Well modified and improved the combo arena concept. Its pretty good already, now I just need to get upgrade ideas.
So if you wana help you can throw in suggestions for upgrades. But this thread will just mainly work as showcasing since I cannot keep my ideas hidden very well....
So far I was thinking I could add elemental upgrades, but not sure how they should work...perhaps modify the spell entirely? that would be pretty cool, but sorta hard to get the ideas....oh well lets see how it goes. Ill test it on bnet every now and then so feel free to join in.
It looks very nice. You seem to do really well when making abilities. Goku, now Ninja. How do you plan on implementing the upgrades? As icons that can be clicked? As items that can be used?
First concept was there would be upgrades for combos like. STYLE, BUFF and SPECIAL...but im not sure yet. I just might do it like you can buy the upgrades and they got like 3-5 levels. Allthough you wont be able to change the style with levels, but the the buffs/effects could become stronger.
so still thinking about it...atleast I want to have spell altering effects like you see on the video.
whoa what a messy post again. But its as messy as the ideas in my head right now.
I remember you asking about improvements to the ninja game, think it was during mapcraft or something, I think you could actually add a clone ability or an ability that makes you cloak, imagine you cloak and then jump and then ground pound on them, but the cloak last for like 3 seconds or something just as a quick get away or starter to hide what you're going to do.
Well tested again with new styles, I guess its even messier now? but not to worry, tutorial and other things will be improved once I get my motivation back :D...
Big thanks to ducky for "cheering" on me...I feel a bit more motivated since he points out the flaws quite well...
I got interested in the idea of making AI you can play against. But my systems is so bad I need to modify triggers a quite a lot for this to happen...just hoping I dont mess anything up.
Tutorial v4 is almost ready. You want a video from it? or shall I try to get more stuff before making another repeative video -_-
I just hope ducky accepts it this time, he can be so cruel :D (I need you to test it sometime again).
And I wish people would give me PROPER FEEBACK. Im so tired of hearing "its fun", "its cool", "I like the concept"....
Just tell me if its crap. Tell why you like it, why you dont like it! Good measurement if you like it is, would you play it again? I know there is still so much to do and ducky has helped A LOT by contributing ideas and giving feedback. But overal the battle system most likely wont change dramatically (just not sure about tier2 combos yet). There might be PvE, PvP, Tournaments, RPG elements...as the first combo arena had 3 heroes its not impossible that I would even add more to this too...
Heh, interesting, I wonder if you can still jump from one training cell to other to confuse player under training.
I see you haven't decided where to take this project yet.
If this was RPG/PvE, tutorial could be easily integrated into 1st 5-10 minutes of "1st level". In those settings it would be easier to create different situations where player would need to learn to use different abilities in order to proceed to next challenge. He could take his time to learn basics, while still having a good slice of action. Give him only 1-2 skills at the beginning and unlock more as he proves he understood them. Knowing that you can do 10 skills at the beginning is scary because I suppose you always want to have the best performance, yet with so many skills thrown at you righ at the beginning, you begin to feel lost, since you realize you can't do your best, because you just don't know how. Gently guiding newb into game world would be much easier in PvE environment.
PvP tutorial would be different. Usual PvP tutorial is getting demolished in PvP environment/getting battle experience. But this can result in "I suck at this game and don't want to play it" attitude in some players. I like Eiviyns Magicide mostly due to PvE mode. Thanks to it I was able to experiment with spells and learn spell mechanics and finaly gather courage and experience to face other players. Somehow getting killed by stupid computer enemy is less scary/painful than being killed by other player. I think it gives you more time to think on what you could do better, since you can predict computers actions. It throws the same situation at you over and over again until you learn, while with PvP you're facing different challenge every time, and if you don't know games mechanics, you can't react to enemies actions which drastically lowers your chances of success.
..So yeah, that's how I feel about tutorials.
I'm all for start with PvE with possibility of PvP later on. But I already told you that :P
I'll probably be in SC2 around 9 (I think we're in same timezone (UTC +2), right?).
I will most likely go with our ideas we talked before. Just not 100% sure of my ideas and firstly I have to test them out...I might not do the tutorial for today since I think there are other things I wana do first.
so RPG style perhaps. Tutorial/training optional at start, you can also enter there from town.
At start some simple quest, like killing a few zerglings, perhaps after that you can choose whatever you want to do.
Tournaments could be how you can PvP and ability duel someone.
So this is kinda like hunterscraft 2 :D...but I will most likely change things If I see they are not fun.
I prefer PvP and the system is more suitable for that, but whatever I might just show this and think if I could still make it better.
The roach AI is pretty stupid. They wander around shooting poison balls and burrow every now and then. It does give a deceng chalenge as a basic creature, but its not too much fun.
Well after brainstorming again with ducky. New combat system is being developed again. Its pretty similar to the current system but allows movement. Again it will require testing before I can be certain if Im happy with it.
Probly gona be like:
Ground combos as their own
Air combos as their own
Vanish combos as their own, or neutral move, or resets combo and evades
Hmm perhaps Ill allow vanish and you can execute xStrike/TigerStrike, whatever you want after.
I know this will most likely not make any sense to you, but after I get the system ready Ill make new video. Depending how much time im gona spend on this its probly gona be 1-4 days before new video.
I guess this is about 4th remake of the system :D...and perhaps the best?
Atleast for PvE its much much better than the previous system.
When dialog goes green, it indicates the combo is finished or the combo timer runs out.
General functionality:
Ground combos, started with pressing A (max. 3 spells, currently: A+S, A+S+A, A+A+A, A+A+S)
Air combos, reset ground combos, only performed while in air (W+A, W+S, W+A+S)
Vanish combos, reset ground combos and air combos, counter combos/evading combo (max. 2 spells, currently: D+A, D+S)
so you got around 7 useful combos (some are more useful than others). Its not too much, I will add tier2 combos later and there are style upgrades, but not yet sure how I will implement them.
Now there are 4 types of creeps. Roach, Hydra, Baneling and Infestor. Each creature has unique AI. I will most likely add somekind of info of the monsters too since they might take more or less damage from certain spells and have "weird" spells new players might have diffuclt time with.
After I get some more stuff done I might do more testing and another video.
And still thinking how many players shall I allow per arena. Maybe 4-6, anymore would be bad I guess. There can be several arenas though so you can solo or play with desired team.
Probly gona run tests again after I get the challenges balanced. I got potions ready, monster AI ready. So I just need to tweak the waves and hp.
Ideally one challenge would take around 10-20mins to complete, but that will most likely be hard to do without the challenge getting boring.
If people want to test I might release public version too to test the first 1-4 challenge/missions. Allthough I will be busy next week so not sure when I get all the things I want to be fixed fixed.
Anyway I will be running private tests again soon. Generally I just wana see how fun it is and how fast does it get boring.
Been thinking about the game again. Im not sure where it is heading, but for now I got ideas I want to make and try out.
Playing monster hunter again, got me thinking its really fun to have different weapons that play totally different. That being said I will most likely do totally new combos that play totally differently. I got some ideas ready, but nothing too certain.
I also tried making mutalisk fuse with other models...didnt work out well. It would be so epic to have a flying monster with legs :(
Just lacking the time to do stuff. But still felt like posting :D
may b some one could take the mutalisk off its wings and you could have wings then lol, I'm also surprised I have never seen this thread, it looks extremely well done from what I see from the vids you posted. Also wondering if you are still working on this at all, or if your just putting it aside for now.
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like this zealot
Well modified and improved the combo arena concept. Its pretty good already, now I just need to get upgrade ideas.
So if you wana help you can throw in suggestions for upgrades. But this thread will just mainly work as showcasing since I cannot keep my ideas hidden very well....
So far I was thinking I could add elemental upgrades, but not sure how they should work...perhaps modify the spell entirely? that would be pretty cool, but sorta hard to get the ideas....oh well lets see how it goes. Ill test it on bnet every now and then so feel free to join in.
Upgrade system concepts. Kinda like diablo 3 ehh?
first post, new video
It looks very nice. You seem to do really well when making abilities. Goku, now Ninja. How do you plan on implementing the upgrades? As icons that can be clicked? As items that can be used?
@yukaboy: Go
do first, think later! :D
First concept was there would be upgrades for combos like. STYLE, BUFF and SPECIAL...but im not sure yet. I just might do it like you can buy the upgrades and they got like 3-5 levels. Allthough you wont be able to change the style with levels, but the the buffs/effects could become stronger.
so still thinking about it...atleast I want to have spell altering effects like you see on the video.
whoa what a messy post again. But its as messy as the ideas in my head right now.
I remember you asking about improvements to the ninja game, think it was during mapcraft or something, I think you could actually add a clone ability or an ability that makes you cloak, imagine you cloak and then jump and then ground pound on them, but the cloak last for like 3 seconds or something just as a quick get away or starter to hide what you're going to do.
Well tested again with new styles, I guess its even messier now? but not to worry, tutorial and other things will be improved once I get my motivation back :D...
Big thanks to ducky for "cheering" on me...I feel a bit more motivated since he points out the flaws quite well...
until next time..
From stupid mind...whole body suffers.
I got interested in the idea of making AI you can play against. But my systems is so bad I need to modify triggers a quite a lot for this to happen...just hoping I dont mess anything up.
Tutorial v4 is almost ready. You want a video from it? or shall I try to get more stuff before making another repeative video -_-
I just hope ducky accepts it this time, he can be so cruel :D (I need you to test it sometime again).
And I wish people would give me PROPER FEEBACK. Im so tired of hearing "its fun", "its cool", "I like the concept"....
Just tell me if its crap. Tell why you like it, why you dont like it! Good measurement if you like it is, would you play it again? I know there is still so much to do and ducky has helped A LOT by contributing ideas and giving feedback. But overal the battle system most likely wont change dramatically (just not sure about tier2 combos yet). There might be PvE, PvP, Tournaments, RPG elements...as the first combo arena had 3 heroes its not impossible that I would even add more to this too...
Heh, interesting, I wonder if you can still jump from one training cell to other to confuse player under training.
I see you haven't decided where to take this project yet.
If this was RPG/PvE, tutorial could be easily integrated into 1st 5-10 minutes of "1st level". In those settings it would be easier to create different situations where player would need to learn to use different abilities in order to proceed to next challenge. He could take his time to learn basics, while still having a good slice of action. Give him only 1-2 skills at the beginning and unlock more as he proves he understood them. Knowing that you can do 10 skills at the beginning is scary because I suppose you always want to have the best performance, yet with so many skills thrown at you righ at the beginning, you begin to feel lost, since you realize you can't do your best, because you just don't know how. Gently guiding newb into game world would be much easier in PvE environment.
PvP tutorial would be different. Usual PvP tutorial is getting demolished in PvP environment/getting battle experience. But this can result in "I suck at this game and don't want to play it" attitude in some players. I like Eiviyns Magicide mostly due to PvE mode. Thanks to it I was able to experiment with spells and learn spell mechanics and finaly gather courage and experience to face other players. Somehow getting killed by stupid computer enemy is less scary/painful than being killed by other player. I think it gives you more time to think on what you could do better, since you can predict computers actions. It throws the same situation at you over and over again until you learn, while with PvP you're facing different challenge every time, and if you don't know games mechanics, you can't react to enemies actions which drastically lowers your chances of success.
..So yeah, that's how I feel about tutorials.
I'm all for start with PvE with possibility of PvP later on. But I already told you that :P
I'll probably be in SC2 around 9 (I think we're in same timezone (UTC +2), right?).
@DuckyTheDuck: Go
I will most likely go with our ideas we talked before. Just not 100% sure of my ideas and firstly I have to test them out...I might not do the tutorial for today since I think there are other things I wana do first.
so RPG style perhaps. Tutorial/training optional at start, you can also enter there from town.
At start some simple quest, like killing a few zerglings, perhaps after that you can choose whatever you want to do.
Tournaments could be how you can PvP and ability duel someone.
So this is kinda like hunterscraft 2 :D...but I will most likely change things If I see they are not fun.
I prefer PvP and the system is more suitable for that, but whatever I might just show this and think if I could still make it better.
The roach AI is pretty stupid. They wander around shooting poison balls and burrow every now and then. It does give a deceng chalenge as a basic creature, but its not too much fun.
Couple bugs on the spells too. Will fix later.
Well after brainstorming again with ducky. New combat system is being developed again. Its pretty similar to the current system but allows movement. Again it will require testing before I can be certain if Im happy with it.
Probly gona be like:
Hmm perhaps Ill allow vanish and you can execute xStrike/TigerStrike, whatever you want after.
I know this will most likely not make any sense to you, but after I get the system ready Ill make new video. Depending how much time im gona spend on this its probly gona be 1-4 days before new video.
I guess this is about 4th remake of the system :D...and perhaps the best?
Atleast for PvE its much much better than the previous system.
When dialog goes green, it indicates the combo is finished or the combo timer runs out.
General functionality:
so you got around 7 useful combos (some are more useful than others). Its not too much, I will add tier2 combos later and there are style upgrades, but not yet sure how I will implement them.
Another random update.
Now there are 4 types of creeps. Roach, Hydra, Baneling and Infestor. Each creature has unique AI. I will most likely add somekind of info of the monsters too since they might take more or less damage from certain spells and have "weird" spells new players might have diffuclt time with.
After I get some more stuff done I might do more testing and another video.
And still thinking how many players shall I allow per arena. Maybe 4-6, anymore would be bad I guess. There can be several arenas though so you can solo or play with desired team.
to celebrate my progres with the map another video!
hot!
really havent done too much. Just makin barroth as boss like 3rd time :D...so pretty easy stuff but should be fun boss fight nonetheless
Probly gona run tests again after I get the challenges balanced. I got potions ready, monster AI ready. So I just need to tweak the waves and hp.
Ideally one challenge would take around 10-20mins to complete, but that will most likely be hard to do without the challenge getting boring.
If people want to test I might release public version too to test the first 1-4 challenge/missions. Allthough I will be busy next week so not sure when I get all the things I want to be fixed fixed.
Anyway I will be running private tests again soon. Generally I just wana see how fun it is and how fast does it get boring.
Today bnet was invaded by monsters. Good thing my and ducky was there to save the day!
I got too much time on my hands....
http:www.youtube.com/watch?v=Wxd1msh1EJU
reminded me of this, lol.
Been thinking about the game again. Im not sure where it is heading, but for now I got ideas I want to make and try out.
Playing monster hunter again, got me thinking its really fun to have different weapons that play totally different. That being said I will most likely do totally new combos that play totally differently. I got some ideas ready, but nothing too certain.
I also tried making mutalisk fuse with other models...didnt work out well. It would be so epic to have a flying monster with legs :(
Just lacking the time to do stuff. But still felt like posting :D
may b some one could take the mutalisk off its wings and you could have wings then lol, I'm also surprised I have never seen this thread, it looks extremely well done from what I see from the vids you posted. Also wondering if you are still working on this at all, or if your just putting it aside for now.