Thread: Looking for a mad scientist partner.

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  1. #1 Looking for a mad scientist partner. 
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    I'm looking to fund and code something completely revolutionary in the rsps scene...
    The partner I am looking for has to be willing to trek new territories with me.
    They must have the knowledge to code the ideas and ideas similar as the ones I mention below (I know they are implementable) and know how to code interfaces.

    I don't want to expose too much but I'll give examples of what I'm working on and ideas I'd hope the partner finds interesting.

    The project I have in mind revolves around loads of new features with expansions.
    The first release would revolve around the new spawning system, new leveling system, and paths/skills.

    UNIQUE FEATURES:

    * NPC spawn system
    - There will be spawn zones throughout the world where NPCS periodically spawn near the player. different areas will have different levels for NPC spawn.
    Rate of spawn depends on
    * The players relative level to the spawn zone
    * Gear
    * Quest
    * Skills
    * Item effect
    There will be a rarity system for NPC spawns
    current list: Common/Uncommon/Rare/Deity and special event spawning areas.


    * SPECIAL EVENT SPAWNS
    - Battle Grounds: Areas where there is a chance for a mob of npcs to spawn if 4 or more players are present.
    - Boss Zones : Areas where there is a chance for a known boss to spawn (usually more likely to appear than rare spawns)

    * Treasure Hunter
    - Certain areas have a chance to spawn a casket item instead of an NPC.
    There will be a variety of caskets with different difficulties. Caskets will have 2 options, open with a key or open the seal. When opened through the seal, it spawns an NPC. when that NPC is killed there is a chance the NPC will spawn another NPC upon its death or it will just drop loot. A total of 3-5 NPCs can possibly spawn with the Casket Guardian being a possible finally. which would obviously have the best drop.

    * Monster Baiting
    - Certain areas will spawn NPCs categorized as monsters. These monsters have a chance to evolve into a stronger monster after being defeated, allowing for better drops/quest rewards.)


    * New leveling system
    Revamped in order to introduce the new skills and path systems.
    For a player to level up their character they must raise their constitution level, the only "combat" skill that can technically be raised through PVE.
    Combat points are than accumulated by leveling your character in this fashion.

    * New skills and paths
    - Players will have the opportunity to learn new skills and follow new paths throughout their journey by using the Combat points they acquire.
    All the new skills and paths will have their own unique requirements and cost various points.
    Instead of leveling strength or attack this is how the new system would work.

    Let's say you have been training with an iron scimitar and you just leveled up your constitution, earning your first Combat point. New interfaces will be implemented but for now, let's say you go into your stats tabs. Click your attack stat and a list of melee weapons will appear. You click scimitars and see a couple skills but can only learn two.
    "Sharpened Scimitar[0/10]" Raises your Scimitar damage by 10%. Cost: 1 Combat Point, Requirement: deal 500 damage with a scimitar.
    "Knowledge of Metall[0/5]" Allows your character to wield steel scimitars. Cost: 1 Combat Point, Requirement: deal 500 damage with a scimitar.


    * Necromancy (can not be learned with monk)
    - Revolves around burying bones. Mix of passives and Class skills
    skill examples-
    "Eternal Rest[0/3]" After burying 3 bones your attacks heal for 5 seconds. Cost: 1 Combat Point, Requirement: Bury 1,000 bones

    * Monk (can not be learned with Necromancy)
    - Revolves around offering bones at an alter. Mostly passive buffs.
    skill example-
    "God's Might[0/3]" After switching to a 2h, Accuracy is increased for the next attack. 30 second cool down. Cost: 1 Combat Point, Requirement: Offered 5,000 bones & have 10 Combat points invested into 2H weapons.

    * Totems
    - Revolves around fire making and magic.
    skill example-
    "Phoenix Birth[2/3]" Enchants a wood fire from a Magic log. While the player is in the radius of the fire they earn a damage buff and a health regeneration buff. 3 minute cool down. Cost: 1 Combat Point, Requirement: Enchant 3,000 magic log fires with "Phoenix Birth"

    * Vampirism
    - revolves around empty vials being refilled after kills.
    skill examples-
    "Night Vision" The character is able to see in the dark without a lamp, etc. Passive. Cost: 1 Combat Point, Requirement: Fill and drink 150 vials of blood.




    I have a lot more ideas and I'm hoping to explore more with a partner.

    I have a basic understanding of coding.
    Before I put this project on hold I was working on the new spawn system. I created a dummy replica for it, A spawn timer using a skeleton. I was adding in specific areas for the spawn code to work in and a list of npcs to be randomly chose. The issue is I am rusty so even that took me a day but I am a fast learner.

    No base source has been picked, nothing has been solidified.


    If interested, PM me the best way to contact you.
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  2. #2  
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    Few interesting ideas there, good luck with your search
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  3. #3  
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    Good luck bro!
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