I'm still in contact with both Flike and 3nigma. In fact, 3nigma now streams on twitch. https://www.twitch.tv/threenigma
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Member for 10 years, 5 months, and 11 days
Last active Thu, Jan, 31 2019 13:53:48
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Jun 15, 2015Posted in: Map Feedback
Hello again all,
Been nearly a year since an update.... This is slow and coming, since this is a side project, but I promised I'd finish this game. The "temperature" system has been added. A short description is below on what the temperature system is:
All monsters have a "base" temperature that they optimally perform at. For example, the current only playable character's base temperature is 94° F. There will be a status indicator, similar to a health bar, that will show you what your current temperature is (just like a health bar, not a numerical display). Certain attacks will have cold/hot affinities to them. If you are struck by skills or abilities that affect your temperature, your character's performance will also be affected. Healer's will also be able to help you get your temperature back to a stable position. Below are some mechanics to temperature:
- Temperature increase/decrease is parabolic. Although it is easy to increase or decrease temperature slightly at first, it becomes increasingly harder. For example, a skill that has Heat +3 affinity on it will cause a target whose current temperature is 94, and base temperature is also 94, to increase by 3%, making it 96.8°. Now, if the target is hit by the same attack with Heat affinity +3, the temperature will rise by roughly only 2.4 degrees this time.
- Targets above their temperature (heated) take increased damage from cold attacks - up to a maximum of 200% bonus damage. Cold attacks will lower the temperature of the target.
- Targets below their temperature (frosted) take increased damage from heated attacks - up to a maximum of 200% bonus damage. Heated attacks will increase the temperature of the target.
- Frosted targets attack slower and move slower based on how much lower they are from their base temperature.
- Heated targets take damage over time based on how much higher they are from their base temperature.
The added gameplay here should be pretty obvious, but it is basically to allow increased diversity in talent choices. In solo play, a player can specialize in cold attacks and have a large bursty-fire skill that will be used after the target has been frosted high enough to receive some insane bonus fire damage. In team play, a tank can go a frost build to take reduced damage over time, but have some DPS with fire skills to net in some increased DPS. In order to attain balance in the system, heated/frosted attacks counter each other purposefully.
I hope to have the graphic for the temperature indicator done soon and demonstrate how this works to everyone. Please let me know what everyone's thoughts are on this mechanic - if anyone is still following.
Dec 29, 2014Posted in: Team Recruitment
Sorry for the late reply - I will also be sending you a PM. Spells range from trigger based, trigger/data, and completely data based. Whatever you prefer, I can make use of it. I make my own spells completely in triggers, but since I need so many I cannot do it all. Some example spells are things like meteor, whirlwind, hurricane, the special effects for healing spells, special effects for summoning, etc. Basically - I need the special effects made for spells.
All damage is calculated trigger no matter what - never by data. In short - you would be basically making special effects. Depending on how much effort is put into that special effect and how well it plays out is how much I pay.
Dec 15, 2014Posted in: Team Recruitment
Rise of Nigma is looking for spell creators! I need data editors, animeators, and modelers. Please see the link below for information on Rise of Nigma.
All positions are payed for.
- I pay 2-4 dollars per spell you make in the data editor.
- I require about 300 spells
- I pay 2-8 dollars per animation made.
- I require about 350 animations.
- I pay 10-25 dollars per model made.
- I require about 5 models only
Nov 14, 2014Posted in: Team Recruitment
I am looking for content creators. No actual editing is required. You will be the one who comes up with names or ideas and I will put them in the game. For example:
- Creation of item names
- Creation of quest names/stories/etc
- Creation of NPC names
- Side-lore creation
Feel free to PM me.
Oct 16, 2013Posted in: General Chat
1. SC2 will indeed save it to the my documents directory. Make sure you "save" the bank via triggers/code. Also, the directory that it's saved in varies if you're testing in single/multiplayer.
2. No, there isn't any... Kind've. I have my own server that handles the middleman, and I have SQL server running on it with a static IP set to it. You'll have to write your own or look for free database servers. You can even use web services to do this.
3. I have not been able to reproduce the memory leak. Might be something with the coding perhaps?
Currently, in my example (Somewhere in the general discussion board) I have an external program that reads and writes to the local bank file at a rate of 10ms. It works perfectly fine, and I can even send other information like coordinates of units, actions, etc to simulate network programming.
Oct 15, 2013Posted in: General Chat
Few things about what you're asking.
- SCII will need to read those inputs at least once every 100ms (.1s).
I do not believe the bank's can be load within 100ms. You have to use "Wait until bank finishes loading" action before proceeding with further actions that will use that same bank file. Thus, I do not know how fast the bank's are read, but I assume this will vary person-to-person, depending on their PC.
- The hardware is capable of writing several file types including XML.
The only files sc2 will be creating or reading are proprietary .sc2bank files. This is pretty much in XML format. Just make sure to make the extension .sc2bank
You are indeed correct about Windows not being nice with ppl working/reading on the same file at the same time. You have to be careful when programming.. Just use try/catches.
All other info I agree to.
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