some of you might know my old project, that was set on ice because of the bank size limit.
i didnt tell you much since then, but i used the last days to start again and i want to present you my first results. :)
there will be some changed about gameplay, too, but more about that later on.
what you see on the screenshots is the new login screen. as you can see you cant have more then 1 character any more, because i thought its sensless since there are no classes in the game but races. the bank system is fully redone with starcode (which works really great, thx for this :)).
the ui design also changed to a modern blue, because i thought it looks quite better then the old one. additionally i have redone all the scripting and im able to change the ui layout with only one click for al dialogs that are displayed in the game and much much more, all in all its much fail saver and easier to manage as the old system.
the other screens show the brand new item system. in a rpg there are a lot of items so i thought of a system that makes it easy for me to create large amounts of items and is fail save and easy to combine with starcode to save the items later.
the item system is really great, i can create an item with only one line of code, i have a custom inventory that can drop, destroy or equip items and the eqipment window is also already working. the item tooltips get generated automatically and also all bonusses get added by script, so the item system is very fail save.
the inventory items get already saved by starcode.
everything you see on the screens is working, maybe not final but working (except for minimap :D)
- minimap finished
- gametimer finished + gametime in msg + chatlog
- character status bar and enemy status bar finished
- option settings implemented
- spell system under development (nearly done)
- quest system under development (nearly done)
- inventory gets now saved in bank
- equipment gets now saved in bank
- options get saved in bank
more about the quest system:
- i can create a quest with one line of code (title, description, type, rewards, minlvl, maxlvl, quest giver + finisher ...)
- the system can do kill, collect, talk and explore quests and a mixture off all (for example a quest that requires killing 5 mobs and collecting 10 items)
- the quest description gets generated automatically (rewards etc)
- the rewards get added automatically
- all quest get saved to bank files (im working on saving quest progress, too, so if you have quest1 accepted and 2/5 mobs killed this 2 mobs will be saved)
- quest progress gets automatically updated in message log (e.g. "mobs killed: 1/5")
- the floating text above questgivers etc gets automatically generated
with the help of the quest system im hoping to be able to create a huge amount of quests in a short time and without any bugs :)
PS: i would have liked to show you a bit more about the quest system, but its a bit messed up atm because im implementing some new features. but there will be videos later anyways
i think you shouldnt save quests so that if you want to do it many times for more mins n gas you can but making it save between maps AND doing it multiple times would be nice(if its finished you can do it again if its not you still continue it would take some ton of work though)
i think you shouldnt save quests so that if you want to do it many times for more mins n gas you can but making it save between maps AND doing it multiple times would be nice(if its finished you can do it again if its not you still continue it would take some ton of work though)
i thought of this point yesterday and came to the conclusion that its a quite good idea. :)
so i upgraded the quest system a bit: it can now create "redoable" quests, that everyone can do as often as he wants, and normal quests that you can only do one time. nevertheless the quest progress of redoable quests will be saved too, but when you finish them by talking to the quest finishing npc, you can accept it again directly. i have also implemented quest requirements, so for examlple if you want to accept quest A, you have to do quest B, C and D bevore. it could be quite useful for quest series. redoable quests will be marked as "redoable" in the quest log automatically.
Do you think you could release an Alpha version for people to look at?
there will be an alpha demo test and also a beta demo test, when its time.
im currently working on stackable items (because it quite sucks if you should collect 10 items for a quest and need 10 inventory slots for them). i also performed the first multiplayer test yesterday and it was succesfull. just need to fix some small bugs.
here is some big HD video for you that shows how i can create an item with one line of code and how the item system performs ingame.
please watch at 780p and enjoy! :)
there are more videos to come.
PS: how to use youtube here? =/
tried <<youtube>>link<<youtube>>, <<youtube>>link<</youtube>>, <<tube>>link<<tube>>, <<tube>>link<</tube>>, [youtube]link[/youtube], also tried only parts of the link (without youtube.com and so on)
doesnt work =/
tried this also yesterday but got same result.
do i need to select a special type like "BBCode" or "WikiCreole"? tried both without succes.
Or a special format on youtube? im to dump to use this forum oO
ok.... the whole inventory thing...... all of it.......
B E A U T I F U L
who what where why when and how does this work?
is it creating an actual item with alterable behaviours and naming it?
can it modify an already created item?
if it can modify, does it change the 1 item or all of it's type?
if it were used in 2 seperate instances to create an item with identicle stats behaviours description etc..... does it save as the same item or 2 seperate items?
i wanna open it up and disect it, i need 2 kno how this works
cuz i have no clue how a borderlands type game or a diablo game could be done with what galaxy gives us, i have no clue how to trigger-change an item's buff
ok.... the whole inventory thing...... all of it.......
B E A U T I F U L
who what where why when and how does this work?
is it creating an actual item with alterable behaviours and naming it? can it modify an already created item? if it can modify, does it change the 1 item or all of it's type? if it were used in 2 seperate instances to create an item with identicle stats behaviours description etc..... does it save as the same item or 2 seperate items?
i wanna open it up and disect it, i need 2 kno how this works
cuz i have no clue how a borderlands type game or a diablo game could be done with what galaxy gives us, i have no clue how to trigger-change an item's buff
in fact, every item is just an "illusion" and consists of only variables. im using a unit to be able to interact with the item ingame (pick it up and so on), but i dont need to create a new unit for each item.
every item has an ID, but two items can for sure have the same id if it are the same items (for example "Test item 1" always has ID 1), so if i edit the item with id 1 it will change all items with id 1 for all players. so i can replace an item everytime.
the save system only saves the item id of each inventory slot, so i can "patch" the items everytime and they get loaded without problems.
im currently working on a video showing some quests, but it may take some time because im already doing some terraining right now :)
its dissapointment i feel because i feared this was the case, why must we have to go around the bliz-ready items to achieve our goals?
i thought of making fake items myself before but it seemed like such a task, but if i wanted to make weapons and such like so many other games where you could attach things mod them in ways, seems like u kinda gotta
i tried swapping out behaviors on things before but it never worked, and changing the item name and tooltip did so for every instance of that item, which isn't good if you want a custom weapon
seems i might have to do it like u do it, if i wanna get the customization i want
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Starcraft Universe Reloaded
hello guys,
some of you might know my old project, that was set on ice because of the bank size limit.
i didnt tell you much since then, but i used the last days to start again and i want to present you my first results. :)
there will be some changed about gameplay, too, but more about that later on.
what you see on the screenshots is the new login screen. as you can see you cant have more then 1 character any more, because i thought its sensless since there are no classes in the game but races. the bank system is fully redone with starcode (which works really great, thx for this :)).
the ui design also changed to a modern blue, because i thought it looks quite better then the old one. additionally i have redone all the scripting and im able to change the ui layout with only one click for al dialogs that are displayed in the game and much much more, all in all its much fail saver and easier to manage as the old system.
the other screens show the brand new item system. in a rpg there are a lot of items so i thought of a system that makes it easy for me to create large amounts of items and is fail save and easy to combine with starcode to save the items later.
the item system is really great, i can create an item with only one line of code, i have a custom inventory that can drop, destroy or equip items and the eqipment window is also already working. the item tooltips get generated automatically and also all bonusses get added by script, so the item system is very fail save.
the inventory items get already saved by starcode.
everything you see on the screens is working, maybe not final but working (except for minimap :D)
but enaugh talking right now :D
@Mille25: Go
Looking great.
Good to see this project is still being developed. I thought you abandoned it or something;p
Curious,
http://static.sc2mapster.com/content/attachments/7/811/Screenshot2010-10-02_15_21_50.jpg
Speed attribute in the left dialog. What is that for?;p, I already see movement and attack speed listed below that.
speed is an attribute that increases movement and attackspeed of the hero.
the charinfo window isnt really final at all, so its still a bit messy :D
started working on spell system right now, making good progress :)
some updates
- minimap finished
- gametimer finished + gametime in msg + chatlog
- character status bar and enemy status bar finished
- option settings implemented
- spell system under development (nearly done)
- quest system under development (nearly done)
- inventory gets now saved in bank
- equipment gets now saved in bank
- options get saved in bank
more about the quest system:
- i can create a quest with one line of code (title, description, type, rewards, minlvl, maxlvl, quest giver + finisher ...)
- the system can do kill, collect, talk and explore quests and a mixture off all (for example a quest that requires killing 5 mobs and collecting 10 items)
- the quest description gets generated automatically (rewards etc)
- the rewards get added automatically
- all quest get saved to bank files (im working on saving quest progress, too, so if you have quest1 accepted and 2/5 mobs killed this 2 mobs will be saved)
- quest progress gets automatically updated in message log (e.g. "mobs killed: 1/5")
- the floating text above questgivers etc gets automatically generated
with the help of the quest system im hoping to be able to create a huge amount of quests in a short time and without any bugs :)
it looks rly cool, btw its solo rpg or its multi ? Systems used in this map are really kick ass !
@Adelios: Go
multi for sure :D
PS: i would have liked to show you a bit more about the quest system, but its a bit messed up atm because im implementing some new features. but there will be videos later anyways
i think you shouldnt save quests so that if you want to do it many times for more mins n gas you can but making it save between maps AND doing it multiple times would be nice(if its finished you can do it again if its not you still continue it would take some ton of work though)
i thought of this point yesterday and came to the conclusion that its a quite good idea. :)
so i upgraded the quest system a bit: it can now create "redoable" quests, that everyone can do as often as he wants, and normal quests that you can only do one time. nevertheless the quest progress of redoable quests will be saved too, but when you finish them by talking to the quest finishing npc, you can accept it again directly. i have also implemented quest requirements, so for examlple if you want to accept quest A, you have to do quest B, C and D bevore. it could be quite useful for quest series. redoable quests will be marked as "redoable" in the quest log automatically.
just noticed. ability bar is tinyer than the amount of people that Dont Liekz Mudkipz
Do you think you could release an Alpha version for people to look at?
looks great! I was soo sad when you canceled the project. Hooray for starcraft universe!
what? :) i quite like the size, the ui should not cover the entire screen imo.
there will be an alpha demo test and also a beta demo test, when its time.
im currently working on stackable items (because it quite sucks if you should collect 10 items for a quest and need 10 inventory slots for them). i also performed the first multiplayer test yesterday and it was succesfull. just need to fix some small bugs.
but there should be more abilitys putable on the ui
here is some big HD video for you that shows how i can create an item with one line of code and how the item system performs ingame.
please watch at 780p and enjoy! :)
there are more videos to come.
PS: how to use youtube here? =/
tried
<<youtube>>link<<youtube>>, <<youtube>>link<</youtube>>
,<<tube>>link<<tube>>, <<tube>>link<</tube>>
, [youtube]link[/youtube], also tried only parts of the link (without youtube.com and so on)Would you be able to add a bank feature like in WoW? Where you can just put tons of items in and get them later?
@Mille25: Go
click <Embed>, which is on the same row of buttons as the like and dislike, it will give you stuff to copy and paste here
@LinkD: Go
<object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/pCFl9wVxNps?fs=1&hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/pCFl9wVxNps?fs=1&hl=de_DE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>
doesnt work =/
tried this also yesterday but got same result.
do i need to select a special type like "BBCode" or "WikiCreole"? tried both without succes.
Or a special format on youtube? im to dump to use this forum oO
@Nebuli2: Go
yes that shouldnt be a problem.
but im not sure if its needed for my rpg, but i will think about it :)
@Mille25: Go
ok.... the whole inventory thing...... all of it.......
B E A U T I F U L
who what where why when and how does this work?
is it creating an actual item with alterable behaviours and naming it? can it modify an already created item? if it can modify, does it change the 1 item or all of it's type? if it were used in 2 seperate instances to create an item with identicle stats behaviours description etc..... does it save as the same item or 2 seperate items?
i wanna open it up and disect it, i need 2 kno how this works
cuz i have no clue how a borderlands type game or a diablo game could be done with what galaxy gives us, i have no clue how to trigger-change an item's buff
in fact, every item is just an "illusion" and consists of only variables. im using a unit to be able to interact with the item ingame (pick it up and so on), but i dont need to create a new unit for each item.
every item has an ID, but two items can for sure have the same id if it are the same items (for example "Test item 1" always has ID 1), so if i edit the item with id 1 it will change all items with id 1 for all players. so i can replace an item everytime.
the save system only saves the item id of each inventory slot, so i can "patch" the items everytime and they get loaded without problems.
im currently working on a video showing some quests, but it may take some time because im already doing some terraining right now :)
greez
awww..... i cry......
its dissapointment i feel because i feared this was the case, why must we have to go around the bliz-ready items to achieve our goals?
i thought of making fake items myself before but it seemed like such a task, but if i wanted to make weapons and such like so many other games where you could attach things mod them in ways, seems like u kinda gotta
i tried swapping out behaviors on things before but it never worked, and changing the item name and tooltip did so for every instance of that item, which isn't good if you want a custom weapon
seems i might have to do it like u do it, if i wanna get the customization i want