My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
On the western borders of Startopia, just north of Route 1, lies an ancient area of calmth and peace, representing the essence of pure naturality. Known to the inhabitants of the world of Starmon as simply 'Dusk Forest', it is an area said to house many secrets. It is also an area that houses many different types of Starmon. Specifically bug and grass types are common in the area, though rumors exist of a large living tree known as Aravon. While during the day the forest is used to seek solitude and quiet by trainers and townsfolk alike, the night is said to feel magical - and perhaps a tad scary.
I just took a peek. Looks like the wall models used in the Diablo map as well? Something like that could be useful, yeah, but I'd need to implement them as doodads and possibly retexture them. I'll look into that once I actually start needing them for buildings (right now I'm still just doing general zones). Do you have the pieces downloadable somewhere?
Just export them from the map? If you can't do that for some odd reason I'll post them here. Idk if there the same ones from the Diablo map. They were posted somewhere on here and I just used them but yea glad that helps and hopefully gives you an idea or two.
Looks good. Personally I don't see the reason to have the grass modular, I would either have it all modular or not at all, but i guess it's personal taste. How many types of zones to you plan? (Forest, city etc.) I'm thinking about textures, one way to get more textures to work with is to use alot of terran tarmac, installation roof and flattened space platform towers to spice up cityscapes and other manmade areas, then you might only need one or even no textures at all for those areas.
Looks good. Personally I don't see the reason to have the grass modular, I would either have it all modular or not at all, but i guess it's personal taste.
How many types of zones to you plan? (Forest, city etc.) I'm thinking about textures, one way to get more textures to work with is to use alot of terran tarmac, installation roof and flattened space platform towers to spice up cityscapes and other manmade areas, then you might only need one or even no textures at all for those areas.
Off the top of my head, we have about 10-12 seperate zones or so, I think. I haven't used a lot of tarmacs yet, thanks for reminding me there - we've already taken steps to ensure the textures working out, though. I'm combining them and placing them in such ways that it should sort itself out. Right now we have a bit of everything - Dirt, Grass, Dark Grass, Rocks, Concrete, Bricks, Snow and Sand.
Also, space platform towers? I need to try that one.
Dunno whether we'll make a quest like that, but I'll definitely include some more subtle references to Firefly ;) Could name a mercenary Jayne (Or hero of Canton?)
Maybe there even already is a firefly starmon called "Washb"...
Very Fancy looking Trainer you got there, That encounter with the Aravon looks AMAZING.
Rollback Post to RevisionRollBack
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
I haven't posted anything too important recently, so I figured I'd give a quick update of what I've been working on. As you saw above, Moz has been working hard to create a beautiful terrain. To make his terrain feel even better, I've implemented a weather system. As you travel around the world, the weather will change over time. This looks awesome, because it actually impacts the environment. If it starts to rain in the forest, for example, the lighting gets much darker, the water level rises, and little puddles start to appear as it continues to rain. It's a small touch, but it's a nice feeling of life that gets added to the world.
Weather also affects the game play itself. For example, if it's raining in the overworld, it's going to be raining in battles as well, so water moves are powered up and some special abilities activate, just like in the games. If you're in the desert and a vicious sandstorm kicks up, your party will begin to take damage the longer you stay in the storm, it becomes hard to see, and sandstorms will also affect moves and apply damage during battle. We haven't totally finished the system, but we'll likely create some unique encounters that only occur during particular weather patterns.
I also added another quest, bringing us to 5 finished sidequests so far, with plenty more on the way.
Apart from setting up an epic wild encounter, I've also been busy adding more starmon. Currently we're at 84, one of which won't be revealed until a related starmon is added as well as the features that unlock both, and another one won't be revealed until we're done with adding all starmon to the game. But that still leaves a good amount for me to reveal!
My last reveal ended with Batzu and Batol, the bats, which are #64 and #65 respectively, and now i'll go through #66 through #82.
Starmon #82 forgot to join the party, so there'll be a seperate image for it later on.
I also put in the trainer in his temporary outfit for size reference.
Let us start on the left! (These starmon are not ordered chronologically / by ID)
Elkor and Elkophant! (70-71)
These normal starmon heavily favor physical stats, and... Oh, right, health! Elkophant is one of the very few starmon to have a base stat of 140 - in this case, it's health. Combined with 100 base defense, this guy will be hard to take down with physical moves. It's special stats are lacking though, so if you manage to find yourself a starmon with high defense and special attack, these guys should be no real issue - Especially if you consider Normal type attacks aren't super effective against anything.
Flei, Ragnos and Roknarr (67-69)
Stat wise, this is a bit of a strange evolution chain - Flei is pure fire type and favors the special stats. Once it evolves to Ragnos, it gains the Rock type, and its stats shift towards the physical side more, favoring health and defense. But trading a Ragnos makes it go through a nervous meltdown- No, wait, wrong - a physical meltdown, turning it into a Roknarr, giving it a massive spike in its special attack and health, and allowing it to learn Fire Blast (Either at level 70 or via TM). This also makes it the fourth and final 3rd stage starmon to be evolved via trade, the other three being Mortem/Mortessus (Liches), Ughondo/Thangur (Two headed brutes) and Shelo/Shelob (Ice+Rock spiders). There are at least three more three-stage chains planned at the moment, not including the bug chain that'll be mentioned a bit further down, that will evolve either via level, item or happiness. (Undecided for now)
Izhal and Ezeahl (77-78)
I managed to find a working version of the Ethereal models from WoW. These two are elusive little guys, naturally learning only five offensive moves. These guys can become incredibly annoying if you want battlefield control - Reflect and Light Screen reduces damage, Confuse Ray and Hypnosis are some of the most annoying moves in the game in my opinion, after protect - which it can learn as well! If that's not enough, it will steal your stats with Body Swap, hide it's health bar via Psyche Shield and then give all those stats it stole to another starmon in your party by using Baton Pass! And if that isn't enough, it's got Fade to increase its evasion. (Fade is practically Double Team from pokemon)
If it wasn't apparent already, they're psychic types.
I look forward to players using Ezeahl ;)
Ferrok (66)
This guy will be a tough nut to crack, sporting the excellent defense all Steel starmon do, and the fact that it has Fire Wall (Burn on contact), Iron Defense and Taunt will make it a nightmare for all other physical starmon - If you don't see why: High Defense + Steel Type (Resistant to most types) + Burn from all its fire moves halves physical damage dealt. It also doesn't evolve, meaning it is a powerful early game starmon if you can get your hands on it, as it has the base stats of a fully evolved starmon!
Meylir and Merahn (75-76)
These guys are grass+psychic types. Their attack and speed are pretty bad, but in exchange all their defenses, health and special attack are sitting around the 100-110 mark. Merahn will be able to take quite a beating by using Psychic's defensive moves (Light Screen, Reflect, Psyche Shield, Amnesia, Calm Mind, etc.) together with Grass' sustaining moves (Ingrain, Giga Drain, Synthesis), and don't let it hit you with a solarbeam after it has used one too many Calm Minds!
Yetus (79)
This massive creature will only be found high up in the mountains - I recommend you bring a jacket or ten. Another one of those rare 140 base stats - Health again, coincidentally, and some really good base attack and defense, and all that one a stage one starmon! Don't worry, you won't see these guys on too low levels, similar to Aravons these guys will never be found below level 25, at which point many two-stage chains are already evolved and match its stats.
This guy is ice+fighting, its moves leaning far more on the fighting side - Mostly because I haven't actually made a decent selection of Ice moves, sorry. Once I add Blizzard (Xcorbo made a great model for it using Startools) and hail, it'll learn those as well - I'm just focusing more on filling out the list of starmon at the moment.
Paterkie, Petamod and Washb (72-74)
Another bug evolution line, the first two names are most definitely not a reference to Pokemon, and the last one is definitely not a reference to Washburne, the pilot of the firefly-class transport ship Serenity.
As you would expect, sub-par stage 3 base stats in exchange for being able to be captured in the first zones and finishing its evolution chain at the early level of 10. Washb is also Bug+Fire type, offering you a moveset fairly different to that of Muty and Squiddy. The fact that it has high speed and learns Overdrive naturally can make it viable on higher levels by giving it a quick boost to make up for its lower base stats, throw a fireblast at the enemy and then U-Turn out before Overdrive times out.
I might give it a unique version of U-Turn and call it Crazy Ivan, and give it a special side effect maybe...
Vesir and Vaeris (80-81)
These two Wind Serpents are Fire and Flying type and boast incredible speed. Their health and defenses might be lacking, but its attack stat is good. As with most naturally fast starmon, they can learn Overdrive after level 50 or via TM, as well as U-Turn, allowing them to strike fast and hard, and then leave before the enemy can take advantage of their low base stats.
How these will be found in the wild I haven't decided yet, but I've got a pretty cool idea...
and here comes our shy #82
Gramite, #82
This incredibly strange ring worm is Rock Psychic type, rocking strong physical stats and decent health. It only learns one offensive psychic move, as there is only one physical psychic move and its special stats are useless, but it is capable of learning a good amount of its defensive moves, and handles its offense with rock moves such as Rock Slide and Ancient Power.
This concludes this weeks starmon reveal/preview, and I'll hopefully do these more regularly now! (Unless you guys don't like em, I can stop then :p not like it takes about 1.5 hours to write this damn thing)
@TheAlmaity: Go Ohhhh I was planning a rock+psychic model! Damn I think I'll have to move my efforts elsewhere. I'm not a big fan of using WoW models, as those look clearly off among SC2 models, but I reckon converting them is a lot easier and faster than making new models.
And you have an elephant Starmon now. I already started a ghost model based on the mammoth fossil doodad, as a fossil revival that went wrong or something like that. But now it doesn't seem the best of ideas. Can I suggest using the trilobite fossil as a Starmon? I could give it all the necessary attachments and what not. Ohh and are you planning to use the fossil idea?
I hope they do use your Ghost Mammoth it sounds EPIC.
Rollback Post to RevisionRollBack
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
Any models you were making or planning on making, just go on. I don't mind having similar starmon / type combinations. We can use all the models we can get :p
As for the ghost mammoth, feel free to finish that one :p it wouldn't be the first ghost starmon that looks similar to a living one! I completely forgot about fossils altogether >.> But I'd definitely like to use some.
As for using WoW Models: I don't think they look off at all - Mostly because majority of SC2 unit models aren't being used. We'll have marines/spectres/ghosts and maybe marauders for armed/dangerous people like guards/police/Cipher agents, almost everything else will just be doodads and WoW models. The few SC2 models we will use apart from those will be civilians and some starmon, and we won't have any super strange starmon that look like firebats or colossi (Alright, we do have observer/phoenix... Should probably change those...) I think the combination of models will look fine.
And yea, I don't have a million people making models for me so that I can actually use anything else :p
A small update from my end today. I can't remember if we've addressed putting natures into the game previously, but either way, they've been added as of today. They work pretty much the same way as they do in the real game- there are 25 different natures your starmon can have, and 20 of them have some effect on your stats. Each one of those 20 natures increases one stat by 10% but lowers another by 10%. For example, a Jolly starmon has 10% extra speed, but 10% lower special attack. A calm starmon has 10% increased special defense but 10% lower special attack.
This should add another layer of depth when it comes to catching your "perfect starmon", but not add too much complexity. We wanted to make sure the nature's effects were clearly relayed to the player, so we're coloring the increased and decreased stats, and also providing information on what the nature of your starmon actually does.
I also worked on some boring internal stuff. In preparation for the alpha I put in a error reporting feature- Basically when a battle crashes (and although things are working great now, they never go so well for the first multiplayer test) the game saves a chunk of information and variables onto your computer, so you can give that to one of us. It should help us diagnose any problems that show up.
That's the thing, maity, is that I would SO make models for you if only I knew how! Plz send me a link if u know one ^.^ also don't know how to upload WoW models either-if u can show me how, I can get to work on a reeeeeeeeely cool fire/psychic evo...
Cool mdlz btw maity and congrats on natures Zelda HAPPY HOTS DAY I'm officially counting down until 3/12/13 which is also my ol' man's birthday so I'm getting hots fur him!!
Making models is relatively hard I think, or at least takes a while to get into to be able to produce something of decent quality. "Organic" models are even harder to get right :( So while I really appreciate your enthusiasm, I don't think you'll be able to help out this way unfortunately - By the time you get skilled in 3D modelling, we will probably have released the map or at least finalized all the starmon.
If you still do want to learn 3D modelling, head over to the Artist Tavern section of sc2mapster, people there are more likely to be able to point you into the right direction than me :p 3DSmax is I think the program most people use (That and Blender, but 3DSmax has the official startools from blizzard for exporting)
As for uploading - You can attach files to posts (Its right beneath where you write, big orange letters, "Add Attachment") or you can upload them to different file sharing/storage sites like google drive/docs (part of your gmail account if you have one), megaupload (Its back up, right?) or you can use a program like Dropbox.
How cold of you... Your words pierce my heart like an icicle... I was merely asking how... Naw, man, I'm cool with the fact that I'm the noob to end all noobs, was just trying to actually DO something for a change, and also wanted to know how to mod models for my own maps, too, but its fine.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
@Mozared: Go
WICKED I can't wait to check it out.
I lied, screenshots today.
On the western borders of Startopia, just north of Route 1, lies an ancient area of calmth and peace, representing the essence of pure naturality. Known to the inhabitants of the world of Starmon as simply 'Dusk Forest', it is an area said to house many secrets. It is also an area that houses many different types of Starmon. Specifically bug and grass types are common in the area, though rumors exist of a large living tree known as Aravon. While during the day the forest is used to seek solitude and quiet by trainers and townsfolk alike, the night is said to feel magical - and perhaps a tad scary.
@Mozared: Go
Have you checked out the building walls yet?
@JacktheArcher: Go
I just took a peek. Looks like the wall models used in the Diablo map as well? Something like that could be useful, yeah, but I'd need to implement them as doodads and possibly retexture them. I'll look into that once I actually start needing them for buildings (right now I'm still just doing general zones). Do you have the pieces downloadable somewhere?
@Mozared: Go
Just export them from the map? If you can't do that for some odd reason I'll post them here. Idk if there the same ones from the Diablo map. They were posted somewhere on here and I just used them but yea glad that helps and hopefully gives you an idea or two.
@Mozared: Go
Looks good. Personally I don't see the reason to have the grass modular, I would either have it all modular or not at all, but i guess it's personal taste. How many types of zones to you plan? (Forest, city etc.) I'm thinking about textures, one way to get more textures to work with is to use alot of terran tarmac, installation roof and flattened space platform towers to spice up cityscapes and other manmade areas, then you might only need one or even no textures at all for those areas.
What do you mean with 'modular'? As in one piece of grass takes up one set amount of space? In that case, everything is actually modular. This is something I went over with Maity; I wouldn't have minded using different models and such for tall grass (think LOS blockers), but he wanted to retain the look of the original Pokémon games.
Off the top of my head, we have about 10-12 seperate zones or so, I think. I haven't used a lot of tarmacs yet, thanks for reminding me there - we've already taken steps to ensure the textures working out, though. I'm combining them and placing them in such ways that it should sort itself out. Right now we have a bit of everything - Dirt, Grass, Dark Grass, Rocks, Concrete, Bricks, Snow and Sand.
Also, space platform towers? I need to try that one.
@OceanFlex: Go
Dunno whether we'll make a quest like that, but I'll definitely include some more subtle references to Firefly ;) Could name a mercenary Jayne (Or hero of Canton?)
Maybe there even already is a firefly starmon called "Washb"...
That was what i meant, yes.
Good to know.
Found out when i tried to spice up installation roofs, might provide example later.
@TheAlmaity: Go
Very Fancy looking Trainer you got there, That encounter with the Aravon looks AMAZING.
I haven't posted anything too important recently, so I figured I'd give a quick update of what I've been working on. As you saw above, Moz has been working hard to create a beautiful terrain. To make his terrain feel even better, I've implemented a weather system. As you travel around the world, the weather will change over time. This looks awesome, because it actually impacts the environment. If it starts to rain in the forest, for example, the lighting gets much darker, the water level rises, and little puddles start to appear as it continues to rain. It's a small touch, but it's a nice feeling of life that gets added to the world.
Weather also affects the game play itself. For example, if it's raining in the overworld, it's going to be raining in battles as well, so water moves are powered up and some special abilities activate, just like in the games. If you're in the desert and a vicious sandstorm kicks up, your party will begin to take damage the longer you stay in the storm, it becomes hard to see, and sandstorms will also affect moves and apply damage during battle. We haven't totally finished the system, but we'll likely create some unique encounters that only occur during particular weather patterns.
I also added another quest, bringing us to 5 finished sidequests so far, with plenty more on the way.
Apart from setting up an epic wild encounter, I've also been busy adding more starmon. Currently we're at 84, one of which won't be revealed until a related starmon is added as well as the features that unlock both, and another one won't be revealed until we're done with adding all starmon to the game. But that still leaves a good amount for me to reveal!
My last reveal ended with Batzu and Batol, the bats, which are #64 and #65 respectively, and now i'll go through #66 through #82.
Starmon #82 forgot to join the party, so there'll be a seperate image for it later on.
I also put in the trainer in his temporary outfit for size reference.
Let us start on the left! (These starmon are not ordered chronologically / by ID)
Elkor and Elkophant! (70-71)
These normal starmon heavily favor physical stats, and... Oh, right, health! Elkophant is one of the very few starmon to have a base stat of 140 - in this case, it's health. Combined with 100 base defense, this guy will be hard to take down with physical moves. It's special stats are lacking though, so if you manage to find yourself a starmon with high defense and special attack, these guys should be no real issue - Especially if you consider Normal type attacks aren't super effective against anything.
Flei, Ragnos and Roknarr (67-69)
Stat wise, this is a bit of a strange evolution chain - Flei is pure fire type and favors the special stats. Once it evolves to Ragnos, it gains the Rock type, and its stats shift towards the physical side more, favoring health and defense. But trading a Ragnos makes it go through a nervous meltdown- No, wait, wrong - a physical meltdown, turning it into a Roknarr, giving it a massive spike in its special attack and health, and allowing it to learn Fire Blast (Either at level 70 or via TM). This also makes it the fourth and final 3rd stage starmon to be evolved via trade, the other three being Mortem/Mortessus (Liches), Ughondo/Thangur (Two headed brutes) and Shelo/Shelob (Ice+Rock spiders). There are at least three more three-stage chains planned at the moment, not including the bug chain that'll be mentioned a bit further down, that will evolve either via level, item or happiness. (Undecided for now)
Izhal and Ezeahl (77-78)
I managed to find a working version of the Ethereal models from WoW. These two are elusive little guys, naturally learning only five offensive moves. These guys can become incredibly annoying if you want battlefield control - Reflect and Light Screen reduces damage, Confuse Ray and Hypnosis are some of the most annoying moves in the game in my opinion, after protect - which it can learn as well! If that's not enough, it will steal your stats with Body Swap, hide it's health bar via Psyche Shield and then give all those stats it stole to another starmon in your party by using Baton Pass! And if that isn't enough, it's got Fade to increase its evasion. (Fade is practically Double Team from pokemon)
If it wasn't apparent already, they're psychic types.
I look forward to players using Ezeahl ;)
Ferrok (66)
This guy will be a tough nut to crack, sporting the excellent defense all Steel starmon do, and the fact that it has Fire Wall (Burn on contact), Iron Defense and Taunt will make it a nightmare for all other physical starmon - If you don't see why: High Defense + Steel Type (Resistant to most types) + Burn from all its fire moves halves physical damage dealt. It also doesn't evolve, meaning it is a powerful early game starmon if you can get your hands on it, as it has the base stats of a fully evolved starmon!
Meylir and Merahn (75-76)
These guys are grass+psychic types. Their attack and speed are pretty bad, but in exchange all their defenses, health and special attack are sitting around the 100-110 mark. Merahn will be able to take quite a beating by using Psychic's defensive moves (Light Screen, Reflect, Psyche Shield, Amnesia, Calm Mind, etc.) together with Grass' sustaining moves (Ingrain, Giga Drain, Synthesis), and don't let it hit you with a solarbeam after it has used one too many Calm Minds!
Yetus (79)
This massive creature will only be found high up in the mountains - I recommend you bring a jacket or ten. Another one of those rare 140 base stats - Health again, coincidentally, and some really good base attack and defense, and all that one a stage one starmon! Don't worry, you won't see these guys on too low levels, similar to Aravons these guys will never be found below level 25, at which point many two-stage chains are already evolved and match its stats.
This guy is ice+fighting, its moves leaning far more on the fighting side - Mostly because I haven't actually made a decent selection of Ice moves, sorry. Once I add Blizzard (Xcorbo made a great model for it using Startools) and hail, it'll learn those as well - I'm just focusing more on filling out the list of starmon at the moment.
Paterkie, Petamod and Washb (72-74)
Another bug evolution line, the first two names are most definitely not a reference to Pokemon, and the last one is definitely not a reference to Washburne, the pilot of the firefly-class transport ship Serenity.
As you would expect, sub-par stage 3 base stats in exchange for being able to be captured in the first zones and finishing its evolution chain at the early level of 10. Washb is also Bug+Fire type, offering you a moveset fairly different to that of Muty and Squiddy. The fact that it has high speed and learns Overdrive naturally can make it viable on higher levels by giving it a quick boost to make up for its lower base stats, throw a fireblast at the enemy and then U-Turn out before Overdrive times out.
I might give it a unique version of U-Turn and call it Crazy Ivan, and give it a special side effect maybe...
Vesir and Vaeris (80-81)
These two Wind Serpents are Fire and Flying type and boast incredible speed. Their health and defenses might be lacking, but its attack stat is good. As with most naturally fast starmon, they can learn Overdrive after level 50 or via TM, as well as U-Turn, allowing them to strike fast and hard, and then leave before the enemy can take advantage of their low base stats.
How these will be found in the wild I haven't decided yet, but I've got a pretty cool idea...
and here comes our shy #82
Gramite, #82
This incredibly strange ring worm is Rock Psychic type, rocking strong physical stats and decent health. It only learns one offensive psychic move, as there is only one physical psychic move and its special stats are useless, but it is capable of learning a good amount of its defensive moves, and handles its offense with rock moves such as Rock Slide and Ancient Power.
This concludes this weeks starmon reveal/preview, and I'll hopefully do these more regularly now! (Unless you guys don't like em, I can stop then :p not like it takes about 1.5 hours to write this damn thing)
@TheAlmaity: Go Ohhhh I was planning a rock+psychic model! Damn I think I'll have to move my efforts elsewhere. I'm not a big fan of using WoW models, as those look clearly off among SC2 models, but I reckon converting them is a lot easier and faster than making new models.
And you have an elephant Starmon now. I already started a ghost model based on the mammoth fossil doodad, as a fossil revival that went wrong or something like that. But now it doesn't seem the best of ideas. Can I suggest using the trilobite fossil as a Starmon? I could give it all the necessary attachments and what not. Ohh and are you planning to use the fossil idea?
@TheAlmaity: Go
Very cool looking Starmon and plz keep the reveals coming is my Vote.
@zeldarules28: Go
Awesome work on getting a weather system going.
@SoulFilcher: Go
I hope they do use your Ghost Mammoth it sounds EPIC.
@SoulFilcher: Go
Any models you were making or planning on making, just go on. I don't mind having similar starmon / type combinations. We can use all the models we can get :p
As for the ghost mammoth, feel free to finish that one :p it wouldn't be the first ghost starmon that looks similar to a living one! I completely forgot about fossils altogether >.> But I'd definitely like to use some.
As for using WoW Models: I don't think they look off at all - Mostly because majority of SC2 unit models aren't being used. We'll have marines/spectres/ghosts and maybe marauders for armed/dangerous people like guards/police/Cipher agents, almost everything else will just be doodads and WoW models. The few SC2 models we will use apart from those will be civilians and some starmon, and we won't have any super strange starmon that look like firebats or colossi (Alright, we do have observer/phoenix... Should probably change those...) I think the combination of models will look fine.
And yea, I don't have a million people making models for me so that I can actually use anything else :p
A small update from my end today. I can't remember if we've addressed putting natures into the game previously, but either way, they've been added as of today. They work pretty much the same way as they do in the real game- there are 25 different natures your starmon can have, and 20 of them have some effect on your stats. Each one of those 20 natures increases one stat by 10% but lowers another by 10%. For example, a Jolly starmon has 10% extra speed, but 10% lower special attack. A calm starmon has 10% increased special defense but 10% lower special attack.
This should add another layer of depth when it comes to catching your "perfect starmon", but not add too much complexity. We wanted to make sure the nature's effects were clearly relayed to the player, so we're coloring the increased and decreased stats, and also providing information on what the nature of your starmon actually does.
I also worked on some boring internal stuff. In preparation for the alpha I put in a error reporting feature- Basically when a battle crashes (and although things are working great now, they never go so well for the first multiplayer test) the game saves a chunk of information and variables onto your computer, so you can give that to one of us. It should help us diagnose any problems that show up.
Sorry, I don't have tons of fancy screenshots :/
That's the thing, maity, is that I would SO make models for you if only I knew how! Plz send me a link if u know one ^.^ also don't know how to upload WoW models either-if u can show me how, I can get to work on a reeeeeeeeely cool fire/psychic evo...
Cool mdlz btw maity and congrats on natures Zelda HAPPY HOTS DAY I'm officially counting down until 3/12/13 which is also my ol' man's birthday so I'm getting hots fur him!!
2 days left...
@BladeOfAiur: Go
Making models is relatively hard I think, or at least takes a while to get into to be able to produce something of decent quality. "Organic" models are even harder to get right :( So while I really appreciate your enthusiasm, I don't think you'll be able to help out this way unfortunately - By the time you get skilled in 3D modelling, we will probably have released the map or at least finalized all the starmon. If you still do want to learn 3D modelling, head over to the Artist Tavern section of sc2mapster, people there are more likely to be able to point you into the right direction than me :p 3DSmax is I think the program most people use (That and Blender, but 3DSmax has the official startools from blizzard for exporting)
As for uploading - You can attach files to posts (Its right beneath where you write, big orange letters, "Add Attachment") or you can upload them to different file sharing/storage sites like google drive/docs (part of your gmail account if you have one), megaupload (Its back up, right?) or you can use a program like Dropbox.
How cold of you... Your words pierce my heart like an icicle... I was merely asking how... Naw, man, I'm cool with the fact that I'm the noob to end all noobs, was just trying to actually DO something for a change, and also wanted to know how to mod models for my own maps, too, but its fine.