Journey Into Unknown is a WIP RPG that imitates DiabloII by Blizzard.
Similar to my previous RPG, Journey Into Fear, but much more complex and much
more RPG-like.
This project needs more than just 1 people to be working on it, so if anyone is interested
in helping me with this (I need mappers the most), contact me via Private Message.
Journey Into Unknown is based on these main features:
Player classes
Experience system
Stats system
Skill system
Armor/Weapons system
Damage type system
Monster system
Quests system
Player Classes - There are going to be 5 player classes (only 3 are finished so far).
Barbarian - brute melee fighter that utilizes physical damage skills.
Paladin - melee fighter that utilizes aura skills. Aura is a skill that gives some bonus to you and to allies that are closer than 896 map units ( cca 25 meters ).
Assassin - melee fighter that can get "charges" for each successful hit from a "charge-up" skill. Then the Assassin can release all the charges with a "finisher skill" or the normal attack.
Experience system - same as in Journey Into Fear. Once in 1/2 second the game
checks whether do you have enough experience points. If you have, then your character
will "level-up". Leveling-up means that your max. health, max. stamina and max. mana increases and you get 1 skill-up token and 5 stats tokens.
You can buy new skills and upgrade these skills in exchange for skill-up tokens.
You can upgrade your stats in exchange for stats tokens.
Stats system - There are 4 stats to be upgraded, max. limit of each is 999.
Strength - increases damage of melee weapons
Dexterity - increases damage of ranged weapons and chance to successfully hit a monster with a melee attack.
Vitality - increases max. Health and max. Stamina
Intelligence - increases max. Mana.
Skill system:
Each player class has 6 skills:
Barbarian:
Bash - melee attack that adds damage and knockback.
Frenzy - melee attack with increasing speed
Double Throw - Throws two knives (instead of usual one)
Regeneration - Passive skill. Increases health regeneration
Shout - Warcry (affects the user and allies that are closer than 896 map units ( cca 25 meters ). Increases resistance to arrow and physical damage
Rage - Short-time powerup that increases damage but reduces damage resistances
Paladin:
Sacrifice - melee attack that adds massive damage but damages the user on each attack.
Vengeance - melee attack that adds one of the elemental damage (ice, fire, lightning), chosen randomly per hit.
Holy Shield - passive skill. Adds successful block chance.
Might - Aura skill. Increases physical damage of melee weapons.
Prayer - Aura skill. Increases health regeneration.
Meditation - Aura skill. Increases mana regeneration.
Assassin:
Fists of Fire - Charge-up. Charge 1 only adds fire damage. Charge 2 summons a fiery explosion. Charge 3 summons a fiery explosion that leaves flames on the ground.
Claws of Thunder - Charge-up. Charge 1 only adds lightning damage. Charge 2 summons a radius attack. Charge 3 summons lightning projectiles all around the user.
Blades of Ice - Charge-up. Charge 1 only adds ice damage. Charge 2 summons an icy explosion. Charge 3 summons several icy explosions, one after another.
Tiger Strike - Charge-up. Increases physical damage.
Dragon Claw - Finisher. Has some chance of releasing the Charges twice per hit.
ShadowSphere - Short-time powerup that makes the user partially invisible.
Armor/Weapons system - Each player can carry:
9 types of helmets
9 types of chest armor
5 types of gloves
5 types of boots
In addition, Paladin can carry 5 types of shields
All these only protect against Arrow and Physical damage (not against elemental damage)
3 types of weapons:
Barbarian:
Bastard Sword
Bardiche
Hammer
Paladin:
Short Sword
Mace
Hand Axe
Assassin:
Kama (a sickle)
Katar (a push dagger)
Claws
Damage type system - There are going to be these damage types:
Physical
Arrow
Fire
Ice
Lightning
and maybe Poison
Monsters system - Monsters are going to be special in several ways:
- a monster hit with the Ice damage gets slowed down.
- monsters that are attacked by a player with low dexterity can be "warned" and try to block the attack with a shield (if they have any) or dodge (if they dont have any).
- monsters with a sword can "parry" the attack of a player that attacks with a sword. (maybe the same will work for monsters with a staff)
Quest system - I do not have a definite plan for the quest system yet so I will add it later.
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So far only one map, three player classes and three monsters are finished. I hope to make more soon.
I will add tutorial one day too.
The download link for the newest version -
https://www.dropbox.com/s/gpws7syawnc7z ... .wad?raw=1