It seems my team leader has ditched the project so i'm going to finish the map, a little different than intended. If you could i would be grateful for hero ideas. I ask however, that you put down the hero type, attack, stats, and please go into details on spells.
excellent, but i don't think i can have 2 guys on terraining...or can i? Anyways, we already have a terrain, BUT it needs some work to make it more defined (the theme was multi biomes but created a lot of open spaces [perhaps too much open space]).
Now that that's settled, i'll be pming those i call for services. If you have some spawn trigs, that would help a lot. We also need an item system and inventory for the map. skins and models are also welcome with hero ideas, and yeah, whatever else you think should be in AoS type maps.
I loved legend of dragoon, great game, i think an aos based on that would be fun. But are you going to have things like Doel- Thunder Dragon Transform
Leenus -> water dragoon form
Haschel -> Thunder Dragoon Form
Miru -> water dragoon form?
Or are you going to make evil have diffrent abilities (if your gunna have dragoon's at all)
Then theres always dark with devine dragoon .
Well if you have space, im a fairly good spell triggering, i cant quite do jass but i can do almost anything with triggers.
I could always do items, but im not sure how to do the item system.
Changing the swirly thing for stun is in the buff, you have to go into the buff editor and edit the buff the stun spell uses. Then you can add something else.
Well i figured now that i'm ditching the Dragoon morphs and we're making it a reg aos map but with LOD charatcers. They still have signiature moves, but their ultimate is simply a move from dragoon form.
As for item sysem i've finally figured a decent way to do it.
Bascally, there will be item types that each hero can weild: sword: light medium, heavy; axes: heavy; bows: light, heavy ; harpoons ; scepters.
Then there's shields amulets and footwear some of each kind.
Now each weapon has 3-4 levels of upgrades in which you can purchase unikely only through each hero via an upgrade system. The weapons can gain increased attack damage/speed/durability (resest to norm when upgrading). You can also imbu your weapon to activate a preset orb ability as well, which is lost durcing upgrading and is unique to each weapon.
The same goes for armor and footwear. Then some heroes can hold a second sword (however a special kind only) or a shiled/armband which granst better defense and inscreased attack capabilities (ie quicker attack/ability to weild heavier weapons)
Now the tricky part is you buy only 1 of each of the 5 types and that is yours for THE ENTIRE game and you can't drop or lose it either but you upgrade and improve it trying to find a balance.
Then there is one slot devoted to any miscelanious consumable item you want. This allows for active use of actuall consumable items instead of those becoming useless.
The reason for this is it reduces the amount of items actually present on the map and also keeps from someone gaining an extremely quick advantage and also allows hero building to be more versatile (there's more than 1 of each beginner item.)
Also, some items can only be used without consequence if certain cirteria is met. For example, Dart can weild heavy swords but will suffer from a reduced attack until he upgrades the sword with sword mastery (which decreases the panalty of 30% by half) or he gets some gauntlets of the titan (needed from an upgraded armband) to lower that to a )% penalty, then he won't lose the attack speed.
The thing is, by restricting the items to upgrades, you're limited to your combinations and thus have to develop appropriate forms. Like the last example, the titan gauntlets might only be level 2 of 5 and nowhere near the best armband, but allow Dart to weild his "Golden Blade", a very powerful but brittle and heavy sword (names are random) with ease. Even though he would upgrade his amulet and get sword mastery, he'd still suffer from a lowered attack speed. Therefor if he chooses for more efficient attacks, then he must keep the titan's gauntlets. But if he chooses to upgrade the gaunlets, he'll lose the attack speed in exchange for perhaps less of an advantge given the situations.
Basically, the system will work like what i talkied about (but on a much larger scale and variety.)
The upgrades for weapons will be something alow the line of 500-800-1100-1400-1700-2000 for one particular item so it will be very difficult in short games to increase even 1 item to mastery.
One last thing about the items; they will have durability. Up until now i said you were stuck with your weapon until the end, well i changed that;you're still stuck with it, but if it breaks, it no longer grants the proper bonuses (you still take the penalties). The upside is that it makes the game a little more realistic and keeps people from staying on the battlefield forever less they wish to break thier weapon. I'd say the maximum durability from a weapon would be around 300 points (losing 1 point per strike) and for an armor 500-700 points (this means that at max level with all durability upgrades this will be true but you'll start out with stuff around 100 durability or so)
My systems will be fullproof and make sure that no one becomes an uber-hero killing machine once he gets a few k.
that's all i've thought up with, but the problem will be all the special types of armor that you'll need.
Well i figured now that i'm ditching the Dragoon morphs and we're making it a reg aos map but with LOD charatcers. They still have signiature moves, but their ultimate is simply a move from dragoon form.
As for item sysem i've finally figured a decent way to do it.
Bascally, there will be item types that each hero can weild: sword: light medium, heavy; axes: heavy; bows: light, heavy ; harpoons ; scepters.
Then there's shields amulets and footwear some of each kind.
Now each weapon has 3-4 levels of upgrades in which you can purchase unikely only through each hero via an upgrade system. The weapons can gain increased attack damage/speed/durability (resest to norm when upgrading). You can also imbu your weapon to activate a preset orb ability as well, which is lost durcing upgrading and is unique to each weapon.
The same goes for armor and footwear. Then some heroes can hold a second sword (however a special kind only) or a shiled/armband which granst better defense and inscreased attack capabilities (ie quicker attack/ability to weild heavier weapons)
Now the tricky part is you buy only 1 of each of the 5 types and that is yours for THE ENTIRE game and you can't drop or lose it either but you upgrade and improve it trying to find a balance.
Then there is one slot devoted to any miscelanious consumable item you want. This allows for active use of actuall consumable items instead of those becoming useless.
The reason for this is it reduces the amount of items actually present on the map and also keeps from someone gaining an extremely quick advantage and also allows hero building to be more versatile (there's more than 1 of each beginner item.)
Also, some items can only be used without consequence if certain cirteria is met. For example, Dart can weild heavy swords but will suffer from a reduced attack until he upgrades the sword with sword mastery (which decreases the panalty of 30% by half) or he gets some gauntlets of the titan (needed from an upgraded armband) to lower that to a )% penalty, then he won't lose the attack speed.
The thing is, by restricting the items to upgrades, you're limited to your combinations and thus have to develop appropriate forms. Like the last example, the titan gauntlets might only be level 2 of 5 and nowhere near the best armband, but allow Dart to weild his "Golden Blade", a very powerful but brittle and heavy sword (names are random) with ease. Even though he would upgrade his amulet and get sword mastery, he'd still suffer from a lowered attack speed. Therefor if he chooses for more efficient attacks, then he must keep the titan's gauntlets. But if he chooses to upgrade the gaunlets, he'll lose the attack speed in exchange for perhaps less of an advantge given the situations.
Basically, the system will work like what i talkied about (but on a much larger scale and variety.)
The upgrades for weapons will be something alow the line of 500-800-1100-1400-1700-2000 for one particular item so it will be very difficult in short games to increase even 1 item to mastery.
One last thing about the items; they will have durability. Up until now i said you were stuck with your weapon until the end, well i changed that;you're still stuck with it, but if it breaks, it no longer grants the proper bonuses (you still take the penalties). The upside is that it makes the game a little more realistic and keeps people from staying on the battlefield forever less they wish to break thier weapon. I'd say the maximum durability from a weapon would be around 300 points (losing 1 point per strike) and for an armor 500-700 points (this means that at max level with all durability upgrades this will be true but you'll start out with stuff around 100 durability or so)
My systems will be fullproof and make sure that no one becomes an uber-hero killing machine once he gets a few k.
that's all i've thought up with, but the problem will be all the special types of armor that you'll need.
Not only does that sound like making that many items would take FOREVER but it sounds like the item system would be only doable by jass. Dart doesnt ever use a golden blade weapon, he weilds Claymore as his best weapon.
Some problems with the weapon system i saw: Each weapon can be imbune with an orb, but its lost each time you upgrade your weapon. The flaw there is that adds 5 new items (in addition to the 5 normal)and 5 new item abilties (in addition to the 5 normal weapon abilities), and triggers to swap the items. Saying you have dart, rose, shana, (lavits/albert), haschel, kongol, and miru. Thats 35 new items, 35 new abilties, 5-35 new triggers. Thats a good days worth of CnP this and CnP that. Then theres evil: Melbu frahma, maby llyod, leenus, doel, and other 3 you might be adding. Thats 140 items, 140 abilties, 20-140 triggers. Then theres armor... Not only that though! People who make the items have to have played lengend of dragoon to get the names right, else it would be very weird to see... Kongol weilding the dragon buster rather than an axe . If you make armor have orbs with 5 levels, you now have: 280 items, 280 abilties, 40-280 tirggers. Then theres hero abilties you must squeeze in, consumable items, and units.
Then theres terrain, ands tuff like that. To me it sounds like this map would be a little over 4mb with custom models, ablties, and skins. I could see that map be a little under 3.5mb with the right alphaing unit weapons, attachments rather than whole new models.
definately needing some reowrking once again because i want to keep it around 1k which is what most aos maps are that don't lag. Less space i take means less lag i make. So considering you're analysis, i'd say the item system cannot be that (that's way too much) Perhaps there's an ability to simply add an ability to an item. I haven't even thought of this but perhaps it would work. That way whenever upgrading, yuo don't changing the item, rather you simply change the stats of it.
Assuming that doesn't work i've figured out a new way.
I figure there's going to be 20 armors (of varying level of 1-3, 3 being the best), 40 weapons (not evenly distributed as some types will occur more than others and 20 offhand choices (not for each hero however). There will be 7 choices of boots, (3 level 1 two elevl 2 and 2 level 3 choices) And around 15 consumable items.
Altogether, i'll assume that there will be around 100 items in the game. They will be sold at shops and such and some will be at secret shops. Now, the durability thing will stay the same as it's easy to modify and i'll trigger it to destroy the item if durability drops to 0.
I'm also going to change the penalty system to create penalties on every item (small but to keep it realistic)
A varaible for every player, that has an array up to 100 points per player.
each time a player buys/sells/gains/destroys/uses an item, a trigger must be implimented to add the item to the array, and add another array variable that goes up by 1 per item, then when it reaches 12, it would remove 6 of the older items not in the heros inventory, so the varaible doesnt make the game laggy. Then, when (if) the varaible reaches 0 a trigger to destroy (or temporaraly remove) the item. The hard part is keeping all this in check with how many players doin how many things at 1 time. Say there are 8 players. ------------Weapons---------------------------------- 1 Varaible array with a 100 cap per player. (8 total) 8 triggers to remove old varaibles. 8 triggers to doc durability. 8 triggers to temporaraly remove or destroy an item. -------------Armor------------------------------------ 1 Varaible with a 100 cap per player (8 total) 8 triggers to remove old item varaibles. 8 triggers to doc durability. 8 triggers to temporarily remove or destroy an item. -------------Repair----------------------------------- 8 Triggers to start repair. 8 Triggers to end repair. 8 varaibles to set to blah blah amount. 8 more varaibles for a timed repair. -----------Overveiw----------------------------------- All in all its a fairly large system, totaly 66 triggers, and 32 varaibles, You still need a weapon system to remove certain weapons or add certain weapons. Still need to balance out ur map, still need to finish up some spells, still need some items. Still need some triggers, still need some creeps. Id say you have a long road ahead of you, and that this map of your will be 3mb or more unless you stay without models/skins, 1.5k minimum. with 4k roof, id say ur alright. But then again if you add more things, i could be wrong.
Hero takes damage. Set charges on Item in slot 2 of the hero taking damage( slot 2 or whichever i want will be the slot we put def items in) to charges -1. When the charges equal 0 then remove the item.
I trigger to check for an item type and move it to the proper slot when an item is boguth i only need 1 trigger for that becuase it can be any hero who buys it is all.
When they repair, then i simply remove and add the item back again.
To my recolection there is a function that ramoves charges from an item and can move an item to a certian slot and add an item to a certain slow as well. I just need to make 4 triggers to check to see if the hero has an item of the type when he buys the item. That will get him to drop the item instantly.
THAT's how i had planned to do it. It's still quite a few triggers, but nowhere near 64 (maybe 20 tops).
Still i'd have to check it to be sure but i think i could even get the replacing to work properly with only one trigger without having to store the item value.
It woudl be something like (create (item in slot X of X heroes inventory)) at X area. Remove x item from x hero and move item in X area to inventory slot X for hero X. Something along those lines.
Still a problem if a player uses a charge (or say 700 charges) without knowing what it would do. ALSO this eleminates multiple time use equipment, so you have less options with god-like weapons.