- Joined
- Oct 15, 2010
- Messages
- 112
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Sorry about my absence but while i have been gone i haven't stopped thinking about MSS,
I've been practicing Autodesk Maya and Adobe Photoshop in order to dish out better media.
Spending all my free time planning, Sketching monsters, armor, weapons and towns.
So i took the time to transcribe some of my random notes in my room.
Races:
Dwarf-
Id like for this to be the ideal class for crafting and tanking so ive given it some ideal perks in order to
sway players into using him for that cause, yet nothing is restricted from any of the classes like, a dwarf could still
learn spells or use a bow and arrow he would just be better with an axe.
-Attack increase by 20 percent with blunt arms and axes.
(ie. Wooden Club hits between 100-120, if youre a dwarf it would be 120-144).
-Physical damage taken decreased by 10 percent.
-Weight Limit decreased by 10 percent.
-Chance to fail at crafting decreased by 25 percent.
Humans-
Basically the middle man, with all skills pretty much even with eachother.
Elf-
-Spells use 25 percent less Mana than other races.
-Attack increase by 20 percent on daggers and bows.
-Physical damage taken increased by 10 percent.
-Weight Limit increased by 10 percent.
Crafting System:
With crafting you can make items like armor and weapons, you can either grab a pickaxe and extract materials yourself.
or go to the respective shopkeep and pick from a limited selection of materials.
To make your desired item you must have an anvil near, you can either find an anvil somewhere about town or you can
purchase one to lay down anywhere else in the world and craft items on it.
-How to extract materials
Im thinking of a way to put this feature into the source engine effectively.
Either the rocks can be an entity in hammer like, func_MiningRocks in which you can change what kind of Ore is inside
and you simply press "e" when near it and it plays an animation while you extract it.
Or the rocks can be an NPC in which you have to physically attack it, but then lies the problem where someone with a bow
and arrow could simply shoot it untill its health depletes and collect the ore, in that case the pickaxe would be useless.
If theres a way to make an NPC only vulnerable to one type of damage that would be ideal.
and for the weapons that require wood, (bows, arrows and weapon handles) the simplest way to go about this
without having to code the ability to cut down trees.(what a pain in the ass that would be) would be to
have logs scattered about that you can pick up as items.
-How to learn new weapons and armor to craft
To learn a new weapon or armor you need to either go to your local blacksmith and see what archetypes he has for sale.
when you purchase the archetype equip it and then read it, after that you now know how to make that specific weapon for ever.
you cannot sell the archetype back to the Blacksmith, but you could sell it to a fellow crafter on the cheap.
You can also take any weapon or armor to your Blacksmith and have him inspect it and write up an Archetype for you,
it will cost a little bit more than the normal price for an Archetype that he has for sale but it allows you to duplicate
rare weapons and sell them.
Sharpening, Reinforcing and how it affects you!
I'd like to add another feature to this crafting branch, well two new features:
-Sharpening
Sharpening a weapon increases its damage by 10 points.
"+1" will appear at the end of the weapons name so you know when it has been sharpened.
(ie. "Shortsword +5" would mean this shortsword has been sharpened 5 times thus giving it a 50 attack bonus).
before you can sharpen you need a grinding wheel, these let you sharpen but they are of one time use.
There is a chance to fail blade sharpening, and the chances will slim as you level.
-Reinforcing
Reinforcing armor increases its defense by 5 percent and increases its durability by 15 points.
there is no chance of ruining reinforcement but you do need a metal bar of the same type.
A Blacksmith can also reinforce you armor but there is a fee.
Conception:
I tried drawing these creatures without a reference and no direction, but recently i found that giving each race (not only the playable classes mind you),
a piece of each culture around the world, so youll notice some familiar things with each monster that you encounter.
I thought this would kind of set this RPG apart from others where they depict almost all killable NPC's as bloodthirsty animals with no history, only there
to help you level. To me, that is stupid. Why not make these "bloodthirsty animals" more familiar and more individualistic. So, instead of having the player
keel over with having to beating the crap out of slightly different variations of the same damn monster, have the player notice differences between how each
race came to be and how they live without having to read a long and drawn out novel about them.
-Goblin Concepts
with the goblin i went with a sort of dwarven/mayan style armor, obviously you will notice that their helmets are derived from mayan design.


(right click and open in new window/tab on that last one)
My new Orc concept is underway as i type this...
Feel free to give me your thoughts on these concepts, i want us to all be on agreement with these so i can start fleshing them out on maya.
I also need to practice drawing concepts from someones descriptions so i can try and do this as a profession, so if there are any characters or monsters you would
like to give me your vision of characters (like the bludgeon or graznux), please toss them at me.
I've been practicing Autodesk Maya and Adobe Photoshop in order to dish out better media.
Spending all my free time planning, Sketching monsters, armor, weapons and towns.
So i took the time to transcribe some of my random notes in my room.
Races:
Dwarf-
Id like for this to be the ideal class for crafting and tanking so ive given it some ideal perks in order to
sway players into using him for that cause, yet nothing is restricted from any of the classes like, a dwarf could still
learn spells or use a bow and arrow he would just be better with an axe.
-Attack increase by 20 percent with blunt arms and axes.
(ie. Wooden Club hits between 100-120, if youre a dwarf it would be 120-144).
-Physical damage taken decreased by 10 percent.
-Weight Limit decreased by 10 percent.
-Chance to fail at crafting decreased by 25 percent.
Humans-
Basically the middle man, with all skills pretty much even with eachother.
Elf-
-Spells use 25 percent less Mana than other races.
-Attack increase by 20 percent on daggers and bows.
-Physical damage taken increased by 10 percent.
-Weight Limit increased by 10 percent.
Crafting System:
With crafting you can make items like armor and weapons, you can either grab a pickaxe and extract materials yourself.
or go to the respective shopkeep and pick from a limited selection of materials.
To make your desired item you must have an anvil near, you can either find an anvil somewhere about town or you can
purchase one to lay down anywhere else in the world and craft items on it.
-How to extract materials
Im thinking of a way to put this feature into the source engine effectively.
Either the rocks can be an entity in hammer like, func_MiningRocks in which you can change what kind of Ore is inside
and you simply press "e" when near it and it plays an animation while you extract it.
Or the rocks can be an NPC in which you have to physically attack it, but then lies the problem where someone with a bow
and arrow could simply shoot it untill its health depletes and collect the ore, in that case the pickaxe would be useless.
If theres a way to make an NPC only vulnerable to one type of damage that would be ideal.
and for the weapons that require wood, (bows, arrows and weapon handles) the simplest way to go about this
without having to code the ability to cut down trees.(what a pain in the ass that would be) would be to
have logs scattered about that you can pick up as items.
-How to learn new weapons and armor to craft
To learn a new weapon or armor you need to either go to your local blacksmith and see what archetypes he has for sale.
when you purchase the archetype equip it and then read it, after that you now know how to make that specific weapon for ever.
you cannot sell the archetype back to the Blacksmith, but you could sell it to a fellow crafter on the cheap.
You can also take any weapon or armor to your Blacksmith and have him inspect it and write up an Archetype for you,
it will cost a little bit more than the normal price for an Archetype that he has for sale but it allows you to duplicate
rare weapons and sell them.
Sharpening, Reinforcing and how it affects you!
I'd like to add another feature to this crafting branch, well two new features:
-Sharpening
Sharpening a weapon increases its damage by 10 points.
"+1" will appear at the end of the weapons name so you know when it has been sharpened.
(ie. "Shortsword +5" would mean this shortsword has been sharpened 5 times thus giving it a 50 attack bonus).
before you can sharpen you need a grinding wheel, these let you sharpen but they are of one time use.
There is a chance to fail blade sharpening, and the chances will slim as you level.
-Reinforcing
Reinforcing armor increases its defense by 5 percent and increases its durability by 15 points.
there is no chance of ruining reinforcement but you do need a metal bar of the same type.
A Blacksmith can also reinforce you armor but there is a fee.
Conception:
I tried drawing these creatures without a reference and no direction, but recently i found that giving each race (not only the playable classes mind you),
a piece of each culture around the world, so youll notice some familiar things with each monster that you encounter.
I thought this would kind of set this RPG apart from others where they depict almost all killable NPC's as bloodthirsty animals with no history, only there
to help you level. To me, that is stupid. Why not make these "bloodthirsty animals" more familiar and more individualistic. So, instead of having the player
keel over with having to beating the crap out of slightly different variations of the same damn monster, have the player notice differences between how each
race came to be and how they live without having to read a long and drawn out novel about them.
-Goblin Concepts
with the goblin i went with a sort of dwarven/mayan style armor, obviously you will notice that their helmets are derived from mayan design.



(right click and open in new window/tab on that last one)
My new Orc concept is underway as i type this...
Feel free to give me your thoughts on these concepts, i want us to all be on agreement with these so i can start fleshing them out on maya.
I also need to practice drawing concepts from someones descriptions so i can try and do this as a profession, so if there are any characters or monsters you would
like to give me your vision of characters (like the bludgeon or graznux), please toss them at me.