Apologies and a Request!

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Re: Apologies and a Request!

Postby AimAce » Mon Jul 05, 2010 4:32 pm

Sounds like you're doing good work =) Sorry, I'd offer what little coding help I know, but it seems like you know what you're doing. Gogo!
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Re: Apologies and a Request!

Postby yabooer » Sat Jul 31, 2010 6:15 am

No updates make me a sad person =(

Anyways, you should add Heritage quests, something that requires 5-7 players to do the quest and contains a LOT of very hard things you must do in order to progress through the quest line.
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Re: Apologies and a Request!

Postby Lewt » Sat Jul 31, 2010 9:31 am

Hello! I haven't been updating because chatter has been low, and I haven't done much to the map. For the last week or so, every time I want to work on the map my internet goes out, and I have a lot on online resources to help me out, specifically with naming things. So I have a lot of monsters in my game right now with temporary name tags, haha.
I have worked on static spawns a little bit and some other things, mostly static spawns though.

I wanted to setup spawns for the zones that I have, then I'll go and make more zones or another class.

As far as large quests go, I do want to add in something like that in, quests were going to be one of the last things I did, and if it is a long quest, I need to have it save in stages sort of like VQuests epic quests, so I'd have to figure out how to do that. I have a plan, but it's distant since it would be one of the last things I'd do.
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Re: Apologies and a Request!

Postby Lewt » Sat Jul 31, 2010 9:45 pm

I don't know if this would be at all interesting, but here's a few named NPCs.

* Gods; Not Physically in Game, but mentioned throughout;
Porrew, the God of Justice; Porrew seeks Judgement upon all transgressions no matter how small. Crusaders feel that they must judge the wicked in the name of their God.
Grohet, the God of Nature; Wardens and Rangers seek to protect what Grohet has gifted them, everything from a creek to the massive forests that cover the land.
Korr, the God of Sound; If you listen carefully enough, you can hear the music of Korr even in the deepest of dungeons, giving courage to those who listen.

* Legendary Characters; may or may not be in the game in some form but is mentioned throughout;
Yarek the Taciturn; A powerful Bard that has been rumored to have been the first Bard to ever weave magic into songs under the guidance of Korr himself. Yarek rarely speaks however, and never confirmed or denied such a story. Having disappeared, the Bards that studied under Yarek continue her work to train new Bards in the same art.
The Skorlisi Tribe; An ancient tribe that used to dominate the land, though their artifacts are scattered far and few now, of what has been found it seemed that the Skorlisi were at war with some unknown entity after seemingly being a peaceful race. It is assumed they lost the war since they seemed to have died out, but it is unknown what happened to the entity they were fighting.

* Friendly NPCs;
Fares Norar; An accessory merchant. Pretty well known for trying to scam people.
Karv and Narth Daro; Blacksmiths of Leves. Karv is known across the land for his powerful Armor, as where Narth is know for his Weaponry.

* Hostile NPCs
Kafean the Spearhead; A Troll that believes he should be the leader of the eastern lands and uses his army to attack Leves and its people. Though brash, Kafean is a powerful leader to his people.
NEW - Umbra Elryn; A shadowed being that has been haunting the forests of Leves since the city was founded. Little is known about this creature.
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Re: Apologies and a Request!

Postby Lewt » Mon Aug 02, 2010 1:55 pm

I decided to update the original progress thread a bit, check it out; viewtopic.php?f=12&t=24
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Re: Apologies and a Request!

Postby Lewt » Tue Aug 03, 2010 4:25 pm

Not doing anything tonight, so I'm working on my map.

I started doing roaming monsters for the Plains area, two new monsters so far; Faun Toiler and Gnarled Treant.
Few more... Grizzled Minotaur, Militia Skeleton, Minotaur Sun Worshiper, Faun Trickster.
More... Burly Kobold, Skeletal Magus.

I need to work on statics now, I might wait until another day though.

One new static monster in the south east of the Plains, the Clouded Monitor (Lizard). I also reduced the amounts of roamers in the plains by 1 for each type of roamer temporarily, it felt too crowded. Also fixed the selection circle size on the Shadowed Units from the Forest, it was way too large.

Static Monsters that kill players near them or are run away from will reset back to neutral like normal, but also return to their correct positions and face the direction that they are supposed to face.
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Re: Apologies and a Request!

Postby Lewt » Wed Aug 04, 2010 6:08 pm

Finished up the spawns in the Plains, new additions include; Animated Defender, Kobold Adviser, Kobold Sentry.

Along with the rare spawns; Dunion of Obisim, Urdor the Bonecracker. (More rare spawns may be added later, but I'm comfortable with these two for now)

Also; in the event where a rare spawn appears from a group of monsters that can each spawn the rare spawn in question, all the other spawn points are locked out and are unable to spawn another rare spawn until the currently alive rare spawn dies and his placeholder respawns. This prevents multiple unique monsters of the same type from spawning (breaking the feel) and also adds in a small cooldown from when a rare spawn is killed to when a rare spawn can be spawned again, which would be the same length as the respawn takes, which, in theory, should only prevent the rare spawn from spawning on kills still attempting to respawn BEFORE the rare spawn dies.

EDIT: Cleaned up the Desert's regions and prepared them for roamers.
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Re: Apologies and a Request!

Postby Lewt » Thu Aug 05, 2010 2:31 pm

New monsters making tracks in the desert...
Nomadic Scorpion, Dried Zombie, Exsiccated Redbone, Desiccated Skeleton, Sandstorm Stalker, Sand Mummy, Heartpierce Scorpion, Scorched Skeleton.

Stills needs static spawns. Other than that, everything is populated (that is made) except the first dungeon.
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Re: Apologies and a Request!

Postby yabooer » Fri Aug 06, 2010 10:10 am

Seriously, great progress man. Keep it up I can't wait for it.

Anyways, anymore plans for classes?

Possibly have sub classes for each? Such as for a Bard, either be a Troubadour or a Dirge after you hit a certain level.

Have the Warden choose a path stay with AoE heals and a shape shift of some sort (Which has different spells while shifted) or another one who is focused on damaging spells with 1 single target heal+hot with a shape shift that has different spells while shifted as well.

Ranger can either focus on single target damage or AoE with a choice of a pet?

Something as simple as that (Though a lot of work) can add a HUGE replay value to this game having more players continue to play the game.
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Re: Apologies and a Request!

Postby Lewt » Fri Aug 06, 2010 2:18 pm

I have a few spell ideas for classes, but nothing for a full class. Such as Cleric can get "Mark of Karn" like ability where people that attack the enemy that is effected will be healed slightly. Or a Shadow Knight can get a special ability that lowers the damage of the enemy to increase his own.

As far as classes changing into another class at levels, that would be difficult, I'd basically have to make a whole new hero unit and have it swap your hero and then remember and hand you all your abilities that you had originally and it would have to be added into the save code, just like my Wardens Shapeshift ability. A lot of the trouble appears because none of the spells are actually on your hero, they're given to you when you train, then it saves what abilities you have and the rank of them when you go to save. Even if all I'm changing is the name, like in EQ. I'd still have to swap the unit just to get it to change the name.

That is, unless I'm being silly and there is a trigger in the game to change the proper-name of the hero?

Now, for having a choice in abilities... that is a lot of extra work, and I can see it being awesome, but I instantly run into two problems off of it; more spells equal more buffs, and that can cause huge stacking problems; (Druid Heal + Ranger Buff from VQ, remember?) also, I'd need to have a better UI to better describe what choosing your ability will cause.

Ignoring the UI portion, I would have to have less overall classes in my game in order to pull that off to get around the stacking problem. Which would you rather have?

Take note: each class has 5 abilities now, I have one slot left open on all my heroes for another ability, I was considering an ability to return you to town, but I could easily make that like an item or something instead of eating an ability slot.
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