Canceled Dungeons & Dragons UPDATE

Project is halted prior to completion and will not receive further updates.
Just a heads up that the Dungeons & Dragons mod Bloodbane and I are making is fairly close to being finished.  Originally this was going to be an update of my old D&D mod, but it has ended up being an entirely new game and story with all new features.
It will still have the same title:  Dungeons & Dragons: The Rise of Warduke.
The game now takes place in the World of Greyhawk, and focuses on the war between the good Kingdom of Furyondy and the evil Empire of Iuz.

We've used a world map quest system like Pierwolf's Knights and Dragons.  We've also got a dialogue system which allows you to talk to NPC's in cities and towns.

The big news is that there is an inventory item & magic & shop system.  You gain gold from killing monsters, completing quests etc, and then you can purchase items or spells in shops.  You have an inventory with slots for items, and slots for spells.  You can carry 9 different items (daggers, burning oil, mana potions etc), and also a whole plethora of spells.  Some you buy, some you unlock or find on quests.  The same goes for unique magic weapons like the flame and lightning sword, and crossbow.

Thanks to Pierwolf we now have many more playable characters:  Paladin, Elf, Fighter, Dwarf, Mage, Priest and Thief.

Here's some pics:

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Total  badass!!
Will the players lifebar too will be updated to something more medieval?

Keep it up!
 
Just little correction:

You can carry 9 different items (daggers, burning oil, mana potions etc)

6 slots actually with maximum number of each item is 9.

That shot showing spell shop is outdated, we have new one, but don't worry, spells sold in that outdated shot is still available elsewhere.

Another features I should mention are sidequests which are unlocked by talking to certain NPCs in towns or cities and random encounter.

Maybe we should show video of this :)
 
Do I see keys that you need to collect open chests? If so I'd be interested in how this works.  I'd like the same thing for doors.
 
There are keys (and lockpicks) you can find or buy to open both locked chests and locked doors.

Bloodbane created the script for it, and for the inventory system -- really did some amazing work!
 
Whoa! Now those are some amazing screenshots and looks like it will surpass Capcom's version of D&D. Most definitely looking forward to playing this gem and the G.I. Joe game as well.
 
BeasTie said:
Do I see keys that you need to collect open chests? If so I'd be interested in how this works.  I'd like the same thing for doors.

Making chests which can only be opened by key is easy, making chests which can only be opened by smashing is easy BUT making chests which can be opened with both is tough.
 
With my doors they are really enemies so I have attack9 as the only way to open them, pain9 is the anim of door opening.

Not sure how your chests work, but could you do something similar? like attack9 open with key, normal attack to smash it.  Give the chest high health for smashing it, but attack9 could kill it/open it.
 
But of course. I don't expect any less from the likes of Bloodbane.  :)

Will this mod only be two players, though? It's begging to be four!
 
With my doors they are really enemies so I have attack9 as the only way to open them, pain9 is the anim of door opening.

Not sure how your chests work, but could you do something similar? like attack9 open with key, normal attack to smash it.  Give the chest high health for smashing it, but attack9 could kill it/open it.

Well, I just checked it and for normal chests, it's rather simple since 'getting' the chest is only performed once to open it.
However for locked chests, I have to think of the possibility of player attempting to open chest without lockpick or key available.

I think your locked doors would be similar but just to confirm, do players need special key to open door or just any key (like in D&D) will do?

Will this mod only be two players, though? It's begging to be four!

Aw, the HUD already fills top of screen with 2 players already. Not to mention, having 4 players would mean updating lot of scripts which checks players.

Shop system seems good!

Hmmm... that's a good idea for video.
 
I was thinking you could prevent player from having 'attack9' (to open with key) unless they have keys in inventory.  So when they select key from inventory it would perform the open with key attack.  And you could only select key if you have one. 

Or perhaps make using key it's own button, create keyscript that prevents you performing attack unless 'locked chest' is in range and player has 'keys' >0

I think your locked doors would be similar but just to confirm, do players need special key to open door or just any key (like in D&D) will do?

It would be certain colour keys for some doors, Doom had RED, BLUE and YELLOW keys, and red, blue and yellow skull keys.

I was thinking maybe I could have something like this. 

When a new game starts add script
int rkey = 0
int bkey = 0
int ykey = 0

etc.

A button is assigned to open doors (a freespecial with attack9).  Normally (as I have it at the moment) to open an unlocked door would be 'attack9', an unocked door entity has the door opening animation as pain9.  Normal pain animation does not open the door (can be added to have doors that open when you shoot them thou, which original doom had).

Instead the 'freespecial' could have script to check what keys you have and perform a certain follow attack.  So no keys switch to switch to follow1 anim performing attack9 to open unlocked door.  If player has red key 'rkey=1' switch follow2 anim with attack10.  Red doors have pain10 anim to open them, unlocked doors will also have pain10 so they still function.  Blue key door attack11 to open, yellow pain12 etc.

Of course key items have didhitscript to add rkey=1 etc.

I might try this if i can manage the edit a script to perform anim change.
 
Sorry for late reply, here's my thought:

Or perhaps make using key it's own button, create keyscript that prevents you performing attack unless 'locked chest' is in range and player has 'keys' >0

This is doable but it requires checking locked chests or doors around player.

you could prevent player from having 'attack9' (to open with key) unless they have keys in inventory.  So when they select key from inventory it would perform the open with key attack.  And you could only select key if you have one.

This is pretty similar on how items are used in D&D mod.

When a new game starts add script
int rkey = 0
int bkey = 0
int ykey = 0

etc.

No, you have to declare keys with global variables so you can carry them to next level.

I can't say your method is best way but I should remind you that attackbox you used might hit enemies and other obstacles as well.
 
Yeah just throwing you some ideas, I'm assuming you could fill in the blanks with your script knowledge. ;)
I know my script is wrong just using it as an example to explain.

As to my method, I'm aware of the attackbox's being able to hit enemies etc. but the attack does zero damage, trying to use the opendoor/use switch button on enemies will probably just get you killed pretty quick.

It would be great to have feature in openbor to declare custom types, so custom types are just like a type none with a custom set name.  This way we could declare things like ' candamage enemy obstacle customtype1' etc.
 
Alright, I made 2 videos to show. The 1st one:

http://youtu.be/rehYkXEa1Gg

It shows Jarred walking in Chendyl and buying items, crossbow and bolts. He also talks with NPCs unlocking Chendyl Sewer.
Last, he enters sewer then fights using some of items he just purchased and physical attacks too of course.
Can someone notice something special with Jarred's freespecial? ;)

2nd video:

http://youtu.be/8ksSGF4H050

Tel'Erond is showing off all offensive spells available (currently) in this mod. Read video notes for spell list.

Enjoy!
 
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