Beyond The Next Door
*Will try to have a video up within a few days*
Hello! My name is James Peebles. How I got here and what I want to do (don't worry it's brief),
Learned to use a computer at 4 (to play games on) -> Natural with numbers -> ADD -> Diablo II -> Luck -> Two years Materials Engineer major at UCLA -> ADD -> One year Math major at UCLA -> Luck -> One year left till degree -> ADD -> Take a break to program an ARPG -> Profit -> Profit more -> Eventually pick up the degree (or alternatively, Don't profit enough -> Pick up the degree).
After messing around with unity for a few months and briefly starting a few projects (messes) I decided it was time to get serious. I chose to make an ARPG for the iPad and a year later this is where the project is at! All feedback and criticism welcome, only a handful of people know about the game so I would love to hear more.
TeamJames Peebles
- Programming
- Game design
- Interface design
- Texturing
- Interface artwork
- Particle effects
Nicholas David Roesler-Barrett
- 3d modeling
- Artwork
- Texturing
- Story-line
Game Features- An interface designed to be easy and natural to use while displaying large amounts of information without too-small text.
- Random item generation.
Magic/Rare/Epic items
30+ Normal Mods, Rare mods (Inspired by Sacred, wont be that many at release though)
- Skill system based on cooldowns rather than mana. (Also inspired by Sacred, but keeping the traditional skill points upon level up)
Lucky players might find a skill book or two on the ground!
- Improve specific elements of skills (homing range, damage, # projectiles, reflection probability, ect), as apposed to simply leveling up a skill and improving all attributes at one.
- Respec system inspired by Path of Exile.
- Advanced enemy generation and enemy group generation.
Magic/Rare/Epic monsters (The epic class was believe it or not inspired by the flash game Anti-Idle)
Predefined groups, ex. racial groups, zombies, casters, projectile mods, grunts, elite squad.
10+ Potential mods at each rarity
ex. Skeleton (Magic) - Splits upon death.
ex. Psyco Skeleton (Rare) - 2x Move Speed and Attack Speed, 2x Physical Damage
ex. Shmump Wizard (Epic) - 5x Projectiles, 0.5x Accuracy, 2x Cast Speed
- Enemy mod information is automatically displayed on screen allowing the player to quickly assess threats.
No dying* while trying to figure out what makes this epic monster so much more bad-ass than it's friends.
*Unless an Epic Ninja spawns, in which case he will most likely be in your face before** you know it.
**Unless the base enemy is a Golem, in which case he will be in your face after you know it, but it probably wont help.
Departure from typical ARPG point and click style movement.
Gold is picked up automatically.
Item information can be seen from the ground, no identification.
Health regenerates very quickly out of combat.
- Two character classes at release.
Mage and Archer
Planned for Post Release- Achievements with in-game impact.
ex. For every X number of skeletons you kill you gain a 2% damage bonus against future skeletons
- One survival mode map. (Performance will grant rewards)
- One challenge map. (Specific types of encounters, potentially custom layout, completion will grant rewards)
- More rare item mods.
- Melee class.
Would like to do for Post Release IAP- Additional classes (Some may be quite different than typical RPG classes)
ex. :p
- Additional survival maps.
- Additional challenge maps.
- Statistic recording and graphing.
ex. Pie chart of total damage of each element resisted
ex. Distribution graph of level difference between you and killed enemies
- UI customization.
- Have enemy mods do something graphically.
- Maps with traps.
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