't really bother about the money aspect of ROBLOX, I like to make games that people enjoy.)
Whats the Finish date?!?!? I also have a life around things, so there's no definite finish date, and it's not known if it'll ever be finished. However I hope to get it into at least BETA before deciding to dissolve into the void never to be seen again.
Contacting me NINJAKID09 on ROBLOX Void_Knight on Steam n1njawarr10r on Skype
| Information Regarding GUIs The previous Legacy game had quite a cluttered GUI system, which will change. The interface of Legacy III will be that similar to Skyrim and will only display things you require displayed.
Transportation In LII, there was Local loading and because there was no support for getting the players mouse back when it was made, it didn't get a very broad system regarding the map management. In Legacy III, the E key behaves like the "action key". Things like entrances/exits to areas are now able to be done through simplistic door systems in which all the user requires to do is press E and the system will take them to where they're going. Alongside the I/E system in place, this means the player can easily get around without any problems.
There will be other keys assigned to things. The inventory system will be a lot different and will have it so you can only have two weapons active to use by your character at a time. The rest of the items will be managed by a new Inventory GUI that will be put in place. (This not only saves clutter, but also allows me to use the Framework to store "data values" instead of actual items, saving server-side and client-side stress.
Quests In LII, the support for quests were quite limited, and usually quite hard to get working properly. With Legacy III the quest system will be coded to function to support custom quest situations and cause certain parts of the map to look different to certain players. (e.g. Castle being sieged) Like Skyrim, it has an integer value which marks the stage of the quest (ranging from 0-255) 0 being not started, 1-254 = progression, 255 = completed.
What kind of skills will there be? Before I continue, I'd like to say that there'll be a class system in the game which will affect how well you start out with skills and what bonuses you'll get for them.
Strength Major attribute which will affect how strong melee weapons will be, affects agility a tiny bit. Agility Major attribute which will affect how fast you can sprint (using Left Shift) and how well you can dodge attacks from enemies. Will also contribute to how well Rogues will be able to sneak. Intellect Major attribute which is most important to Healers and Mages, manages your Mana and the ability to cast certain spells. Endurance Major attribute which helps your health go up. This stat is the biggest contributor to how much health your character has.
MINOR SKILLS:
Mining/Smelting/Crafting making weapons and whatnot. Just like LII, but with a better GUI system that's easier to use. Potion making/Scroll making (From Legacy II) Will allow you to create potions/scrolls which will do certain effects. Pickpocketing/Thieving This is a plan for Legacy III. Since the passive friendly NPCs will be more immerse, you'll be able to sneak behind them and steal things from them. Note: Like the Elder Scrolls, getting caught will cause the nearest guards to come and get you.
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