Eternal Shadows ORPG was the first ORPG project to be published on the US SC2 servers, on August 15th.
With the release of v.41, I feel that I should start showing off the game, as they suggested at Blizzcon. You may try the game by searching for Eternal Shadows ORPG or by scrolling down the popularity list until you find it.
Completely custom UI
Custom ability and ability system
Over 100 items.
1 Dungeon with powerful loot
6 unique abilities per class
Frequent updates (as frequent as possible)
Much much more.
PvP (Dueling, 2v2, maybe 3v3 & 5v5)
Items which are all itemized specific to class needs (using attributes)
More quests (less boring quests)
Eventually, a higher level cap and a new map altogether.
The map has been in beta for about several months now, and is in a decently polished state. Bugs can be reported here, or to www.ESORPG.tk, and I'm always working to fix bugs and improve the gameplay.
I always take user suggestions seriously, so post your comments, suggestions, opinions, and ideas in this thread, or on www.ESORPG.tk.
Heres a trailer:
Thanks for reading,
EDIT: Added the SC2Mapster logo to the beginning of the trailer.
Just released v.41, so I want to bump this post and encourage people to try the public beta. You can play it on the US Battle.net servers, so please go ahead and give it a try and post your feedback here, or on www.ESORPG.tk.
It looks really good, I'd give it a shot but I'm on EU. Like said before, maybe adjusting the UI looks and sizes could be a nice improvement (vendor UI seems to overlap with chat window etc). Other than that, great work. Did you make it all yourself or as a team?
So far I've made it all myself, although a friend helped design one of the zones terrain, so I can't say I did everything on my own :).
In v.41 I've removed the chat box, instead it is an option. This is because the default chat is pretty much better than my system, and I need to rework how mine works, as far as text wrapping and text sizes go.
Also, the Minimap is zoomed into your character by default (again, this can be toggled) which gives you a closer look at what is near you.
Less of the UI overlaps now, but I definitely still need to make improvements.
I'll make a new video soon with some updated gameplay.
Your stuff looks pretty good, but i have a logical question. Why do all people always place the healthbar in the upper left corner? There are only a few games where it is placed directly above you actionbar, where it makes in my opinion way more sense. You are looking at your actionbar for timers etc. anyway so if you integrate it into the actionbar, you would have everything important in one view. In the attachment I have a UI i would use. This is not made by me, so i can´t give permission to use it sry :/
To me this just means you don't like RPG games. You can choose the zoom level, but typically in RPG games your main character is the main center point of the screen; thus he is larger, and you see things from more of his perspective.
I agree with the positioning, but it made the most sense for me based on a design standpoint to spread the UI around the screen. Ideally the user wouldn't have to move their eyes too much to see information, and luckily my UI is pretty simple so honestly there isn't that much movement yet. As it gets more complex with more information, sure, that might make it a bit complicated, and maybe some repositioning couldn't hurt.