I've never played an ORPG where I can use a single save code for multiple characters, and I don't understand why it would be necessary. Perhaps you could just make it so you can save, "log-off" of, and load characters at any time during the map, and have individual codes per character, with maybe another code for a shared inventory bank they could all access for that MMO feel.
I cannot see how one character saving is not a superior solution compared to putting the project on a possibly permanent hiatus. But, I suppose I'm biased, looking from the outside in on a project I want to play.
there wont be a wc3 sl sys because its a torture for everyone who wants to use it.
addicionally the savecode would be much to long to write it down and enter it later, because its much more complex than wc3 rpgs ever were (quests, items, spells, talents everything gets saved).
atm im rewriting the sl system to a 64 char system to reduce the savecode length of each character. but its still not enaugh to make the banks load with more then 6 characters overall.
if you guys dont know what im talking about, read the bank sitiation report thread on hive or mapster, and you will see that the current banks cant store much information. this is really the number 1 reason that makes me stop my project/struggle.
for sure this problem does not only effect me, but ALL mappers that want to use banks. i hope blizz will change smth ~
Addicionally there are currently a lot of other issues of the editor that are just annoying and stop me developing. I dont say this is dead, but im just pissed.
Please, report them in the Bug & Feedbacks forums. Blizzard is reading it and will probably fix those issues if they are being reported :)
ive implemented the 64 char system now and after some trouble its finally working.
however, i will take a break till the second beta phase begins, hoping for some editor improvements and bank changes.
after this it will go on with full power again and spell system will be released quickly i hope.
as you all know, phase 2 did start in the EU so i will continue developing.
the current plans:
- test bank files again, if there isnt anything changed, it doesnt look good for the project
- experimentating with unit scale to simulate a 512*512 map, if this doesnt run good it doesnt look good for the project either (more infos about this later, its in progress)
- experimentating with fog effects and skyboxes to create athmosphere
first impressions:
- edit boxes do still not work
- my entire custom ui is f*cked up, because blizzard did change the dialog size
The talents look very, well boring. At least the ones shown on the first page. They all seems to be passive talents, and don't really add any mechanics or skills to the individual characters. In cataclysm, Blizzard is removing passive talents for this very reason. My suggestion is to add/change the talents to make them more unique. So each character can actually feel the difference between speccing for X talent or Y talent. Instead of just attacking faster or having more HP. There's very little difference between the talents you have and the Armor/Weapon upgrade system we used for heroes in Starcraft 1. There's a host of brand new abilities and possibilities with this editor, it would be a shame if they weren't utilized to their potential for what could be an amazing game.
Edit: I also assume attribute points will do things like Increase Attack speed, Life, Mana. It's repetitive to make talents do the same thing
frist, nothing is final here, its all experimantal. i think you are kinda right with your point. the problem i had when thinking of active talents was, that they whould have to fit for zerg, protoss and terran the same, because each race will have the same talent tree. it seemed quite hard to me to find spells that do logically fit to all three races (for example the ghost character could learn some shots or something, the zerg maybe melee attacks).
addicionally, i want that there is a difference between talents and spells. as you might now in my rpg you can learn spells with spellpoints. if i would make the talents active, it would be kinda the same as the spell system.
You keep saying that if the bank system for characters isn't fixed it will be bad for this project. But NeoExDeath worked out a working bank system a while ago that is availible for download. Go check it out.
Edit: Btw fog effect looks great once Blizzard fixes the frigin sky box glitch its gonna look great.
i remember looking at this "open project" and found nothing special in there. it wont work in mp either.
the problem is that most people dont know whats the problem yet. their system work perfect in singleplayer but in mp they will fail because of the different conditions.
i cant upload maps since a few days so i cant test bank files for phase 2 yet.
FYI I am using save/load codes in my rpg and I put it in a bank with a bunch flowery and checksumming etc. There's a tutorial on the web on how to do save/load codes for war3... I used that, changed it a bit, and then used the bank information from Hive to save it. I believe we can store about 300-character strings per player if you have 6 players in your game (worked this out) for BNET. I'm using about 200 per player saving only 1 hero. I got a lot of item slots though.
i dont know how many character you can save, but did you test to load 6 heroes (6 players) in a game? because imo 300 chars times 6 is to much for the bank sys.
personally in my rpg i can only save 4 heros at the moment with about 200 chars for each hero (if i want to load 5 chars game crashes). and i want at least 10 players so its not enaugh.
but finally, in EU map publishing isnt possible since phase 2 opened so i cant tell if anything changed.
how will be the combat mode ? target system like wow ? beacuse is kinda boring ...for marines will be a pain ...i just say that hack and slash is better for starcraft
Can't confirm yet because I'm not ready to test online... but in IRC someone who had tested the exact byte amount figured it out and then I used his calculations to check how many characters I could store (total). I really should have written more down, as I forget with who and what I exactly worked out... but I'm pretty sure I was well on the safe side with 200-character strings times 6.
Well this sounds like a bumpy project,but i do have a good idea,i recently played an old fav. game of mine "Heroes and Empires" and i thought an RPG with an empire player was totally epic maybe you should add something similar to it....
I've never played an ORPG where I can use a single save code for multiple characters, and I don't understand why it would be necessary. Perhaps you could just make it so you can save, "log-off" of, and load characters at any time during the map, and have individual codes per character, with maybe another code for a shared inventory bank they could all access for that MMO feel.
I cannot see how one character saving is not a superior solution compared to putting the project on a possibly permanent hiatus. But, I suppose I'm biased, looking from the outside in on a project I want to play.
Either way: good luck, Mille!
How about save/load codes? Many warcraft 3 orpgs use the system. A remarkably good orpg that managed to utilize this system and stay good was dark invasion 2. (http://www.thehelper.net/forums/showthread.php?t=91786)
Good luck!
there wont be a wc3 sl sys because its a torture for everyone who wants to use it.
addicionally the savecode would be much to long to write it down and enter it later, because its much more complex than wc3 rpgs ever were (quests, items, spells, talents everything gets saved).
atm im rewriting the sl system to a 64 char system to reduce the savecode length of each character. but its still not enaugh to make the banks load with more then 6 characters overall.
if you guys dont know what im talking about, read the bank sitiation report thread on hive or mapster, and you will see that the current banks cant store much information. this is really the number 1 reason that makes me stop my project/struggle.
for sure this problem does not only effect me, but ALL mappers that want to use banks. i hope blizz will change smth ~
Please, report them in the Bug & Feedbacks forums. Blizzard is reading it and will probably fix those issues if they are being reported :)
here you go:
http://forums.sc2mapster.com/mapping-utilities/editor-bugs-and-feedback/3536-my-personal-editor-bug-list-issue-list/
im sure i still forgot a lot, i might edit it later on :)
ive implemented the 64 char system now and after some trouble its finally working.
however, i will take a break till the second beta phase begins, hoping for some editor improvements and bank changes.
after this it will go on with full power again and spell system will be released quickly i hope.
greez
Update - 10.7.10
hey guys!
as you all know, phase 2 did start in the EU so i will continue developing.
the current plans:
- test bank files again, if there isnt anything changed, it doesnt look good for the project
- experimentating with unit scale to simulate a 512*512 map, if this doesnt run good it doesnt look good for the project either (more infos about this later, its in progress)
- experimentating with fog effects and skyboxes to create athmosphere
first impressions:
- edit boxes do still not work
- my entire custom ui is f*cked up, because blizzard did change the dialog size
first fog designs:
the ui in phase 2 ~
The talents look very, well boring. At least the ones shown on the first page. They all seems to be passive talents, and don't really add any mechanics or skills to the individual characters. In cataclysm, Blizzard is removing passive talents for this very reason. My suggestion is to add/change the talents to make them more unique. So each character can actually feel the difference between speccing for X talent or Y talent. Instead of just attacking faster or having more HP. There's very little difference between the talents you have and the Armor/Weapon upgrade system we used for heroes in Starcraft 1. There's a host of brand new abilities and possibilities with this editor, it would be a shame if they weren't utilized to their potential for what could be an amazing game.
Edit: I also assume attribute points will do things like Increase Attack speed, Life, Mana. It's repetitive to make talents do the same thing
Just my 2 cents.
@Lucan77: Go
thanks for your feedback.
frist, nothing is final here, its all experimantal. i think you are kinda right with your point. the problem i had when thinking of active talents was, that they whould have to fit for zerg, protoss and terran the same, because each race will have the same talent tree. it seemed quite hard to me to find spells that do logically fit to all three races (for example the ghost character could learn some shots or something, the zerg maybe melee attacks).
addicionally, i want that there is a difference between talents and spells. as you might now in my rpg you can learn spells with spellpoints. if i would make the talents active, it would be kinda the same as the spell system.
You keep saying that if the bank system for characters isn't fixed it will be bad for this project. But NeoExDeath worked out a working bank system a while ago that is availible for download. Go check it out.
Edit: Btw fog effect looks great once Blizzard fixes the frigin sky box glitch its gonna look great.
@deleted_4447329: Go
i remember looking at this "open project" and found nothing special in there. it wont work in mp either.
the problem is that most people dont know whats the problem yet. their system work perfect in singleplayer but in mp they will fail because of the different conditions.
i cant upload maps since a few days so i cant test bank files for phase 2 yet.
FYI I am using save/load codes in my rpg and I put it in a bank with a bunch flowery and checksumming etc. There's a tutorial on the web on how to do save/load codes for war3... I used that, changed it a bit, and then used the bank information from Hive to save it. I believe we can store about 300-character strings per player if you have 6 players in your game (worked this out) for BNET. I'm using about 200 per player saving only 1 hero. I got a lot of item slots though.
@OneTwoSC: Go
i dont know how many character you can save, but did you test to load 6 heroes (6 players) in a game? because imo 300 chars times 6 is to much for the bank sys.
personally in my rpg i can only save 4 heros at the moment with about 200 chars for each hero (if i want to load 5 chars game crashes). and i want at least 10 players so its not enaugh.
but finally, in EU map publishing isnt possible since phase 2 opened so i cant tell if anything changed.
how will be the combat mode ? target system like wow ? beacuse is kinda boring ...for marines will be a pain ...i just say that hack and slash is better for starcraft
@Mille25: Go
Can't confirm yet because I'm not ready to test online... but in IRC someone who had tested the exact byte amount figured it out and then I used his calculations to check how many characters I could store (total). I really should have written more down, as I forget with who and what I exactly worked out... but I'm pretty sure I was well on the safe side with 200-character strings times 6.
it was 700 something in total. I read that thread recently too....
Well this sounds like a bumpy project,but i do have a good idea,i recently played an old fav. game of mine "Heroes and Empires" and i thought an RPG with an empire player was totally epic maybe you should add something similar to it....
scratch that someones remaking my fav game :D