Hey everyone, so I'm not sure if anyone else misses warcraft 3 RPGs such as twilights eve or D3F14NCE (I believe that's how you spell it? Been a while.) Lately I've been working on an RPG map that as of now has a quest line to 10, three spells for each class (Guardian, Tracker, Priest. I do plan on adding more.) and a water dungeon. I wanted it to play like a warcraft 3 rpg but require team play as many of us know on most warcraft 3 RPG's would consist of you hitting max level then one shotting everything to hell while you level up friends to farm gear. I wanted it to play as if diablo 3 and world of warcraft had a baby.. Why? Because path of exile was cool.. but still I haven't seen a good crawler like diablo with the dungeon dynamics of WoW. Honestly.. I haven't seen any very good RPG's on starcraft 2 that could actually make you feel like you're progressing.. SO I decided I would attempt to make armor show up and weapons on these WoW models which as of now, if you equip a chest to your character it changes his entire outfit (the same way diablo 2 works) Then you have another two slots for your shoulders and helmet that also are fully functional and look beautiful while you watch your character progress.
People can say that showing progression doesn't matter but lets be honest here guys.. As good as a game may be when i'm stuck looking at a zealot for five hours it gets pretty lame. It's like "Hey a new spell, sweet!" But i'm still a damn zealot.
What i'm looking for is a team who would want to make an RPG that's gorgeous, runs smooth, and has boss battles that will leave you stuck for hours. Starcraft has taken over as the editor we all should be using while there are still creators running through warcraft 3. We NEED to bring this genre heavily to starcraft.
Lets make something people will play and beg for regularly updated content.
They'll stay because who doesn't want to carry the best Armor and actually LOOK like a beast.
I was thinking of making a video showcasing what I have.
Character art progression is very easy in SC2. All the mechanics are there from changeable textures to compound attachment support. The only difficult part is getting the assets needed that work well together. Even Diablo III (a commercial game) struggled with this having issues like non-solid capes and holo-shields/weapons that at times appeared kind of ugly.
The main difficulty behind an RPG is getting good mechanics. A lot of SC2 RPG makers appear stuck in the 1990s using dated methods of progression such as attribute points that have been proven bad for gameplay time and time again. Many also forget that SC2 has other Arcade maps so expect you to grind for 24+ hours to get what you want in a game where competition for time is tough. Some are a total buggy mess where I would demand a time refund if such a thing were possible.
I would strongly advise posting what you have so far and also documenting what you aim for with examples. It is far easier for people to want to invest time into something tangible than a few paragraphs in a post by a random user.
Start by getting the core mechanics of the RPG working. For example a boss fight, a dungeon/creeping area, some quests and 2-3 highly different classes. It is easier to refine stuff when small than when big and this is when you can still make major gameplay alterations fairly easily. Do not be afraid to take complete changes in approaches and directions if you feel something is not working as you wanted, it is common during game creation that mechanics undergo several revisions before being finalized.
Finally I strongly recommend you do not listen to everyone's feedback. Players seldom know exactly what they want or what could be done and it is very easy to go from a good map to trash by doing so. That said if you read between all the talk and nonsense they post you may be able to discover an underlying issue which is what should be revised/changed so reading them is important. Additionally if someone themselves is a developer chances are their feedback will be more appropriate that some person who never even opened up the editor as they have experience with the subject.
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Hey everyone, so I'm not sure if anyone else misses warcraft 3 RPGs such as twilights eve or D3F14NCE (I believe that's how you spell it? Been a while.) Lately I've been working on an RPG map that as of now has a quest line to 10, three spells for each class (Guardian, Tracker, Priest. I do plan on adding more.) and a water dungeon. I wanted it to play like a warcraft 3 rpg but require team play as many of us know on most warcraft 3 RPG's would consist of you hitting max level then one shotting everything to hell while you level up friends to farm gear. I wanted it to play as if diablo 3 and world of warcraft had a baby.. Why? Because path of exile was cool.. but still I haven't seen a good crawler like diablo with the dungeon dynamics of WoW. Honestly.. I haven't seen any very good RPG's on starcraft 2 that could actually make you feel like you're progressing.. SO I decided I would attempt to make armor show up and weapons on these WoW models which as of now, if you equip a chest to your character it changes his entire outfit (the same way diablo 2 works) Then you have another two slots for your shoulders and helmet that also are fully functional and look beautiful while you watch your character progress.
People can say that showing progression doesn't matter but lets be honest here guys.. As good as a game may be when i'm stuck looking at a zealot for five hours it gets pretty lame. It's like "Hey a new spell, sweet!" But i'm still a damn zealot. What i'm looking for is a team who would want to make an RPG that's gorgeous, runs smooth, and has boss battles that will leave you stuck for hours. Starcraft has taken over as the editor we all should be using while there are still creators running through warcraft 3. We NEED to bring this genre heavily to starcraft.
Lets make something people will play and beg for regularly updated content. They'll stay because who doesn't want to carry the best Armor and actually LOOK like a beast. I was thinking of making a video showcasing what I have.
Character art progression is very easy in SC2. All the mechanics are there from changeable textures to compound attachment support. The only difficult part is getting the assets needed that work well together. Even Diablo III (a commercial game) struggled with this having issues like non-solid capes and holo-shields/weapons that at times appeared kind of ugly.
The main difficulty behind an RPG is getting good mechanics. A lot of SC2 RPG makers appear stuck in the 1990s using dated methods of progression such as attribute points that have been proven bad for gameplay time and time again. Many also forget that SC2 has other Arcade maps so expect you to grind for 24+ hours to get what you want in a game where competition for time is tough. Some are a total buggy mess where I would demand a time refund if such a thing were possible.
I would strongly advise posting what you have so far and also documenting what you aim for with examples. It is far easier for people to want to invest time into something tangible than a few paragraphs in a post by a random user.
Start by getting the core mechanics of the RPG working. For example a boss fight, a dungeon/creeping area, some quests and 2-3 highly different classes. It is easier to refine stuff when small than when big and this is when you can still make major gameplay alterations fairly easily. Do not be afraid to take complete changes in approaches and directions if you feel something is not working as you wanted, it is common during game creation that mechanics undergo several revisions before being finalized.
Finally I strongly recommend you do not listen to everyone's feedback. Players seldom know exactly what they want or what could be done and it is very easy to go from a good map to trash by doing so. That said if you read between all the talk and nonsense they post you may be able to discover an underlying issue which is what should be revised/changed so reading them is important. Additionally if someone themselves is a developer chances are their feedback will be more appropriate that some person who never even opened up the editor as they have experience with the subject.