Spiral Knights: Darkened Beyond
Following the Fan Art Thread, I've frequently mentioned two projects I've been working on - Darkened Beyond, and Black Rogue.
This is just one of them, but I currently have a PDF ready for Black Rogue (It is recommended to download the PDF, the amount of pages creates too much lag to browse via website smoothly) - to say, it is HIGHLY incomplete and may not make sense. I dropped the project a few months ago for this one, err - put it on hold, so don't expect too much. Multiple Memorandums were made to have a little joke, but I could use it as reference.
===========================================================================
???/???/21 - ??:?? AM?
===========================================================================
MEMORANDUM
TO: void
FROM: void
SUBJECT: NOVA Corps
Null_Operation: Version Alpha
Group of individuals known to truly harm "it".
Found in an isolated location at an opening of the swarm, south of this note.
Recipes received from said group. Alchemy testing successful.
Previous armor proved vulnerable. Ceased production.
Improved armor design with special coating, insulation added, small bits of anti-matter contained and controlled, acting as secondary armor. Weapons cause minor to moderate damage.
NOVA Corps included information about another group: TZON?
>It has been what seemed like months since the suspension of both the Crimson and Spiral Order.
>There is nothing left by the consuming darkness. Nothing beyond this black void.
>Nothing beyond this darkened void; nothing beyond...
>All there is left but us, the Gremlins, and Moorcroft Manor. Emberlight is our only other haven.
>
>I am sending this letter to you to provide the necessary items needed in order to venture forth, >through the void, the Swarm... everything needed to fight back. As it may concern, we are >supplying various items of Swarm armor and weapons. You are our last hope...
>Our last hope to ever seeing the daylight of Haven once again.
Solar Flare [Bomb]
Hallowed Appraisal [Bomb]
Star Gazer [Gun]
Seraphic Valor [Sword]
Judgement [Sword]
NOVA Visor Helm [Helm]
NOVA Battle Helm [Helm]
NOVA Battle Garment [Armor]
NOVA Shining Star [Shield]
>More... [void]
These items will be available to you via the Emberlight treasury through ??/??/??.
All details can be found here.
SUMMARY: New group discovered. Claimed to wield the true power and defense to fight against the Swarm. Provided new recipes and 2 new weapons. Looking to use this in combat.
Hope is opening the door once again.
===========================================================================
Back to DB, the list below is currently the simplified battle system with various explanations and the (5* or Unique Weapon) list.
I plan to add the fanfiction later on, either by having the two projects seperate, implementing it into the parody game (Which probably won't come out for months, haha. Amateur as of now.), or somehow integrated within both project's storylines. (I already have an idea...)
Looking to see whether this (these) projects are worth writing about or completing the game parody in progress.
I know there isn't anything to show for any of this, but bear with me, it'll come in due time to give a clearer visual representation.
========================
Notes:
☐ Will add characters later on, pre-determined based on the past project "Lockdown Crusaders"
☐ Will add extra status: "SWARMED" (Read Artifact Module for reference)
☐ Added Black Rogue storyline, items, and (etc. from PDF?)
☐ Added art / model samples (ie. Battle Stage Layout and HUD)?
☐ Changed that silly name of "Icon" to something else? lol
☑ Added sketch format of the Battle stage
☐Provided digital conversion for a clearer representation?
☑ Updated General
☑ Got Shrek't
========================
Spiral Knights: Black Rogue / Darkened Beyond Battle System
General:
Battles are engaged upon encounters.
Battle stage is circular, characters within outline area of the circle.
As you progress through the game, the circle will expand.
The largest size the circle will be is +12 in range from the middle. [Forbidden] Zone.
Most bombs rendered useless during this area.
Battle:
Swords will be used within the outline of the circle unless specified in the weapon list.
Guns will be used either in the outline or across the circle.
Bombs will be thrown to the middle of the circle. This requires your bomb to have a certain range to affect enemies. Higher range required later on as the circle expands.
Able to tag in new Knights every 25 seconds or if current Knight is in critical condition.
Critical Condition is acquired once the Knight exceeds past 10% health.
Each Knight has a standard and heavy attack combo.
Each Knight has their own special attacks. Some may be used by others.
Knights gain energy by hitting or being hit. May also regenerate slowly over time.
Opponent may use special attacks as well.
Walking is standard, running requires energy.
Once your energy meter runs out, you are no longer able to run, must stop and rest.
The energy meter keys for all actions, including basic and special attacks.
The energy meter recovers over time.
Once the energy meter is full, and the Knight is in critical condition, they may use Icon.
Icon is a Knight's super move; massive damage, but depletes all of the energy meter.
Able to jump across circle every 10 seconds. Line will appear per activation.
Can jump across and attack opponent(s) for significant damage. Requires aiming.
Each circle differs in size, making utility of the ambush attack harder over time.
Status Effects:
Armor is arranged in weakness and resistance:
Void > Very Weak > Weak > [None] > Fragile > Sturdy > Strong
Strong > Strong > Moderate > Moderate > Moderate > Minor > Fully Resisted
Minor Fire: The current Knight takes 2% damage of his overall health for 3 seconds.
Moderate Fire: The current Knight takes 4% damage of his overall health for 5 seconds.
Strong Fire: The current Knight takes 8% of his overall health for 8 seconds.
Minor Freeze: The current Knight is frozen for 4 seconds, impact damage amplified 10%.
Moderate Freeze: The current Knight is frozen for 6 seconds, impact damage amplified 15%.
Strong Freeze: The current Knight is frozen for 10 seconds, impact damage amplified 25%.
Minor Shock: The current Knight is shocked for 4 seconds, 3 second Shock intervals.
Moderate Shock: The current Knight is shocked for 8 seconds, 2 second Shock intervals.
Strong Shock: The current Knight is shocked for 10 seconds, 1 second Shock intervals.
*All Shock damage takes away 2% of health.
Minor Stun: The current Knight is stunned for 3 seconds, High Movement Speed decreased.
Moderate Stun: The current Knight is stunned for 6 seconds, High MSD and Mod ASD.
Strong Stun: The current Knight is stunned for 12 seconds, VH MSD and unable to attack.
Minor Poison: The current Knight's damage is decreased by 10% for 5 seconds.
Moderate Poison: The current Knight's damage is decreased by 30% for 8 seconds.
Strong Poison: The current Knight's damage is decreased by 50% for 10 seconds.
Minor Curse (Void): The current Knight takes 10% damage per attack for 10 seconds.
Moderate Curse (Sealed): The current Knight takes 15% damage per attack for 25 seconds.
Strong Curse (Gran): The current Knight takes 25% damage per attack for 50 seconds.
Minor Sleep (Void): The current Knight heals 2% health for 5 seconds, immobilized.
Moderate Sleep (Sealed): The current Knight heals 5% health for 10 seconds, immobilized.
Strong Sleep (Void): The current Knight heals 5% health for 20 seconds, immobilized.
Current Weapons:
All weapons have a damage type, swipes / charge time, range, and charge attack.
Each boss / eventful / Pre-Lockdown weapon has their own special effect.
Special effects can be activated once it reaches Level 05.
Outdated / obsolete weapons hold UNIQUE effects at level 10.
Meter Reduction shown based on charge - split charge amount with bullet or swipe.
Example: 10% MR = 2% per hit (5-swipe) or 5% (2-swipe)
nulls rule above; ie. 50% MR, <10%S>
Ranges: Short (+1-2), Moderate (+3-4), Large (+5-7), Long (+8-9), Longest (+10)
Acheron: Shadow damage. Three swipes. Short range (+1)
Charge causes moderate burst damage, knockback. 5 bursts. 30% MR
Argent Peacemaker: Elemental damage. Minor bullet damage, 6 bullets. Longest range (+10)
Charge causes moderate knockback and Stun. 10% MR
SPECIAL EFFECT: Does split piercing and elemental. Bullets pierce multiple enemies.
Ash of Agni / Shivermist Buster / Voltaic Tempest / Stagger Storm / Venom Veiler:
Elemental damage. MINOR (Fire / Freeze / Shock / Stun / Poison) variant, Haze.
Large range (+5) 30% MR
Barbarous Thorn Blade: Piercing damage. Three swipes. Short to Mod range (+1-3)
Charge causes multiple enemy piercing over sight or across circle, minor. 15% MR.
SPECIAL EFFECT: Each swipe or thrust has added piercing damage (Bite).
Big Angry Bomb: Normal damage. Burst. Long range (+9) 40% MR.
UNIQUE EFFECT: Stunlock enemies in place for 15 seconds.
Biohazard: Shadow damage. Minor orb damage. MOD Poison variant. 3 orbs. Long range (+8)
Charge tags opponent(s). Detonates for massive damage and knockback. 15% MR
SPECIAL EFFECT: Normal orbs tag and damage enemy without detonating.
Blitz Needle: Piercing damage. Minor to mod bullet damage. 6 bullets, 2 magazines.
Large range (+5)
Charge deals major piercing damage over a wide area within line of sight. 60% MR
Callahan: Piercing damage. Moderate to major bullet damage, 2 bullets. Mod Stun variant.
Large range (+6-7)
Charge causes major knockback and pierces enemies. 30% MR
Cold Iron Vanquisher: Normal damage. Three swipes. Short range (+1) 30% MR
Charge causes moderate knockback and lowers enemy defense by half for 5 seconds.
Combuster / Glacius / Voltedge: Elemental damage. STRONG (Fire / Freeze / Shock) variant. Three swipes. Short range (+1)
Charge causes moderate burst damage, knockback. 5 bursts. 15% MR
SPECIAL EFFECT (Volt): Extra burst (6), Lowers enemy power by 1/4 for 7 seconds.
Dark Briar Barrage: Piercing damage. Stagger. Large range (+6) 30% MR
SPECIAL EFFECT: Causes 50% extra damage of the overall damage of the bomb.
Dark Retribution: Shadow damage. Faze Orbs (4). Moderate range (+4) 20% MR
SPECIAL EFFECT: Causes burst damage; double damage
Deadly (Crystal / Dark Matter / Splinter / Shard) Bomb: Moderate range (+4) 20% MR
(Elemental / Shadow / Piercing / Normal) damage. Multiple burst (8).
UNIQUE EFFECT: Either shards burst into smaller groups (16).
Divine Avenger: Elemental damage. Two swipes. Short to Mod range (+2-4)
Charge deals translated explosion damage (x3). Major potential knockback. 50% MR
SPECIAL EFFECT: Charge straightens into parallel sides instead of outward diagonal.
Dread Venom Striker: Normal damage. MOD Poison. 5 swipes (10 hits). Short range (+1)
Charge causes moderate stagger and minor knockback. 10% MR
Electron Vortex: Elemental damage. STRONG Shock, Warp. Moderate range (+4) 30% MR
SPECIAL EFFECT: Increased range (+5) and inactivity of enemies
Fang of Vog: Elemental damage. STRONG Fire variant. Three swipes. Short range (+1) <10S>
Charge causes massive damage, no knockback. Chance to set self on fire. 80% MR
SPECIAL EFFECT: Chance to set nearby enemies on fire (Large range (+6))
Fearless Rigadoon / Furious Flamberge: Piercing damage. MINOR (Stun, Fire) variant.
Three swipes. Short to Mod range (+1-3)
UNIQUE EFFECT: Can tag multiple enemies with a swipe for grouped effects.
Final Flourish: Piercing damage. Three swipes. Short to Mod range (+1-3)
Charge causes moderate piercing damage (x3). Multiple thrusts (+2-5) 30% MR
Grand / Omega / (Gorgofist) / Savage Tortofist: (Normal / Ele / Shadow / Pierce)
Minor Thrust damage. Moderate Bullet damage. 2 actions. Mod range (+4)
Charge causes major damage upon impact, multiple mod damage tinks in contact.
SPECIAL EFFECT: Each shard connects to each other via electromagnetic bonds.
Contact with the bonds will Shock the enemy.
Gran Faust: Shadow damage. Curse variant. Two swipes. Short to mod range (+2-4) <10S/30S>
Charge deals massive translated explosion damage. Potential knockback. 40% MR
SPECIAL EFFECT: Charging time reduced by half, STRONG Curse (Opponent)
Hail / Storm / Magma Driver: Elemental. MOD (Freeze / Shock / Fire)
Moderate Bullet damage. 2 bullets. Large range (+6) 30% MR <10S>
Charge causes leftward ricochets, 10% for CRITICAL (Ricochet within enemy)
Iron Slug: Major Normal damage. 2 bullets. Large range (+6-7) 30% MR
Charge pierces multiple enemies, no knockback. Good chance to cause MOD stun.
UNIQUE EFFECT: Charged bullet splits into two, each retain damage of singular (x2)
Irontech Destroyer: Normal damage. MOD Stun variant, Burst. Large range (+7) 40% MR
UNIQUE EFFECT: Increased range (+9) and inward warp before detonation.
Lionheart Honor Blade (Levi): Normal damage. Three swipes. Short range (+1)
Charge causes major knockback and STRONG Stun. 20% MR
(LHB) SPECIAL EFFECT: Added Major Light Damage (160% of Normal Damage power)
Neutralizer: Minor to mod normal orb damage. 3 orbs. Long range (+8)
Charge tags opponent(s). Detonates for massive damage and knockback. 15% MR
SPECIAL EFFECT: Normal orbs tag and damage enemy without detonating.
Nitronome: Normal damage. Burst. Large range (+5) 30% MR
Nova / Umbra Driver: (Elemental / Shadow) damage. Mod to Major bullet damage.
2 bullets. Large range (+6)
Charge causes leftward ricochets, 10% for CRITICAL (Ricochet within enemy)
Obsidian Carbine: Shadow damage. Minor bullet damage, 6 bullets. MOD Poison variant.
Longest range (+10)
Charge causes moderate knockback and Stun. 10% MR
SPECIAL EFFECT: Charge has 25% chance for tentacles to hold enemy in place.
Obsidian Crusher: Shadow damage. MOD Poison, Warp. Moderate range (+4) 30% MR
SPECIAL EFFECT: Increased range (+5) and inactivity of enemies
Obsidian Edge: Shadow damage. Three swipes. STRONG Poison variant. Short range (+1)
Charge causes moderate burst damage, knockback. 5 bursts. 40% MR <10S>
SPECIAL EFFECT: 35% chance for tentacles to hold enemy in place.
Overcharged Mixmaster: Moderate Elemental damage. 3 rounds, 2 projectiles (6).
MOD Shock variant. Moderate to large range (+4-6) 70% MR <15S>
Charge causes massive stationary damage, 5 seconds of Stun from STRONG Shock.
SPECIAL EFFECT: Projectiles faze through multiple opponents.
Plague Needle: Minor to Mod piercing bullet damage. MINOR Poison. 6 bullets, 2 magazines.
Large range (+5)
Charge deals mod to major piercing damage over a wide area within line of sight. 60% MR
SPECIAL EFFECT: Needles stick to opponent, +100% damage to attacks per needle.
Polaris: Minor to Mod Elemental bullet damage. MOD Shock. 3 bullets, expand at (+3).
Mod to Large range (+3-6)
Charge deals major knockback, nullified if shocked.
SPECIAL EFFECT: Chance to shoot a slow, but large orb with powerful damage and knockback.
Scintillating Sun Shards: Piercing damage. Multiple burst (8). Moderate range (+4) 20% MR
UNIQUE EFFECT: Bursts twice into 16 shards while retaining same damage, STRONG Stun.
Sealed Sword (3*): Normal damage. Two swipes. Short to Mod range (+2-3)
Charge deals a random MOD status effect, stagger. 25% MR <10S/15S>
SPECIAL EFFECT: Charge has chance to deal two status effects, followed by an explosion.
Sentenza: Shadow damage. Minor bullet damage, 6 bullets. Longest range (+10)
Charge causes moderate knockback and Stun. 10% MR
SPECIAL EFFECT: Does split piercing and shadow. Bullets pierce multiple enemies.
Shocking Salt Bomb: Shadow damage. Multiple burst (8). Moderate range (+4) 20% MR
UNIQUE EFFECT: Bursts twice into 16 shards while retaining same damage, STRONG Shock.
Sudaruska / Triglav: Normal damage. (Triglav = Freeze Variant) Two swipes.
Short to Large range (+2-5)
Charge deals a staggering lunge and sword smash, followed by an explosion. 40% MR <15S/25S>
(Trig) SPECIAL EFFECT: Added Charge move at the end of the regular combo (+7, <30S>)
Supernova: Minor to Mod Normal bullet damage. 3 bullets, expand at (+3).
Mod to Large range (+3-6)
SPECIAL EFFECT: Chance to shoot a slow, but large orb with powerful damage and knockback.
Valiance: Moderate Normal bullet damage. 3 bullets, Large range (+7)
Charge deals mod to major Normal damage with major knockback. 30% MR
Volcanic Pepperbox: Normal damage. Minor to mod bullet damage. Fire Variant.
6 bullets, 2 magazines. Large range (+5)
Charge deals moderate Normal damage over a wide area within line of sight. 30% MR <5S>
UNIQUE EFFECT: Adds 1 more magazine (18) without using MR - Pierces enemies.
Warmaster Rocket Hammer: Elemental damage. Two swipes, 3 bursts damage.
Short to Large range (+2-6)
Charge causes strong explosion and thrust damage (x2). 50% MR <10S/25(5/15/5)S/15S>
SPECIAL EFFECT: Causes Fire when dealing thrust (burst) damage.
Wild Hunting Blade: Normal damage. 5 swipes (10 hits). Short range (+1-2)
Charge causes moderate stagger and minor knockback. 10% MR
Windmillion (4*): Normal damage. Three swipes. Short to Long range (+2-8)
Charge causes major thrust contact damage and moderate projectile damage (x3)
UNIQUE EFFECT: Projectiles double in damage and size; charge added to end of combo (+2-10)
(Continued...)
I (most likely) intend to drop it, as it was just a little DLC idea I had and came up on the spot, thus not being well thought out.
T'was thinking of adding the storyline and a few mechanics into this one, seeing as how unorganized (Again, little to no revision towards player accountability) everything was. I don't know what I was thinking about the spark part, I only thought about adding something a little different to SK's current system of spot and kill while taking minor damage.
I also tend to focus on Tier 3 or 5* weapons first before branching off to the lower tiers, which I'm sure most Tier 3 players are already Vanguards with nothing to do but farm, compared to those in Tier 1 and 2. I was getting ready to add the 2-4* versions of the weapons and gear to close the gap between 1* and 5*, but again, I dropped the project a while back, which I may not pick up again.
Back to this one, I'm still a newbie in coding, which I said above, could take months to finish.
Recently got my hands on Photoshop (Thanks, Holy!) and have an idea of how to make and edit 3D models.
I did look over most of it, and...TBH...
After people grinded their way to get a DLC, they're supposed to enjoy it and reap its benefits, not spend all their sparks right after saving all that money up if players end up dying to progress the story line. For a few...meh 5* pieces of armor and a sword / gun, we might have to spend around 2-10 sparks?
I haven't seen the crafting requirements yet, but if standard costs apply for crafting, a lot of people would feel cheated. That, and running the same thing again, including dying and all that, might be a little irking to some.
Though, it might seem fun for end-game players, there is content that probably should t be released in T1 and T2, including the Swarm, Sanctuary, etc., unless you'd want to be spo-
Nevermind, OCH did that already.
Still, if your content isn't complete yet, I'll wait.