For the website, could you give me some unedited screenshots of different stuff, like a dungeon (if you have one finished/enough of it finished), the equip screen, inventory screen, etc.
Ive got a couple more classes built. Only a few more then I can work on items which will be alot faster progress. After that its monsters and bosses and the demo will be available. Im hoping to make the demo release be the main map with no bonus dungeons. Once demo release is complete i'll add some more items, monsters, fill the other dungeons that are made already with items and monsters and make that full release. After t6hat i'll add the rest of the heroes, more items, More sets, more dungeons. Etc
sorry im about 15 days late replying, but i rarely read these kind of threads
because not everybody knows jass. Believe me i would rather have two jass triggerers. And how can you be a moderator and not know how to read? Just because I am looking for these skills doesnt mean I dont know how to do any of it.
1) Then why not ask for 2 JASS triggerers, and not act like you definately WANT a GUI triggerer? Say 2 JASS triggerers, if possible
2) It looks as if any position needed in mapmaking was asked for
Sounds good. I wanted to make such a rpg (with multimaps and stuff) but doing it solo is not fun at all.
Ageing system sounds lame since I do not want to play 1 hour as a usless baby or whatever just to eventualy I can pick my class and worse I do not want to listen to 100s of "good work! now press the up arrow and left to equip the stick" every time I want a new hero so I hope you are including a function for "profesional players" to skip player help and forced training quests. . . Even better make 2 starting maps.
One for the beginner who needs help and one for the pro who knows what to do.
Well anyway do not take this badly but I do not think an aging system is that helpfull to an RPG unless it helps each class in a spesific way from the start. Many wc3 rpgs had that trouble since it is lame to have 8 players each lvl 1 with no difference in stats or spells at all.
Well thats about the only thing I seem to find to critisize.
To manage a project like this I recomend you split up into 2 groupes. 1. The engine develoment team. 2. The map creation team.
Since the map is just a user of the engine for the rpg. Only problem with this type of RPG is that unless you add the new engine to each old map and rerealse you will find that the newer maps are uncompatiable with the old maps. You could also include in the save / load 1-2 digets stroing engine version number so that if a person tries to load a newer hero in an old engine version it will warn him that the hero might be incompatiable.
On to heroes and stuff I hope this is not going to be one of thoes humonide only RPGs! Im sick of seeing humans, elves, orcs and undead in RPGs. Something more unique would realy make your RPG stand out. Maybe multiple races for you to be? Since im sure most people agree that being Human lookalikes is getting dull.
Spells I hope your using stat based spells since other wise your RPG will end up a FF epic or a Juliens RPG spell wise. I also hope to see cool unique spells and summons(if any) that power up with your stats and spell level. Also spell resistence then could be added using triggers again making the rpg of higher quality.
Creeps I hope to see creeps that power up as you do, (like in the game Elder scrolls - Oblivion) well atleat power up slightly since otherwise it will be lame just 1 hit killing all weak badies. Also some variation in creeps (size, attack, hp, armor, spells, speed) would make the RPG extremly cool and will not require to much work. There should be atleast 2 factions of creeps which wage war on each other appon sight (since often rpgs have bandits walking next to "kill all life" undead) so that you will see in some areas bears killing wolves or bandits killing wolves. If you use that system of 2 creep factions a system of making them slightly stronger after killing an enemy creep might be a good touch (leveling creeps).
EXP system. The usual exp systems are lame. . . How about a realistic EXP system (well not exactly) You get EXP for damage delt not kills! That would be cool, new, more rewarding for pros, and balence the creeps exp income all for you. It would also stop exp leaches from steling EXP from the stronger players.
Selective difficulty might be a good idea. For pros they might want hard difficultys where quests and creeps are realy strong while noobs might want the same quest but with easier objectives.
I hope some of theses ideas make you think "ill use that".
I might be interested in joining if the demo engine is good and since I do not have much time ill atmost be able to do creeps and map layout. But im only going to consider once I see the working demo map.
Some of the points taken are good ideas some are not I may use a few of your ideas I may not. Keep the posts like that coming they are useful. Moreover put that up in the official forums it'll be easier read there.
Hey remember to do abilities also! It's very annoying when there reads "YOU CAN GO UP TO LEVEL 10000!!!111" on the loading screen and in-game, you have all abilities at max level after 30 levels... Then the rest 9970 levels just give more stats
And yea as mentioned before, huge map ideas usually crash, you will probably get bored of the whole idea before you get even half of the map done. I have personal experience about it
read through what i posted earlier on about skill levels. There will be plenty of do at higher levels plus you will still be gaining skills. There will be bonus dungeons which will be an entire map of their own tuned to certain character levels. Plus there will always be hunting for rare items, item set components, rare recipes, Im thinking on making rare pet summons that you acquire via recipe components.
We are about half finished with the public release. This project isnt really slowing down much. Only speeding up with the increase of volunteers willing to help make progress on the map.
*News* Found a critical error on one of the systems which is going to be worked out before progress on the rest of it continues. Id rather release a polished demo over a bugfest.
Hmm looks promising. But this is a multiplayer project consisting of multiple maps. How is the transition of players from one map to another done? The only way I see is that one player have to re-host and the other players join to get to another map? Or did I miss something?
-BlackKnight-Hmm looks promising. But this is a multiplayer project consisting of multiple maps. How is the transition of players from one map to another done? The only way I see is that one player have to re-host and the other players join to get to another map? Or did I miss something?