Have you tried contacting Blizzard about the For Loops, or are you waiting for a public announcement? You might get your answers quicker if they are talking to just you, not the world as a whole.
I contacted them directly, and they're looking into at the moment. I also did a bit of poking around the map, though, and it seems the problem isn't nearly as bad as I thought. The concern was that since the variable was increased at the end of the loop, many calculations that used the variable after the loop would be off by 1. However, I've realized that if you use a break statement, the variable doesn't get increased by one at the end. And since most of the time I used a break statement for these types of situations, it's not too bad. For example, say you open an item box and get a new item. I need to find the first empty slot in your bag so I know where to put the item.
For each int "slot" from 1 to 100
{
if item_in_slot[slot] == 0
then break;
}
// Do something with the slot variable here
See, in this case, everything would be fine. Because of the break statement, there would be no problem. I didn't realize this was the case before, so I thought we'd get the wrong result (in this case, the correct slot +1). Luckily it appears like most stuff is still working- the things that did break were unique because of the how they were written. So I just need to find out if this was intended (and thus not changing back) or accidental (and thus it will change back) so I know how to proceed. But there's only a few things that need to be fixed now, since I fixed most of the serious, game-crashing stuff yesterday to work either way ^.^ So long story short, it won't be a problem either way, we just need to know which it is (bug or intentional) so we can fix up a thing or two.
As for today's progress- more polish, more bugfixes, more little things. I redid the way that we set up the zones. We can now modify spawn rates for any starmon based on the weather of the zone you're in. Plus, the redesign of the internal workings for zones will make them much easier to set up in the future. I also finished adding support for multiplayer-friendly dialogs. We weren't able to send actor messages to model dialog items on a per-player basis, so we created a separate copy of every model dialog for each player.
There's still a few more things we need to get in. For one, you still can't re-arrange your party order very well. Right now all you can do is select a starmon and then pressing a "Move to slot #1" button. That worked okay for a while, but it'd be frustrating if you weren't able to move stuff around just the way you want. We ran into a super weird bug regarding model-swapping between our various costumes. We've got no idea what's causing it but there's a workaround, so that'll be added soon. We need a few more pieces of art to get finished up, and a little bit more terraining to get done. Anyways....It's late, I'm going to bed. ^.^
That's a lovely Meadow are Those Solar Panels in StarCraft II or are they Custom Models?
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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...
Seriously? You can clearly see the wall right there (just kidding :P). We were in need of a good wall model, and SoulFilcher managed to make us one super fast. We owe him one ^.^
We don't usually show off terrain until moz deems it "finished", so we'll hold off on posting the actual powerplant. This is the inner courtyard of the powerplant where the power from the solar panels is collected. Down south you've got the windmill farm, and then to the right you have the actual building itself. The actual powerplant looks great, and it uses tons of walls, so you'll see it very soon :)
Creation. We run errands by travelling to different stores or people to pick up parts/ingredients. Then the person who gave us the quest will brew up a really good item. This could be a starball, held item, or consumable. It would be cool if this quest could be repeatable for different items.
We're planning on adding something just like that. It's probably going to be a sort of crazy scientist cooking up neat items for you.
Solve dispute. 2 people really dislike eachother but one's good and one's evil. Depending on who you defeat will affect your karma and reward. Maybe add a third option where both people become friends with eachother.
We'll have some random events like this, although nothing specific is done yet. But yea, karma rewards for side quests where you "pick a side" will definitely happen.
Journey encouragement. Some dude (like prof oak) will give you different types of starballs for every amount of starmon (like 20) you catch. That way, the more you catch the more easier it is to catch more.
Right now, we're planning to unlock portions of the DNA lab as you unlock more of your stardex. Discovering new starmon will allow you to view their IVs, and eventually EV's. Capturing more starmon will allow you to manipulate their IV's and eventually EV's (or possibly the other way around). We can add a new type of pokeball as well, it's a more tangible reward instead of just an unlock.
Friendly rival/friend. Whenever you feel like it, you can give them a call and we can meet up anywhere for a battle. The interesting part is their party levels will always match yours so it's a way to test your team at any point in the game.
Definitely a neat idea. It probably wouldn't work with the actual rival, as the two of you aren't likely to be on good terms. But some type of "sparring/practice partner" would be cool. We've already got the arena, so you can always test yourself out there, of course. But this is a cool idea for sure ^.^
Anyways, as far as development progress goes, a lot of stuff has been going on. First of all, blizzard got back to us and confirmed that the loop change was intended. Like I said earlier, this isn't nearly as big of a deal as I originally thought, and everything that did break has been fixed (we think :P).
We added a new type of currency called Arena Points. You earn these from battling in the town arena- the first time you beat a particular trainer you'll get 5 AP, and every additional time you fight the same trainer you'll get 2. Since there's more trainers in the arena than you actually need to fight in order to progress through the story, this should add a little incentive. We'll probably add an AP reward for fighting in PvP, or in a few other arena-based things we've got planned. You can spend the AP at the arena store, where you'll be able to get some neat items.
We also made some small tweaks to our debug system- the huge wall of text that covered the screen will be hidden now (except error messages, those are sort of important). I finished the changes to our dialog system, so they should all work in multiplayer now. We've improved the way auto-saving works. We still want you to manually save the game before you quit, but we added an auto-save feature that saves your information as it changes. It should hopefully prevent you from loosing progress in the event of a disconnect.
We're probably going to add an NPC you can speak with who will bump your party up to level 25. Right now there just aren't quite enough side-quests and activities to do between the lv 10 and lv 20 gap. We're going to add way more for sure (and we've already got 10 or so added), but we don't need to delay the alpha to add them. We'll likely make some basic debugging commands for you guys as well, in case the game decides to misbehave and you get stuck in a battle, or something like that. Finally we have to add in more arenas so we can support multiplayer. The current setup looks like we'll at least have room for 4 players, but we're going to tweak some of the terrain to make room for (hopefully) 6 or 8.
I know it seems like things are moving along a little slowly, but we're actually fixing tons of little bugs and adding tons of little things. They're just not very interesting to mention.
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Feel free to Send me a PM if you have any questions/concerns!
To be fair, the actual power plant is 99% finished, but I just didn't want to show it off yet. I'll give you guys a little teaser so Soulfilcher can see his wall in action ;)
There's gonna be a roof on that, btw.
Edit: Also, Zelda's point on the amount of players is a bit outdated (though he couldn't know, I haven't discussed it with him yet). Looks like 6 players is pretty likely at the moment, with 8 being a pretty real possibility. I doubt we'll be able to go higher than that, though.
@Mozared: Go What nice screenshot! And I don't say it just because there are lots of doodads form my packs... no, not at all!
But that wall's texture does look a little odd for the interiors. Such a cozy room should have a lively wallpaper.
It is also possible to make a wall variation that has a real window, one that allows the player to see through it. I'm not sure you would want players to do that, I'm just saying its possible.
Just letting you guys know that this project seems awesome so far! Also do you think the upcoming Pokemon games will influence your future game updates?
The thing about windows is that making them behave specifically (i.e. a player would be able to 'look outside') just isn't worth the effort. For one, there's no fog of war in the game and as such a player will be able to 'look through walls' anyway (because he's simply got a top-down view). Additionally, most of these walls have occlusion to make exploring the building easier on the eyes; this system would clash horribly with windows. There's more reasons, but all in all there's not much point to it.
As for wallpaper... I'm relatively happy with the power plant as it is. The only two things I found myself actually missing were some kind of wall decoration (paintings, mainly) and carpets. If you feel like making some then be my guest, but it's low on the priority list at the moment - I've managed to find 'workarounds' to distract from the mostly empty walls and floors.
Just letting you guys know that this project seems awesome so far! Also do you think the upcoming Pokemon games will influence your future game updates?
Not really. We're staying away from the pokemon universe itself, so nothing that changes in the pokemon lore will have any effect here. We've already decided not to add the Fairy type (We *might* change our mind on this). If some mechanics change, and we like the changes, we'll probably consider implementing those changes.
Not sure what exactly you mean. Zelda was talking directly about the DNA/Genetics Lab/whatever we're gonna call it. Stardex progression works the same as in the pokemon games, so yea, trainer/PvP fights will count towards your "seen" progress. But since you don't own the enemy starmon, you can't take it to the lab to check its IVs and EVs.
The lab is meant to replace online IV calculators, give you an easy way to check your EVs, replace EV reduction berries and replace "breeding for different IVs and Natures"
Those are some good suggestions for quests :) We'll see where we can add those. We already have something very similar to your "Person starting adventure" one.
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I'm sure some of you remember this image: http://i.imgur.com/PnW6jh.jpg
Or more specifically, the typo in the bottom left button..
Well, almost exactly an entire year after it was posted, a bit less than a year after the typo was pointed out somewhere in this thread (I tried to find the post but failed), we fixed it! And the button now actually does something! (other than mocking our typing skills)
PROGRESS!
...yes, this thread is 1 year and 1 day old...
I think we should hurry up with this alpha test. We already made a "small" to-do list on top of our to-do list which only lists things specifically needed for the alpha, and it's not that much.
The list is actually pretty short and easy. Most of it is just small things (Like making the player move closer to the professor at the start), a bit more terrain from Mozared, add text to the intro cutscene and add the extra battle arenas and cameras for them. We're getting there!
Moz, your power plant building looks a bit like Goldeneye, if it was in 3rd person and a bit more 22nd century, not 20th. That solar farm looks like something fresh out of Pokemon Sapphire, complete with logic holes and the fact that you can't get inside the first time you see it (I think). I look forward to seeing how they look together!
Zelda, I feel like a loss should affect my AP somehow, in some cases. Either, I lose one for any arena loss, my rank lowers or something. Wins shouldn't be the only thing to affect that money. Also, names of currency is important. Credits sound more plausible than points.. so can I earn AC? Finally, it's good to know I have an easy button!
Almaity, Grats on the anniversary, and thanks for letting me re-order my team! It's probably impossible to make it a drag'n'drop thing, eh? Maybe let the things take up more screen? I have no real idea how the map works, so I'm just throwing things out there.
None my my change suggestions are going to happen before beta at the earliest, unless they are super easy. Or, they may just be too creepy for your time. At any rate, good luck and great speed!
@Mozared: Go Ok, no windows then. Paintings and carpets are easy to make, I guess, and I've seen some useful textures in the editor for them. I'll give them a try this weekend.
Zelda, I feel like a loss should affect my AP somehow, in some cases. Either, I lose one for any arena loss, my rank lowers or something. Wins shouldn't be the only thing to affect that money. Also, names of currency is important. Credits sound more plausible than points.. so can I earn AC? Finally, it's good to know I have an easy button!
I *think* regular money might be called credits at the moment.
Almaity, Grats on the anniversary, and thanks for letting me re-order my team! It's probably impossible to make it a drag'n'drop thing, eh? Maybe let the things take up more screen? I have no real idea how the map works, so I'm just throwing things out there.
Don't think drag and drop is possible in SC2 :( Even if we do some massive workaround, don't think it'll be worth the time - This works well already. (Select a starmon, press "Move Starmon", click on the slot you want it in)
I don't think making them larger is necessary - They already include a large amount of info, and the entire right half of the screen is dedicated to giving you all the info you need on your (currently highlighted) starmon.
None my my change suggestions are going to happen before beta at the earliest, unless they are super easy. Or, they may just be too creepy for your time. At any rate, good luck and great speed!
Not sure what changes specifically you mean, mind reminding me? Couldn't find anything skimming over the last few pages of this thread :(
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One thing I forgot to mention in the last post is that Zelda changed how the model previews worked so that they will now work properly during multiplayer, and I finally went through making sure all the models are scaled right (In previous videos and/or screenshots you might have noticed certain models being way too large or small, they should all be the right size now)
Haven't talked to Zelda on skype in a couple days, so I don't know how much work he has left exactly - The to-do list might make certain things seem easier than they actually are, and I can't really judge that. Mozared needs to do some more terrain, and I think he said something about Sunday. I think a couple hours is all we're missing from him. JademusSreg offered to do some retextures for trainer models which I hope to have for the Alpha, and I need to do some photoshop work as well, not satisfied with how the conversation buttons look and will probably switch to something a lot simpler looking and I need to create some images for the storage box. We're getting close, but we aren't close enough for an ETA yet :(
I meant it would be cool if during battles we can use our stardex to look at the opponent's types and EVs to help us make better decisions.
We do want to be able to let you open the stardex in-battle, but you probably won't get the "unique" stats (IVs, EVs, Nature, Moves), just the regular stardex page, showing you base stats, type, location and if you already have it marked as captured it shows you moves as well. (There's other info but I can't remember whats on "seen" and whats on "captured")
Here's some more:
Hidden goodies. Whichever house is considered our home, there should be a treasure chest if we investigate under the bed or something :P. Maybe those are some backup supplies from when our parents used to actively journey. How about it has 10 potions?
Not sure whether the player gets a personal house yet :/ We'll see once we have the city properly built, there's barely anything there at the moment.
The fight against team cipher. As a quest from the police (out of the many they offer) in an attempt to defeat them. This one requires you to put on disguises or infiltrate some team cipher area and retrieve some documents/take-photos/find-out-plans and return to the police. Alternatively you could fill them in on police operations and secretly reverse spy on them :P.
That's a really good idea. Will probably make this one of the story quests.
Attempted legendary capture. It turns out that some of their awesomeness rubs off on their babies :P. We cannot capture them immediately but have to consult with a scientist to obtain a ball that makes them catchable. I guess this is another errand running quest.
Mutual gains. There's an explorer who has knowledge about locations of many useful things, like zones, hidden items, highest rate of encounter for starmon, etc. However he/she will only share some of this information every time you help them. This may involve defeating trainers, doing personal help like rescuing family members, and stuff :P. You can do this quest multiple times to get more info.
We've got Mozared as an explorer already. We can probably put in stuff like that for his quests :)
More ideas:
A bank. A place for us to store money which accumulates over time (with a reasonable interest rate). That way it's interesting to leave starmon every once in a while :P.
We have no way to get server time/date, so we have no way of doing that :(
A cult. A group of people (not team cipher) worship the legendaries and believe they're gods. This quest involves doing things for or against them. If you support them, you'll learn more about the legendaries because they active scout for them. If you oppose, maybe make them an obstacle before we can catch legendaries or something :P.
That's a good idea as well, will probably use that for one of the legendaries :)
If you're not allowing us to view types/EVs in battle that's a bit unfortunate. I don't like to beat players by simply knowing more than them and have memorised everything. Too much work :P.
EDIT: Oops, I misread XD. Yup, having at least types is good :)
And base stats are probably more important than IVs/EVs. You should definitely be able to get a good idea of what your opponent is capable off. If you have that same starmon marked as captured, you can even see what moves it learns naturally (TMs aren't in that list)
Well yeah, they don't mind destructive weapons, but making one is time and resource consuming (for them), so you can't really do that while following another big plan.
Cipher is going after an OP as fuck starmon... I think it is a bit similar to MewTwo's story, yet at the same time quite different.
I'm either referencing anything I ever mentioned: from "hard-mode" to some theoretical typo; or I'm talking about the same post/one I replied to. Either way, it doesn't really matter, because I'm just stating that you will do what you do, regardless of how badly I want you to set all of your ice cubes on fire, or paint a portrait of Jim Raynor using only the mud in your backyard as pigment. (I may suggest things that don't have anything to do with what you want your project to be. I'm ok with you ignoring them, or shooting them down, and acknowledge that you would even if I wasn't.)
How about calling arena money Stars, and giving us all gloves? (Yugioh reference) Perhaps Fame(AF), Glory(AG), Rank(R), or Silver (Abbreviated Ag just to confuse people).
@Trieva: Go
I like the ideas- I'll throw them into the idea document. Thanks ^.^
I contacted them directly, and they're looking into at the moment. I also did a bit of poking around the map, though, and it seems the problem isn't nearly as bad as I thought. The concern was that since the variable was increased at the end of the loop, many calculations that used the variable after the loop would be off by 1. However, I've realized that if you use a break statement, the variable doesn't get increased by one at the end. And since most of the time I used a break statement for these types of situations, it's not too bad. For example, say you open an item box and get a new item. I need to find the first empty slot in your bag so I know where to put the item.
See, in this case, everything would be fine. Because of the break statement, there would be no problem. I didn't realize this was the case before, so I thought we'd get the wrong result (in this case, the correct slot +1). Luckily it appears like most stuff is still working- the things that did break were unique because of the how they were written. So I just need to find out if this was intended (and thus not changing back) or accidental (and thus it will change back) so I know how to proceed. But there's only a few things that need to be fixed now, since I fixed most of the serious, game-crashing stuff yesterday to work either way ^.^ So long story short, it won't be a problem either way, we just need to know which it is (bug or intentional) so we can fix up a thing or two.
As for today's progress- more polish, more bugfixes, more little things. I redid the way that we set up the zones. We can now modify spawn rates for any starmon based on the weather of the zone you're in. Plus, the redesign of the internal workings for zones will make them much easier to set up in the future. I also finished adding support for multiplayer-friendly dialogs. We weren't able to send actor messages to model dialog items on a per-player basis, so we created a separate copy of every model dialog for each player.
There's still a few more things we need to get in. For one, you still can't re-arrange your party order very well. Right now all you can do is select a starmon and then pressing a "Move to slot #1" button. That worked okay for a while, but it'd be frustrating if you weren't able to move stuff around just the way you want. We ran into a super weird bug regarding model-swapping between our various costumes. We've got no idea what's causing it but there's a workaround, so that'll be added soon. We need a few more pieces of art to get finished up, and a little bit more terraining to get done. Anyways....It's late, I'm going to bed. ^.^
>.>
<.<
@Mozared: Go
That's a lovely Meadow are Those Solar Panels in StarCraft II or are they Custom Models?
@Mozared: Go I thought I'd see some walls -_-
Seriously? You can clearly see the wall right there (just kidding :P). We were in need of a good wall model, and SoulFilcher managed to make us one super fast. We owe him one ^.^
We don't usually show off terrain until moz deems it "finished", so we'll hold off on posting the actual powerplant. This is the inner courtyard of the powerplant where the power from the solar panels is collected. Down south you've got the windmill farm, and then to the right you have the actual building itself. The actual powerplant looks great, and it uses tons of walls, so you'll see it very soon :)
We're planning on adding something just like that. It's probably going to be a sort of crazy scientist cooking up neat items for you.
We'll have some random events like this, although nothing specific is done yet. But yea, karma rewards for side quests where you "pick a side" will definitely happen.
Right now, we're planning to unlock portions of the DNA lab as you unlock more of your stardex. Discovering new starmon will allow you to view their IVs, and eventually EV's. Capturing more starmon will allow you to manipulate their IV's and eventually EV's (or possibly the other way around). We can add a new type of pokeball as well, it's a more tangible reward instead of just an unlock.
Definitely a neat idea. It probably wouldn't work with the actual rival, as the two of you aren't likely to be on good terms. But some type of "sparring/practice partner" would be cool. We've already got the arena, so you can always test yourself out there, of course. But this is a cool idea for sure ^.^
Anyways, as far as development progress goes, a lot of stuff has been going on. First of all, blizzard got back to us and confirmed that the loop change was intended. Like I said earlier, this isn't nearly as big of a deal as I originally thought, and everything that did break has been fixed (we think :P).
We added a new type of currency called Arena Points. You earn these from battling in the town arena- the first time you beat a particular trainer you'll get 5 AP, and every additional time you fight the same trainer you'll get 2. Since there's more trainers in the arena than you actually need to fight in order to progress through the story, this should add a little incentive. We'll probably add an AP reward for fighting in PvP, or in a few other arena-based things we've got planned. You can spend the AP at the arena store, where you'll be able to get some neat items.
We also made some small tweaks to our debug system- the huge wall of text that covered the screen will be hidden now (except error messages, those are sort of important). I finished the changes to our dialog system, so they should all work in multiplayer now. We've improved the way auto-saving works. We still want you to manually save the game before you quit, but we added an auto-save feature that saves your information as it changes. It should hopefully prevent you from loosing progress in the event of a disconnect.
We're probably going to add an NPC you can speak with who will bump your party up to level 25. Right now there just aren't quite enough side-quests and activities to do between the lv 10 and lv 20 gap. We're going to add way more for sure (and we've already got 10 or so added), but we don't need to delay the alpha to add them. We'll likely make some basic debugging commands for you guys as well, in case the game decides to misbehave and you get stuck in a battle, or something like that. Finally we have to add in more arenas so we can support multiplayer. The current setup looks like we'll at least have room for 4 players, but we're going to tweak some of the terrain to make room for (hopefully) 6 or 8.
I know it seems like things are moving along a little slowly, but we're actually fixing tons of little bugs and adding tons of little things. They're just not very interesting to mention.
To be fair, the actual power plant is 99% finished, but I just didn't want to show it off yet. I'll give you guys a little teaser so Soulfilcher can see his wall in action ;)
There's gonna be a roof on that, btw.
Edit: Also, Zelda's point on the amount of players is a bit outdated (though he couldn't know, I haven't discussed it with him yet). Looks like 6 players is pretty likely at the moment, with 8 being a pretty real possibility. I doubt we'll be able to go higher than that, though.
@Mozared: Go What nice screenshot! And I don't say it just because there are lots of doodads form my packs... no, not at all!
But that wall's texture does look a little odd for the interiors. Such a cozy room should have a lively wallpaper.
It is also possible to make a wall variation that has a real window, one that allows the player to see through it. I'm not sure you would want players to do that, I'm just saying its possible.
@SoulFilcher: Go
I'd be ok if you made that model. The game isn't a tps so I doubt many players would really be able to see through the walls.
Just letting you guys know that this project seems awesome so far! Also do you think the upcoming Pokemon games will influence your future game updates?
@SoulFilcher: Go
The thing about windows is that making them behave specifically (i.e. a player would be able to 'look outside') just isn't worth the effort. For one, there's no fog of war in the game and as such a player will be able to 'look through walls' anyway (because he's simply got a top-down view). Additionally, most of these walls have occlusion to make exploring the building easier on the eyes; this system would clash horribly with windows. There's more reasons, but all in all there's not much point to it.
As for wallpaper... I'm relatively happy with the power plant as it is. The only two things I found myself actually missing were some kind of wall decoration (paintings, mainly) and carpets. If you feel like making some then be my guest, but it's low on the priority list at the moment - I've managed to find 'workarounds' to distract from the mostly empty walls and floors.
With the camera angle you can just make out its a window in the first place, making them actual windows wouldn't change how the player sees them :(
Not really. We're staying away from the pokemon universe itself, so nothing that changes in the pokemon lore will have any effect here. We've already decided not to add the Fairy type (We *might* change our mind on this). If some mechanics change, and we like the changes, we'll probably consider implementing those changes.
@SoulFilcher: Go
Those models are pretty useful :) Thanks!
@Trieva: Go
Not sure what exactly you mean. Zelda was talking directly about the DNA/Genetics Lab/whatever we're gonna call it. Stardex progression works the same as in the pokemon games, so yea, trainer/PvP fights will count towards your "seen" progress. But since you don't own the enemy starmon, you can't take it to the lab to check its IVs and EVs.
The lab is meant to replace online IV calculators, give you an easy way to check your EVs, replace EV reduction berries and replace "breeding for different IVs and Natures"
Those are some good suggestions for quests :) We'll see where we can add those. We already have something very similar to your "Person starting adventure" one.
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I'm sure some of you remember this image: http://i.imgur.com/PnW6jh.jpg
Or more specifically, the typo in the bottom left button..
Well, almost exactly an entire year after it was posted, a bit less than a year after the typo was pointed out somewhere in this thread (I tried to find the post but failed), we fixed it! And the button now actually does something! (other than mocking our typing skills)
PROGRESS!
...yes, this thread is 1 year and 1 day old...
I think we should hurry up with this alpha test. We already made a "small" to-do list on top of our to-do list which only lists things specifically needed for the alpha, and it's not that much.
The list is actually pretty short and easy. Most of it is just small things (Like making the player move closer to the professor at the start), a bit more terrain from Mozared, add text to the intro cutscene and add the extra battle arenas and cameras for them. We're getting there!
YAY! I'm amp'd up for alpha.
Moz, your power plant building looks a bit like Goldeneye, if it was in 3rd person and a bit more 22nd century, not 20th. That solar farm looks like something fresh out of Pokemon Sapphire, complete with logic holes and the fact that you can't get inside the first time you see it (I think). I look forward to seeing how they look together!
Zelda, I feel like a loss should affect my AP somehow, in some cases. Either, I lose one for any arena loss, my rank lowers or something. Wins shouldn't be the only thing to affect that money. Also, names of currency is important. Credits sound more plausible than points.. so can I earn AC? Finally, it's good to know I have an easy button!
Almaity, Grats on the anniversary, and thanks for letting me re-order my team! It's probably impossible to make it a drag'n'drop thing, eh? Maybe let the things take up more screen? I have no real idea how the map works, so I'm just throwing things out there.
None my my change suggestions are going to happen before beta at the earliest, unless they are super easy. Or, they may just be too creepy for your time. At any rate, good luck and great speed!
@Mozared: Go Ok, no windows then. Paintings and carpets are easy to make, I guess, and I've seen some useful textures in the editor for them. I'll give them a try this weekend.
I *think* regular money might be called credits at the moment.
Don't think drag and drop is possible in SC2 :( Even if we do some massive workaround, don't think it'll be worth the time - This works well already. (Select a starmon, press "Move Starmon", click on the slot you want it in)
I don't think making them larger is necessary - They already include a large amount of info, and the entire right half of the screen is dedicated to giving you all the info you need on your (currently highlighted) starmon.
Not sure what changes specifically you mean, mind reminding me? Couldn't find anything skimming over the last few pages of this thread :(
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One thing I forgot to mention in the last post is that Zelda changed how the model previews worked so that they will now work properly during multiplayer, and I finally went through making sure all the models are scaled right (In previous videos and/or screenshots you might have noticed certain models being way too large or small, they should all be the right size now)
Haven't talked to Zelda on skype in a couple days, so I don't know how much work he has left exactly - The to-do list might make certain things seem easier than they actually are, and I can't really judge that. Mozared needs to do some more terrain, and I think he said something about Sunday. I think a couple hours is all we're missing from him. JademusSreg offered to do some retextures for trainer models which I hope to have for the Alpha, and I need to do some photoshop work as well, not satisfied with how the conversation buttons look and will probably switch to something a lot simpler looking and I need to create some images for the storage box. We're getting close, but we aren't close enough for an ETA yet :(
We do want to be able to let you open the stardex in-battle, but you probably won't get the "unique" stats (IVs, EVs, Nature, Moves), just the regular stardex page, showing you base stats, type, location and if you already have it marked as captured it shows you moves as well. (There's other info but I can't remember whats on "seen" and whats on "captured")
Not sure whether the player gets a personal house yet :/ We'll see once we have the city properly built, there's barely anything there at the moment.
That's a really good idea. Will probably make this one of the story quests.
Could use this for one of the legendaries :)
Could do that. Its also easy to make the bad-side version of this! (Help intercept the supply truck)
We've got Mozared as an explorer already. We can probably put in stuff like that for his quests :)
We have no way to get server time/date, so we have no way of doing that :(
That's a good idea as well, will probably use that for one of the legendaries :)
Eh... I don't think cipher should sidetrack that much from their main plan. Something like that is just too far out of the way for them :p
And base stats are probably more important than IVs/EVs. You should definitely be able to get a good idea of what your opponent is capable off. If you have that same starmon marked as captured, you can even see what moves it learns naturally (TMs aren't in that list)
@Trieva: Go
Well yeah, they don't mind destructive weapons, but making one is time and resource consuming (for them), so you can't really do that while following another big plan.
Cipher is going after an OP as fuck starmon... I think it is a bit similar to MewTwo's story, yet at the same time quite different.
@TheAlmaity: Go
I'm either referencing anything I ever mentioned: from "hard-mode" to some theoretical typo; or I'm talking about the same post/one I replied to. Either way, it doesn't really matter, because I'm just stating that you will do what you do, regardless of how badly I want you to set all of your ice cubes on fire, or paint a portrait of Jim Raynor using only the mud in your backyard as pigment. (I may suggest things that don't have anything to do with what you want your project to be. I'm ok with you ignoring them, or shooting them down, and acknowledge that you would even if I wasn't.)
How about calling arena money Stars, and giving us all gloves? (Yugioh reference) Perhaps Fame(AF), Glory(AG), Rank(R), or Silver (Abbreviated Ag just to confuse people).
I'm so excited for this beta. Even got a new computer for it :p, not really, but i do meet sc2 minimum specs now.
@Trieva: Go
Slacking.
As for me, getting inspiration to do the beach - all that's left for alpha terrain-wise.