This project is RPG/Boss map hybrid. Your main goal is to fight bosses, but you can do "lesser" quests to gain items and money that are helpful in bigger fights.
The map consists of different areas, where you can find items and different types of monsters. The boss might also chase you down if you escape from the area (area system can be seen on the video).
Map also has a crafting system where you can combine different items to more powerful ones (example. Green herb + Mystery berry = Potion). I might also add equipment crafting system.
To summarize, the mapp will have:
Bosses
Lesser monsters
Area system
Item combination system
Quests (and possibly random events happening when you are in the wilderness)
Save/load system
Combat system might be changed at some point and there will also be offensive items.
I might also change the combat system if people dont like it. I was also planning to make training mode where you could select skill you want to train, so it wouldnt be so hard to learn the combat system.
How will the leveling work? Skills and attributes?
You'll be able to choose any boss in the map, they'll unlock with level or bosses killed? Or you need to recreate the map to fight other bosses?
If you wanna that people can learn faster, I'll at least rework the combo system. Make it simple, that doesn't need heavy specific timing on each skill. But probably a normal skill system would work better on a game like this. If you need to use some combo (or skill) but you need to stay still for 3 seconds can be hard against some bosses. Anyway is your map and your call :)
Leveling system could go along with rank system. Like lvls 1-3 you are Rookie and when you reach lvl3, you need to kill specific boss for abel to level up to lvl4+ and gain new ranks. The leveling wouldnt affect the hero too much. When you level you can do harder bosses and gain more health and maybe more damage too.
As I said before, I want it to be a bit like RPG/boss map. You can train with lesser creeps and gain items from them, but you need to kill bosses to gain higher ranks (so you wont have to go do the hardest thing right from the start).
I was also thinking of making some areas where you could kill lesser monster without boss and area where you could encounter bosses and lesser creeps (I guess I wana add some kind of system to choose the boss too).
I personally still like the combo system, but Im just not sure if anyone else likes it, so FEEDBACK PLZ...and with the current custom map system its really hard to get random people to test the maps :<. The combo system somehow adds a bit more "skill needed" factor to the game.
There are also other ways to go with the combat system. I could add skills based on weapons/armor you are wearing, but that would propably add imbalance to some of the spells and might not work so well even tought It sounds cool. (Hammer = splash damage spell or knockback spell, Sword = Moving slash spell, Dagger = xStrike)...meh...I just cannot do simple stuff :D. I could add 4-6spells and thats it!
So brainstorming again...Ill try to get another boss done at first and then think about other stuff...
I play monster hunter and would love to see how this map turns out. The area system sounds good but don't some bosses follow you if you run sometimes? You'll need to make a town where you can buy, sell, forge, etc. and then add drops to the lesser monsters. Also learning how bosses fight is the big part of Monster Hunter. I'm not sure how that will work out since almost all units have one attack animation.
They do follow and run away, but Im not planning on adding those kinds of systems, but who knows. It certainly would cause some interesting situations if the monster would chase you.
And most of the units have like 3 different attack animations. In the video I use dance animation, victory animation and attack animation for the Great Zergling (if I remember correctly).
When making a boss, and getting in combat with them, don't make them continously home in on you with the typical SC2 attacks.
Bosses in MHFU for example are based on this principle:
- Bosses ALWAYS do area attacks, but when calculating attacks, aims in the DIRECTION of the most aggroing player. This makes them target you, but if you run around in a circle, they don't run around in a circle. They should stop and "look" at your movements, and then decide on it's AI or attacks, depending on distance, health, and opponent's status(sleep, poisoned, stunned, etc.).
- Bosses should have a "Personality" when it comes to interaction, no "immediate" aggro and chasing, when they should get pissed and "roar" at you for example, before starting their attacks. Only certain bosses bypasses this if you attack them with heavy or animation altering attacks (stunning or affecting the boss in a way it stops roaring and starts combat immediately).
- Bosses are supposed to be flawed in their movements. They ARE big hulking monsters that can't dance to your movements.
This means:
1) Remove all the monster's "Attack" function in SC2. Period. You don't want them chasing after you with constant attacks, makes it look too RTS styled.
2) Remove all player character's attack function and give them "attack abilities" that varies to their class or weapons. All attack abilities should have cooldowns, and some can affect others in terms of cooldowns... All attack abilities are area attacks that can be used to target a "direction" of your character (ala diablo can work).
For example, a Great Sword user should have a max melee range of 2, has a slower attack speed than most weapons, and should have moderate cooldown times on the abilities:
Hack - The basic long range vertical downward slash. Should take 2 seconds to use and hit. Cooldown of 1 second.
Slash - A wide range medium range (1.5) sideway slash, takes 2 seconds to use. 1 Second Cooldown.
Upper - A upper slash dealing high damage and can hit opponents behind the direction of your aim. Most damage is from the front. 2 Seconds to use if used right after a Hack or Slash, 3 second if used alone. Cooldown of 2 seconds.
How the abilities work:
You use hack, and the other skills becomes locked until the time wears off. But you can quickly "combo" by timing your "abilities" at the right time.
Hacking takes 2 seconds, but you can't hack a second time, hence the 1 second cooldown. So you use slash after a hack, with a 1 second cooldown, and you can use a upper later.
Note that in MHFU using a hack after a upper is much slower than using a slash after a upper.
Some interesting ideas you have there...I also kinda dislike monster chasing random players. So maybe I will implement somekind of aggro system. Not sure how I should do that tought...It might look stupid if the boss just stands around doing nothing (maybe I could mix some stuff like jumping in different places when monster is thinking of what to do).
Yea...good Ideas, but I hope I wont fail implementing it. My priority for now is to make 2nd boss ready and maybe after that implement the aggro system.
The system aint even nearly ready, but this is a good start!
You pick items like you would normally and they add to one of the 20 available slots.
Items stack up to 5 times (can be modified for different items). The item you pick up adds up to first empty slot or if the slot has same type of item, it stacks up.
When you drop the item the items the stack count remains.
The main reason why I wanted to do this kind of system is because I want to do monster hunter style combinating items system. With blizzards data editor inventory that didnt seem possible.
The system is quite easy to use for now...but when I add more and more items it might get a bit messy (good documentation might save me).
Anyway I havent seen inventory system quite like this yet, so Im happy with it :).
edit* It might take few minutes for the video quality to get better, since it takes some time to process it.
You might not see it, but it says how many items are stacked in the inventory....
I updated this today so here is another video. I make the video close up of the inventory so you can actually see how it works.
You can combine 2 items to make a new one. Im planning on adding lots of combinations so people can try to discover new items. I might also add somekind of help thingy that teaches you some of the combinations.
Also I will make some item combinations make useless items, and maybe some items have only like 50% chance to combine?
Also need to make selling stuff system, equipment system....lots of things to do!
I just hope blizzard would change custom map system, so people could play my maps :<...
If I may offer advice,
The name of the map doesn`t generate enough excitement. Your OP is also not clear and concise on what the map is about. From what I have gathered, its like a team of players vs Bosses?. Too much random information there , and its all over the place, makes my head hurt.
I think make it more presentable. Layout the facts/features of the game in a clean manner, without blabbering;p
You have some good points there. Im just not sure what Im making myself :D. I think the latest video shows a bit more how all the stuff works...alltought I still got some ideas that might make the map more interesting.
and yea...the basic idea of the map was at first to have players vs bosses map (I guess many people dont play monster hunter). But now its turning more to RPG style boss map (Its almost required to have lots of things to do to make the map interesting).
Maybe I will update the post at some point. Do not let the bad presentation fool you! :(
Oh yea...And I was hoping for feedback from everything. I might have overdone it with this project again, so its fine to say if it looks bad/good. The dialog system I made could be usefull for many maps anyway. Like making somekind of binders map would be cool....
edit* Replaced the first post with another description (I dont know if it any better from the first one tought...)
Made some more stuff for hunterscraft. Save/load system, equipment system and hotkey for item bar.
I would appriciate your opinion about the project...I really dont know if the project is worth continuing. It needs tons of work to be fun and Im not sure does it have the potential to be fun.
Does the systems look too messy? (Soooo many dialogs).
I will propably try to get this map to BETA stage anyway, so people can test it and later maybe release the map unlocked if I see that I have no use for the map anymore :/
and there is the weird thing with dialogs that shows small blue cube when you clear the text :(. I wonder if I can fix that.
Allrighty Ill try this again.
This project is RPG/Boss map hybrid. Your main goal is to fight bosses, but you can do "lesser" quests to gain items and money that are helpful in bigger fights.
The map consists of different areas, where you can find items and different types of monsters. The boss might also chase you down if you escape from the area (area system can be seen on the video).
Map also has a crafting system where you can combine different items to more powerful ones (example. Green herb + Mystery berry = Potion). I might also add equipment crafting system.
To summarize, the mapp will have:
Combat system might be changed at some point and there will also be offensive items.
bump.
Anyone player monster hunter?
I might also change the combat system if people dont like it. I was also planning to make training mode where you could select skill you want to train, so it wouldnt be so hard to learn the combat system.
How will the leveling work? Skills and attributes?
You'll be able to choose any boss in the map, they'll unlock with level or bosses killed? Or you need to recreate the map to fight other bosses?
If you wanna that people can learn faster, I'll at least rework the combo system. Make it simple, that doesn't need heavy specific timing on each skill. But probably a normal skill system would work better on a game like this. If you need to use some combo (or skill) but you need to stay still for 3 seconds can be hard against some bosses. Anyway is your map and your call :)
Leveling system could go along with rank system. Like lvls 1-3 you are Rookie and when you reach lvl3, you need to kill specific boss for abel to level up to lvl4+ and gain new ranks. The leveling wouldnt affect the hero too much. When you level you can do harder bosses and gain more health and maybe more damage too.
As I said before, I want it to be a bit like RPG/boss map. You can train with lesser creeps and gain items from them, but you need to kill bosses to gain higher ranks (so you wont have to go do the hardest thing right from the start).
I was also thinking of making some areas where you could kill lesser monster without boss and area where you could encounter bosses and lesser creeps (I guess I wana add some kind of system to choose the boss too).
I personally still like the combo system, but Im just not sure if anyone else likes it, so FEEDBACK PLZ...and with the current custom map system its really hard to get random people to test the maps :<. The combo system somehow adds a bit more "skill needed" factor to the game.
There are also other ways to go with the combat system. I could add skills based on weapons/armor you are wearing, but that would propably add imbalance to some of the spells and might not work so well even tought It sounds cool. (Hammer = splash damage spell or knockback spell, Sword = Moving slash spell, Dagger = xStrike)...meh...I just cannot do simple stuff :D. I could add 4-6spells and thats it!
So brainstorming again...Ill try to get another boss done at first and then think about other stuff...
I play monster hunter and would love to see how this map turns out. The area system sounds good but don't some bosses follow you if you run sometimes? You'll need to make a town where you can buy, sell, forge, etc. and then add drops to the lesser monsters. Also learning how bosses fight is the big part of Monster Hunter. I'm not sure how that will work out since almost all units have one attack animation.
@Keyeszx: Go
They do follow and run away, but Im not planning on adding those kinds of systems, but who knows. It certainly would cause some interesting situations if the monster would chase you.
And most of the units have like 3 different attack animations. In the video I use dance animation, victory animation and attack animation for the Great Zergling (if I remember correctly).
When making a boss, and getting in combat with them, don't make them continously home in on you with the typical SC2 attacks. Bosses in MHFU for example are based on this principle:
- Bosses ALWAYS do area attacks, but when calculating attacks, aims in the DIRECTION of the most aggroing player. This makes them target you, but if you run around in a circle, they don't run around in a circle. They should stop and "look" at your movements, and then decide on it's AI or attacks, depending on distance, health, and opponent's status(sleep, poisoned, stunned, etc.).
- Bosses should have a "Personality" when it comes to interaction, no "immediate" aggro and chasing, when they should get pissed and "roar" at you for example, before starting their attacks. Only certain bosses bypasses this if you attack them with heavy or animation altering attacks (stunning or affecting the boss in a way it stops roaring and starts combat immediately).
- Bosses are supposed to be flawed in their movements. They ARE big hulking monsters that can't dance to your movements.
This means:
1) Remove all the monster's "Attack" function in SC2. Period. You don't want them chasing after you with constant attacks, makes it look too RTS styled.
2) Remove all player character's attack function and give them "attack abilities" that varies to their class or weapons. All attack abilities should have cooldowns, and some can affect others in terms of cooldowns... All attack abilities are area attacks that can be used to target a "direction" of your character (ala diablo can work).
For example, a Great Sword user should have a max melee range of 2, has a slower attack speed than most weapons, and should have moderate cooldown times on the abilities:
Hack - The basic long range vertical downward slash. Should take 2 seconds to use and hit. Cooldown of 1 second.
Slash - A wide range medium range (1.5) sideway slash, takes 2 seconds to use. 1 Second Cooldown.
Upper - A upper slash dealing high damage and can hit opponents behind the direction of your aim. Most damage is from the front. 2 Seconds to use if used right after a Hack or Slash, 3 second if used alone. Cooldown of 2 seconds.
How the abilities work:
You use hack, and the other skills becomes locked until the time wears off. But you can quickly "combo" by timing your "abilities" at the right time.
Hacking takes 2 seconds, but you can't hack a second time, hence the 1 second cooldown. So you use slash after a hack, with a 1 second cooldown, and you can use a upper later.
Note that in MHFU using a hack after a upper is much slower than using a slash after a upper.
Some interesting ideas you have there...I also kinda dislike monster chasing random players. So maybe I will implement somekind of aggro system. Not sure how I should do that tought...It might look stupid if the boss just stands around doing nothing (maybe I could mix some stuff like jumping in different places when monster is thinking of what to do).
Yea...good Ideas, but I hope I wont fail implementing it. My priority for now is to make 2nd boss ready and maybe after that implement the aggro system.
Made another boss ready.
Now I might take a small break from map making.
The system aint even nearly ready, but this is a good start!
You pick items like you would normally and they add to one of the 20 available slots.
Items stack up to 5 times (can be modified for different items). The item you pick up adds up to first empty slot or if the slot has same type of item, it stacks up.
When you drop the item the items the stack count remains.
The main reason why I wanted to do this kind of system is because I want to do monster hunter style combinating items system. With blizzards data editor inventory that didnt seem possible.
The system is quite easy to use for now...but when I add more and more items it might get a bit messy (good documentation might save me).
Anyway I havent seen inventory system quite like this yet, so Im happy with it :).
I updated this today so here is another video. I make the video close up of the inventory so you can actually see how it works.
You can combine 2 items to make a new one. Im planning on adding lots of combinations so people can try to discover new items. I might also add somekind of help thingy that teaches you some of the combinations.
Also I will make some item combinations make useless items, and maybe some items have only like 50% chance to combine?
Also need to make selling stuff system, equipment system....lots of things to do!
IDEAS ARE ALWAYS WELCOME! So is feedback...
Systems working quite well.
Still lots to do:
I just hope blizzard would change custom map system, so people could play my maps :<...
If I may offer advice,
The name of the map doesn`t generate enough excitement. Your OP is also not clear and concise on what the map is about. From what I have gathered, its like a team of players vs Bosses?. Too much random information there , and its all over the place, makes my head hurt.
I think make it more presentable. Layout the facts/features of the game in a clean manner, without blabbering;p
@EternalWraith: Go
You have some good points there. Im just not sure what Im making myself :D. I think the latest video shows a bit more how all the stuff works...alltought I still got some ideas that might make the map more interesting.
and yea...the basic idea of the map was at first to have players vs bosses map (I guess many people dont play monster hunter). But now its turning more to RPG style boss map (Its almost required to have lots of things to do to make the map interesting).
Maybe I will update the post at some point. Do not let the bad presentation fool you! :(
Oh yea...And I was hoping for feedback from everything. I might have overdone it with this project again, so its fine to say if it looks bad/good. The dialog system I made could be usefull for many maps anyway. Like making somekind of binders map would be cool....
Made some more stuff for hunterscraft. Save/load system, equipment system and hotkey for item bar.
I would appriciate your opinion about the project...I really dont know if the project is worth continuing. It needs tons of work to be fun and Im not sure does it have the potential to be fun.
Does the systems look too messy? (Soooo many dialogs).
I will propably try to get this map to BETA stage anyway, so people can test it and later maybe release the map unlocked if I see that I have no use for the map anymore :/
and there is the weird thing with dialogs that shows small blue cube when you clear the text :(. I wonder if I can fix that.
Decided to release test version for public.
Not too much of content, but Im so lazy to do stuff so I would like to people to test the map and see if its good for anything.
Map can be found on EU named Hunterscraft test.