Items: I felt you had a good depth of items. However, all of that depth is taken away by poor UI handling. I can't tell the difference from green/blue/purple items unless I hovered over them to see when they are being rolled. This is pretty annoying as they all share very common icons. Also, you should have it so that the items that are being rolled on can be stacked on top of each other, instead of waiting for one roll to expire, as not everyone will need/greed/pass all the time. (Perhaps reposition the rolling to the right of the screen)
On the topic of items; I would suggest something where there's a sort of border around the icon which is the color of the quality. So, a purple item would have a purple border. That seems like a relatively simple way of doing it. Also, I noticed that you didn't have the items' names be the color of the items' quality. That would have made much more sense.
Overall though, it's a great game. I think I'll be playing it a bit more in the near future :)
I just finished Playing the map. played it solo with a total of 30450/38213 with the mage fella
Like Mentioned earlier the targeting system was kind of difficult to handle at first because there was no auto target on the last unit that attacked you. After awhile i got used to spamming tab but it was still difficult most times to do combat, and seeing as this game is 90% combat you want smooth and easy to control combat, tho overall it really is a great game the terrain and game play was awesome, it just needs some tweaking. Also something that would help soo much would be to put a small 1-2-3-4-5-6 on the spell bar in the corner of the boxes, it just would make combat a little easier. And it would be nice to know what level i was as well lol, a little number above the hero bar to indicate the current level. Also make it alot more obvious that you just leveled, make some sort of effect go around your hero.
i did like the beginning with the text telling you what to do and how 2 do it but i would personally put in a general help button and the text can guide you to that.
Also it would be EXCELLENT if a wsad or some kind of keyboard movement was put in2 it. now i know it would be getting world of warcrafty but it is hard in the heat of battle to not run in2 your enemies instead of selecting them, this had been my doom about 1/4 of the times i died. I would personally put in an option to turn on and off the wsad movement or turn on a diabilo type movement were you hold the mouse down instead of constantly clicking over and over and over and over again. oh and with the items whenever i dropped an item it gave me the weird unidentified sphere thing instead of whatever you meant the model to be. It would also be nice if somehow you could see the item before you picked it up.
Going to the archon fight they seemed to be missing the actor that made the volt of lightning come out of their hands so they just looked like they were pushing their hands at me, and i loved the blades that flew around the big boss but they were quite easy to dodge, possibly close the player in the room?
The story seemed to be interesting but i felt as if there were no objectives, no quests, no merchants (sorry if you said earlier that you would add) so i just felt lost the entire way to the end. It would be awesome if names of enemies selected were in the top left above their portrait as well. at least put in some quests like, Save this dude! or Defend this place, or Kill this bad guy! and town interactions with units was close to none so that is were i would put the quests. There is a model that is a question mark in the shapes so you could use that to put above a unit. One last thing that i just discovered, in the re select thing put a big obvious exit option encase the person changes their mind about re selecting, and the choose portrait is the same for everyone but the warrior.
Overall this is a great start to something epic, i'm certain that this will become an excellent map but for now it needs tweaking.
Quote from joecab:
I just finished Playing the map. played it solo with a total of 30450/38213 with the mage fella
Like Mentioned earlier the targeting system was kind of difficult to handle at first because there was no auto target on the last unit that attacked you. After awhile i got used to spamming tab but it was still difficult most times to do combat, and seeing as this game is 90% combat you want smooth and easy to control combat, tho overall it really is a great game the terrain and game play was awesome, it just needs some tweaking. Also something that would help soo much would be to put a small 1-2-3-4-5-6 on the spell bar in the corner of the boxes, it just would make combat a little easier. And it would be nice to know what level i was as well lol, a little number above the hero bar to indicate the current level. Also make it alot more obvious that you just leveled, make some sort of effect go around your hero.
i did like the beginning with the text telling you what to do and how 2 do it but i would personally put in a general help button and the text can guide you to that.
Also it would be EXCELLENT if a wsad or some kind of keyboard movement was put in2 it. now i know it would be getting world of warcrafty but it is hard in the heat of battle to not run in2 your enemies instead of selecting them, this had been my doom about 1/4 of the times i died. I would personally put in an option to turn on and off the wsad movement or turn on a diabilo type movement were you hold the mouse down instead of constantly clicking over and over and over and over again. oh and with the items whenever i dropped an item it gave me the weird unidentified sphere thing instead of whatever you meant the model to be. It would also be nice if somehow you could see the item before you picked it up.
Going to the archon fight they seemed to be missing the actor that made the volt of lightning come out of their hands so they just looked like they were pushing their hands at me, and i loved the blades that flew around the big boss but they were quite easy to dodge, possibly close the player in the room?
The story seemed to be interesting but i felt as if there were no objectives, no quests, no merchants (sorry if you said earlier that you would add) so i just felt lost the entire way to the end. It would be awesome if names of enemies selected were in the top left above their portrait as well. at least put in some quests like, Save this dude! or Defend this place, or Kill this bad guy! and town interactions with units was close to none so that is were i would put the quests. There is a model that is a question mark in the shapes so you could use that to put above a unit. One last thing that i just discovered, in the re select thing put a big obvious exit option encase the person changes their mind about re selecting, and the choose portrait is the same for everyone but the warrior.
Overall this is a great start to something epic, i'm certain that this will become an excellent map but for now it needs tweaking.
Thank you for the feedback. You can see your hero-level, as well as any other stat you could ever want, by hovering over your hero-icon in the top-left.
A level up effect, is something that others have been suggesting before, but I somehow have not done it yet? This will be fixed for the next version!
I will look into everything you posted, even though WASD movement is unlikely too be added, I worry that it will cause too much lag - Some alternative movement system might be added at some point though.
One last thing; Quests/Objectives is something I will be adding over the next few updates (they will come fast), since I have first now completed the storyline, and I saw no reason to make some place-holder storyline for the early beta. I will post here when a new update is released :)
Thank you for the feedback, NA seems to bring a lot of it! :)
Back again, played as the warrior and i got 33330/38213 exp at level 8 and item level 589 single player
So as the warrior as i expected the clicky clicky system was allot more friendly with him especially with his splash damage spells, honestly with the mage i was really timid and running from everything while firing and i still died allot. but with the warrior i just blew through everything and died only 2 times when i got overconfident so it was allot easier with the warrior. Just a few more things i noticed.
When an item is auto equipped, announce the equipping of the item. Also when my inventory was full the purple item that i looted was destroyed and i was like GHAHHHHH!!!!!!, may b drop the item on the ground or something? oh and list the hotkeys somewhere in the beginning text areas (id keep those makes the map have a unique feel) because it took me awhile to find them all (the hotkeys)
There was also a pathing problem down to the right of the town that the Chrystal is first taken to, the rocks to the bottom right of the town are walkable.Also when buttons 1-6 are used, just for visuals possibly make it look like the corresponding button on the screen is being pressed. like when 1 is pressed make the button light up to show that yes this is the ability being used/ clicked. Also the warrior jump, when you cannot jump to a certain location the cooldown still goes through, just something that you could fix later not sure what method you are using to validate the jump. 1 last thing i would put a small cooldown such as 1 second on the psiconic saw so you cannot burn through all your mana in 2 seconds and have 2 bijillion damage swirling around you, its awesome! but... cheap.. lol.
Well that is all for now i will see if i can give any more feedback at all, i just feel like the hangbringer of bad news lol tho i will admit that the second time through it was much easier an i wasn't lost every second but first impressions are important if you want top spot, gl on ur map once again.
I think I commented your project somewhere :) If not, I have had a look, and it looks very serious. Also, the features we share, like a minimap, if you wanna save yourself some work, just ask for a system. I have done a lot of work making my triggers logical and easy to export/import. Just ask for anything :)
Joecab, it is not bad news, it's feedback, and I love it!
There is a reason why it's still a beta. I want to make a great RPG, and the feedback I had from you and others already is much more positive than I expected. I am certain that the upcoming updates will bring a bunch more fun to the map, with just a little bit of work (adding objectives, and the MAIN objective/quest), it is going to be much better, and your feedback is helping a great deal as well - keep it coming! :D
I did like your minimap how it was circular, but I didn't like the black background around it :( I did like some parts of your map, I just forgot which lol. I'll play it again and see.
K thanks, just post when you got another patch up and running and im sure plenty of people will be happy to find all the little bugs here n yonder.
Edit: For that Auto Targeting system I had suggested, here is a prodotype that i made just 4 u or anyone elce that might want it. It has explanations for each trigger with comments to explain what the trigger does, give it a try and see if you like I have a zealot set up to take on some variety of units so you can tell when it switches form unit to unit. Only thing i noticed was that when i wanted to run it could be hard to because it selects the unit i'm attacking every time i attack, that is the only thing id change is to make it more run away friendly but i could not come up with a way to do that. So take it, criticize it, modify it, see if you can use it.Force linebreak
Edit:Playing the map over again i just noticed you had your hero constantly selected so u could constantly cast spells...so take a look at it but now that i think of it it may be useless 2 u lol...anyway once you take a look at it you will know what i meant by auto targeting. Oh and in Corruption the zerglings that are burrowed can be tab selected and killed b 4 they unburrow.
<H2>Build 48... and 49</H2>
I was about to release the new build 48 yesterday, but saw the new patch 1.4.0 for SC2, so I decided to not publish build 48 after all, since this patch certainly will make new features possible, as well as possibly break the map in multiple ways, so why upload a new version when it will break shorty afterwards? IT MAKES NO SENSE OMG!!
I will instead start the work on build 49 when I have updated to 1.4.0 (98% done as of now - seems like it has frozen?!?!?).
Anyways, here is the change-log for build 48 and a screenshot of a new area, enjoy.
Change-log:
- Psionic Saw now has a cooldown and a slightly longer cast-time.
- A new Event system makes heroes unable to spawn till certain events are over
- An icon now follows your cursor when choosing abilities
- When using hotkeys for spells, the corrosponding ability will flash on your ability-bar
- A custom objective system have been added to the top-right (it can be disabled in the main-menu)
- A bunch of objectives, each with an reward, have been added to the map
- More terrain is added and unlocked
- Looting an item, while having a full inventory, will drop the item on the ground instead of it being destroyed
Screenshot:
Hey man very nice map and terrain is amazing, as for me i think the best improvement for any rpg map is interesting boss fights :) . Man i'm currently trying to make custom interface, and having problem with custom armor system, can i ask you some questions about that? cuz i saw in your map u have pretty detailed damage system with lots of parameters.
@Nebuli2
I have added your suggestion to the build 49 todo-list ^^
@abvdzh:
Boss fights are something I am constantly trying to improve. The event system added in build 48 is for example to make boss-fights more interesting, if you die during a boss-fight now, you will not respawn till the boss/event is over, or all other players have died. Your death-cam is where you died, so you can observe the fight. A lot more will of cause be done, to improve boss-fights
Sure, if you got any questions, just send me a PM, and I will answer asap :)
Also, I am thrilled over the new patch, it didn't break anything, and I just found out the new patch has made a new feature possible! :D I will explain later
Quote from Crainy:
Great to see that you are still working on this and didnt stop after you released the first beta of it, like some other modders often do :)
I will keep working on this till it's done. Meaning that the full story is told, the terrain is finished and there are no bugs left :) And even then, I will update with new features once in a while ^^
Build 49 is now uploaded on EU, I will test to see if the new features are stable and working as intended. If so, I will give the current build to Nebuli for NA to test.
I have made a few revisions to build 49, one to fix the icon that follows your mouse when choosing your abilities, and one which removes all the placeholder objectives added in build 48, because the system was bugging badly. The current build seems solid now, so I might release it in other regions sometime tomorrow.
Build 50 will add the correct objectives as well as fixing the objective-system altogether. Also, more work will be done on the lore and on boss-battles - those are my top-priorities.
Also, I am as always looking for feedback and any bugs you may have found while playing
Hey there Jake, I think this bug should've been noticed by now, but when you die as any character apart from warrior you get bugged and turn into a lvl 1 warrior losing all items etc, but sure you can still type -repick and switch back. Only problem here is that if your unlucky your load will be at your point of death meaning you´ll have to make an entirely new one since you'll keep loading a dying character.
The "dog" boss or whatever it is and the rest of that area all the mobs have 0hp and the boss can't even reach you.
Yet another thing i dont understand is why you've limited the lvl to 9... Also the game is far too short and easy as of yet.
The spirit hunter doesn't seem bugged, but his first skill is rather useless, since it seems to not grow with spelldamage, making it into a waste of mana instead of something useful.
Don't know if the game is bugged or if you havn't made more, but when you kill the 3rd and final pylon you cant enter the area with the stones that block your way a bit south of the city, but a warrior can still leap over them(maybe before that aswell, havn't tried that yet).
You're right, I tried to recreate your bug on both the current build, and an old build, where I knew respawning worked correctly. Both did what you've said, meaning this is a bug caused by patch 1.4.0 for SC2. I will fix this as soon as possible, as this is a game-breaking bug IMO.
The map is not bugged, the terrain is simply not done yet. The area you are talking about will be avaible shortly, with an event.
Thanks for the feedback :D I'll get right on it
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@JakeCake26: Go
Add an "Objectives and Quests" choice in the poll. I bet several people including me would select that one.
On the topic of items; I would suggest something where there's a sort of border around the icon which is the color of the quality. So, a purple item would have a purple border. That seems like a relatively simple way of doing it. Also, I noticed that you didn't have the items' names be the color of the items' quality. That would have made much more sense.
Overall though, it's a great game. I think I'll be playing it a bit more in the near future :)
I just finished Playing the map. played it solo with a total of 30450/38213 with the mage fella
Like Mentioned earlier the targeting system was kind of difficult to handle at first because there was no auto target on the last unit that attacked you. After awhile i got used to spamming tab but it was still difficult most times to do combat, and seeing as this game is 90% combat you want smooth and easy to control combat, tho overall it really is a great game the terrain and game play was awesome, it just needs some tweaking. Also something that would help soo much would be to put a small 1-2-3-4-5-6 on the spell bar in the corner of the boxes, it just would make combat a little easier. And it would be nice to know what level i was as well lol, a little number above the hero bar to indicate the current level. Also make it alot more obvious that you just leveled, make some sort of effect go around your hero.
i did like the beginning with the text telling you what to do and how 2 do it but i would personally put in a general help button and the text can guide you to that.
Also it would be EXCELLENT if a wsad or some kind of keyboard movement was put in2 it. now i know it would be getting world of warcrafty but it is hard in the heat of battle to not run in2 your enemies instead of selecting them, this had been my doom about 1/4 of the times i died. I would personally put in an option to turn on and off the wsad movement or turn on a diabilo type movement were you hold the mouse down instead of constantly clicking over and over and over and over again. oh and with the items whenever i dropped an item it gave me the weird unidentified sphere thing instead of whatever you meant the model to be. It would also be nice if somehow you could see the item before you picked it up.
Going to the archon fight they seemed to be missing the actor that made the volt of lightning come out of their hands so they just looked like they were pushing their hands at me, and i loved the blades that flew around the big boss but they were quite easy to dodge, possibly close the player in the room?
The story seemed to be interesting but i felt as if there were no objectives, no quests, no merchants (sorry if you said earlier that you would add) so i just felt lost the entire way to the end. It would be awesome if names of enemies selected were in the top left above their portrait as well. at least put in some quests like, Save this dude! or Defend this place, or Kill this bad guy! and town interactions with units was close to none so that is were i would put the quests. There is a model that is a question mark in the shapes so you could use that to put above a unit. One last thing that i just discovered, in the re select thing put a big obvious exit option encase the person changes their mind about re selecting, and the choose portrait is the same for everyone but the warrior.
Overall this is a great start to something epic, i'm certain that this will become an excellent map but for now it needs tweaking.
Thank you for the feedback. You can see your hero-level, as well as any other stat you could ever want, by hovering over your hero-icon in the top-left. A level up effect, is something that others have been suggesting before, but I somehow have not done it yet? This will be fixed for the next version! I will look into everything you posted, even though WASD movement is unlikely too be added, I worry that it will cause too much lag - Some alternative movement system might be added at some point though.
One last thing; Quests/Objectives is something I will be adding over the next few updates (they will come fast), since I have first now completed the storyline, and I saw no reason to make some place-holder storyline for the early beta. I will post here when a new update is released :)
Thank you for the feedback, NA seems to bring a lot of it! :)
np we just want to see a fully functional RPG come to starcraft 2 at last =)
@joecab: Go
Well, Enexy and I are working on one :P
Back again, played as the warrior and i got 33330/38213 exp at level 8 and item level 589 single player So as the warrior as i expected the clicky clicky system was allot more friendly with him especially with his splash damage spells, honestly with the mage i was really timid and running from everything while firing and i still died allot. but with the warrior i just blew through everything and died only 2 times when i got overconfident so it was allot easier with the warrior. Just a few more things i noticed.
When an item is auto equipped, announce the equipping of the item. Also when my inventory was full the purple item that i looted was destroyed and i was like GHAHHHHH!!!!!!, may b drop the item on the ground or something? oh and list the hotkeys somewhere in the beginning text areas (id keep those makes the map have a unique feel) because it took me awhile to find them all (the hotkeys)
There was also a pathing problem down to the right of the town that the Chrystal is first taken to, the rocks to the bottom right of the town are walkable.Also when buttons 1-6 are used, just for visuals possibly make it look like the corresponding button on the screen is being pressed. like when 1 is pressed make the button light up to show that yes this is the ability being used/ clicked. Also the warrior jump, when you cannot jump to a certain location the cooldown still goes through, just something that you could fix later not sure what method you are using to validate the jump. 1 last thing i would put a small cooldown such as 1 second on the psiconic saw so you cannot burn through all your mana in 2 seconds and have 2 bijillion damage swirling around you, its awesome! but... cheap.. lol.
Well that is all for now i will see if i can give any more feedback at all, i just feel like the hangbringer of bad news lol tho i will admit that the second time through it was much easier an i wasn't lost every second but first impressions are important if you want top spot, gl on ur map once again.
Quote from Nebuli2: @joecab: Go
Well, Enexy and I are working on one :P
I think I commented your project somewhere :) If not, I have had a look, and it looks very serious. Also, the features we share, like a minimap, if you wanna save yourself some work, just ask for a system. I have done a lot of work making my triggers logical and easy to export/import. Just ask for anything :)
Joecab, it is not bad news, it's feedback, and I love it! There is a reason why it's still a beta. I want to make a great RPG, and the feedback I had from you and others already is much more positive than I expected. I am certain that the upcoming updates will bring a bunch more fun to the map, with just a little bit of work (adding objectives, and the MAIN objective/quest), it is going to be much better, and your feedback is helping a great deal as well - keep it coming! :D
@JakeCake26: Go
I did like your minimap how it was circular, but I didn't like the black background around it :( I did like some parts of your map, I just forgot which lol. I'll play it again and see.
K thanks, just post when you got another patch up and running and im sure plenty of people will be happy to find all the little bugs here n yonder.
Edit: For that Auto Targeting system I had suggested, here is a prodotype that i made just 4 u or anyone elce that might want it. It has explanations for each trigger with comments to explain what the trigger does, give it a try and see if you like I have a zealot set up to take on some variety of units so you can tell when it switches form unit to unit. Only thing i noticed was that when i wanted to run it could be hard to because it selects the unit i'm attacking every time i attack, that is the only thing id change is to make it more run away friendly but i could not come up with a way to do that. So take it, criticize it, modify it, see if you can use it.Force
linebreak
Edit:Playing the map over again i just noticed you had your hero constantly selected so u could constantly cast spells...so take a look at it but now that i think of it it may be useless 2 u lol...anyway once you take a look at it you will know what i meant by auto targeting. Oh and in Corruption the zerglings that are burrowed can be tab selected and killed b 4 they unburrow.
@JakeCake26: Go
Don't forget to send me the map :P
Also maybe you could give items a model. Maybe even just the normal chest model. It would look a lot better than that sort of weird sphere.
Hey man very nice map and terrain is amazing, as for me i think the best improvement for any rpg map is interesting boss fights :) . Man i'm currently trying to make custom interface, and having problem with custom armor system, can i ask you some questions about that? cuz i saw in your map u have pretty detailed damage system with lots of parameters.
Great to see that you are still working on this and didnt stop after you released the first beta of it, like some other modders often do :)
Hey there Jake, I think this bug should've been noticed by now, but when you die as any character apart from warrior you get bugged and turn into a lvl 1 warrior losing all items etc, but sure you can still type -repick and switch back. Only problem here is that if your unlucky your load will be at your point of death meaning you´ll have to make an entirely new one since you'll keep loading a dying character. The "dog" boss or whatever it is and the rest of that area all the mobs have 0hp and the boss can't even reach you. Yet another thing i dont understand is why you've limited the lvl to 9... Also the game is far too short and easy as of yet. The spirit hunter doesn't seem bugged, but his first skill is rather useless, since it seems to not grow with spelldamage, making it into a waste of mana instead of something useful. Don't know if the game is bugged or if you havn't made more, but when you kill the 3rd and final pylon you cant enter the area with the stones that block your way a bit south of the city, but a warrior can still leap over them(maybe before that aswell, havn't tried that yet).
@Maartz:
You're right, I tried to recreate your bug on both the current build, and an old build, where I knew respawning worked correctly. Both did what you've said, meaning this is a bug caused by patch 1.4.0 for SC2. I will fix this as soon as possible, as this is a game-breaking bug IMO.
The map is not bugged, the terrain is simply not done yet. The area you are talking about will be avaible shortly, with an event.
Thanks for the feedback :D I'll get right on it