If you do wanna make models for things other than Starmon, go ahead - could become a valuable skill ;) No harm in learning! And once you do get the hang of it and decide to make a model for starmon, I'm sure we can sneak it in somewhere ;)
Also, just posting here regularly is already doing enough for us ;) We wouldn't be nearly as motivated to work on the map if we wouldn't have the continued support of everyone in this thread :) I just hope that we can make the map as amazing as you guys expect it to be.
Tun-dun dun dun! Doopdoop BOOM! Hots is tomorrow!!! Weeeeeeeelllllll, yeah are you done with moves maity and abilities Zelda if so I DEMAND A FULL MOVE TEMPLATE!!!!!!!!!
I've decided that I want to be a modeler-if only I knew where a link to a tutaurial is- sorry I know I'm the annoying little 12-year old here-and PLEEEEAASSE tell me that I don't need to buy shotofop or some such crap because I currently have all my dough invested in HotS...
@BladeOfAiur: Go You an learn how to use Blender. Check the tutorials section, PrintIn made some good tutorials on how to convert models for SC2. I started using it only about an year ago and I had no modelling experience, now I make my own custom models.
Are you having areas that are infinitely weather affected like pokemon? I thought that was a little unrealistic. To make weather even more special can you change which NPCs appear in the zones based on weather and maybe have weather dependent quests? For example have an umbrella as a key item and you can only give it to 1 NPC in rainy whether to get a particular reward :P.
I wasn't planning on making any zones "permanently rainy" or anything like that. Some zones will definitely have more frequent weather than others (the forest area has frequent rains and the desert has frequent sandstorms), but we probably won't have any permanent weather conditions. And yes, we plan on making at least some type of weather-specific content, although no such content is in yet. That could be rare starmon that only surface when it's rainy, or special quest NPC's like you described.
I don't suppose you or Zelda will do what the internet has done for pokemon, which is setting up a searchable database of starmon which we can sort by moves, types, name, base stats, zone, etc. If you do I'll be extra happy ;)
I know enough about web development to create a simple database like that, but if we went the website route we'd probably want a forum and as well. In that case, we'd probably go with a forum-hosting service that doesn't require us to develop the whole thing ourselves. So the only way I would foresee us developing a database like that would be if this map really catches on, since something like that would require both time for development and money for the hosting, licenses, and domains. So we'd probably wait until the map is finished up before even considering that, even though it would be totally awesome :P That said, we do realize that it's probably not going to happen, or at least it won't happen for quite a while, so we put a lot more information into the stardex than you'll find in the pokedex. You actually get a complete moves list as well as a zone list for each starmon within the game. So hopefully that will make a web-based tool less necessary. There is not a way to sort at the moment, but that's a good idea, so I'll see if it's possible. If it's something that's feasible within the existing engine I'll throw it on a to-do list.
Cool stuff. When it comes to breeding can you make it easier and less grindy to get our desired nature? Instead of the everstone and ditto thing how about there's a 50% chance the mum or dad's nature is passed down? Even better would be a guarunteed way to get some nature.
Breeding is not currently a planned feature. That said, we are going to be implementing what's I'll call a "DNA Mixer" for now. Basically, it's a lab which is able to modify any starmon's DNA for a pretty steep price. You can re-roll a single IV, re-roll all 6 IV's, or re-roll a nature. The price is going to be pretty high, so you definitely can't just re-roll your stats over and over to get the best ones, but it should help you make your favorite starmon just a little bit better. We may put the breeder in later if it's a heavily requested feature, but this make getting your "ideal starmon" much less grindy.
@zeldarules28: Go DNA lab huh? I can foresee something strange happening and a new type of starmon being created from that. Think of Castform... or maybe Deoxys-like Starmon.
Ohhhh and make this lab able to use DNA from fossils! C'mon you know you want to do it! ;-)
Haha, how soon can I catch my Paterkie? :P. I like having a butterfree equivalent since they were so awesomely rounded and easy to use. For kanto and johto you could get them fairly early, they fly (avoiding ground moves), and compound eyes made sleep powder fairly easy to pull off.
Those are definitely interesting different types of starmon but deciding on base stats sound tough. I hope the game won't end up with 'useless' starmon. If you don't know what I mean it's like the first round of battle tower battles and it's not just under-evolved pokemon. Hopefully there's a fairly even distribution of starmon types like zone 1 has tanks and sweepers (in terms of EV) and zone 2 has walls and rounded (also in terms of EV) in the wild. I don't want to wait until after I beat the star league and have access to every zone before I can carry and battle with a strategically chosen/trained team :P.
I'm personally not a fan of those type of posts. It did reveal some cool starmon and info but I kinda like to wait until I play the game before I start considering their strengths/weaknesses. I don't suppose you or Zelda will do what the internet has done for pokemon, which is setting up a searchable database of starmon which we can sort by moves, types, name, base stats, zone, etc. If you do I'll be extra happy ;)
Yea, I'd like to not have useless starmon, but that will only really be possible to be determined once many people start playing, which is when I will be able to see which starmon are more or less used, and can hand out nerfs/buffs to base stats accordingly, as well as modifications to abilities and move lists.
And I also want as many starmon to be available to players as soon as possible. You don't have to catch everything in the first two zones ("Route 1" and "Probablyisgoingtohaveitsnamechanged Forest") as the next few zones will open up shortly after the tutorial period (First few quests introducing mechanics and story, probably ending by the time you beat the first milestone trainer at level 15). You should ideally be able to get a balanced team before levels 25-30. Also, having one by the time you beat the "Star league" (i.e. the Arena Champion and Arena Elite Four, trainers #96-100 in the list (Technically 5-1, list goes in reverse order logically) is kind of a must, since those trainers are going to have level 100 starmon and hopefully a very challenging AI.
Also, I'll be putting a large variety of starmon in every zone - It's not like I have 20+ zones I can distribute them across. I'll still try and keep the list somewhat short for every moment of time - What I mean is that it won't be 1 of 10 possible starmon spawning when you walk into grass, but more like 1 out of 4, and that there is one set of those 4 for day, one for night, and then another few starmon that appear under special conditions or are fought in a special way (Only appears during rain, or the Aravon encounter I showed earlier)
I can put those "reveal" posts into a spoiler button if you want to (Mod powers ftw). And the strengths/weaknesses are only what I assume they will be, maybe people will figure out some other way to make those guys work ;)
And yea, we weren't planning on a wiki, which is why we put as much info as possible into the Stardex itself (If we made a wiki, we would essentially be rewriting everything we put into the game, time I think would be better spent actually working on the map instead). I do have an online spreadsheet with a list of all moves (Well, all except for the last five which I didn't add to the list yet due to lazyness) which I plan to update with more info like power, accuracy, class, etc. (List of starmon that learn it is unlikely as that would be a bit harder to put together plus take up a ton of space, but generally, since there aren't nearly as many moves as in the pokemon games, check the moves class (Special/Physical/Status) and type then look for a starmon of the same type with fitting base stats and chances are it learns that move. It's status and normal/dark/psychic moves that get thrown around a lot and are less predictable)
If the map does become very popular though, a wiki can probably be set up and players themselves might be able to actually fill it out (I can make things like the User Type xml that has all the relevant data available, but I will most likely not have the time and - probably more importantly - the motivation to fill out a wiki)
You don't' need Photoshop there is a great free alternative called GIMP (Graphic Image Manipulation Program) that does pretty much anything Photoshop does for texturing models.
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'm actually in favor of some more or less useless Starmon if they add variety to the table. Get the Water type in Pokemon games as an example: There are usually lots of water pokemon and many of them aren't even candidates to your team, but they come in many interesting shapes and colors :-)
Ohhh and this line of thought make me think I can work on a 'Corsola' Starmon using one of those Xil doodads...
What I meant is that I don't want starmon to be useless, not that I'll be adding less starmon. I can still add a ton of starmon without intentionally making them worse than other starmon by giving them lower base stats (Currently all base stats for final stage starmon always add up to 520, with the exception of the bug starmon evolving at level 10 having lower stats and (pseudo-)legendaries which have a stat total of 600. I think starters are sitting on 525, not sure)
Ill do my best to make sure no starmon is rendered useless by another starmon (I don't mean hard countered but plain simply outclassed. (Why would you take X if Y does everything it does, but better?))
As for Corsola, could be cool :) Also, I'll post a screenie of your other model that you already sent once I'm done with HotS and actualy add it to the map.
"Rerolling" may be the wrong word for EVs, since they aren't randomized in any way but acquired linearly. You'll be able to remove EVs for a price (Probably not a very high one), as well as actually see them. In the original pokemon games you had berries that could reduce a certain EV by 10, so I don't see why not add this option but as another piece of the lab.
As for constantly increasing prices, it means we need to save more values per starmon, depending on how we allow rerolling and how we increase price, but it means a lot more is added to the bank, and we want to avoid that. Up to Zelda ultimately. But I'd like to have the price high enough by default that you can't just reroll IVs 100 times in a row.
Could you maybe define "Tank", "Support" and "Sweeper" a bit better? I get the general idea, but what did such pokemon need to have to be classified as such? I'm guessing sweepers need Atk or Sp.Atk to be high (130ish) plus probably high speed.
Right now I'm trying to have starmon follow certain themes. Ezeahls for example are called "elusive" in their lore section of the stardex, and their moves reflect that - They have a ton of defensive moves to screw over their opponents. Merahns are supposed to be very durable with their combination of psychic defense moves and grass sustaining moves. Im guessing both of these might be classified as tanks? (Well, ezeahl would maybe be closer to support)
Also, considering we doubled health at max level, sweepers should overall be less effective I think? The game will be less about oneshotting and encourages status moves to be used more (hopefully)
As for stardex info/sorting: Entirely Zelda's domain. All I do is put all the info into a User Type (Database), he's the one who can comment on adding more functionality to the stardex (Something I think is a good idea and we should do once we have time. not really necessary for alpha testing)
Currently they're all sorted by ID, which means its the order I created them in since the stardex creation trigger just goes through the entire list. There is really no easy way to restructure that list - I can only move one index by one spot at a time using a button, and new entries are created all the way at the bottom, so if I made something that belonged into the first group, I'd have to click the button over 100 times to get it there. If we decide to make a second map as a sort of generation II /gold-silver thingy, it'll become even more annoying, so I don't think we can do that. I'd rather have one or more functions that makes the stardex more flexible than to change the default order.
Ok, I hope I answered everything, time to spam cliff jumping zerglings!
Ill do my best to make sure no starmon is rendered useless by another starmon (I don't mean hard countered but plain simply outclassed. (Why would you take X if Y does everything it does, but better?))
Ok, so in LoL terms, Walls are tanks, tanks are bruisers and supports are supports, and sweepers are sort of glass cannons. I'll keep these classes in mind. Looking at all my starmon, we seem to have a lot of "bruisers".
I'll probably be nerfing all base stats at some point so that all starmon have a certain weakness and aren't too all-round.
Thanks for the explanation :)
as for help - What I meant was that if you want a specific type combo and/or class, I need a model that fits it. I can come up with fitting base stats and move lists myself, and I already have a large selection of models. But if you want me to make something specific, I'll need a fitting a model.
I think I've asked you guys pretty everything about the project. It definitely seems it'll be very cool and I just wanted to say good luck again ;)
Hopefully that will be soon. :P On a side note, we will (hopefully) have some good stuff to show you guys soon(ish). Keep an eye out.
I'm reposting the old to-do list with stuff updated so you can get an idea of our progress (crossed out stuff is totally done):
Finish Moves (Maity's Almost Done with those)
Set up move lists for existing starmon (Should be fairly quick once moves are done) and then create more starmon (That's more work but should be way easier than all the moves, since it's mostly just filling out data tables, without much actual trigger or data work)
Set up trainer types for the world generator to draw from (Again, this is a very quick process once we have all the starmon actually finished. We just need to say which trainers can use which types of starmon, and the rest is handled automatically)
This is super easy to do, we just haven't done it yet
Set up all 100 Arena encounters (or at least a good chunk of them). Should be very quick once the trainers are done- its just a list of trainers that we've already set up, plus some boss battles.
Again, it's pretty easy to do, we just haven't done it yet.
Set up zones (We just need to create the terrain itself- the game will automatically fill every zone with the appropriate randomized trainers, starmon, items, mini-quests, etc...)
Moz is hard at work on the zones, and they're coming along nicely :) We have two (ish) more that we definitely want in for the alpha, with 3-4 zones currently terrained.
Create quests for each zone so the world isn't empty (This will be a more time consuming process, but most of the groundwork, like the saving system and quest-battle system, is already finished. Most of the work will come from designing the quest ideas and battles)
This is the most time consuming part, but we're working on it still
Create "random events" to populate the world (These are randomly placed mini-quests around the world to "spice it up" a bit. They're not super important for an alpha test, but they'll certainly give you something to do, which is important for the real release)
There will be few, if any, of these in the alpha. They're not too important
Finalize the "Arena Setup" system. This is what changes the battle arena's terrain to match the zone you're in. So the battles in the forest have grass and trees, battles on the beach have sand and rocks, etc.... The basics for the system are in, but it needs some more work.
Add a better PvP system (We have a PvP system that works, but it's very barebones. I'd like to add some sort of progression, or PvP rank. Maybe even some type of global PvP arena if we can pull it off)
We had some hopes for global PvP, but blizzard just recently said using a server program to handle this would violate ToS. So it definitely won't be here for alpha. Maybe we'll figure something out for later.
Polish (A few more dialogs need to be made presentable before any type of open testing)
We've got more dialog art finished, but there's still a little more to go. The most important stuff is done though.
Apart from that, I didn't do anything that I could show off unfortunately :( I created the arena doodad phasing system, which still needs triggers and actual doodads, but my data part is done, I put glowing rotating balls everywhere, and I painted a lot of (no-)pathing over Mozareds terrain (Cant have people walking through trees, can we?), and fixed the visuals on Static Field and Fire Wall (The attacker now gets hit by electricty/fire if he uses a contact move)
But hey, at least I did something! I'm done with HotS, time to map again!
Oh, alright, don't be that way. Here you go, have an . Happy now?
I'm having FPS issues in general, as you see the videos start off fine but at some point my FPS just drops permanently, no matter what is onscreen, and the only way to fix that is to restart the map >.> And it's not an issue with anything we put into the map - It appears regardless of what's happening, and we made sure there are no leftover triggers eating performance or actor leaks :(
Map seems to be coming along nicely, though. I dislike the kind of harsh cuts into battle mode, maybe smooth the zooming in part a little. Same for the camera circling around the battlefield.
Map seems to be coming along nicely, though. I dislike the kind of harsh cuts into battle mode, maybe smooth the zooming in part a little. Same for the camera circling around the battlefield.
The ability to fade in/out for a specific player was added in a recent patch (1.5, maybe?), and I totally forgot about it until you just said that. So I'll fix that up for sure, it's a great suggestion, I totally agree it's a bit choppy. ^.^
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Feel free to Send me a PM if you have any questions/concerns!
I've got something simple I can share. Two WIP screenshots of the end of Route 3, entrance to the Cave zone. First shows the area and the second is in-game view to give you guys an idea of the scale.
Thanks for the feedback Kueken :) I'm too used to the camera system to notice such things >.> And even if the battle cam is still something you dont want to play with after more polish, there'll be the option to replace it with a static camera.
On another note, lots of really good fixes today!
First one thanks to Mozared bugging me about Ember hitting the floor - I had only one idea on how to fix it, and it miraculously worked! What does that mean? There won't be any issues with projectile impacts anymore, which have been bugging me for a while!
Second fix is to Psychic. I really like how I made the move, but it didnt turn out the way I wanted it to (It was supposed to be 3 rings spinning around each other, the spinning part didn't work perfectly), but I finally fixed that and it looks amazing :)
Third fix is an unimportant one to Shadowball - The projectile was invisible :( Fixed that.
Last, but most important fix - My videos were cut shot due to lag. Apparently Region Actors don't auto-destroy themselves. I dont know why I expected them to, but that's beside the point - The game will no longer create 1248 actors per minute per player without destroying them. (If anyone wants the log file where I found out what the problem was, ask ;) It listed all actors currently existing in the map (Among some other debug stuff I made it spit out). Lines 50,000-197,000 consisted of almost only of the actor that was supposed to check for grass around the trainer to scale/animate it :) That's about 140,000 unnecessary actors.
TL;DR: Lag fixed. Map Super Smooth now. No more laggy videos.
Unfortunately, the video below this was made BEFORE those fixes. I'll have a not laggy one up some other time ;) Also, this and the next one will only be a battle vid. Don't know what else to show off.
Excellent job on those fixes should make the FPS much better for Recording too I bet, I'm looking forward to next Updates with that actor fix.
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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...
Looks really really great. Loved the rick roll ahaha. But on the actual video I think the Poke ball throw could be better. It just goes off to the side. Looks weird and unnatural. That's it though my only complaint.
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@BladeOfAiur: Go
If you do wanna make models for things other than Starmon, go ahead - could become a valuable skill ;) No harm in learning! And once you do get the hang of it and decide to make a model for starmon, I'm sure we can sneak it in somewhere ;)
Also, just posting here regularly is already doing enough for us ;) We wouldn't be nearly as motivated to work on the map if we wouldn't have the continued support of everyone in this thread :) I just hope that we can make the map as amazing as you guys expect it to be.
Tun-dun dun dun! Doopdoop BOOM! Hots is tomorrow!!! Weeeeeeeelllllll, yeah are you done with moves maity and abilities Zelda if so I DEMAND A FULL MOVE TEMPLATE!!!!!!!!!
I've decided that I want to be a modeler-if only I knew where a link to a tutaurial is- sorry I know I'm the annoying little 12-year old here-and PLEEEEAASSE tell me that I don't need to buy shotofop or some such crap because I currently have all my dough invested in HotS...
@BladeOfAiur: Go You an learn how to use Blender. Check the tutorials section, PrintIn made some good tutorials on how to convert models for SC2. I started using it only about an year ago and I had no modelling experience, now I make my own custom models.
I wasn't planning on making any zones "permanently rainy" or anything like that. Some zones will definitely have more frequent weather than others (the forest area has frequent rains and the desert has frequent sandstorms), but we probably won't have any permanent weather conditions. And yes, we plan on making at least some type of weather-specific content, although no such content is in yet. That could be rare starmon that only surface when it's rainy, or special quest NPC's like you described.
I know enough about web development to create a simple database like that, but if we went the website route we'd probably want a forum and as well. In that case, we'd probably go with a forum-hosting service that doesn't require us to develop the whole thing ourselves. So the only way I would foresee us developing a database like that would be if this map really catches on, since something like that would require both time for development and money for the hosting, licenses, and domains. So we'd probably wait until the map is finished up before even considering that, even though it would be totally awesome :P That said, we do realize that it's probably not going to happen, or at least it won't happen for quite a while, so we put a lot more information into the stardex than you'll find in the pokedex. You actually get a complete moves list as well as a zone list for each starmon within the game. So hopefully that will make a web-based tool less necessary. There is not a way to sort at the moment, but that's a good idea, so I'll see if it's possible. If it's something that's feasible within the existing engine I'll throw it on a to-do list.
Breeding is not currently a planned feature. That said, we are going to be implementing what's I'll call a "DNA Mixer" for now. Basically, it's a lab which is able to modify any starmon's DNA for a pretty steep price. You can re-roll a single IV, re-roll all 6 IV's, or re-roll a nature. The price is going to be pretty high, so you definitely can't just re-roll your stats over and over to get the best ones, but it should help you make your favorite starmon just a little bit better. We may put the breeder in later if it's a heavily requested feature, but this make getting your "ideal starmon" much less grindy.
@zeldarules28: Go DNA lab huh? I can foresee something strange happening and a new type of starmon being created from that. Think of Castform... or maybe Deoxys-like Starmon.
Ohhhh and make this lab able to use DNA from fossils! C'mon you know you want to do it! ;-)
Yea, I'd like to not have useless starmon, but that will only really be possible to be determined once many people start playing, which is when I will be able to see which starmon are more or less used, and can hand out nerfs/buffs to base stats accordingly, as well as modifications to abilities and move lists.
And I also want as many starmon to be available to players as soon as possible. You don't have to catch everything in the first two zones ("Route 1" and "Probablyisgoingtohaveitsnamechanged Forest") as the next few zones will open up shortly after the tutorial period (First few quests introducing mechanics and story, probably ending by the time you beat the first milestone trainer at level 15). You should ideally be able to get a balanced team before levels 25-30. Also, having one by the time you beat the "Star league" (i.e. the Arena Champion and Arena Elite Four, trainers #96-100 in the list (Technically 5-1, list goes in reverse order logically) is kind of a must, since those trainers are going to have level 100 starmon and hopefully a very challenging AI.
Also, I'll be putting a large variety of starmon in every zone - It's not like I have 20+ zones I can distribute them across. I'll still try and keep the list somewhat short for every moment of time - What I mean is that it won't be 1 of 10 possible starmon spawning when you walk into grass, but more like 1 out of 4, and that there is one set of those 4 for day, one for night, and then another few starmon that appear under special conditions or are fought in a special way (Only appears during rain, or the Aravon encounter I showed earlier)
I can put those "reveal" posts into a spoiler button if you want to (Mod powers ftw). And the strengths/weaknesses are only what I assume they will be, maybe people will figure out some other way to make those guys work ;)
And yea, we weren't planning on a wiki, which is why we put as much info as possible into the Stardex itself (If we made a wiki, we would essentially be rewriting everything we put into the game, time I think would be better spent actually working on the map instead). I do have an online spreadsheet with a list of all moves (Well, all except for the last five which I didn't add to the list yet due to lazyness) which I plan to update with more info like power, accuracy, class, etc. (List of starmon that learn it is unlikely as that would be a bit harder to put together plus take up a ton of space, but generally, since there aren't nearly as many moves as in the pokemon games, check the moves class (Special/Physical/Status) and type then look for a starmon of the same type with fitting base stats and chances are it learns that move. It's status and normal/dark/psychic moves that get thrown around a lot and are less predictable)
If the map does become very popular though, a wiki can probably be set up and players themselves might be able to actually fill it out (I can make things like the User Type xml that has all the relevant data available, but I will most likely not have the time and - probably more importantly - the motivation to fill out a wiki)
@SoulFilcher: Go
If we get models that visually fit those themes, we'll make em into such starmon :)
@TheAlmaity: Go
Very interesting info thanks. Great decision on adding more info to the Stardex.
@BladeOfAiur: Go
You don't' need Photoshop there is a great free alternative called GIMP (Graphic Image Manipulation Program) that does pretty much anything Photoshop does for texturing models.
I'm actually in favor of some more or less useless Starmon if they add variety to the table. Get the Water type in Pokemon games as an example: There are usually lots of water pokemon and many of them aren't even candidates to your team, but they come in many interesting shapes and colors :-)
Ohhh and this line of thought make me think I can work on a 'Corsola' Starmon using one of those Xil doodads...
Time for a long reply... But first of all: No updates on the map for now, HotS campaign 2 gud.
@SoulFilcher: Go
What I meant is that I don't want starmon to be useless, not that I'll be adding less starmon. I can still add a ton of starmon without intentionally making them worse than other starmon by giving them lower base stats (Currently all base stats for final stage starmon always add up to 520, with the exception of the bug starmon evolving at level 10 having lower stats and (pseudo-)legendaries which have a stat total of 600. I think starters are sitting on 525, not sure)
Ill do my best to make sure no starmon is rendered useless by another starmon (I don't mean hard countered but plain simply outclassed. (Why would you take X if Y does everything it does, but better?))
As for Corsola, could be cool :) Also, I'll post a screenie of your other model that you already sent once I'm done with HotS and actualy add it to the map.
@Trieva: Go
"Rerolling" may be the wrong word for EVs, since they aren't randomized in any way but acquired linearly. You'll be able to remove EVs for a price (Probably not a very high one), as well as actually see them. In the original pokemon games you had berries that could reduce a certain EV by 10, so I don't see why not add this option but as another piece of the lab.
As for constantly increasing prices, it means we need to save more values per starmon, depending on how we allow rerolling and how we increase price, but it means a lot more is added to the bank, and we want to avoid that. Up to Zelda ultimately. But I'd like to have the price high enough by default that you can't just reroll IVs 100 times in a row.
Could you maybe define "Tank", "Support" and "Sweeper" a bit better? I get the general idea, but what did such pokemon need to have to be classified as such? I'm guessing sweepers need Atk or Sp.Atk to be high (130ish) plus probably high speed.
Right now I'm trying to have starmon follow certain themes. Ezeahls for example are called "elusive" in their lore section of the stardex, and their moves reflect that - They have a ton of defensive moves to screw over their opponents. Merahns are supposed to be very durable with their combination of psychic defense moves and grass sustaining moves. Im guessing both of these might be classified as tanks? (Well, ezeahl would maybe be closer to support)
Also, considering we doubled health at max level, sweepers should overall be less effective I think? The game will be less about oneshotting and encourages status moves to be used more (hopefully)
As for stardex info/sorting: Entirely Zelda's domain. All I do is put all the info into a User Type (Database), he's the one who can comment on adding more functionality to the stardex (Something I think is a good idea and we should do once we have time. not really necessary for alpha testing)
Currently they're all sorted by ID, which means its the order I created them in since the stardex creation trigger just goes through the entire list. There is really no easy way to restructure that list - I can only move one index by one spot at a time using a button, and new entries are created all the way at the bottom, so if I made something that belonged into the first group, I'd have to click the button over 100 times to get it there. If we decide to make a second map as a sort of generation II /gold-silver thingy, it'll become even more annoying, so I don't think we can do that. I'd rather have one or more functions that makes the stardex more flexible than to change the default order.
Ok, I hope I answered everything, time to spam cliff jumping zerglings!
Ok, so in LoL terms, Walls are tanks, tanks are bruisers and supports are supports, and sweepers are sort of glass cannons. I'll keep these classes in mind. Looking at all my starmon, we seem to have a lot of "bruisers".
I'll probably be nerfing all base stats at some point so that all starmon have a certain weakness and aren't too all-round.
Thanks for the explanation :)
as for help - What I meant was that if you want a specific type combo and/or class, I need a model that fits it. I can come up with fitting base stats and move lists myself, and I already have a large selection of models. But if you want me to make something specific, I'll need a fitting a model.
Hopefully that will be soon. :P On a side note, we will (hopefully) have some good stuff to show you guys soon(ish). Keep an eye out.
I'm reposting the old to-do list with stuff updated so you can get an idea of our progress (crossed out stuff is totally done):
Finish Moves (Maity's Almost Done with those)Set up move lists for existing starmon (Should be fairly quick once moves are done) and then create more starmon (That's more work but should be way easier than all the moves, since it's mostly just filling out data tables, without much actual trigger or data work)Finalize the "Arena Setup" system. This is what changes the battle arena's terrain to match the zone you're in. So the battles in the forest have grass and trees, battles on the beach have sand and rocks, etc.... The basics for the system are in, but it needs some more work.What is this? Could it be?
A... Video???
Apart from that, I didn't do anything that I could show off unfortunately :( I created the arena doodad phasing system, which still needs triggers and actual doodads, but my data part is done, I put glowing rotating balls everywhere, and I painted a lot of (no-)pathing over Mozareds terrain (Cant have people walking through trees, can we?), and fixed the visuals on Static Field and Fire Wall (The attacker now gets hit by electricty/fire if he uses a contact move)
But hey, at least I did something! I'm done with HotS, time to map again!
Oh, alright, don't be that way. Here you go, have an . Happy now?
I'm having FPS issues in general, as you see the videos start off fine but at some point my FPS just drops permanently, no matter what is onscreen, and the only way to fix that is to restart the map >.> And it's not an issue with anything we put into the map - It appears regardless of what's happening, and we made sure there are no leftover triggers eating performance or actor leaks :(
Nice trolling :/
Map seems to be coming along nicely, though. I dislike the kind of harsh cuts into battle mode, maybe smooth the zooming in part a little. Same for the camera circling around the battlefield.
The ability to fade in/out for a specific player was added in a recent patch (1.5, maybe?), and I totally forgot about it until you just said that. So I'll fix that up for sure, it's a great suggestion, I totally agree it's a bit choppy. ^.^
I've got something simple I can share. Two WIP screenshots of the end of Route 3, entrance to the Cave zone. First shows the area and the second is in-game view to give you guys an idea of the scale.
Thanks for the feedback Kueken :) I'm too used to the camera system to notice such things >.> And even if the battle cam is still something you dont want to play with after more polish, there'll be the option to replace it with a static camera.
On another note, lots of really good fixes today!
First one thanks to Mozared bugging me about Ember hitting the floor - I had only one idea on how to fix it, and it miraculously worked! What does that mean? There won't be any issues with projectile impacts anymore, which have been bugging me for a while!
Second fix is to Psychic. I really like how I made the move, but it didnt turn out the way I wanted it to (It was supposed to be 3 rings spinning around each other, the spinning part didn't work perfectly), but I finally fixed that and it looks amazing :)
Third fix is an unimportant one to Shadowball - The projectile was invisible :( Fixed that.
Last, but most important fix - My videos were cut shot due to lag. Apparently Region Actors don't auto-destroy themselves. I dont know why I expected them to, but that's beside the point - The game will no longer create 1248 actors per minute per player without destroying them. (If anyone wants the log file where I found out what the problem was, ask ;) It listed all actors currently existing in the map (Among some other debug stuff I made it spit out). Lines 50,000-197,000 consisted of almost only of the actor that was supposed to check for grass around the trainer to scale/animate it :) That's about 140,000 unnecessary actors.
TL;DR: Lag fixed. Map Super Smooth now. No more laggy videos.
Unfortunately, the video below this was made BEFORE those fixes. I'll have a not laggy one up some other time ;) Also, this and the next one will only be a battle vid. Don't know what else to show off.
@TheAlmaity: Go
Excellent job on those fixes should make the FPS much better for Recording too I bet, I'm looking forward to next Updates with that actor fix.
@TheAlmaity: Go
Looks really really great. Loved the rick roll ahaha. But on the actual video I think the Poke ball throw could be better. It just goes off to the side. Looks weird and unnatural. That's it though my only complaint.