Jake's Destiny Final Classes and Features

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Zwitfire
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Joined: Thu Dec 25, 2008 8:32 am

Jake's Destiny Final Classes and Features

Postby Zwitfire » Thu Feb 21, 2013 11:44 am

Greetings fellow 001 Action / RPG Maker users,

I've been working on this game for the last 2 and a half years now. The game is about 1-2GB in size now.
After months and months of editing and balancing I will share the classes as they are currently. Minor changes could be made.
Should you have any amazing ideas on changing something, I will consider it well and could apply these changes to the game.

Please leave comments on stuff you did or did not like so that I can possibly change them :)

PLEASE NOTE: All these abilities are post here without further upgrades, these are the base effects:

~Class Resources~
Energy: Generates slowly over time. Stores up to 100.
Stamina: Generates fast over time. Stores up to 100.
Anger: Generated by dealing and receiving damage. Stores up to 100.
Mana: Stores up to higher amounts and generates over time. Stores up to 1000.
(Angel Only:) Holy Energy: Generated by spells and abilities only. Stores up to 100.

Gladiator:
~Uses Anger~
~Uses Swords, axes, maces and polearms~
~Class properties: Uses defense over healing. Uses burst damage over constant damage~
- Ability 1: Strike: Slash your target, dealing 152% weapon damage. When this ability is used at or above 50 anger, it will trigger no cooldown but requires 20 anger. If used below 50 anger, this ability is free but triggers its cooldown.
50 or more anger: Instant. 20 Anger. No cooldown.
49 or less anger: Instant. 0 anger. 3 sec cooldown.
- Ability 2: Sacred Strike: Strong weapon strike causing 208% weapon damage and heals you for 31% of your spirit. If you strike a target with Sacred Strike, you also gain an absorb shield for 23% of your spirit. whenever Sacred Strike is cast, it has a 45% chance to trigger no cooldown and increase the damage of your next Strike by 40%. Can stack up 3 times. Instant. 20 Anger. 3,2 sec cooldown.
- Ability 3: Blade Rage: You start swinging around your weapon in extreme anger dealing 270% weapon damage on each of the first strikes, following a finishing strike dealing 400% weapon damage. However, this ability is incapable of inflicting critical hits. Channeled. 65 Anger. 20 sec cooldown.
- Ability 4: Execute: Brute weapon strike dealing 280% weapon damage and increases your critical strike chance by 10% for 6 sec. Execute needs to build up strength before releasing the blow. If Execute is used at a target at or below 30% health, it will instantly deal an additional 300% weapon damage and refund 25 anger. 0,7 sec cast. 60 Anger. 7 sec cooldown.
- Ability 5:Fierce Charge: An ability with a moderate range allowing you to quickly rush towards your target, stunning him for 4 sec and reduces all physical damage taken by 10% for 8 sec. Fierce Charge also generates 25 Anger. If used at or above 75 Anger, you will also gain 60% increased critical strike chance for 4 sec. Instant. Free. 18 sec cooldown.
- Ability 6: Enrage: Enrages you, increasing your critical strike chance by 25%, and reduces the Anger cost of all abilities by 100%. However, during Enrage, you receive 20% more physical damage. Lasts for 16 sec. Instant. Free. 1 min cooldown.
- Ability 7: Horn of War: Blow the Horn of War, instantly granting 35 anger, and it summons a vengeful valkyrie to fight at your side for 20 sec. The valkyrie hits for 60% of your damage. Each strike of valkyrie grants you 10 anger. Instant. Free. 1 min cooldown.
- Ability 8: Iron Gladiator: The Gladiator increases its combat capabilities, instantly healing you for 25% of your total health and causes you to be unable to take damage, nor gain health for 5 sec. Afterward, your defense is increased by 60% for 10 sec and you receive 40% reduced physical damage. Every 5 sec its physical damage reduction effect diminishes, until it is fully depleted after 20 sec. In addition, each time you receive a direct hit, you generate 5 additional anger. Instant. Free. 1 min 35 sec cooldown.

Ranger
~Uses energy~
~Uses bows~
~Class properties: Uses strong but costly shots. Uses stuns, traps and beasts to hinder enemies~
- Ability 1: Focusing Shot: Short cast bow shot dealing 110% weapon damage and generates 8 energy. This ability has a 25% increased critical hit chance if used at or above 65 energy. When this ability inflicts a critical hit, it will heal you for 10% of your spirit. 0,8 sec cast. Free. No cooldown
- Ability 2: Freezing Shot: Enchanted shot dealing 125% weapon damage and freezes the target for 2 sec, making him unable to act. Instant. 20 Energy. 7 sec cooldown.
- Ability 3: Mystical Arrow: Magical shot dealing 300% weapon damage and heals you for 44% of your spirit if you successfully hit an enemy, up to a maximum of 22% of your maximum health. Instant. 30 energy. 0,6 sec cooldown.
- Ability 4: Ferocious Call: Summon a beast companion to fight at your side for 15 sec. You will summon one of the following beasts, each with their own unique abilities and effects. 1 sec cast. Free. 25 sec cooldown.
Vicious Bat: 68% of your damage per sec. May bleed targets for 48% damage over 4 sec. Bites deals 35% additional damage to frozen targets.
Armored Crab: 84% of your damage per sec. Charges on sight, rooting the target for 5 sec.
Blue Scorpion: 76% damage per sec. May poison targets for 39% damage. This effect heals you for 25% of your spirit.
- Ability 5: Flaming Arrow: A moderate casting ability that shoots an enflamed arrow, dealing 250% weapon damage and burns the target for 160% fire damage over 8 sec. If the target is affected by Freezing Shot, this ability instantly deals an additional 105% weapon damage as fire damage. If Flaming Arrow is cast at 80 or more energy, the damage of this ability is increased by 20% and will trigger half its base cooldown. 40 energy. 1,5 sec cast. 12 sec cooldown.
- Ability 6: Nature Trap: Instantly grants 5 energy and places a Nature trap on the ground which will instantly become armed and lasts for up to 12 sec. Enemies who walk over the Nature Trap suffer 230% weapon damage plus 190% weapon damage over 10 sec, and rooting them in place for 5 sec. In addition, casting Nature Trap also enhances one of the following abilities once:
Focusing Shot: Grants 35 additional energy.
Freezing Shot: Triggers half its base cooldown.
Mystical Arrow: Doubles the healing power, up to a maximum of 50% of your total health.
Instant. Free. 18 sec cooldown.
- Ability 7: Venom Queen: Summons a queen spider, who stays at your side for 17 sec. The queen will constantly summon spiderlings every 1 sec to attack nearby enemies either at melee or longer range. These spiderlings attack for 48% of your weapon damage. In addition, your defense is increased by 20% for the duration and the queen will heal you for 10% of your spirit every 1 sec. Instant. 50 energy. 1 min 30 sec cooldown.
- Ability 8: Serpent's Venom: Imbue your arrows and beasts with poison, granting each bow strike a 45% chance to poison the target for 80% poison damage. In addition, all your beasts deal 9% additional damage as poison damage. Spiderlings are not affected. Lasts 8 sec. 1 min 45 sec cooldown. Instant. Free.


Shadow Blade
~Uses stamina~
~Uses daggers~
~Class properties: Uses healing over high defense. Uses a high generating resource for abilities; making it a hard, but strong dagger-wielder~
- Ability 1: Void Stab: Casual weapon strike dealing 128% weapon damage. This ability grants 1 soul if it hits a target. Void Stab instantly hits for an additional 63% weapon damage on targets afflicted by Unleashment and a bleeding effect. Also causes the target to bleed for 320% weapon damage over 5 sec if used on a target afflicted by Unleashment. This bleed effect has a 60% chance per tick to generate 10 stamina. Critical damage caused with this ability cause you to gain 4 stamina. Instant. 20 stamina. No cooldown.
- Ability 2: Death Strike: Causes 172% weapon damage and heals you for 55% of your spirit. Critical hits dealt with this ability increases Death Strike's healing done by 25%. Death Strike heals up to a maximum of 20% of your total health. In addition, you gain a 10% increased critical strike chance for 2 sec whenever you use Death Strike. Instant. 25 stamina. 1,8 sec cooldown.
- Ability 3: Unleashment: Vicious strike causing 100% weapon damage plus additional damage for each soul consumed and heals per soul. If used with 4 or 5 souls, it will stun for 3,5 sec. Can only occur once per 12 sec. Void Stab will bleed the stunned target. Unleashment heals up to a maximum of 35% of your total health.
1 soul: 245% weapon damage. Heals 20% of spirit.
2 souls: 385% weapon damage. Heals 40% of spirit.
3 souls: 515% weapon damage. Heals 60% of spirit.
4 souls: 680% weapon damage. Heals 80% of spirit.
5 souls: 895% weapon damage. Heals 100% of spirit.
Instant. 20 stamina. No cooldown.
- Ability 4: Shadow Strikes: Quickly stab 3 times with your weapon, each strike dealing 100% weapon damage. Each successful strike generates 1 soul and places a curse on the target, causing it to suffer for an additional 180% weapon damage over 4 sec, and may stack up. Channeling. 30 stamina. 8 sec cooldown.
- Ability 5: Dark Power: Instantly grants 20 stamina. In addition, for 5 sec, your Void Stab will generate 1 additional soul, whether it hits a target or not. Instant. Free. 16 sec cooldown.
- Ability 6: Harvest souls from surrounding nether, sacrificing 6 stamina to harvest a soul, up to 3 souls and instantly grants an absorb shield for 10% of your spirit. For each soul that exceeds 5 souls, you generate 4 stamina instead and causes Harvest to trigger a 1.5 sec shorter cooldown per soul exceeded. In addition, for 3 sec after casting Harvest, you will receive 1 soul whenever you take a direct hit, up to 1 soul every 0.75 sec. If you have 5 souls when this effect triggers, you also generate 8 stamina. Instant. Unknown stamina cost. 15 sec cooldown.
- Ability 7: Devour: Consume 5 souls to instantly grant an absorb shield for 110% of your spirit, up to a maximum of 60% of your total health.. In addition, Devour increases the power of your weapon; causing each weapon strike to heal you for 12,5% of your spirit and deal an additional 35% weapon damage. This effect lasts for 30 sec. Instant. 40 stamina + 5 souls. 30 sec cooldown.
- Ability 8: Soul Dance: For 8 sec, your critical strike chance is increased by 25% and your Death Strike ability will grant 5 souls each time it is used. However, while Soul Dancing, your Death Strike will not heal you. Instant. Free. 50 sec cooldown.

Assassin
~Uses stamina~
~Uses energy~
~Uses daggers~
~Class properties: Uses his agility, speed and stuns over healing and defense. Combines massive damage dealing backstabs with tricks to bleed and poison his enemies; in other words, a brutal dagger-wielder~
- Ability 1: Vicious Stab: Deadly stab inflicting 215% weapon damage. If used from behind, this ability will inflict 505% weapon damage instead. Instant. 30 stamina. No cooldown.
- Ability 2: Poison Strike: Enhance your dagger with paralytic poison, striking the target and dealing 100% weapon damage. Causes the target to become poisoned, inflicting 217% weapon damage as poison damage over 6 sec. This ability will stun the target for 4 sec. Each tick heals equal to 45% of your spirit. Instant. 20 stamina. 7 sec cooldown.
- Ability 3: Assassination: Deals 434% weapon damage. If used from behind, this ability will instead inflict 881% weapon damage. May also heavily bleed the target; inflicting 271% weapon damage over 10 sec. This bleed effect has a 100% chance to trigger in front of the target and 40% when used from behind. Instant. 50 stamina. 5 sec cooldown.
- Ability 4: Sinister Strikes: An ability that can be used at range. When an enemy is in front of you when this ability is used, you will instantly teleport to your target and stun him. Next you will rapidly and continuously teleport around the target and rapidly strike with your weapon dealing 100% weapon damage plus 70% damage over 4 sec per strike, stacking up unlimited times. Striking and teleporting up to 6 times. In addition, after using this ability, either your next Vicious Stab will consume 73% less stamina or your next Assassinate will trigger no cooldown. The target remains stunned as long as the Assassin maintains this ability. Instant. 50 energy. 10 sec cooldown.
- Ability 5: Venomous Brew: Increases the damage dealt by all your bleed and poison effects by 100% for 8 sec. Instant. 10 Energy. 32 sec cooldown.
- Ability 6: Fade Step: Fade into the darkness for a short while, increasing movement speed and reduces all physical damage taken by 40% while fading. In addition, you will throw a knife 1 sec afterward. This knife inflicts 310% weapon damage and causes the target to bleed for 164% weapon damage over 6 sec. During the bleed, the target will also be slowed by 40%. Instant. 20 Energy. 9 sec cooldown.
- Ability 7: Dirty Tricks: Your casual attacks will strike again if a target is hit correctly, inflicting 100% weapon damage, bleeding the target for 96% weapon damage over 6 sec for each attack. Dirty Tricks reduces your physical damage taken by 8%. Lasts 8 sec. During Dirty Tricks, the Assassin will continue his spree, even you're stunned. Instant. 25 Energy. 27 sec cooldown.
- Ability 8: Envenom: Coat your dagger with poison. Grants either one of the following poisons. Each weapon strike has a 65% chance of applying the coated poison. Additional symptoms are attached with Poison Strike. Lasts 12 sec. Does not work during Dirty Tricks. Instant. 30 energy. 1 min cooldown.
Lethal Poison: Deals 32% poison damage. Poison Strike instantly deals an additional 203% poison damage.
Necrotic Poison: Deals 20% weapon damage as poison damage and healing you for 12% of your spirit. Poison Strike instantly heals you for 81% of your spirit.
Burning Poison: Deals 12% poison damage. Each time this poison triggers, its damage is increased by an additional 2%. Poison Strike instantly inflicts damage equal to 600% of the Burning Poison's damage.


Archangel
~Uses holy energy~
~Uses mana~
~Uses swords, axes, maxes and polearms~
~Class properties: Combines both defense and multiple amounts of periodic healing. Uses holy, yet heavy strikes. Can switch to a Dark Archon, to use shadow spells instead of physical holy melee attacks~
- Ability 1: Spirit Strike: Weapon strike inflicting 105% weapon damage, granting an absorb shield for 12% of your spirit and generates 30 holy energy. Holy energy is the main resource of Archangels. You can use holy energy on other spells and abilities. Instant. Free. 1,5 sec cooldown.
- Ability 2: Holy Blast: Charges your weapon, inflicting 485% weapon damage, healing you for 60% of your spirit over 6 sec and causes your next 2 Spirit Strikes not to trigger a cooldown and heal for 65% more (28% of spirit per Spirit Strike). Also reduces all physical damage taken by 10% for 6 sec and increases damage dealt by Angel's Wrath by 70% if used within 8 sec. Instant. Free. 10 sec cooldown.
- Ability 3: Heaven's Verdict: Brutal weapon strike inflicting 150% weapon damage plus an additional 8% for every holy energy consumed, up to 950% weapon damage. Requires at least 15 holy energy to use. In addition, your critical strike chance is increased equal to 50% of the amount of holy energy consumed for 5 sec. Also stuns the target for 4 sec if used with 65 or more holy energy. During this stun effect, the target will take 34% additional damage from all sources. Instant. All Holy Energy. 8 sec cooldown.
- Ability 4: Angel's Wrath: Deadly strike inflicting 370% weapon damage and infuses you with holy energy, healing you for 11% of your spirit every 1 sec for 6 sec. Using Angel's Wrath again extends its duration by 6 sec, up to a maximum of 30 sec. Requires holy energy to use. Instant. 40 Holy Energy. No cooldown.
- Ability 5: Holy Light: A casting spell, granting an absorb shield for 50% of your spirit, and healing you for 87% of your spirit over 6 sec. After casting Holy Light, all healing done is increased by 35% for 6 sec. 1.2 sec cast time. 25 Holy Energy. 12 sec cooldown.
Ability 6: Engulfing Lights: Increases the critical strike chance by Angel's Wrath by 20% and reduces its holy energy cost by 10 for 10 sec. Instantly grants you 3 holy energy and grants an absorb shield for 2,5% of your spirit for every stack of Angel's Wrath active, up to a maximum of 90 holy energy and a total absorb shield of 105% of your spirit. Instant. Free. 1 min cooldown.
- Ability 7: Heaven's Blessing: Whenever you spend Holy Energy, you gain an absorb shield for a percentage of your spirit equal to the amount of Holy Energy consumed. Also causes Spirit Strike to generate 15 additional Holy Energy per strike. Lasts for 8 sec. Instant. Free. 1 min 20 sec cooldown.
- Ability 8: Consumes all current Holy Energy. Transforms into a Dark Archon, turns your Holy Energy into Dark Energy; changing your offensive abilities and Holy Light into ranged magical spells and gain +100% defense for the duration. Lasts until canceled. Instant. 230 mana +28 per 2 sec. No cooldown.

Lichborne
~Uses energy~
~Uses bows~
~Class properties: Uses his extreme agility to outrun and outsmart opponents. Uses quick bow shots and fatal tricks~
- Ability 1: Acidic Shot: Instant bow shot dealing 110% weapon damage and causes the target to become stunned for up to 2,3 sec. This acid is highly flamable and will ignite if it gets touched by fire, causing it to burn for 369% weapon damage as fire over 6 sec. Instant. 18 Energy. 8 sec cooldown.
- Ability 2: Explosive Shot: Shoots an unstable arrow inflicting 100% weapon damage as physical, plus 68% weapon damage as fire damage. Your next Quickshot or casual shot cast within 6 sec will also inflict 32% additional weapon damage as fire damage. This ability will also ignite a target afflicted with Acidic Shot, causing it to burn for 369% weapon damage as fire over 6 sec. When ignited, its stun effect will end. Generates 5 energy. This ability has a short cooldown. Instant. Free. 2,5 sec cooldown.
- Ability 3: Arrow Dance: Shoots 2 arrows nearly simultaneously, plus another arrow every time you use the Quickshot ability, up to a maximum of 6 arrows. This ability increases your movement speed by 10% for every arrow shot, lasting 4 sec. Channeled. 25 Energy. 4 sec cooldown.
- Ability 4: Hasted Arrow: Quickly casted shot dealing 210% weapon damage and costs low energy. Target will bleed for 52% additional weapon damage over 5 sec whenever this is cast on a target on fire. May stack up. Casting. 20 Energy. No cooldown.
- Ability 5: Battle Trance: Instantly restores energy equal to your critical strike chance. Also heals you for 48% of your spirit over 2 sec. Whenever you receive a direct hit during Battle Trance, you gain an absorb shield for 45% of your spirit. Instant. Free. 6 sec cooldown.
- Ability 6: Meditation: Saves your current location, leaving spiritual energy behind on that spot for up to 15 sec. If you casts Meditation again, you will teleport back to the location of the spiritual energy. After 3 sec, the spiritual energy becomes volatile, becoming aggressive when enemies come near, dealing 350% weapon damage when an enemy collides with it, but causes the spiritual energy to fade. 15 energy. Instant. 22 sec cooldown. Cooldown starts after the spiritual energy fades.
- Ability 7: Pyromania: Instantly heals you for 10% of your spirit and Increases your spirit by 20% and your critical strike chance by 5%. Reduces the cooldown of Explosive Shot by 75%. Lasts for 15 sec. Instant. Free. 30 sec cooldown.
- Ability 8: Cold Blooded: Enchants your arrows with piercing ice, causing each shot to inflict 25% additional weapon damage as frost damage. Damage is quadrupled if the target is frozen. Your Explosive Shot transforms into Freezing Shot. Freezing Shot is an instant cast ability dealing 320% weapon damage and has a 60% chance to freeze the target for 5 sec, slowing his movement speed by 70%. Costs 20 energy. 5 sec cooldown.
Cold Blooded lasts for 23 sec. 1 min cooldown.

Musketeer
~Uses fiery bullets~
~Uses biological bullets~
~Uses reinforced bullets~
~Uses rifles~
~Class properties: Uses a variety of bullets to surprise enemies. Uses overwhelming gunshots~
- Ability 1: Enflamed Shot: Instant cast shot dealing 138% weapon damage and healing you for 30% of your spirit. Also generates 1 shard of a Biological Bullet. When 14 shards are reached, you generate a Biological Bullet. This ability hits for an additional 40% weapon damage as fire damage to poisoned targets. If the poisoned target is afflicted with Vampirism, it will instead deal 20% additional damage as fire damage and heal you for an additional 15% of your spirit. If this ability is used with 0 Fiery Bullets, this ability will instead be used to reload 3 Fiery Bullets (2.4 sec reload time). This ability has a 35% chance to generate 1 Reinforced Bullet when successfully dealing critical damage. Instant. 1 Fiery Bullet. No cooldown.
- Ability 2: Poisoned Blast: Instant cast shot dealing 103% weapon damage and poisons the target for 508% weapon damage over 4 sec. If the target was already poisoned, it will instantly deal an additional 475% weapon damage and refreshes the duration of the poison effect on the target. Biological Bullets are generated by Enflamed Shot and Strong Blast. Instant. 1 Reinforced Bullet + 1 Biological Bullet. No cooldown.
- Ability 3: Fire Blast: Instant cast shot dealing 295% weapon damage and stuns the target for 2,5 sec. Also causes your next 2 Enflamed Shots not to consume a Fiery Bullet. You can reload while moving. Instant 1 Fiery Bullet. 7,5 sec cooldown.
- Ability 4: Strong Blast: Moderate cast rifle blast dealing 325% weapon damage and increases the critical strike chance of all abilities used within 6 sec by 30%, including Strong Blast. Strong Blast won't consume any stacks. Stacks up 3 times, which are consumed when another ability is fired. Also generates 2 shards of a Biological Bullet. When 14 shards are reached, you generate a Biological Bullet. Strong Blast inflicts 200% critical damage instead of 150%. 1 sec cast. 1 Reinforced Bullet. No cooldown.
- Ability 5: Rapid Reload: Generates 1 Fiery Bullet every 1,5 sec and 1 Reinforced Bullet every 3 sec. Lasts 6 sec. Instant. Free. 25 sec cooldown.
Ability 6: Ice Ward: Summons an icy ward around you, increasing your defense by 30% for 20 sec. After receiving a direct hit, the Ice Ward will reach maximum capacity, causing each target to be inflicted with a chilling effect if you are struck. Chilled targets have their movement speed reduced by 70% for 4 sec and suffer 40% instant weapon damage as frost damage. The chilling effect may only occur once every 5 sec. Ice Ward may be used while stunned or silenced. Instant. Free. 35 sec cooldown.
- Ability 7: Vampirism: Causes your next Poisoned Blast within 6 sec after casting Vampirism to cost no Reinforced Bullet and heal you for 128% of your spirit over 4 sec, but reduces its poison damage dealt by 50%. Heals for 192% of your spirit over 6 sec when the Gunman ability is active. If the target was already poisoned, it will instead instantly heal you for 89% of your spirit and inflict 237,50% poison damage instantly. Instant. Free. 1 min cooldown.
- Ability 8: Gunman: Enhances all your shots for 10 sec:
Enflamed Shot: Also burns the target for 240% weapon damage as fire damage over 8 sec. Can stack up unlimited times.
Poisoned Blast: Increases poison duration and total damage dealt by 50%.
Fire Blast: Grants 3 stacks instead of 2.
Strong Blast: Transforms into Rapid Gunfire. Rapid Gunfire shoots 10 bullets nearly simultaneously. Channeled. Free. 7 sec cooldown.
Instant. Free. 1 min 15 sec cooldown.

Demonologist
~Uses mana~
~Uses spellblades~
~Class properties: Uses three kinds of elements: Frost, shadow and fire. Shadow is the primary damage for periodic damage effects, fire determines more aimed spells, and frost is the primary damage for a frost periodic damage spell, and for multiple special ways of using spells.
- Ability 1: Locust Swarm: Sends a furious swarm of deadly locusts towards the target, stinging the target for 4% shadow damage every 0,2 sec for 10 sec. Can hit multiple enemies close to the target. Each sting has a 25% chance of inflicting 39% additional shadow damage. This spell does not trigger a global cooldown. If the target dies during Locust Swarm, an undead mutant will rise, attacking for 58% shadow damage and infects the target. An infected target takes 30% shadow damage every 3 sec for 9 sec. If an infected target dies, it also resurrects as an undead mutant. Mutants have 20% of your total health. 3 mutants can be active at a time. 1 sec cast. 78 mana. 12 sec cooldown.
- Ability 2: Frost Plague: Inflicts 783% of your Frost Power over 12 sec as frost damage. Each tick (2 sec) grants a stack to Searing Fire, which trigger when Searing Fire is cast, shooting a razorsharp frostbolt per stack, dealing 35% frost damage each. Also, each tick has a 30% chance to freeze the target for 1 sec. The last tick has a 100% chance to freeze for 4 sec. 0,9 sec cast. 84 mana. 10 sec cooldown.
- Ability 3: Suffering: Inflicts 487% shadow damage over 12 sec, instantly healing you for 9% of your total health, plus 3% of your total health every additional tick. Also grants an absorb shield equal to 3,5% of your total health per tick. Also grants each tick a 30% chance to summon a shadow, moving towards a nearby enemy. You will summon either a Vicious Shadow or a Soul Shadow. The Vicious Shadow hits for 318% shadow damage when it reaches an enemy. The Soul Shadow spawns at the enemy instead, moving towards you, granting an absorb shield for 7% of your total health when it reaches you. The lower your health is, the higher the chance to summon a Soul Shadow. Both shadows summon a Shadow Bat when they reached their target if upgraded. Instant. 102 mana. 12 sec cooldown.
- Ability 4: Bane of Agony: Inflicts 369% shadow damage over 9 sec, granting each tick a 40% chance to refill 70 mana. Bane of Agony does not have a mana cost.. 1 sec cast. Free. 12 sec cooldown.
- Ability 5: Searing Fire: Place an unstable curse on the enemy target and increases your crit chance by 10% for 6 sec but does not stack. After 1,5 sec, it will explode 3 times, dealing 70% fire damage per explosion. When your Frost Plague or Suffering effect deals damage, you have a 10% chance per tick to reduce the mana cost of your next Searing Fire by 20%, stacking up 5 times. Also, for every Frost Plague stack active, you fire a razorsharp frostbolt, dealing 35% frost damage per projectile. 1,3 sec cast. 132 mana. 2,5 sec cooldown.
- Ability 6: Fear: Causes the target to flee in fear for a while. Duration depends on enemy movement speed. After casting Fear, you will temporarily fade, increasing your movement speed for 4 sec. While you are fading, you generate 7% of your health and 30 mana every 1 sec. Instant. 258 mana. 20 sec cooldown.
- Ability 7: Corpse Spiders: Sacrifices a small portion of your health. Summons 3 corpse spiders to fight at your side for 8 seconds. These spiderlings attack for either 23% frost damage, 17% fire damage, or 28% shadow damage. Each strike replenishes 1 mana. 1 sec cast. 6% of total health. 4 sec cooldown.
- Ability 8: Apocalypse: Grants you immense magical power for 18 sec. All your spells require no mana and your fear spell has half its original cooldown and turns your Corpse Spiders spell into the Phantom spell. Phantom summons 1 Phantom to fight at your side for 12 sec, dealing 450% of a spiderling's damage and grants 9 mana per strike. Every 6 sec, you will summon a Shadow Bat if upgraded. Instant. Free. 1 min cooldown.
Rank 1: Teaches the Apocalypse spell.
Rank 2: Apocalypse turns your Searing Fire into Elemental Blast. Elemental Blast hits for either 325% fire damage or 361% frost damage. If your Fire Power is higher than your Frost Power, it has an increased chance to inflict fire damage. If your Frost Power is higher, it will trigger frost damage more often. Each hit heals you for 7% of your total health. Elemental Blast has a 1,1 sec cast time.
Rank 3: For the duration, your Bane of Agony turns into Haunt. Haunt inflicts shadow damage every 2 over 8 sec. Each tick the spirit sent by Haunt will slashes the target, inflicting 293% shadow damage and generates 50 mana. If full mana, its damage is by 20%. Instant. Free. 8 sec cooldown.

~NEW CLASS~
Battle-Sage
~Uses mana~
~Uses spellblades~
~Class properties: Chooses a specialization at start, either fire, frost or a balanced specialization. This specialization determines the entire gameplay of the Battle-Sage. The frost specialization is entirely based on frost spells, fire specialization is entirely based on fire spells; and the balanced specialization combines both elements. Uses destructive elemental spells to obliterate enemies.
- Ability 1: Frostbolt: Shoots a ball of ice inflicting 270% frost damage and chills the the target, slowing its movement speed for 8 sec. Chilled targets take 25% more damage from Frostbolt and have a 30% chance to become frozen for 4 sec. Frozen targets take 40% increased damage from Frostbolt. 1.2 sec cast. 35 mana. No cooldown.
- Ability 2: Frozen Spike: Shoots a razor sharp shard of ice, dealing 59% of Frost Power as frost damage. If the target is chilled, Frozen Spike has its damage increased to 105% frost damage. If the target is frozen, Frozen Spike has its damage increased to 327% frost damage. Frozen Spike always has a 30% chance to bleed the target for 30% of its damage dealt over 4 sec. Instant. 8 mana. 1 sec cooldown.
- Ability 3: Fireblast: Blast the target with immense fire power, instantly dealing 482% fire damage and sets the target ablaze, dealing an additional 175% fire damage over 4 sec and removes all chilling effects on the target. Fireblast's periodic damage is not capable of dealing critical damage. Fireblast's initial damage dealt is reduced by 30% to frozen targets and does not burn the target. While the target is on fire, it cannot be chilled. However, when a target becomes frozen while it's ablaze, it will instantly inflict 300% frost damage but extinguishes Fireblast's burning effect. 1,7 sec cast. 92 mana. 6 sec cooldown.
- Ability 4: Incinerate: Burns the enemy target, inflicting 179% of Fire Power as fire damage plus an additional 1020% of Fire Power over 8 sec. Incinerate deals 35% increased damage to targets who are ablaze, deals 25% less damage to chilled targets and 50% less damage to frozen targets. Also burns your wounds, whether you hit a target or not; instantly dealing 8% of your total health in damage to yourself, but healing you for 76% of your spirit over 4 sec afterward. 1 sec cast. 104 mana. 12 sec cooldown.
- Ability 5: Volatile Ice: Places a volatile frostfire bomb on the target, instantly inflicts damage equal to 28% frost damage plus 40% fire damage over 4 sec. After 4 sec, it will explode, inflicting 261% frost damage plus 261% fire damage. Damage is increased by 50% if the target is frozen. 1.4 sec cast. 70 mana. 12 sec cooldown.
- Ability 6: Frost Tomb: Instantly freezes the enemy target for 5 sec. If the target is already frozen, it will instead inflict 413% of frost power as frost damage and grant you an absorb shield for 90% of your spirit. Instant. 75 mana. 16 sec cooldown.
- Ability 7: Paralysis: Paralyse an enemy, causing the target to be unable to move or attack for up to 40 sec and grants you the Mana Shield effect. Mana Shield decreases your physical damage taken by 10% for 10 sec. In addition, it grants you an absorb shield for 365% of your spirit. After 10 sec, any remaining amount is lost. Each time the target afflicted by Paralysis receives direct magical damage, its duration is reduced by 6 sec. The target is immume to all chill, freeze and burn effects while it lasts. While Paralysis is on cooldown, this spell turns into Mana Shield. This Mana Shield effect has the same effect, but requires 150 mana to activate. 1.1 sec cast. 45 mana. 1 min 30 sec cooldown.
- Ability 8: Ability 8: Cataclysm. Instantly heals you for 50% of your total health and reduces all physical damage taken by 30% while Cataclysm lasts. For the next 10 sec, every 1 sec, you burn yourself for 5% of your total health. While Cataclysm lasts, your Frostbolt spell turns into Fireball and your Frozen Spike spell into Leeching Blast. Lasts 14 sec.
Fireball: Blasts the target for 302% fire damage. Fireball's damage is increased by 20% if the target is ablaze. 1.4 sec cast. 85 mana. No cooldown.
Leeching Blast: Instantly blasts the target for 120% fire damage and heals you for 25% of your spirit and generates 60 mana. Instant. Free. No cooldown.


Thank you for checking it out :P don't forget to leave a comment :D
Last edited by Zwitfire on Tue Mar 03, 2015 4:07 pm, edited 7 times in total.
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Dunce
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Re: Jake's Destiny Classes Final

Postby Dunce » Thu Feb 21, 2013 12:46 pm

I'm very interested to see what a 2 and half year 001 game looks like! Got any screens you can share?
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Re: Jake's Destiny Classes Final

Postby miroki123 » Thu Feb 21, 2013 3:03 pm

It's all very interesting. But I think we're more interested in a plot, some screens and a download link. :)
I mean with 2 GB you MUST have enough for a demo.
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

For those about to rock, we salute you.
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Re: Jake's Destiny Classes Final

Postby Zwitfire » Thu Feb 21, 2013 8:19 pm

The game is facing a near finish. Everything is almost complete.
So I do not plan on bringing out a demo / beta, as I just have to fix a few more things relating bugs and perfection. I will soon bring out a release date and I am deeply curious if users will enjoy my work.


However, I can share the interesting features of the game, totally worth checking out.

Features:
- Follow the character Jake. Follow his life from his childhood to his true destiny. Help him find out who he truly is. Stop the demon invasion and end the war.
- Take part in a war against the demons by following the storyline.
- Level up to level 25.
- 4 playable storymode acts.
- Each Act contains a world boss. These bosses require time and skill to defeat. Can you handle the tactics and difficulty which comes with each boss?
- Elite creatures: Some creatures may find more difficult to defeat. These are so called Elite creatures. This is mostly a single enemy with higher statistics and may contain some tactics and some time to defeat.
- Lots of gear, obtained through different events.
- Three main towns / cities: The towns Quer'vas and The Gray Havens. And the main city 'Ironcrow City'. These places may contain helpfull resources to help you overcome the wildernesses.
- The Great Arena of Ironcrow: This is a great place to test your skills. The arena is available after defeating the world boss of Act 3. This great and fun event contains many bosses, mostly 1 versus 1. The bosses will get from hard to harder. Playing in the arena will prove most fun to a lot of players, as well as granting them a great amount of money and most powerful equipment. How many bosses can you defeat?
- 8 Classes: 4 melee (Gladiator, Assassin, Shadow Blade, Angel) , 3 ranged (Ranger, Lichborne, Musketeer), 1 magic (Demonologist)
- The Talent Tree: This is a list that allows players to teach either new spells and abilities to their class or to upgrade them to greatly change their effects. Players will receive a talent point every level until they reach level 12. After reaching level 12, players will get a talent point once every 2 levels.
- The Statistics Tree: This feature allows players to choose their own statistics to their own liking. 3 statistic points are awarded each level. Spend them wisely!
- Multiple statistics affecting the possibilities of your chosen class. Attack (Increases physical damage), Defense (Reduces all possible sources of damage taken), Spirit (Increases healing done by spells and abilities), Health (Determines the amount of damage you take before dying). As Demonologists are magical users, they instead use Frost Power, Shadow Energy and Fire Power to increase their damage.
- The Quest Log: This feature allows players to see what they have to do on their taken quests. This feature can also show if you might've skipped a quest or two.
- Banking and investing: Each town / city contains a bank. In the bank the player can store money, preventing them from losing a portion of it upon getting killed. Also, players can use the money in banks to invest it, allowing them to make much more money out of it. However, investing can also cause you to lose money.
- Multiple ability rotations: Each class has its own unique way of using and combining their abilities.
- Dungeon system: This feature allows players to join once they have reached Ironcrow City in act 3. This is the main city of the game where most events will take place. The Dungeon system allows players usually from 22 and above to solo defeat a resettable landscape. There are 5 different dungeons, each with their own challenges. In dungeons, players will be able to score a bronze, silver or gold medal, depending on the time they get to defeat the run. Players may however, also use this feature to gain additional gear, experience and money.
- Dummy Challenge event: This event can be played at any level in any town / city. This event allows players to test their gear, level and skills. Taking part of this event is free, can be done as many times as the player likes. Players will have to face a dummy with health depending on the player's ranking. It will not attack the player. There are 15 ranks. Each rank greatly increases the health of the dummy. You will get up to 30 seconds per rank to defeat it. Defeating the dummy within the time will grant the player a reward in gold, statistics or gear. This event may prove very difficult and fun.
- Three difficulties: Apprentice (Easy), Warlord (Normal) and Apocalypse (Hard). These difficulties will greatly affect your gameplay. Playing on the Hard mode is only recommended to players who have experience with these sorts of games.
- Tons of quests: While players explore the world, they will encounter fun and sometimes challenging quests and creatures. Use your abilities well to defeat hordes of creatures threatening the world.
- Waypoints: These waypoints are spread through the world. These waypoints may come in very handy in transporting yourself quickly to other zones.
- Minigames: A few minigames can be found through the world. Playing these allow players to win a certain prize should they win.
- Multiple equipment slots: Weapon, Quiver (Bows only), Helmet, Chestpiece, Ring and Amulet.


Current ideas for a possible expansion (Should the game be popular enough):
- Professions: Mining, Blacksmithing, Science, Herbology. (More could be added)
- 2 new classes: Soul Lancer and the Elementalist.
- A fifth Act containing an extanded storyline.
- 2 new Spells / Abilities for each class.
- Level up to level 35.
More will be added soon.



Some screenshots I have taken:
- Example of the Lichborne Talent Tree
- The Statistics Screen
- The Gray Havens
- Quer'vashi Fields[/quote]
- Ironcrow City
Attachments
Lichborne Talent Tree.png
Example of the Lichborne Talent Tree
Statistic Screen..png
Statistics Screen
The Gray Havens.png
The Gray Havens
Quer'vas Fields.png
Quer'vashi Fields
Ironcrow City.png
Ironcrow City
Last edited by Zwitfire on Thu Feb 21, 2013 10:06 pm, edited 2 times in total.
Reason: Automatically merged double post.
Everything is possible. As long as you believe in your goals, everything can be accomplished.
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Re: Jake's Destiny Classes Final

Postby Dunce » Fri Feb 22, 2013 4:02 am

Oh my. No offense to anyone else, but THIS^ is how you use the 001 default resources to the best they can be!

That is some glorious mapping. If I were to be critical of anything, it would be the text is a little too small. Try seeing what it looks like with bold on, maybe?
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Re: Jake's Destiny Classes Final

Postby Gamerdude » Fri Feb 22, 2013 4:14 am

This seems really cool, and glad to hear of some dedication to a project! 2 years, wow. That's awesome.
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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Fri Mar 29, 2013 4:32 pm

Some final pre-release changes which aren't listed in the class list above
See any possibilities for a change? Please let me know!

- Classes:
- General:
- All classes now gain 100% more spirit from upgrading the statistic at the statistic screen.

- Gladiator:
- The Anger effect of the Endless Rage talent (Passive) can no longer be triggered during Enrage.

- Shadow Blade:
- Dark Power now has a 16 sec cooldown, up from 12 sec. This ability now also causes Void Stab to generate 1 additional soul for 6 sec.
- Unleashment now also stuns for 3,5 sec if used with 4 or 5 souls. This may only occur once per 12 sec.
- If Void Stab is used at a target afflicted by Unleashment's stun effect, it will now also bleed for 320% weapon damage over 5 sec. This effect cannot stack up. This bleed effect has a 60% chance per tick to grant 10 stamina.
- Void Stab now also instantly inflicts an additional 63% weapon damage as shadow damage on bleeding targets.
- Unleashment now heals for 20% of spirit per soul, down from 25%.
- Death Strike now heals for 72% of the Shadow Blade's spirit, down from 78%.

- Ranger:
- Frost Arrow now hits for 425% weapon damage, down from 465%.

- Assassin:
- The Venomous Blades (Passive talent) now also triggers from the dagger thrown my Fade Step. This effect now inflicts 40% / 80% / 120% of the Assassin's attack, rather than weapon damage.
- The ''A Thief's Tactic'' passive talent now increases defense by 23%, down from 30%. This effect now lasts for 5 sec, down from 6 sec.
- The dagger thrown by Fade Step now inflicts 164% weapon damage over 6 sec, up from 124%.
- Fade Step now lasts 30% longer and the movement speed granted is slightly increased. The knife is now thrown 0,75 sec afterward, rather than 1 sec.
Everything is possible. As long as you believe in your goals, everything can be accomplished.
Jake's Destiny - The Boy Who Became A Hero
http://engine001.com/forum/viewtopic.php?f=10&t=22617

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Re: Jake's Destiny Final Classes and Features

Postby Tabula Rasa » Fri Mar 29, 2013 8:32 pm

Wow, this is really involved. I'm very impressed.
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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Sat Apr 13, 2013 2:41 pm

Jake's Destiny is now facing completion and is currently being beta tested :)
A release date and a game page will be created soon :D

Progress:
Mapping and graphics -- 100%
Characters and creatures -- 100%
Storyline -- 100%
World Bosses -- 100%
Great Arena of Ironcrow -- 100%
Dungeon modes -- 100%
Class balancing -- 100%
Difficulty settings -- 100%
Achievements -- 100%

Total: 100%
Last updated: 08-03-2014

The game has been completed. I am currently polishing it to optimally stabalize the gameplay while waiting for the new 001 version due to system bugs.
I will be setting a release date soon.
The game has been completed after constructing it for over 3 and a half years.
Last edited by Zwitfire on Fri Mar 07, 2014 9:57 pm, edited 12 times in total.
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http://engine001.com/forum/viewtopic.php?f=10&t=22617

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Re: Jake's Destiny Final Classes and Features

Postby BluedudeX-2 » Sat Apr 13, 2013 4:55 pm

I have to play this, looks great :D

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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Thu May 23, 2013 6:12 pm

I just cleansed over a 100 bugs in the last month and the game is becoming pretty solid now.
The sixth ability of the Musketeer class has been completely redesigned and is now listed in the previous page.

Yet, I decided to announce Achievements to the game.
Achievements are earned at special occasions listed below.
I'm still thinking whether I should create rewards for the achievement points or let them be for fun only.
I've created the achievements to let players enjoy the game for longer, to add that little bit extra optional difficulty and to make it more fun for players to replay the game with a different class to try them out.

The achievements will look like this:

Achievements:

Bosses:
Common:
- Restoring Peace: Kill Necromancer Lozael at Lozael's Summit - 10 achievement points
- Winter's Over: Kill Necromancer Terhendra, the Frost God at Terhendra's Watch - 10 achievement points
- Destruction's End: Kill Sanerael, Commander of the Demon Legion at Sanerael's Summit - 10 achievement points
- Ending the Dark-Warlord's Reign: Kill Dark-Warlord Nerones, Destroyer of Life at The World Throne - 20 achievement points

Necromancer Lozael:
- Hit them in the brain: Do not get damaged by a summoned zombie - 5 achievement points
- Steadfast Shade: Avoid being dropped below 35% health - 7 achievement points
- Judgement Day: Let Lozael summon a third wave of zombies - 9 achievement points

Necromancer Terhendra, the Frost God:
- Demon Slayer: Don't let a Frostscythe Demon survive for over 10 seconds - 5 achievement points
- Put Them to Rest: Do not allow to have more than 4 Spirit Guards active at the same time - 7 achievement points
- <To be announced>

Sanerael, Commander of the Demon Legion:
- <To be announced>
- Firefighter: Do not get hit by one of Sanerael's minions while one or more Fiery Spirits roam the battlefield - 7 achievement points
- Immortality: Avoid the outer ring during a full working Earthquake - 9 achievement points

Dark-Warlord Nerones, Destroyer of Life:
<To be announced>


The Great Arena of Ironcrow:
- Getting Started: Travel to the arena at Ironcrow City and sign up for the arena - 1 achievement point
- Getting Somewhere!: Reach rank 22 in the arena - 6 achievement points
- Almost There!: Reach rank 2 in the arena - 7 achievement points
- Grand Champion: Become the arena champion and obtain your legendary weapon - 20 achievement points


Events & Dungeons:
- Nividea Keep: Achieve the silver or gold medal in the Nividea Keep dungeon - 6 achievement points
- Sha'rik's demise: Defeat Sha'rik in the Nividea Keep dungeon while both her clones are still alive - 9 achievement points
- Bridge of Kozek: Achieve the silver or gold medal in the Bridge of Kozek dungeon - 7 achievement points
- Barlan the Deserter: Kill Barlan in the Bridge of Kozek dungeon - 3 achievement points
- Blade's River: Achieve the silver or gold medal in the Blade's River dungeon - 8 achievement points
- Hold your Ground!: Don't leave General Lang's room during the General Lang encounter in Blade's River - 4 achievement points
- Helmesfield Castle: Achieve the silver or gold medal in the Helmesfield Castle dungeon - 10 achievement points
- Reclaim the Backyard: Kill burton in the Helmesfield Castle dungeon - 4 achievement points
- Damage Master: Reach rank 15 at the Dummy DPS Challenge event - 10 achievement points
- Survival Master: Reach at least rank 24 in the Dummy Survival Challenge event - 10 achievement points


Zones:
Act 1:
- Troll Slayer: Kill the Mountain Troll in the Quer'vas Fields - 1 achievement point
- Rose's Tear: Obtain and return Rose's Tear in the Hunting Fields - 2 achievement points
- Fearless Leaders: Kill Isha, leader of the Firetooth Bandits - 2 achievement points
- Old Lilly: Help Lilly in the Dark Woods to retrieve her stolen goods - 1 achievement point
- Teleport Freak: Obtain all waypoints in Act 1 - 2 achievement points

Act 2:
- Daily Good Deed: Help the child in the Gray Havens Fields to reclaim his snowballs - 1 achievement point
- Demons in the Snow: Find the soldiers in the southern parts of the Gray Havens Fields - 1 achievement point
- Cave Giants: Kill the Greater Frostscythe Demon in the Haunted Cave in the Gray Havens Fields - 3 achievement points
- Rescue the Princess: Rescue Steven's wife from the bandits in the northern parts of the Gray Havens Fields - 1 achievement point
- Teleport Maniac: Obtain all waypoints in Act 2 - 2 achievement points

Act 3:
<To be announced>
Act 4:
<To be announced>
Last edited by Zwitfire on Fri May 24, 2013 11:14 am, edited 2 times in total.
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Re: Jake's Destiny Final Classes and Features

Postby Fireleaf » Thu May 23, 2013 10:16 pm

This looks like one of the most intricate projects yet. You must have done lots of scripting for this. Did you create some of your own resources?
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Sun Jul 21, 2013 9:33 pm

We are currently testing a new tactic and skill for the Lichborne class.

Let me know what you think about it :D

Current:
Eva's Blessing: Increases your critical strike chance by 50% for 12 sec. Instant. Free. 40 sec cooldown.

New:
Meditation: Saves the current location of the Lichborne, leaving spiritual energy behind on that spot for up to 15 sec. If the Lichborne casts Meditation again within these 15 sec, the Lichborne will teleport back to the location of the spiritual energy, removing all slows and root active on the Lichborne. After 3 sec, the spiritual energy becomes volatile, becoming aggressive when enemies come near, dealing 350% weapon damage when an enemy collides with it, but causes the spiritual energy to fade.

Rank 2: Causes Meditation to increase your critical strike chance by 10% as long as the spiritual energy remains. Also increases your spirit by 15% for 7 sec if you use Meditation to teleport back. In addition, the spiritual energy now inflicts up to 400% weapon damage.

Rank 3: Causes Meditation to increase your critical strike chance by 20% as long as the spiritual energy remains. Also increases your spirit by 30% for 10 sec if you use Meditation to teleport back. In addition, the spiritual energy now inflicts up to 450% weapon damage.
Everything is possible. As long as you believe in your goals, everything can be accomplished.
Jake's Destiny - The Boy Who Became A Hero
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Re: Jake's Destiny Final Classes and Features

Postby Zhuge » Sun Jul 21, 2013 9:49 pm

I'm a bit late to the party, but as Dunce pointed out, you have incredible mapping abilities. Seriously, that is some of the most skillful mapping I've ever seen. Very well done.

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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Fri Jul 25, 2014 11:46 pm

Time flies and I am still very busy working on my project.

I'm currently working for over 4 years on this project now. Here are a few more things to brighten up what some things will look like, including the class selection.


Let me know how it looks. Thanks for the comments.
Attachments
Firetooth Encampment.png
Shadow Blade class list. Finished.png
Demonologist class list. Finished.png
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Re: Jake's Destiny Final Classes and Features

Postby Not Me » Sun Jul 27, 2014 10:04 pm

Nobody has anything to say about this? I, as it stands, am extremely impressed by your perseverance, and those screenshots. Minus the derpy font in class selection; you should probably increase the glyph padding on that to get rid of the visual artifacts.

Either way, keep it up Zwitfire. I'm sure the entirety of 001 is anticipating this game's release. Or they will once they see it, anyway.
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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Mon Jul 28, 2014 5:40 pm

Thank you, I appreciate it.

How exactly do you mean the font? In total, how the font itself looks like? Or is it too small or something?

Since everything fits perfectly with the current font, it's hard to change it. Although you're not the first person to tell me to change the font. Perhaps I could consider it.
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Re: Jake's Destiny Final Classes and Features

Postby Not Me » Mon Jul 28, 2014 6:38 pm

The font itself is fine; I was referring to the derpy pixels underneath most letters, which is caused by 001 seeing the edges of adjacent letters in the font image. Increasing the glyph padding setting in the editor should fix it.
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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Mon Jul 28, 2014 6:58 pm

I see what you mean. You might be right though. I've taken a look at it, and it does make it better. Thanks for the feedback.


I've been working on the art of the game a lot lately.
The talent tree has been updated for each class.

For the Demonologist and Ranger class, it currently looks like this:
Attachments
Ranger talent tree.png
Demonologist Talent tree 1.png
Demonologist talent tree 2.png
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Re: Jake's Destiny Final Classes and Features

Postby joedapro67 » Thu Sep 18, 2014 9:58 pm

Not Me wrote:Nobody has anything to say about this? I, as it stands, am extremely impressed by your perseverance, and those screenshots.

Either way, keep it up Zwitfire. I'm sure the entirety of 001 is anticipating this game's release. Or they will once they see it, anyway.


I'm in complete agreement with Not Me, I've been pumped for this game for awhile and am UB3R excited to hear a release date may be on the horizon, not to mention an achievement system that looks well planned out. CAN'T wait to play this!

Congrats on being able to persevere for all these years and not abandoning the project. :D

PS: Your maps look gorgeous!! 8)
Check out my latest project, Krown! http://engine001.com/forum/viewtopic.php?f=10&t=26673
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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Mon Sep 29, 2014 5:58 pm

Thank you your comments. It is a great motivation to hear that others are looking forward to the release date of my project.
After all these years, this project has quite become a masterpiece of my life. I've spent countless hours on this project in the past 4 and a half years.

In the past 2 years I have had multiple people beta testing my project, allowing me to perfectly adjust the gameplay of the game so that a wide public can enjoy it. While I'm waiting to find a decent release date, I'm constantly expanding the game, giving an ultimate experience once it's on air.

A lot of people have told me that this game is worth selling. But I want to show the entirety of 001 and the public beyond that what engine001 can build, so I will be giving the game out as a free to play. I am really looking forward into releasing this game, I hope everyone will enjoy my work.
Everything is possible. As long as you believe in your goals, everything can be accomplished.
Jake's Destiny - The Boy Who Became A Hero
http://engine001.com/forum/viewtopic.php?f=10&t=22617

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Re: Jake's Destiny Final Classes and Features

Postby xboxown » Sun Oct 05, 2014 1:42 pm

This game is one of the check lists of games I want to get and play. That is why I posted a reply here, so it is book marked in my "View your posts" so I don't lose it.
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Re: Jake's Destiny Final Classes and Features

Postby creativeminds » Sun Oct 05, 2014 4:18 pm

This is one of the few games that I actually look forward to playing. You have expertly used the tiles given and added such detail into everything that it immediately becomes admirable. Overall this game seems very solid and I think I speak for just about everybody when I say WE WANT IT!!
~creativeminds
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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Sun Oct 05, 2014 7:26 pm

I have completely updated the first page of this forum. I know I said that at the most minor changes would be made.
But yeah.. that's me. I'm always working on the project ;) Pretty much every single ability has been changed, to improve the experience of every class. Skills contain more effects, both visual and theoretical effects.

I have put in a lot of custom made spell effects to the game. But since I don't want to reveal everything of the game on the forums, I'll leave that for players to find it once it is released.

After a long consideration I have created another class, the Battle-Sage. Since the game contained 7 physical classes and only 1 magical class, I had to put in another magic class. Since a lot of gamers are a fan of magical characters, but not a fan of ''dark'' magic, periodic effects, and summoning; I have put in a mage-like class.
Everything is possible. As long as you believe in your goals, everything can be accomplished.
Jake's Destiny - The Boy Who Became A Hero
http://engine001.com/forum/viewtopic.php?f=10&t=22617

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Re: Jake's Destiny Final Classes and Features

Postby xboxown » Sun Oct 05, 2014 7:39 pm

Zwitfire wrote:I have completely updated the first page of this forum. I know I said that at the most minor changes would be made.
But yeah.. that's me. I'm always working on the project ;) Pretty much every single ability has been changed, to improve the experience of every class. Skills contain more effects, both visual and theoretical effects.

I have put in a lot of custom made spell effects to the game. But since I don't want to reveal everything of the game on the forums, I'll leave that for players to find it once it is released.

After a long consideration I have created another class, the Battle-Sage. Since the game contained 7 physical classes and only 1 magical class, I had to put in another magic class. Since a lot of gamers are a fan of magical characters, but not a fan of ''dark'' magic, periodic effects, and summoning; I have put in a mage-like class.


No estimate release date by the way?
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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Mon Oct 06, 2014 11:14 am

The release date will quite likely be revealed shortly after the next version of 001.
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Jake's Destiny - The Boy Who Became A Hero
http://engine001.com/forum/viewtopic.php?f=10&t=22617

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Re: Jake's Destiny Final Classes and Features

Postby xboxown » Mon Oct 06, 2014 4:15 pm

Zwitfire wrote:The release date will quite likely be revealed shortly after the next version of 001.


I wish to donate for this game Zwitfire. Can you please give me your paypal address I will deposit some money for this awesome game :D I LOVE THE FONT! I LOVE READING using this font, I hope there is lots of reading hehe ;)
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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Fri Jan 23, 2015 4:36 pm

I cannot thank you enough for your support. Anyway, yes I've spent quite a lot of time on building a storyline. You'll find out as soon as it's on air ;)



Large patch update 23-01-2015:
Visual updates and spell effects.

While time is passing, I've spent a lot of time on building spell animation art. Here is a taste of what to expect in Jake's Destiny:

The new fire animation:
Fire animation.png


One of the new frost animations (the game includes many more):
Frost animation.png


New effects for bows:
Bow animation.png




Also, I've been building seasons, starting with the mapping of Act 1:
This map is known by some, as it was posted at the first page of this form:
Quer'vas Fields (Summer).png


And updated, with the winter season, it will look something like this:
Quer'vas Fields (Winter).png



Also, many spell sound effects have been added, and will be seen either when I bring out a trailer of Jake's Destiny, or it can be tested by players once the game is released.

Besides many of the visual changes, countless changes have been made to class balancing, class abilities, side-bosses and act bosses, quests, mapping, achievements and difficulty. There are no bugs to be seen, as time passed countless bugs were resolved:
- Class balancing: Classes are extremely advanced as they are now. Each and every ability contains a lot of effects. Theoretically the abilities are extremely advanced, but show a smooth gameplay. For skilled players, there are endless ways to increase your combat capabilities. Should you master them, try and wage the Apocalypse (hard) difficulty. I'm considering building a contest when the game releases where the first player to complete the campaign on hard mode wins a prize, which will quite likely be a cash prize or a 001 subscription price.
Class balancing is very important to me. I've played a lot of games with multiple classes, and I always judge the balance between classes. Since january 2012 I've noted all class changes made to Jake's Destiny, and they currently are over 100 pages of class balancing only. Barely any changes are being made to the classes, and they are to my opinion and a couple beta testers, greatly balanced. So don't worry about choosing your class, they all are worth it.
- Class abilities: The first page of this forum indeed said final classes, but I have to admit that my motivation for this project broke that title, as 8 out of the 10 abilities listed are now more advanced, have more unique effects, and combine a much more spectacular gameplay.
- Side-bosses: The game contains a number of side-bosses for players to defeat. Without making their difficulty too hard (unless the hard difficulty is chosen), massive changes were made to most of them. Each side-boss now has its own unique combat style, each side-boss has its own tactics, its own way of fighting, and may prove an interesting and challenging fight to a lot of players. Like the story mode over the difficulty and tactics? No problem, the easy mode option allows this for those who like it.
- Act bosses: Two out of the 4 act bosses were redesigned. The fight with each act boss lasts long, while the first takes shorter than the second, and the second takes shorter than the third, etc. Difficulty greatly progresses between the act bosses. Each act boss contains a series of tactics the player needs to follow in order to claim his victory. More, and more difficult tactics are applied the further the player progresses through the campaign. Having trouble with act bosses, but like a challenge? A boss guide will be released on the official Jake's Destiny forum as it releases.
- Quests: I've attempted to apply as much variation to quests as possible. More quests are now unique and prove a great addition to the storymode of Jake's Destiny. Stuck on quests? Be sure to check your quest journal often! They contain helpful information and avoids skipping some quests.
- Mapping: To my opinion, maps are never beautiful enough. A few times per week I spend some time on increasing map graphics. Multiple maps contain more details, and barely show terrain without graphical details in them.
- Achievements: The achievement list has been added earlier, and is ready for use as Jake's Destiny releases. Some achievements are quite easy, but some may prove a challenge. Are you replaying Jake's Destiny? Try some of the achievements for act bosses, they add even more of a challenge to those who like it!
- Difficulty: With each test, I can adjust the game's difficulty to the fitting of the campaign's progress. The difficulty is exactly where I want it right now. I hope that others will agree with me once Jake's Destiny is released.


Thanks for reading my current update on the game.
Everything is possible. As long as you believe in your goals, everything can be accomplished.
Jake's Destiny - The Boy Who Became A Hero
http://engine001.com/forum/viewtopic.php?f=10&t=22617

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Re: Jake's Destiny Final Classes and Features

Postby archlord666 » Sat Jan 24, 2015 7:51 am

Very very impressed by the game and by your hardwork :D . I hope it will be out very soon. It really deserves a praise.

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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Tue May 26, 2015 6:10 pm

Years have passed... the forum was created on the very beginning of 2013. I've never stopped working on this project. I'm still spending over 10 hours per week on my project. Countless things have changed, and I am for myself very proud of my project. Meaning I've spent over 4,5 years on this single project, with a minimum of 8 hours per week, since the very beginning of this project. Working so many years on a single project has actually made this a masterpiece of my life. I am grateful that all this was made possible through the use of 001.
Should I ever make profit out of this project, I am very willing to share it with 001, who made this all possible for me.

I'm currently working on a gameplay trailer of the game, which will reveal the possibilities of Jake's Destiny. I must thank everybody for the support on my project, as well as those who have been willingly beta testing my project over the years to perfect everything. After over 100 pages of changes made to the game, it has reached a very stable state, and I absolutely cannot wait to share my life's work with the community. I am very curious how this project will turn out in the public. I once again want to thank everybody for the positive feedback and a special thanks to those who have tested and helped perfecting my project and ofcourse a special thanks to Mike who have helped me cleansing countless bugs in large projects over the years.
Everything is possible. As long as you believe in your goals, everything can be accomplished.
Jake's Destiny - The Boy Who Became A Hero
http://engine001.com/forum/viewtopic.php?f=10&t=22617

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Re: Jake's Destiny Final Classes and Features

Postby Mr.Numbers » Tue May 26, 2015 6:49 pm

Man, I admire your determination, and that this is still in development after all these years. This is totally a game I'm going to have to play, which mind you is coming from a person who rarely plays 001 games :P

Absolutely can't wait for this to be released!
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Re: Jake's Destiny Final Classes and Features

Postby Not Me » Tue May 26, 2015 11:03 pm

Wow. Your persistence is inspiring, for real. I can barely keep my mind on a project for a week, much less five years.
I can't wait to finally see how your game looks in action.
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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Wed May 27, 2015 10:01 am

Thanks for the comments. I have, however, played quite a bunch of 001 games.

There is a dilemma I could not solve by myself. I've asked friends and testers to see which was the best option, but it didn't give a clear result.
I've decided to ask the community.
I've got two ideas and I plan to add one of them to the game. A last single, but yet large change.
Let it know in the comments which idea YOU'd like to see in Jake's Destiny.

Idea 1:
Twisted Boss Mode:
Each act out of 4 acts contain a boss, which require skill, tactics, etc. However, this mode will allow maximum level players to test their skill to battle the bosses of act 1 to 3 again, but in a hard mode set to the maximum level. All these bosses will remain their plots, but have a much higher difficulty and contain more tactics. This will greatly boost the end-game, adding up to the features the end-game currently already has to offer.

Idea 2:
Greater Dungeons:
Jake's Destiny already contains multiple dungeons, which are resettable locations that contain stronger enemies, side bosses, and finally an end-boss. They have a timer to achieve a bronze, silver or gold medal. You aren't forced to complete a medal. They do, however, provide additional rewards.
The idea of the Greater Dungeon is a single, enormous dungeon. The idea is that the player is eligible to enter this dungeon on an early stage of the game. It contains multiple floors, constantly increasing in difficulty. The necessity of a higher level, better equipment and more skill is required to beat higher floors. Additional floors are there aimed for just the maximum level, also constantly increasing in difficulty. This will result in a most challenging boss at the very end of the dungeon. This will boost early game as well as a boost to the end-game, but won't boost specific end-game as much as the Twisted Boss Mode.


Thank you for reading this, and please let me know: Which idea would YOU like to see in Jake's Destiny?
Everything is possible. As long as you believe in your goals, everything can be accomplished.
Jake's Destiny - The Boy Who Became A Hero
http://engine001.com/forum/viewtopic.php?f=10&t=22617

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Re: Jake's Destiny Final Classes and Features

Postby xboxown » Wed May 27, 2015 6:03 pm

Zwitfire wrote:Thanks for the comments. I have, however, played quite a bunch of 001 games.

There is a dilemma I could not solve by myself. I've asked friends and testers to see which was the best option, but it didn't give a clear result.
I've decided to ask the community.
I've got two ideas and I plan to add one of them to the game. A last single, but yet large change.
Let it know in the comments which idea YOU'd like to see in Jake's Destiny.

Idea 1:
Twisted Boss Mode:
Each act out of 4 acts contain a boss, which require skill, tactics, etc. However, this mode will allow maximum level players to test their skill to battle the bosses of act 1 to 3 again, but in a hard mode set to the maximum level. All these bosses will remain their plots, but have a much higher difficulty and contain more tactics. This will greatly boost the end-game, adding up to the features the end-game currently already has to offer.

Idea 2:
Greater Dungeons:
Jake's Destiny already contains multiple dungeons, which are resettable locations that contain stronger enemies, side bosses, and finally an end-boss. They have a timer to achieve a bronze, silver or gold medal. You aren't forced to complete a medal. They do, however, provide additional rewards.
The idea of the Greater Dungeon is a single, enormous dungeon. The idea is that the player is eligible to enter this dungeon on an early stage of the game. It contains multiple floors, constantly increasing in difficulty. The necessity of a higher level, better equipment and more skill is required to beat higher floors. Additional floors are there aimed for just the maximum level, also constantly increasing in difficulty. This will result in a most challenging boss at the very end of the dungeon. This will boost early game as well as a boost to the end-game, but won't boost specific end-game as much as the Twisted Boss Mode.


Thank you for reading this, and please let me know: Which idea would YOU like to see in Jake's Destiny?


I am the type of guy who if he finds the boss monsters to be too challenge, too difficult, almost impossible to kill or require master tactics I quit the game all together, put it aside to collect dust, sell it or delete it. I have no patience of difficult monster because that monster is preventing me from continuing the game that got me so grabbed to the story and then find the monster (boss) to be a bully and hate the game and the monster all together. This is why I stopped playing bloodborne.
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Re: Jake's Destiny Final Classes and Features

Postby Mr.Numbers » Wed May 27, 2015 6:08 pm

Pretty sure he is talking about EXTRA's that arn't apart of the story at all, but completely optional stuff.
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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Thu May 28, 2015 6:29 pm

They are optional, to add more gameplay to end-game. It isn't a must to complete and it for the rest it has nothing to do with the story itself. It will just be an additional feature for people who love a challenge and test out their skill.


I personally would go with the Greater Dungeons, as it impacts the overall of the game. But I'm remaining with my decision to stick with the community's choice. Is there anybody to make an opinion on these ideas?
Everything is possible. As long as you believe in your goals, everything can be accomplished.
Jake's Destiny - The Boy Who Became A Hero
http://engine001.com/forum/viewtopic.php?f=10&t=22617

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Re: Jake's Destiny Final Classes and Features

Postby Mr.Numbers » Fri May 29, 2015 12:11 am

I'd personally prefer idea 2 as well, as since the player could enter it at any time :)

If I had a suggestion though, it would be that once you beat a floor, it opens a path back to the beginning of the dungeon. That way, once you beat a floor you can continue where you left off later.
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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Fri May 29, 2015 8:38 am

You mean a dicision at the end of each floor to either continue or start over?

The dilemma with this idea is that it starts early game, and features like this must be giving experience rewards. Although the leveling system is quite stable, and I'm afraid of how this will impact the leveling system.
I will be going with this idea, but it will require some time to plan it out ;)
Everything is possible. As long as you believe in your goals, everything can be accomplished.
Jake's Destiny - The Boy Who Became A Hero
http://engine001.com/forum/viewtopic.php?f=10&t=22617

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Re: Jake's Destiny Final Classes and Features

Postby Mr.Numbers » Fri May 29, 2015 8:28 pm

No no no, not at all. More like an easy way to navigate from X floor back to the main area, perhaps a lift, or dropping a ladder, or a hidden door, etc... that way you don't have to navigate all the way back to whatever floor you left off at :P
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Re: Jake's Destiny Final Classes and Features

Postby Zwitfire » Sat May 30, 2015 10:21 am

Ahh yes, I had something like that planned out. I was planning to make a timer on each floor specifically for that. If you beat the timer given to that floor, you are awarded with the oppertunity to skip that floor the next time you enter the greater dungeon
Everything is possible. As long as you believe in your goals, everything can be accomplished.
Jake's Destiny - The Boy Who Became A Hero
http://engine001.com/forum/viewtopic.php?f=10&t=22617

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Re: Jake's Destiny Final Classes and Features

Postby xboxown » Sat May 30, 2015 8:01 pm

Zwitfire wrote:Ahh yes, I had something like that planned out. I was planning to make a timer on each floor specifically for that. If you beat the timer given to that floor, you are awarded with the oppertunity to skip that floor the next time you enter the greater dungeon


Phew! I thought I would be forced to hire someone to play my character to reach to the floor I want to play. Not very financially friendly might I add. But I do love your idea better.
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