Journey Into Fear

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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madcat
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Re: Journey Into Fear

#41

Post by madcat » Sat Nov 05, 2016 11:48 am

Map01 finished. Some bugs, such as lava pits that didnt kill the player, fixed. Now the quests and the intermission maps are the only main thing that is left to be done.

Here is the new version: https://www.dropbox.com/s/jhm4ypptld7xk ... .wad?raw=1

PS: I consider giving the players several options of which weapon to wield, like in Diablo. Lets say that the barbarian could have sword, hammer or axe.

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Re: Journey Into Fear

#42

Post by madcat » Sat Nov 19, 2016 2:29 pm

Most of the intermission maps have been finished. Most of the NPC finished - now only two or three are left to be done.

[Sun] Maud Pie has a short video of himself and me testing the project -
phpBB [media]

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Re: Journey Into Fear

#43

Post by madcat » Sun Apr 30, 2017 4:19 pm

I have stopped working on the project on December 2016...but now Im back, working on a similar (but hopefully better) RPG (Once I run out of inspiration for the new RPG, I will return to the old one for a while). The most stable version of the old RPG is here https://www.dropbox.com/s/x8q27c7ope0bd ... .wad?raw=1

And here are some screenshots of what the new RPG is going to be like

Image

PS: Excuse my typo on the "player stats weapon" screenshot

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Re: Journey Into Fear

#44

Post by madcat » Wed Jun 28, 2017 3:01 pm

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.

--------

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

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Zheg
 
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Re: Journey Into Fear

#45

Post by Zheg » Thu Jun 29, 2017 6:44 am

madcat wrote: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.

--------

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

If you need help spriting, acs, decorate, mapping, count with me
i wanna collaborate with this, i really love rpgs and i see this very potential

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Re: Journey Into Fear

#46

Post by madcat » Thu Jun 29, 2017 4:09 pm

I would welcome your help. What I need the most are maps. I have a plan for 8 HUBS (33 maps total), but before I start making any detailed preparations, I would like to make one simple HUB with as little details as possible:

Pilot HUB: Blizzard Mountain

Main quest - Fur collecting
Maps - Hideout , Avalanche site , Lost Tower, Valley
Story - The protagonists (and people who travel with them) are backed in a corner on the top of a mountain. Their only chance of escape is a tricky
path through a blizzard, a path their pursuers would never risk. In order to survive the blizzard, they must collect all the fur they can get.

Im currently working on the Lost Tower map, so if you want to help, choose one of the rest.

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Re: Journey Into Fear

#47

Post by madcat » Thu Jul 27, 2017 7:11 pm

The Lost Tower (actually I might rename it to Lost Temple) and the Avalanche site maps are finished. Currently Im working on the Valley map.

Image

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Re: Journey Into Fear

#48

Post by madcat » Tue Aug 22, 2017 2:15 pm

4 player classes, 4 maps (1 HUB), few monsters and only limited amount of fun...but from here it can only get better (once I get more maps finished).
https://www.dropbox.com/s/6v6pn2ti1vb6u ... .wad?raw=1
Enjoy

Any bug report welcomed.

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Re: Journey Into Fear

#49

Post by madcat » Mon Mar 26, 2018 4:45 pm

I have started working on a totally new RPG basis for this project. If everything goes well, the RPG will be much more like DiabloII than how it is now. All the players will be able to use all the weapons in the game ( no class-only weapon restrictions ) and the amount of skills will be much higher ( perhaps 15 ). Wish me luck

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Re: Journey Into Fear

#50

Post by madcat » Sun Jul 22, 2018 8:02 am

I have made a first stable version of the new RPG ( by "stable" I mean that all the crucial parts are working, although there might be few bugs
there and there )

Now there is:
Only one player class - the Barbarian.
15 Skills
73 Weapons ( although Javelins and Throwing Axes are malfucntioning so they are nowhere to be found in the maps yet )
9 Suits of Armor
9 Helmets
8 Shields
5 pairs of Boots
5 pairs of Gloves

1 Quest-giving NPC

Image

https://www.dropbox.com/s/451ib2mwrmfk7 ... .wad?raw=1

The most iritating flaws you can expect are:
1 - The "Minimenu" ( which allows the player to upgrade stats/skills and drop equipment, only has 1 "select" button for now
2 - There is a 3% chance the map01 gets its exit locked ( no idea what causes it for now )
3 - There are no health/mana regenerations for now
4 - The amount of monsters is still low, the only monsters that are to be found in the map01 and map02 are:
Fallen , Fallen Shaman, Devilkin, Devilkin Shaman, Enslaved, Enslaved Captain, Archer Imp, Stone Serpent, Mud Serpent, Water Elemental

The best features you can expect are:
1 - The player can bind any available skill to both FIRE and ALTFIRE ( left mouse button and right mouse button )
2 - The player's appearence changes depending on what weapon and/or shield is he carrying in his hands.
The full list of possible appearances is:
1 - Sword
2 - Sword, Shield
3 - Hand Axe
4 - Hand Axe, Shield
5 - Mace
6 - Mace, Shield
7 - Javelin
8 - Javelin Shield
9 - Dagger
10 - Dagger, Shield
11 - No weapon, Shield
12 - No weapon, no Shield
13 - Two-handed Axe
14 - Spear
15 - Polearm
16 - Maul
17 - Two-handed Sword
( tell you what, I had to make over 1000 sprites just during the last month for this XD XD XD )

Wish me luck with development of this project, I feel I really need it XD

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Re: Journey Into Fear

#51

Post by madcat » Sat Jul 28, 2018 10:21 am

A new version has been released - https://www.dropbox.com/s/7vq70pflymx96 ... .wad?raw=1

1 - "can't pick any wepon after changing a map" bug has been fixed.
2 - "what do my skills do" key added
3 - "list of equipment" key added ( this one is not 100% finished, only the armor/helmet/shield/gloves/boots and swords are visible there )

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Re: Journey Into Fear

#52

Post by madcat » Sat Aug 11, 2018 8:20 pm

A new version is here - https://www.dropbox.com/s/flpy8wiyoc1f4 ... .wad?raw=1
Some new quests done
Some new monsters added
Some more bugs fixed

Now there are 4 finished maps ( plus several unfinished ones )

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Re: Journey Into Fear

#53

Post by madcat » Sat Sep 01, 2018 6:52 am

A new version finished.
Several bugs fixed
The major change is the "Equipment Switch" button that switches the weapon in the player's hand with the one in his/her backpack ( provided that the player has enough Strength/Dexterity to carry the backpack weapon and provided that the backpack weapon is not two-handed if the player carries a shield )

https://www.dropbox.com/s/j3496s0drfn62 ... .wad?raw=1

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Re: Journey Into Fear

#54

Post by madcat » Mon Sep 10, 2018 11:38 am

I have just finished a new version of the RPG.
What's new:
1 - Several maps added ( now there are 8 maps total )
2 - Equipment Switch Button has been fixed ( caused troubles when switching Throwing Weapons )
3 - A new Boss ( in map08 )
4 - Armor Merchant NPC in each map
5 - New monsters

https://www.dropbox.com/s/m9gca2zm7ebtr ... .wad?raw=1

What's yet to be done:
1 - more maps ( I want to have cca 20 maps total )
2 - more player classes ( Amazon , Paladin , Necromancer , Mage )
3 - more monsters
4 - more quests

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Re: Journey Into Fear

#55

Post by madcat » Wed Sep 12, 2018 7:27 pm

I have started working on a new player class - the Paladin

Wish me luck - I will have to draw over 1000 sprites just for him.

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Re: Journey Into Fear

#56

Post by madcat » Tue Oct 16, 2018 11:20 am

The Paladin player class is finished, several bugs solved.
Download link of the new version - https://www.dropbox.com/s/heb2hdwanh8cu ... .wad?raw=1

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Re: Journey Into Fear

#57

Post by madcat » Fri Oct 19, 2018 5:35 pm

Several more bugs fixed, some skills damage balanced - https://www.dropbox.com/s/psxul8y031dtf ... .wad?raw=1

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Re: Journey Into Fear

#58

Post by madcat » Sat Nov 17, 2018 6:08 pm

I have made a ( in my opinion ) huge progress with the RPG.
What's new:
- now there are 12 maps total
- The poison bug has been solved ( no terribly stacked poison durations anymore )
- Health of most monsters decreased to cca 60%
- Bow and Crossbow no longer display arrows/bolts in them if you have no ammo
- Several new monsters added
- "Minimenu" renamed to "Action"
- Fire, Secondary fire and Action get reset upon entering a new map ( so it is not possible to have 2 things selected at the same time anymore )
- Paladin Shield bug ( removing all the defense if you drop your shield ) fixed
And the best for last - Magic Equipment added - There are 5 types of Magic Equipment, distinguished by their colors.

Red is associated with Fire Resistance and Max. Health bonuses
Blue is associated with Cold Resistance and Max. Mana bonuses
Yellow is associated with Lightning Resistance and "better chance to find magic items" bonuses
Green is associated with Poison Resistance, Movement Speed ( in case of boots ), Attack Speed ( in case of Gloves ) and Reduced Poison Duration ( in case of helmet )
White is associated with minor Fire/Cold/Lightning/Poison Resistance, Attack Rating ( aka chance to hit ) and ( in case of boots ) Max. Stamina bonuses

so for example, a Red Shield gives 20% Fire Resistance and a White Gloves give +40 Attack Rating

Download Link - https://www.dropbox.com/s/8c8r9mp2buxjc ... .wad?raw=1

I have started working on a new player class - the Necromancer. Wish me luck - It will take no less than 1 month of everyday work to finish this one.

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Re: Journey Into Fear

#59

Post by Katars » Wed Jan 09, 2019 4:02 pm

Hello. The Dropbox link is not working. Please, reupload it somewhere.

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Re: Journey Into Fear

#60

Post by madcat » Thu Jan 10, 2019 6:48 pm

Katars wrote:
Wed Jan 09, 2019 4:02 pm
Hello. The Dropbox link is not working. Please, reupload it somewhere.
Thank you for noticing - I didnt think when I was cleaning my Dropbox.

A new version is here - https://www.dropbox.com/s/pq9ra7awt7jef ... .wad?raw=1

What's new:

1 - Magic Armor color bug fixed
2 - Wand multiplying bug fixed
3 - Wells regenerate your mana ( until now they only regenerated health and stamina )
4 - a special monster added - Gelatinuous Glob. It devours corpses of nearby monsters and whenever it does, it grows in size and strength and heals itself.

5 - Map13 - Frozen River. This map uses my newest randomization system - the "randomized" dungeons now have randomly attached textures and monsters that fit these textures.

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