FULL
GAME (EXAMPLE MADE ON ENGINE) LINK:
http://www.imvu.com/shop/product.php?products_id=23910908
TABLE
WITH CHAIRS VERSION:
http://www.imvu.com/shop/product.php?products_id=23977798
ENGINE
FOR CREATORS LINK:
http://www.imvu.com/shop/product.php?products_id=23909994
TABLE
WITH CHAIRS VERSION:
http://www.imvu.com/shop/product.php?products_id=23977759
WHAT IS
FANTASY DIMENSION?
Fantasy Dimension was made to be (in plan):
- turn based tactical strategy game in dark fantasy theme
- engine for creators to make own games
- some different ideas than other fantasy games
- used with imagination mainly
- focused on descriptions instead of numbers
- a little more realistic look on some things, based on real life
and balanced mathematic
- not +1000 damage super hero with never ending stat and enemy leveling
- not as complicated to spent too much time on making it
STARTING
THE GAME:
1 PLAYER - single player game
2-4 PLAYERS - multiplayer game
READ DIARY - load save game (use WRITE DIARY to save)
CALL GUILD - load multiplayer saved session (use WRITE DIARY
to save)
GAME
MODES:
EPIC - hard difficulty, health is not restored between
enemies
BEGINNER - easy difficulty, health is restored between
enemies
WEAKNESS - hard difficulty, health is restored between
enemies, but heroes have lower stats
PLAGUE - medium difficulty, helth is restored between
enemies, but heroes are poisoned badly on every battle and
lost health on each turn (limited number of turns)
SIEGE - hard difficulty, health is restored between enemies,
but enemy plays in simplified simulation of multiple enemies
(multiple attacks)
PRACTICE - easy difficulty, health is restored between
enemies, but heroes are fully leveled (its testing mode for
creators)
MULTIPLAYER:
Choose 2-4 PLAYERS or CALL GUILD (if you have saved
multiplayer session).
If there is already online session, you will be redirected
to choose your hero if the game didnt start yet, or will be
redirected to game play (to look whats going on in the game
or to get one of current heroes).
If there is no online session right now, then you choose
game mode.
Choose your heroes (click on them, click TAKE ROLE), change
their avatars (click AVATAR on selected hero) and declare
when you are ready (click READY on each of your heroes).
Game will start if all 4 heroes are chosen by players and
ready.
Game session can be saved with WRITE DIARY button and later
loaded with CALL GUILD.
Players can join to currently playing session.
If new player will join or other will leave, there is
special command to change owners of heroes.
To do that, move mouse to bottom right corner of bottom
message and click on button C.
Console for commands will appear.
Hide imvu text chat to be able use real keyboard, click on
console box and type:
-h X user
X is number of hero, user is name of IMVU login.
Example: -h 1 speedstar84 (this will change owner of warrior
hero to user called speedstar84)
This game is complex, so if all heroes will not able to do
any move and game will not react to anything (this should
not happen, but if yes), then you can use sacrifice command
(be warned that you will lost some experience, coins and
probably items - due to sacrifice):
-sacrifice
CONSOLE
COMMANDS:
-h
X user (changes owner of hero - useful for multiplayer)
X is number of hero, user is name of IMVU login.
Example: -h 1 speedstar84 (this will change owner of warrior
hero to user called speedstar84)
-sacrifice (do sacrifice - heroes will lost some experience,
coins and probably items - useful if game will not react to
any move, but this should not happen)
-retrain X (removes all hero abilities and spells, and
allows to choose them again - from CHARACTER, LEVEL UP)
X is number of hero.
Example: -retrain 1 (this will retrain warrior hero)
-c cardtype X (loads card of specified type where X is id -
in practice mode for tests only)
Card types are enemy, item or event.
HERO
LEVELING, ABILITIES AND SPELLS:
If hero is ready to level, go to CHARACTER and click
LEVEL UP.
Some abilities and spells require other ones first.
WARRIOR
- 3 dagger (*)
-- 1 sword (3) (*)
--- 2 two hand sword (1)
---- 16 sword experience (2) (better attack with any swords)
----- 17 sword mastery (16) (better damage with any swords)
- 12 shield (*)
-- 13 cover experience (12) (better chance to cover with
shield)
---14 cover mastery (13) (even better chance to cover with
shield)
- 6 axe
-- 7 two hand axe (6)
--- 18 axe experience (7) (better attack with any axe)
---- 19 axe mastery (18) (better damage with any axe)
- 20 defensive style (physic damage reduction)
- 9 mace
- 10 flail
- 11 spear
- 4 throwing dagger
- 5 throwing axe (4)
- 8 bow
- 15 body builder (even stronger in fight)
RANGER
- 8 bow (*)
-- 22 experienced archer (8) (better chance to hit with bow)
--- 23 archery master (22) (even better chance to hit with
bow)
---- 24 double shot (23) (second arrow with less chance to
hit)
----- 25 triple shot (24) (third arrow with even less chance
to hit)
- 4 throwing dagger (*)
-- 5 throwing axe (4)
--- 26 experienced thrower (5) (better chance to hit with
throwing weapons)
---- 27 throwing master (26) (even better chance to hit with
throwing weapons)
- 21 acrobat (very good physic damage reduction if weight is not above 20 kg)
- 28 path guide (better chance to escape)
-- 29 terrain expert (28) (even better chance to escape)
- 30 hunter (8) (extra better chance to hit animal with bow)
-- 31 hunting expert (30) (extra even better chance to hit
animal with bow)
- 32 animal taming (chance to tame animal, vs animal
strength)
-- 33 experienced animal taming (32) (even better chance to
tame animal)
--- 34 animal taming mastery (33) (best chance to tame
animal)
- 3 dagger
- 12 shield
- 20 defensive style (physic damage reduction)
SORCERER
- 35 spellcaster item (*)
- 36 concentration (even more power)
- 37 enhancement spellcaster (*)
-- 1 protection shield (protects one hero from physic and magic damage in current and enemy turn) (*)
-- 19 eagle eyes (on one hero, better chance to hit with bow or throwing weapon for current turn or next turn)
-- 20 muscle extension (on one hero, even more strength when physic attack for current turn or next turn)
-- 21 sharpen weapon (on one hero, even better damage if weapon in physic attack is used for current turn or next turn)
-- 26 mass skin cover (small physic damage reduction on all heroes in current and enemy turn)
-- 27 mass magic absorber (chance to defense from magic damage on all heroes in current and enemy turn)
-- 28 mass fire resistance (full resistance to fire on all heroes in current and enemy turn)
-- 29 mass cold resistance (full resistance to cold on all heroes in current and enemy turn)
-- 32 mass indestructible armor (any armors cant be destroyed on all heroes in current and enemy turn)
- 38 destructive spellcaster (*)
-- 5 fireball (not undead or ghost, fire shot)
--- 6 strong fireball (even better fire shot) (-5)
---- 7 deadly fireball (best fire shot) (-6)
-- 22 poisoning (not undead or ghost, poison damage, vs
strange)
--- 23 strong poisoning (strong poison, vs strange) (-22)
---- 24 deadly poisoning (deadly poison, vs strange) (-23)
-- 25 ice rain (not undead or ghost, if hits, enemy cant attack for
current turn)
CLERIC
- 35 spellcaster item (*)
- 39 nature spellcaster (*)
-- 16 vine entangling (not ghost, enemy lost attack turn,
better chance to escape, vs strangth and power)
--- 17 improved vine entangling (even better chance) (-16)
---- 18 great vine entangling (best chance) (-17)
-- 30 mass poison resistance (full resistance to poison on all heroes in current and enemy turn)
-- 31 dancing wind (missed ranged and throwing weapons on all heroes in current and enemy turn)
- 40 divine spellcaster (*)
-- 2 healing touch (heals one hero and has a chance to neutralize poison) (*)
--- 3 improved healing touch (more healing) (-2)
---- 4 great healing touch (even more healing) (-3)
-- 14 mass healing touch (small heal on all heroes)
-- 8 holy touch (direct damage to undead)
--- 9 improved holy touch (even better direct damage to
undead) (-8)
---- 10 great holy touch (best direct damage to undead) (-9)
-- 11 exorcism (chance to dismiss ghost, vs power)
--- 12 improved exorcism (better chance to dismiss ghost) (-11)
---- 13 great exorcism (even chance to dismiss ghost) (-12)
-- 15 energy drain (not undead or ghost, direcly drain
health and adds to own)
-- 33 last chance resurrection (chance to resurrect one
hero)
MORE
ABOUT CLASSES:
Warrior is a good tank and specialized with close combat
weapons.
Ranger is good in shooting (especially larger enemies - they
are easier to hit), throwing weapons and escaping.
Sorcerer is good in enhancements and magic damage (and also
second supporter with resurrection scrolls).
Cleric is good supporter (healing, resurrection, vine
entangle) and specialized in undead or ghost enemy types.
EQUIPMENT,
INVENTORY AND ITEMS:
Equipment is set of items that are active. Such items
are currently used weapons, armors and other items that have
effect on hero. Some of them have some requirements to be
equipped (mainly needs special ability).
Inventory is set of items that are stored. Such items can be
sold, replaced with other equipment in special situation, or
used when needed. Some of them have some requirements when
trying to use them (mainly needs special ability).
To use an item, click on it and choose USE.
To move item between equipment and inventory, click on it
and choose MOVE.
To give item to other hero, click on it and choose GIVE.
Capacity for items is very limited. They can much to one or
few places on hero body. Item weight may also limit how much
hero can carry to be still effective and not overloaded.
EVENTS,
STRANGERS AND PLACES:
During the game, heroes will encounter automatic or
deciding events. To decide to check some event, user should
choose EXAMINE. Events bring some random results. Some of
them may have many different ends.
Encounter with strangers may result in an offer. Choosing
EXAMINE means accepting it. Some other strangers may sell
and buy items.
Encounter with place may result in decision to explore it.
Choosing EXAMINE means explore this area. Exploring such a
place may bring a chance to encounter strong enemy, find
rare or unique item, or find some coins. Some places may
sell and buy items.
Events, strangers and places may also have an effect on next
adventures that will come.
ENEMY
ABILITIES:
1 poison (when hero is hit, his blood is poisoned -
poison vs strength)
2 strong poison (even stronger poison)
3 deadly poison (highest poison)
4 blood drain (in physic fight, enemy adds hero lost endurance to own)
5 flying (less chance to escape)
6 fire shot (second attack) (enemy fire shot)
7 strong fire shot (second attack) (even stronger fire shot)
8 deadly fire shot (second attack) (highest fire shot)
9 ice shot (second attack) (if hits, hero losts his turn)
10 strong ice shot (second attack) (if hits, hero losts 2
turns)
11 deadly ice shot (second attack) (if hits, hero losts 3
turns)
12 armor (body defense in physic fight)
13 shield (cover defense in physic fight)
14 helmet (head defense in physic fight)
15 throwing dagger (second attack) (throwing weapon)
16 throwing axe (second attack) (throwing weapon, better
chance to hit and more damage)
17 physic immunity (enemy destructible only by magic)
18 magic immunity (enemy destructible only by physic)
19 quick run (even less chance to escape)
20 drown (second attack) (hero losts turn under water -
drown vs strength)
21 strong drown (second attack) (hero losts 2 turns under
water)
22 deadly drown (second attack) (hero losts 3 turns under
water)
23 seduction (second attack) (hero losts 3 turns - seduction
vs power)
24 physic damage reduction (physic damage to enemy is
reduced)
25 magic damage reduction (magic damage to enemy is reduced)
26 energy drain (in magic fight, enemy adds hero lost endurance to own)
27 coins (will accept coins and also can have some)
28 solid armor (better defense in physic fight)
29 solid shield (better cover defense in physic fight)
30 solid helmet (better head defense in physic fight)
31 good damage (extended damage)
32 fire immunity (immune to fire)
33 cold immunity (immune to cold)
34 poison immunity (immune to poison)
35 throwing mastery (better chance to hit with throwing
weapons)
36 weapon mastery (better attack with weapon)
37 cover mastery (better cover with shield)
38 acrobat (some physic damage reduction)
39 defensive style (little physic damage reduction)
40 transparency (most less chance to escape)
41 web (second attack) (hero losts 1 turn - web vs strength)
42 strong web (second attack) (hero losts 2 turns)
43 deadly web (second attack) (hero losts 3 turns)
44 stunning damage (if hits, hero lost 1 turn)
45 double attack (enemy attacks two times if endurance is 1/2 or more)
46 triple attack (enemy attacks three times if endurance is 2/3, two times if 1/3)
47 quadruple attack (enemy attacks four times if endurance is 3/4, three times if 2/4, two times if 1/4)
ITEM
ABILITIES:
1 very good attack (very good physic attack in close
combat)
2 cover physical defense (destructible shield)
3 body physical defense (destructible armor)
4 head physical defense (destructible helmet)
5 heal (base healing and chance to neutralize poison)
6 great heal (higher healing and chance to neutralize
poison)
7 range attack (base physic attack with throwing or ranged
weapon)
8 good range attack (good physic attack with throwing
or ranged weapon)
9 good chance to hit (better chance to hit with throwing or
ranged weapon)
10 good attack (base physic attack in close combat)
11 excellent attack (highest physic attack in close combat)
12 good damage (extended damage)
13 very good damage (even more extended damage)
14 good cover physical defense (larger destructible shield)
15 good body physical defense (larger destructible armor)
16 good head physical defense (larger destructible helmet)
17 solid shield durability (shield that is harder to
destroy)
18 solid armor durability (armor that is harder to destroy)
19 solid helmet durability (helmet that is harder to
destroy)
20 indestructible shield (shield that cant be destroyed)
21 indestructible armor (armor that cant be destroyed)
22 indestructible helmet (helmet that cant be destroyed)
23 magic reflection (chance to reflect magic damage)
24 protection from fire (immune to fire)
25 protection from cold (immune to cold)
26 protection from poison (immune to poison)
27 fireball bonus (bonus to fireball spells)
28 ice rain bonus (bonus to ice rain spells)
29 poisoning bonus (bonus to poisonous spells)
30 vine entangle bonus (bonus to vine entangle spells)
31 energy drain bonus (bonus to energy drian spells)
32 exorcism bonus (bonus to exorcism spells)
33 healing bonus (bonus to healing spells)
34 holy touch bonus (bonus to holy touch spells)
35 resurrection bonus (bonus to resurrection spells)
36 magic damage reduction (magic damage reduction)
37 protection from ranged attacks (full protection from throwing and ranged weapons)
38 protection from humanoids (not attacked by humanoid enemies)
39 protection from undeads (not attacked by undead enemies)
40 protection from ghosts (not attacked by ghost enemies)
41 good magic attack (better magic attack)
42 holy range attack (ranged holy damage to undeads)
43 always hit (full chance to hit with throwing or ranged weapon)
44 arrow (arrow that requires a bow to use)
45 extreme magic range attack (ranged extreme physic damage)
46 extreme magic attack (ranged extreme magic damage)
47 multi use (item can be used few times)
48 magic range attack (ranged magic damage)
49 resurrection (full chance to resurrect)
50 crossbow (crossbow that can shoot)
51 fire resistance (some resistance to fire)
52 cold resistance (some resistance to cold)
53 poison resistance (some resistance to poison)
54 skin cover (slightly reduce physic damage)
55 magic cover (slightly reduce magic damage)
56 stunning (if hits not undead or ghost, enemy lost turn)
57 energy drain (if hits, hero endurance is increased from
damage on enemy)
58 holy damage (if hits, makes damage to undeads)
59 magic damage (if hits, makes magic damage to enemy)
60 beast burning damage (if hits beast in physic or magic,
makes extended damage)
61 armor pass (if hits, cant be stoppped by armors)
62 mass teleport (full chance to escape)
63 mass protection shield (full chance to protect all from physic and magic
damage)
64 great mass healing (healing on all)
65 protection from beasts (not attacked by beast enemies)
66 ghost dismission (chance to dismiss ghost - ghost power vs
dismiss)
67 good chance to escape (better chance to escape)
68 always use (item does not disappear after any use)
HOW TO
MAKE OWN SIMILAR GAME:
Creators can make own similar game with own heroes, items, enemies, events,
texts and graphics.
If you are interested, send a message to speedstar84 for
more details about engine configurations and technical
support.
EVEN
MORE DETAILS ABOUT ENGINE AND GAME WILL BE ADDED LATER.
THIS IS COMPLEX PROJECT AND THERE ARE MANY THINGS TO
DESCRIBE.
IF YOU
HAVE ANY PROBLEMS OR QUESTIONS, JUST SEND
ME A MESSAGE.
IN MOST CASES, REPLY IS WITHIN 24 HOURS.
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