Anyone know the outlining code that gets this to display as youtube video? lol - Your welcome /Zarakk ;)
Anyways. This is a rough concept of what World of Starcraft might be like. As you can see the Ghost class is about 50 percent done any many of the basic gameplay combat mechanics do in fact work. I will be putting things on hold for about a month while I really get deep into the data editor and start learning things that I neglected before. My intention is to bring nothing short of a professional MMORPG to the eyes of the public and I will work as hard as necessary to do that. I could still use help if anyone is interested.
I like the project and it's clearly had a lot of time spent on it, but that UI is horrific. Health bars don't belong in the corner of your screen (how did that trend even begin?). There's a lot of misused space and in a game like this, the UI really makes or breaks the whole experience. I'm sure you can read up on how to make a quality UI and I'd strongly advise it before it becomes a more ingrained issue.
the health is in the corner of the screen for world of warcraft and this project uses a very similar layout.
Still i think it should be lowered and moved to the right a bit, and the enemy health should be lowered a bit and centered (or not centered it depends if you want to stick with the WoW layout).
Also, whatever those 2 boxes are on the bottom left and right are very unnoticeable and the camera should have the character centered more because when you move back the UI blocks the view of your character.
The action bar needs scaling down imo. But besides that i loved it. Can't wait.
Are there gonna be any custom models? Or only those that are already in the editor?
The WoW layout seemed to work for 13 million people. If it's not broken, don't fix it. Once a working demo of the project is complete I will look into allowing people to customize the layout of the UI to their own liking, but as of right now, this will stand... unless I get an overwhelming amount of people complaining about the UI.
There will be some custom models integrated into the game, most defintely, but most will be existing models. We don't want to be careful of how much file space we take up.
Looks amazing but I have to agree with the UI layout it's in bad positions. There was a thread on here that said what a decent UI layout was, at least for an MMO.
I think it looks great man, maybe just make the health bars a milimeter smaller, otherswise it great, and if 1 of these complaining Noobs can do any better than wat u have done then they've copyed it
"My intention is to bring nothing short of a professional MMORPG to the eyes of the public"
I really dont see that happening. Youve already said before that you wont be making "equipable gear" have its own "model variations" on the characters themselfs.... (which is like half the fun of an mmo)
The UI is pretty consistent for how most "tanks/ healers view their raids".
For some reason that video reminds me of "Magisters Terrace"
and if 1 of these complaining Noobs can do any better than wat u have done then they've copyed it
Rofl?.
Quote:
Not to be a wet blanket but...
"My intention is to bring nothing short of a professional MMORPG to the eyes of the public"
I really dont see that happening
I agree. In theory such a project looks `cool` and fun, but in practical terms?. While the Sc2 engine can `emulate` a semi-real experience such as an FPS/TPS Or MMO, It isn`t designed to fully play those game types.
There`s a small chance that you could pull it off, but it would require a hint of genius amongst other things.
What you have looks good, but if it`ll equate to a fun popular map, Im skeptical. Just my opinion and perspective.
Good luck.
Thankyou to those who are in support of this project coming to life. Your comments are greatly appriciated. When I get positive feedback from people it gives me energy and motivation to continue. I've been an artist my entire life and I've never made a penny off of it. I use my own time to make things that I hope will help people find life a little bit more interesting and colorful. This game will happen.
I really dont see that happening. Youve already said before that you wont be making "equipable gear" have its own "model variations" on the characters themselfs.... (which is like half the fun of an mmo)
I agree, and I don't know where you're getting your information. This comes straight from my message board. --
WoSC will not be about endless hours of grinding but rather put a focus on scripted boss fights that reap glorious reward upon success.
Because of the limitations of GEs banking system, only three things will be saved to a character.
1. Phat Lewtz: Loot will be the major role of character progression in WoSC. We will create hundreds of custom weapons and items for players to fight for in their quest to dominate the galaxy. These weapons and items will be both exciting and siutational... not just... whoo yay I got a new sword that does more DPS and has a different model file... yay...
Weapons and items will have their srengths and weaknesses depending on the situation so it will be a less linear experience than just grinding and grinding for the next weapon so you can toss away your current one.
2. Minerals and Rank: Minerals will be gained while progressing through raid instances and will be used to purchase items and weapons. Rank will be attained by killing raid bosses and will unlock the ability to purchase higher grade equipment.
3. Allocation Points: AP will be granted from killing bosses and can be used to premanently boost a stat of your choice. The stat bonuses are very subtle and will hardly separate a casual player from a hardcore player.
Well it sounds like you do have a game plan for the kind of content you will cover with this.
I spose if you really do pump your blood and sweet into youll come up with something re-playable.
But your forgetting one crucial component. The kind of lewt system your working on is exactly why non-secure banks are a problem.
I could easily modify my bank data to get all the lewt I want. At least this doesnt sound like the type of map where said "cheater" could actually grief other players at least but he could rigg it for himself and his friends.
I think it looks great man, maybe just make the health bars a milimeter smaller, otherswise it great, and if 1 of these complaining Noobs can do any better than wat u have done then they've copyed it
Air thankyou for your support man but a lot of the people commenting here are aspring game designers who work very hard. Calling them noobs won't get you anything but backlash here :/ Be nice.
You did a really good job so far! I think you should scale down the Healthbars and UI bar a little bit.
Its really impressive what you have accomplished, almost looks like a real rpg :P.
If you need a tester, just send me a PM.
So how do these MMORPG's in starcraft work? You get put in a game with 12 or so other people and your characters get loaded via banks, right? You can only build a world so big, though, because map-switching won't work on battle net, right?
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Yes, the maps will generally be 10 player instances. I've heard there's a way to develop a cross banking system in which multiple maps can load the same bank data as long as the games are published by the same creator. WoSC will therefore be an instanced based game eventually stemming accross 10 different maps. Can I get an experienced mapper to back me up on the claim of cross-banking?
So there are going to be 10 different raid/instance WoSC maps? I can only imagine. Each will be unique right? I eagerly await for your completion or even a beta.
After a 4 day break I've returned to work. I've gotten a lot of positive feedback from the pre-alpha trailer I put out and despite patch 1.2 wrecking my in game chat system, the horrid lag from last multiplayer playtest, and a disgusting map init bug thats forced me to create a 10 second map init trigger run, I will continue to press forward.
The feedback I've recieved on the sc2mapster forums has been quite helpful. Because of the comments I am reworking the user interface. I am scaling down the UI action bar by about 20 percent and setting each ability to an individual dialog so that in the future, players will be able to customize and move around different abilities on their skill bar just like in WoW.
I am also developing a new chat system and changing the camera positioning and adding in some zoom levels for players as well as adding in an options menu in which you can change the far clipping to increase system performance. *breathes*
Once all these new polishes are in place I will continue finishing the Ghost class and then move on to creating the other classes.
Ghost, Marine, Firebat, Medic, Marauder, and Reaper are planned for the initial release.
Zealot, High Templar, Dark Templar, Preserver, and Executor are the protoss classes planned for 2.0 in the far far future.
Once the initial 5 terran classes are completed and working, fully polished I will begin scripting the demo boss fight against Xava'Tor Ulrazej. If you are familliar with the Starcraft books, Ulrazej was a mighty Dark Archon made of 7 Dark Templars who was sealed away in a crystal. The fight against him will feature 4 different unique phases of combat where players will have to use tactics and timing to overwhelm the boss. If you manage to complete the boss you will gain allocation points and minerals for upgrading your characters when the official game is released...
breathes*
As you can see there is a lot of work to be done. Shawn is working on finding a way to transfer data between maps so once we're able to figure that out we can get other map makers to actually help with making custom weapons and abilities... which I am really excited about.
Rollback Post to RevisionRollBack
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Anyone know the outlining code that gets this to display as youtube video? lol - Your welcome /Zarakk ;)
Anyways. This is a rough concept of what World of Starcraft might be like. As you can see the Ghost class is about 50 percent done any many of the basic gameplay combat mechanics do in fact work. I will be putting things on hold for about a month while I really get deep into the data editor and start learning things that I neglected before. My intention is to bring nothing short of a professional MMORPG to the eyes of the public and I will work as hard as necessary to do that. I could still use help if anyone is interested.
worldofstarcraft.proboards.com
Ryan
I like the project and it's clearly had a lot of time spent on it, but that UI is horrific. Health bars don't belong in the corner of your screen (how did that trend even begin?). There's a lot of misused space and in a game like this, the UI really makes or breaks the whole experience. I'm sure you can read up on how to make a quality UI and I'd strongly advise it before it becomes a more ingrained issue.
@Eiviyn: Go
the health is in the corner of the screen for world of warcraft and this project uses a very similar layout.
Still i think it should be lowered and moved to the right a bit, and the enemy health should be lowered a bit and centered (or not centered it depends if you want to stick with the WoW layout).
Also, whatever those 2 boxes are on the bottom left and right are very unnoticeable and the camera should have the character centered more because when you move back the UI blocks the view of your character.
The action bar needs scaling down imo. But besides that i loved it. Can't wait. Are there gonna be any custom models? Or only those that are already in the editor?
The WoW layout seemed to work for 13 million people. If it's not broken, don't fix it. Once a working demo of the project is complete I will look into allowing people to customize the layout of the UI to their own liking, but as of right now, this will stand... unless I get an overwhelming amount of people complaining about the UI.
There will be some custom models integrated into the game, most defintely, but most will be existing models. We don't want to be careful of how much file space we take up.
nice
I don't know about you, but every WoW addict I know of uses their own UI mods.
Interestingly most move hp bars into the lower area of the screen.
Looks amazing but I have to agree with the UI layout it's in bad positions. There was a thread on here that said what a decent UI layout was, at least for an MMO.
I think it looks great man, maybe just make the health bars a milimeter smaller, otherswise it great, and if 1 of these complaining Noobs can do any better than wat u have done then they've copyed it
Not to be a wet blanket but...
"My intention is to bring nothing short of a professional MMORPG to the eyes of the public"
I really dont see that happening. Youve already said before that you wont be making "equipable gear" have its own "model variations" on the characters themselfs.... (which is like half the fun of an mmo)
The UI is pretty consistent for how most "tanks/ healers view their raids".
For some reason that video reminds me of "Magisters Terrace"
Rofl?.
I agree. In theory such a project looks `cool` and fun, but in practical terms?. While the Sc2 engine can `emulate` a semi-real experience such as an FPS/TPS Or MMO, It isn`t designed to fully play those game types.
There`s a small chance that you could pull it off, but it would require a hint of genius amongst other things.
What you have looks good, but if it`ll equate to a fun popular map, Im skeptical. Just my opinion and perspective.
Good luck.
Thankyou to those who are in support of this project coming to life. Your comments are greatly appriciated. When I get positive feedback from people it gives me energy and motivation to continue. I've been an artist my entire life and I've never made a penny off of it. I use my own time to make things that I hope will help people find life a little bit more interesting and colorful. This game will happen.
I will work on the UI.
Ryan
I agree, and I don't know where you're getting your information. This comes straight from my message board.
--WoSC will not be about endless hours of grinding but rather put a focus on scripted boss fights that reap glorious reward upon success.
Because of the limitations of GEs banking system, only three things will be saved to a character.
1. Phat Lewtz: Loot will be the major role of character progression in WoSC. We will create hundreds of custom weapons and items for players to fight for in their quest to dominate the galaxy. These weapons and items will be both exciting and siutational... not just... whoo yay I got a new sword that does more DPS and has a different model file... yay...
Weapons and items will have their srengths and weaknesses depending on the situation so it will be a less linear experience than just grinding and grinding for the next weapon so you can toss away your current one.
2. Minerals and Rank: Minerals will be gained while progressing through raid instances and will be used to purchase items and weapons. Rank will be attained by killing raid bosses and will unlock the ability to purchase higher grade equipment.
3. Allocation Points: AP will be granted from killing bosses and can be used to premanently boost a stat of your choice. The stat bonuses are very subtle and will hardly separate a casual player from a hardcore player.
@EternalWraith: Go
Holy shit once again we agree.... saw you quoting me and for a second I thought I might be getting banned again =)
@Creation25: Go
Well it sounds like you do have a game plan for the kind of content you will cover with this.
I spose if you really do pump your blood and sweet into youll come up with something re-playable.
But your forgetting one crucial component. The kind of lewt system your working on is exactly why non-secure banks are a problem.
I could easily modify my bank data to get all the lewt I want. At least this doesnt sound like the type of map where said "cheater" could actually grief other players at least but he could rigg it for himself and his friends.
lol banned?
Air thankyou for your support man but a lot of the people commenting here are aspring game designers who work very hard. Calling them noobs won't get you anything but backlash here :/ Be nice.
You did a really good job so far! I think you should scale down the Healthbars and UI bar a little bit. Its really impressive what you have accomplished, almost looks like a real rpg :P. If you need a tester, just send me a PM.
Topsen
So how do these MMORPG's in starcraft work? You get put in a game with 12 or so other people and your characters get loaded via banks, right? You can only build a world so big, though, because map-switching won't work on battle net, right?
Yes, the maps will generally be 10 player instances. I've heard there's a way to develop a cross banking system in which multiple maps can load the same bank data as long as the games are published by the same creator. WoSC will therefore be an instanced based game eventually stemming accross 10 different maps. Can I get an experienced mapper to back me up on the claim of cross-banking?
So there are going to be 10 different raid/instance WoSC maps? I can only imagine. Each will be unique right? I eagerly await for your completion or even a beta.
After a 4 day break I've returned to work. I've gotten a lot of positive feedback from the pre-alpha trailer I put out and despite patch 1.2 wrecking my in game chat system, the horrid lag from last multiplayer playtest, and a disgusting map init bug thats forced me to create a 10 second map init trigger run, I will continue to press forward.
The feedback I've recieved on the sc2mapster forums has been quite helpful. Because of the comments I am reworking the user interface. I am scaling down the UI action bar by about 20 percent and setting each ability to an individual dialog so that in the future, players will be able to customize and move around different abilities on their skill bar just like in WoW.
I am also developing a new chat system and changing the camera positioning and adding in some zoom levels for players as well as adding in an options menu in which you can change the far clipping to increase system performance. *breathes*
Once all these new polishes are in place I will continue finishing the Ghost class and then move on to creating the other classes.
Ghost, Marine, Firebat, Medic, Marauder, and Reaper are planned for the initial release.
Zealot, High Templar, Dark Templar, Preserver, and Executor are the protoss classes planned for 2.0 in the far far future.
Once the initial 5 terran classes are completed and working, fully polished I will begin scripting the demo boss fight against Xava'Tor Ulrazej. If you are familliar with the Starcraft books, Ulrazej was a mighty Dark Archon made of 7 Dark Templars who was sealed away in a crystal. The fight against him will feature 4 different unique phases of combat where players will have to use tactics and timing to overwhelm the boss. If you manage to complete the boss you will gain allocation points and minerals for upgrading your characters when the official game is released...
As you can see there is a lot of work to be done. Shawn is working on finding a way to transfer data between maps so once we're able to figure that out we can get other map makers to actually help with making custom weapons and abilities... which I am really excited about.