Heyo everybody... it's been a while since my RPG was last showcased (the trailer)... and now I'm giving off a demo of what's currently done and the features of it. It's been in the works for (I think) over 3 months... on and off of course... but yeah it's pretty time consuming; however, the results are pretty awesome (especially compared to the other options atm).
Anyway, here it is:
Please give any suggestions for features that you may want based on what you've seen!
Terrain and systems look really nice, but the abilities seem pretty random for me.
Sure quick strike and poison powder fit the assasin, but I dont see synergy between spells. The effects also seemed a bit blunt. I would wish to see the hero throw something atleast if he is going to use poison powder, now there was only baneling explosion? where did it come from?
Yeah stuff like that is to be improved in the future... doing the abilities at their current level took me over a month and i'm not even done... nevermind embellishing them even further... the thing is that during private beta testing I hope to figure out which spells to keep and which to modify/change etc... since I only have 7 spells per hero, sometimes i have to sacrifice synergy so that you have variety. One assassin might want poison powder for AOE grinding... while another might be specced for bosses and use quick strike.
looks very good indeed, as long as you do your quests and all that kind of stuff with custom action definitions and such (which you most probably have), the map will grow in no time after you have done all the core stuff.. which seems pretty done :)
remember that custom UIs are like insanely popular these days, if you decide to make one, its now or never, gets more complicated the more finished the project is.. not saying that you need a custom UI, the game looks fine as is, just dont think of it in that last seconds of finalizing your map :)
you might also want to change the standard chat message for quests to not be inside the chat box, rather use the "descriptive" type of chat, it has less space but methinks its workinga bit better (the objective area is weird.. maybe try "debug", thats also pretty nice).. or use floating text.. but those are most oftenly not too readable..
also think about how things will end up later on in the game, the objective area might get a bit clunky with 10 active quests.. maybe add a maximum.. or save previously achieved quests in the bank the hero is saved in..
finally, always remember that core is the most important.. dont go tinkering the terrain when character system or inventory are not even implemented.. most longtime motivation comes from a finished "to-do" list :P
Hope this was some help, if not, take the time think about what is most important in your map and if that is already implemented in a way you are happy with it.. I dont want to see such a promising RPG project fail, not while im watching, im telling ye!!!
when setting up a text message, "descriptive" is nearly at the top of the screen, which instantly makes people want to read it (lol) and "debug" is at the lower left side, a slight bit above the UI, thus not obscuring sight too much
I like it! Already far superior to any of the half assed rpgs out on bnet atm. I don't understand why people publish unreleased stuff.. probably so they can get hits early I suppose. Anyways, keep up the good work :D
It's because anyone with quality maps probably is nowhere near done atm...
zenx1 & zeldarules28: There's a good reason I abandoned that custom UI and camera system... requires a huge amount of work to get it to a good level (if even possible), and then it'll just feel like a worse WoW. Just too much work to make a 3rd person system and custom UI on top of the RPG im doing...
I smell an RPG dream team in the near future :D I don't think the UI is too important for you at this point. The default UI serves its purpose well enough as there are no extraneous areas that go unused. As long as the camera is set follow and the hero is always selected (my two biggest pet peeves) I think your good to go. I also have to say the terrain work is very polished, very nice.
I think a free cam would ruin the immersion of an RPG map. All it really enables you to do is go look at the rest of the map under the fog, issue a move command that shouldn't be possible, or accidentally scroll away from where the action is happening, leaving you to bumble around until you can get back to where your (now dead) hero is. But that's just me. Every RPG in history keeps the hero in the center of the screen during navigation.