I played it, found some flaws and some good points.
What bothered me most is the casting system. It works and sure its useable, but still the normal spell casting is way better! and since you can modify UI layout files I would strongly suggest going with "normal" command card instead of dialogs. The cooldown bar is just kinda weird...allthough you would probly get used to it.
Probly would be great to have large map (like in rpgs M = map). So you could take a look where you havent gone yet and mark quests there or whatever...
somehow I dont also like the UI of spellbook. Not a big deal, but seems like HUGE images and it really doesnt add anything if you stretch them...same for charecter creationg....the stretched images are plain ugly, why not just use them as the size they were ment to be used?
if you need to set custom tooltips to the spells you can just use catalog set value (to change command card tooltips). Im not quite sure if you can change images too.
Do you have any set date we can expect the new build? I'm really, REALLY looking forward to it :p
No set date, but I might release a version very soon as the main thing I have to do right now, is to set the unit-data for the two new difficulties, for ALL units. This takes a long time, so I might do compromise, and add only the next difficulty, and not the third for the next build. It should'nt matter since even the easiest units on the third dificulty is almost impossible with the current level-cap and items anyways.
ETA for build 52 is tomorrow( in Denmark ).
Today I finished a win-condition for the map. It is not going to be the final-one, but it will do for now. What this means, is that you can actually complete the map now, and unlock new difficulties. The third difficulty is unlockable, but is not triggered correctly, so only units health and unit-level is modified, not their other stats. This should'nt be a problem though, since I don't think anyone will even make it past the ultralisk on hard/second difficulty for quite some time. (The harder difficulties are a lot harder even with better items, than the first difficulty)
Also, the new level cap is now 17 instead of 9. Each level with new unlockable skills & skill-ranks.
Since I like playing RPG's I tried your test build. I have to say it's a nice looking game, also the mechanic's(Like UI wise) are working fine. Story is alright, altho I hate reading(Might be me). One more thing I'd like to see is some more Power behind some skills. I tried the Warrior class and the spell Leap was a bit slow for my likings. Overal it's a very nice looking game and I hope it will reach the top of the populairity list so I can play it with more people. =3
Quote from patrickwobben:
Since I like playing RPG's I tried your test build. I have to say it's a nice looking game, also the mechanic's(Like UI wise) are working fine. Story is alright, altho I hate reading(Might be me). One more thing I'd like to see is some more Power behind some skills. I tried the Warrior class and the spell Leap was a bit slow for my likings. Overal it's a very nice looking game and I hope it will reach the top of the populairity list so I can play it with more people. =3
Thanks for the words. I think I follow what you mean with "power". Many of the warrior's spell, in build 52+, has various effects to make his spells look more powerful. For example, a camera-shake effect to Charge, Leap and Seismic slam.
I hope to see it reach high on the popularity-list as well, but it's doing alright already, it has not gone to 0 hours for months, so it is played, and the fan-base increase all the time. I really hope the new difficulty system gives a lot more replay-value, which should also increase the popularity by a lot :)
Hey, I just finished the beginners mode and here's what I think :)
IMPROVEMENTS
That I would like to see
1 ) The items on the ground is really annoying, the item information is just horrible to have up constant! Also is it possible to fix the round blob the items have in shape now on ground? Until you work on something that looks a bit more RPGish. Instead of having the text on the screen can you make it like you hover the mouse over? too see what item is there or make a ''lootbag system''? like you click the bag on the floor and another inventory opens with the items dropped.
2 ) If you farm the map a while (not restarting) there will be so many items on the ground so I thought, maybe add ground clearer? I'm no mapper or anything I'm just enjoying maps so I dont know if that is possible. But this clearer will kick in every 15-20min or so clearing all items from the ground (only grey/greens).
3 ) There should be faster respawns so you're able to farm. Since you said that drop % of few items is extremely low and you have to be REALLY lucky to get it, like that ring of destruction (which I've found :D ). Well, instead of restarting the map for spawns they can spawn a bit faster, perhaps even bosses! I mean, think of it like this. You go kill all the bosses, couse these are the ones you will farm in the end anyway couse of better droprates. Maybe a 30 minute respawn on each boss after you kill them, I don't think that would harm the game in any way possible, it would just be easier for the players too. That way you can kill the bosses and farm the small unit packs inbetween. Atleast I think it's annoying to restart the map 8)
4 ) Add more Ability slots, later on in the game I bet you have to use all abilitys, you can't do that right now but I bet you already know. :)
5 ) Stats, so you can customize your character more to your liking, I know that you can already change a tank to more of a melee dps by changing items, but I think a statpoint system would be really nice.
EXAMPLE
Agility - higher chance for crit, attackspeed, slighty melee dmg and armor
Strenght - slightly increases HP, melee dmg and threat
6 ) Quests, moar quests!! Just simple quests like ''go kill 10x Roaches" and you'll recieve a item. These kinds of quests you could have thru the whole game, ofcourse the difficulty of quests would get harder the longer progress in the map.
7 ) MORE QUESTS! Farming, this is something I personally like in RPG's! Like ''kill 300 hydras" and you get a purple item. This is just an example. I know a lot of people would do these kinds of quests for that little purple item or lesser quality.
8 ) Warp prisms, they should reset when you start a new difficulty
9 ) A shop, where you can sell items, right now you have no use of items, like grey's they dont have any value at all, it's just trash you leave on the ground. Maybe that trash would fill a function if you could sell it.
10 ) Reduce the chance for items to drop, right now the drop chance seems to be extremely high, maybe that's on purpose since the map is not complete and you want people to experience what you've released so far without spending hours. But reducing the current droprate would be nice!
11 ) Leveling at the moment seems to be really easy, I mean, I spent like 25-30min to go from lvl 9 to 17, I think you should reduce the experienced gained from killing units, but maybe this is something that's just for now couse of testing and all!
12 ) Write Unique on Purple/Orange items if they don't stack, and I just got my 2nd Ring of Destruction for my Cultist! grmbl :)
GLITCHES
I picked my Warrior at start and when I repicked my Cultist I notice I have the warrior' Charge ability!
Repicking from Cultist to Sorcerer and you get Spirit Tree
Repicking from Sorcerer to Spirit Hunter and you get PSI explosion and taunt
Roach Boss don't deal any damage in hard difficulty
Ultralisk Boss wont move outside cage or I just found a place where he can't attack, not sure. (See picture)
Treasure chest before last boss doesn't work
Exiting the game when dead and you're dead when you start a new
Terrain bug near the last boss (See picture)
Warrior's Charge ability can move forcefields at the last boss, also you can start the last boss event without killing the pylons. The last bosses dont have any set spawn points, they will spawn where they were last standing. (See picture)
This is what I have to say now, hope there's something useful!
Sorry for wall of text, keep up the good work!
Need people for hard difficulty! I can't find any people in WoC channel
Hey, I just finished the beginners mode and here's what I think :) (SORRY FOR BAD ENGLISH :D)
1 ) The items on the ground is really annoying, the text is just horrible to have up constant! Also is it possible to fix the round blob the items have in shape now on ground? Until you work on something that looks a bit more RPGish. Instead of having the text on the screen can you make it like you hover the mouse over? too see what item is there or make a ''lootbag system''? like you click the bag on the floor and another inventory opens with the items dropped.
2 ) If you farm the map a while (not restarting) there will be so many items on the ground so I thought, maybe add ground clearer? I'm no mapper or anything I'm just enjoying maps so I dont know if that is possible. But this clearer will kick in every 15-20min or so clearing all items from the ground (only grey/greens).
3) Add more Ability slots, later on in the game I bet you have to use all abilitys, you can't do that right now but I bet you already know. :)
4 ) Stats, Agility, Strenght, Intelligence Spirit so you can customize your character more to your liking, I know that you can already change a tank to more of a melee dps by changing items, but I think a statpoint system would be really nice.
5 ) Quests, moar quests!! Just simple quests like ''go kill 10x Roaches" and you'll recieve a item. These kinds of quests you could have thru the whole game, ofcourse the difficulty of quests would get harder the longer you get on the map
6 ) MORE QUESTS! Farming, this is a really powerful force in RPG's like ''kill 300 hydras" and you get a purple item. This is just an example. I know a lot of people would do these kinds of quests for that little purple item or lesser quality.
7 ) Warp prisms, they should reset when you start a new difficulty
8 ) A shop, where you can sell items, right now you have no use of items, like grey's they dont have any value at all, it's just trash you leave on the ground. Maybe that trash would fill a function if you could sell it.
Need people for hard difficulty! I can't find any people in WoC channel :(
This is some great feedback, thank you.
Many of these issues are common issues I guess, so I will answer them all.
1) This is a new system, and I agree, it gets a bit annoying, but I believe I can fix this by only showing floating tooltips for a short period (10s), and then only if you hover over them.
2) I planned to do a clear system, but more like a life-span of dropped items. If an item drops from a mob and are not picked up, that item will be removed 5 minutes after it's dropped.
3) The fixed 6 abilities are actually intended. It forces the player to go a specific build, instead of just using all abilties. You will have to choose which abilities is best for your build, maybe a buff or another attack spell.
4) This would be nice, but it is not something I plan on doing in the near future.
5) Quests/Objectives is a feature I am working on. The quests will most likely not be ORPG'ish, but more RPG'ish, like finding a temple, or slaying the Ultralisk blocking the rode. These main-quests will mostly just reward XP, but In addition to these, each dungeon (places with elite-units) will have a win-condition, and a nice reward in form of item(s).
6) See (5)
7) This is a bug, and will be fixed. Thank you for pointing this out to me :)
8) I am most likely not going to introduce a shop, or a currency for the map in the near future, but I am going to make an advanced trading system soon, so there will build up a currency in items. Green and gray items are mostly "trash" in the late-game.
Thanks for the feedback, it's very much appreciated :D
Yet another build(53) has just went up on EU with a whole bunch of changes:
- A bug causing the Ultralisk to sometimes become stuck has been resolved
- Evil Counsil battle is now only triggerable after all pylons are destroyed
- The war unit composition has been modified
- Items dropped on the ground now have a model
- Item drop chance for all items decreased by 20%
- Item drop chance for certain items has been decreased by up to 200% (no item have had their drop-chance increased)
- Red roaches have had their life reduced from 650 to 500
- A new system makes it possible for certain points to be showed on the minimap
- Objectives has been added (no rewards yet)
- Dungeon objectives has been added (no rewards yet)
- Pylons hp reduced from 1500 to 500
- Items dropped on the ground will now only show their info if hovered over
- Units in some events are now not affected by threat from heroes
- All items giving +attack-rate are now returning proper values
- Team-buttons position changed and the name-label moved to the top
- Items lying on the ground for over two minutes are now removed from the game (this does not affect items dropped by heroes)
This new build will be published on NA asap.
On another node, if anyone has the software to record some game-play footage in high details and then upload it to YouTube, that would be great! I could do it myself, but I can only play on the lowest settings with my system, and that is not very appealing.
You can also send me the footage, and I'll compose it together and upload it on my channel :)
On another node, if anyone has the software to record some game-play footage in high details and then upload it to YouTube, that would be great! I could do it myself, but I can only play on the lowest settings with my system, and that is not very appealing.
You can also send me the footage, and I'll compose it together and upload it on my channel :)
I can record with ultra quality, was a long time ago I used fraps and vegas tho so I'll have to look that up. 10min of raw footage is about 36gb so I'll try to compress it. :) If I succeed I'll notify you or edit this post :p
Edit: quality turned out good, but the size (25gb) is just too big for me to upload. Perhaps it has something with the resolution I'm using, sorry :(
Quote from kribbz:
Quote from JakeCake26: Go
On another node, if anyone has the software to record some game-play footage in high details and then upload it to YouTube, that would be great! I could do it myself, but I can only play on the lowest settings with my system, and that is not very appealing.
You can also send me the footage, and I'll compose it together and upload it on my channel :)
I can record with ultra quality, was a long time ago I used fraps and vegas tho so I'll have to look that up. 10min of raw footage is about 36gb so I'll try to compress it. :) If I succeed I'll notify you or edit this post :p
Edit: quality turned out good, but the size (25gb) is just too big for me to upload. Perhaps it has something with the resolution I'm using, sorry :(
I doubt there is an option inside fraps to compress while recording, as that would take up to much CPU power. Footage that is non-compressed is very fast to compress though, as it does not have to decompress to then compress again. If you have some video-converting software, you should be able to compress and/or convert it really fast. Would be great as I'd love to create a teaser video :) but I cannot record myself :(
I doubt there is an option inside fraps to compress while recording, as that would take up to much CPU power. Footage that is non-compressed is very fast to compress though, as it does not have to decompress to then compress again. If you have some video-converting software, you should be able to compress and/or convert it really fast. Would be great as I'd love to create a teaser video :) but I cannot record myself :(
The size from the recording was 35gb, when I compressed it with vegas it was 25gb :p I don't know, I recorded with 50 FPS ingame and I don't know what format or sound i should use when I compress it to make it as small as possible without losing too much quality.
I just tried this the other day and I thought it was pretty well done. There were some issues that I ran into, however. I played a warrior so many of these problems might be exclusive to that class. Also, I played it last week so I'm not sure if these issues have been resolved.
First is the warrior's jump ability. I was able to jump through rocks and travel to a place where I wasn't supposed to go. Not that there was much to see there (yet) but still...
Second, I found an exploitable glitch with spellcasting which allowed me to cast certain spells more than once at a time. Most notably affected by this were the warrior's jump and shockwave spells.
Any time I dropped an item it appeared as a blank sphere. Item units need models.
I think that's all as far as bugs that I ran into. Now some suggestions:
Streamline the items. When you find a new item and it's better, it should automatically replace inferior gear in your equipped items. A shop to buy/sell items would also be great. An option to automatically pass/need/greed items, levels of items, classes of items, etc. would be nice.
A lot of the text is difficult to read because it doesn't have a background. It could also use some voice acting to make it more immersive. In-game cutscenes would be cool too, though I'm not sure how this would affect a multiplayer game. Maybe make it optional?
I have just updated EU with a few changes, mostly to the UI.
Build 54 will work as a solid build which will not receive any hot-fixes. I will update the map once more on 11/11/11 where I have to go for about a month before I can work on the map again. So if you want anything fixed, now is the time to report it :)
I played it, found some flaws and some good points.
What bothered me most is the casting system. It works and sure its useable, but still the normal spell casting is way better! and since you can modify UI layout files I would strongly suggest going with "normal" command card instead of dialogs. The cooldown bar is just kinda weird...allthough you would probly get used to it.
Probly would be great to have large map (like in rpgs M = map). So you could take a look where you havent gone yet and mark quests there or whatever...
somehow I dont also like the UI of spellbook. Not a big deal, but seems like HUGE images and it really doesnt add anything if you stretch them...same for charecter creationg....the stretched images are plain ugly, why not just use them as the size they were ment to be used?
if you need to set custom tooltips to the spells you can just use catalog set value (to change command card tooltips). Im not quite sure if you can change images too.
Do you have any set date we can expect the new build? I'm really, REALLY looking forward to it :p
No set date, but I might release a version very soon as the main thing I have to do right now, is to set the unit-data for the two new difficulties, for ALL units. This takes a long time, so I might do compromise, and add only the next difficulty, and not the third for the next build. It should'nt matter since even the easiest units on the third dificulty is almost impossible with the current level-cap and items anyways.
ETA for build 52 is tomorrow( in Denmark ). Today I finished a win-condition for the map. It is not going to be the final-one, but it will do for now. What this means, is that you can actually complete the map now, and unlock new difficulties. The third difficulty is unlockable, but is not triggered correctly, so only units health and unit-level is modified, not their other stats. This should'nt be a problem though, since I don't think anyone will even make it past the ultralisk on hard/second difficulty for quite some time. (The harder difficulties are a lot harder even with better items, than the first difficulty)
Also, the new level cap is now 17 instead of 9. Each level with new unlockable skills & skill-ranks.
Since I like playing RPG's I tried your test build. I have to say it's a nice looking game, also the mechanic's(Like UI wise) are working fine. Story is alright, altho I hate reading(Might be me). One more thing I'd like to see is some more Power behind some skills. I tried the Warrior class and the spell Leap was a bit slow for my likings. Overal it's a very nice looking game and I hope it will reach the top of the populairity list so I can play it with more people. =3
Hey, I just finished the beginners mode and here's what I think :)
IMPROVEMENTS
That I would like to see
1 ) The items on the ground is really annoying, the item information is just horrible to have up constant! Also is it possible to fix the round blob the items have in shape now on ground? Until you work on something that looks a bit more RPGish. Instead of having the text on the screen can you make it like you hover the mouse over? too see what item is there or make a ''lootbag system''? like you click the bag on the floor and another inventory opens with the items dropped.
2 ) If you farm the map a while (not restarting) there will be so many items on the ground so I thought, maybe add ground clearer? I'm no mapper or anything I'm just enjoying maps so I dont know if that is possible. But this clearer will kick in every 15-20min or so clearing all items from the ground (only grey/greens).
3 ) There should be faster respawns so you're able to farm. Since you said that drop % of few items is extremely low and you have to be REALLY lucky to get it, like that ring of destruction (which I've found :D ). Well, instead of restarting the map for spawns they can spawn a bit faster, perhaps even bosses! I mean, think of it like this. You go kill all the bosses, couse these are the ones you will farm in the end anyway couse of better droprates. Maybe a 30 minute respawn on each boss after you kill them, I don't think that would harm the game in any way possible, it would just be easier for the players too. That way you can kill the bosses and farm the small unit packs inbetween. Atleast I think it's annoying to restart the map 8)
4 ) Add more Ability slots, later on in the game I bet you have to use all abilitys, you can't do that right now but I bet you already know. :)
5 ) Stats, so you can customize your character more to your liking, I know that you can already change a tank to more of a melee dps by changing items, but I think a statpoint system would be really nice.
EXAMPLE
Agility - higher chance for crit, attackspeed, slighty melee dmg and armor
Strenght - slightly increases HP, melee dmg and threat
Stamina - greatly increases HP & resistances
Intelligence - Increases spell dmg, energy, spell crit, slightly energy regen & threat
Spirit - greatly Increases regen rates, slightly increases spell dmg (healing)
6 ) Quests, moar quests!! Just simple quests like ''go kill 10x Roaches" and you'll recieve a item. These kinds of quests you could have thru the whole game, ofcourse the difficulty of quests would get harder the longer progress in the map.
7 ) MORE QUESTS! Farming, this is something I personally like in RPG's! Like ''kill 300 hydras" and you get a purple item. This is just an example. I know a lot of people would do these kinds of quests for that little purple item or lesser quality.
8 ) Warp prisms, they should reset when you start a new difficulty
9 ) A shop, where you can sell items, right now you have no use of items, like grey's they dont have any value at all, it's just trash you leave on the ground. Maybe that trash would fill a function if you could sell it.
10 ) Reduce the chance for items to drop, right now the drop chance seems to be extremely high, maybe that's on purpose since the map is not complete and you want people to experience what you've released so far without spending hours. But reducing the current droprate would be nice!
11 ) Leveling at the moment seems to be really easy, I mean, I spent like 25-30min to go from lvl 9 to 17, I think you should reduce the experienced gained from killing units, but maybe this is something that's just for now couse of testing and all!
12 ) Write Unique on Purple/Orange items if they don't stack, and I just got my 2nd Ring of Destruction for my Cultist! grmbl :)
GLITCHES
I picked my Warrior at start and when I repicked my Cultist I notice I have the warrior' Charge ability!
Repicking from Cultist to Sorcerer and you get Spirit Tree
Repicking from Sorcerer to Spirit Hunter and you get PSI explosion and taunt
Roach Boss don't deal any damage in hard difficulty
Ultralisk Boss wont move outside cage or I just found a place where he can't attack, not sure. (See picture)
Treasure chest before last boss doesn't work
Exiting the game when dead and you're dead when you start a new
Terrain bug near the last boss (See picture)
Warrior's Charge ability can move forcefields at the last boss, also you can start the last boss event without killing the pylons. The last bosses dont have any set spawn points, they will spawn where they were last standing. (See picture)
This is what I have to say now, hope there's something useful!
Sorry for wall of text, keep up the good work!
Need people for hard difficulty! I can't find any people in WoC channel
This is some great feedback, thank you.
Many of these issues are common issues I guess, so I will answer them all.
1) This is a new system, and I agree, it gets a bit annoying, but I believe I can fix this by only showing floating tooltips for a short period (10s), and then only if you hover over them.
2) I planned to do a clear system, but more like a life-span of dropped items. If an item drops from a mob and are not picked up, that item will be removed 5 minutes after it's dropped.
3) The fixed 6 abilities are actually intended. It forces the player to go a specific build, instead of just using all abilties. You will have to choose which abilities is best for your build, maybe a buff or another attack spell.
4) This would be nice, but it is not something I plan on doing in the near future.
5) Quests/Objectives is a feature I am working on. The quests will most likely not be ORPG'ish, but more RPG'ish, like finding a temple, or slaying the Ultralisk blocking the rode. These main-quests will mostly just reward XP, but In addition to these, each dungeon (places with elite-units) will have a win-condition, and a nice reward in form of item(s).
6) See (5)
7) This is a bug, and will be fixed. Thank you for pointing this out to me :)
8) I am most likely not going to introduce a shop, or a currency for the map in the near future, but I am going to make an advanced trading system soon, so there will build up a currency in items. Green and gray items are mostly "trash" in the late-game.
Thanks for the feedback, it's very much appreciated :D
I edited my post so please read it again :) Added glitches to it aswell!!
I can record with ultra quality, was a long time ago I used fraps and vegas tho so I'll have to look that up. 10min of raw footage is about 36gb so I'll try to compress it. :) If I succeed I'll notify you or edit this post :p
Edit: quality turned out good, but the size (25gb) is just too big for me to upload. Perhaps it has something with the resolution I'm using, sorry :(
The size from the recording was 35gb, when I compressed it with vegas it was 25gb :p I don't know, I recorded with 50 FPS ingame and I don't know what format or sound i should use when I compress it to make it as small as possible without losing too much quality.
New teaser video for build 53, showcasing the warrior and the Ultralisk Boss
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I just tried this the other day and I thought it was pretty well done. There were some issues that I ran into, however. I played a warrior so many of these problems might be exclusive to that class. Also, I played it last week so I'm not sure if these issues have been resolved.
First is the warrior's jump ability. I was able to jump through rocks and travel to a place where I wasn't supposed to go. Not that there was much to see there (yet) but still...
Second, I found an exploitable glitch with spellcasting which allowed me to cast certain spells more than once at a time. Most notably affected by this were the warrior's jump and shockwave spells.
Any time I dropped an item it appeared as a blank sphere. Item units need models.
I think that's all as far as bugs that I ran into. Now some suggestions:
Streamline the items. When you find a new item and it's better, it should automatically replace inferior gear in your equipped items. A shop to buy/sell items would also be great. An option to automatically pass/need/greed items, levels of items, classes of items, etc. would be nice.
A lot of the text is difficult to read because it doesn't have a background. It could also use some voice acting to make it more immersive. In-game cutscenes would be cool too, though I'm not sure how this would affect a multiplayer game. Maybe make it optional?
Otherwise, nice job. It's shaping up nicely.
The new version has now been uploaded in NA. Sorry for the delay. There were... technical issues.
I have just updated EU with a few changes, mostly to the UI.
Build 54 will work as a solid build which will not receive any hot-fixes. I will update the map once more on 11/11/11 where I have to go for about a month before I can work on the map again. So if you want anything fixed, now is the time to report it :)
oh I didn't know Skyrim was released the same date, I'll move it to the 10th, I am affraid they sue me like everyone else who "steals" from them.