After long while. This is something I want to continue. I mainly post here to try to keep my motivation going. This is gona be around 4 people hero defence map. The main focus of the map is unit AI and tactical spells (possibly even interactive spells).
Its quite a challenge to make this unique and interesting, but hopefully Ill manage to do that. Ill probly add familiars and passives to greatly affect your gameplay style. You will be able to customize your hero from various different spells.
Slowly working towards next test. Making boss AI and spells for a week now and its slowly coming together. I think it currenly should go around 6min boss battle but I wish it to be around 10-15mins. I suppose tests will tell if its any good.
Other changes include more consistent wave spawns. A bit different AI behaviour on some creeps, some new creeps and some modifications to current mage spells.
Still only mage class but I will probly start working on more depending on the next test. The boss will most likely need some adjustments but cannot really tell before testing.
Hopefully some major improvements to previous versions. Perhaps the next tests will show if this is worth continuing or not.
Stuff getting done. Boss and couple waves ready. Still need some balancing and then I shall pick some lucky tester to give me feedback -_-
Anoyed of the fact that I need/want to redo my skill system. Again I knew I should have done this much much earlier would have saved much time, but better late than never I guess.
Also worked on wc3 style locust swar ability, it turned out ok.
Well its done. testing version is out. If you wish to test it, send me a PM, its published with secret name (if you want to test I would appriciate feedback). It will be on for couple of days before I remove it. I have only tested it in solo mode.
Some briefing:
its around 15-20mins gameplay
1-4 players (damage and health is scaled to amount of players but number of units does not increase)
you can die 1 time and be revived
2 heros to choose from
This is not a complete game. Its just a test of difficulty and fun factor. The test is suppose to present first challenges/levels of the game, difficulty should be fairly easy but challenging. The game does not yet have spellbooks and upgrades so the content is very limited at the moment
feedback I would appriciate:
how fun it is?
bugs?
how difficult? balanced?
Spawn locations/timings? boring too repeative?
how did you like the spells?
Other thoughts about the game
I will probly want to test it with someone someday (perhaps tomorrow ducky? :) ). If I feel like joining mapnight.
It is I. Hassan, when i played the game i found a bug where a hydralisk was on the wall and...killed me. i also found that the levels doesnt effect the damage/mana/health upgrade, and what are the minerals for? the levels need to effect something. and the poison wizzard's poison grenade isnt that powerful maybe change damage from 5 to 100? aside all that the game is awesome and hope you fix these problems.
Still waiting for my feedback from mapnight...Well yea I noticed some issues too like the boss being too hard at last stage and otherwise too easy on other waves (if 3+ players).
Im just looking for first impressions. As stated before buying items and upgrading stuff will be added later so no need to mention that.
I will probly add video of the games next week for those who werent able to test it....
I felt stressed at the start of the map. I just spawned in the middle of an open terrain, with a hero selected, and the message "Game will begin in 5 seconds". You may want to give newcomers a chance to read the ability descriptions, before the first wave starts. I also noticed a lot of other stuff, but I've already talked to you about that.
Well as expected I cannot force people to give feedback. I suppose I was only looking for motivation for posting here.
I suppose Ill continue this in the darkness then. Will need to rebuild some systems again so I can expand battles to different arenas and allow multiboss AI (due sort of bad triggering only 1 boss of same type currenly alowed, should be pretyt easy to fix though)
Also made new boss thats pretty much ready. So Ill need to do nececarry fixes before managing different arenas and bosses becomes teadious.
And for those who missed tests I posted new video on first post. Looks pretty much same as first one, but its very different with more polished AI, terrain, spells etc....and some new spells and monsters too.
I got quite much planned out, but it will take long time to accomplish everything. I will probly have to run tests every now and then to see everything works fine.
No I dont think I need help. Even if it takes times I dont see any reason to hurry.
Well I cannot stay silent. I like to talk where the map is going and stuff so Ill probly post updates here.
I have mainly been working on the boss fights. Now multiple bosses and multiple arenas should be possible, the only problem is I cannot change damage for different arenas so scaling difficulty is kinda hard...I might have to allow only 1 arena enabled at a time.
So far Iv been working on 3 bosses. The queen boss is still same as it was before, I think it was pretty fun the way it was, just couple bug fixes and balacing and it should be good to go. And the 2 other bosses shall remain secret for now. I did complete AI for the second boss, but now that I tested it alone it doesnt seem that good and fun...I wish to make fights you want to play several times over and they shouldnt be too repeative. So I suppose I will have to remake it...(shouldnt start doing half assed job...). And the 3rd boss is also coming along nicely. I think so far it has the coolest spells, but as I try make it epic the effects might be a bit too much...will just have to see if I need to reduce the flashines (doesnt lagg on editor atleast).
Another thing Iv been thinking about is the equipment system. I was first thinking of adding weapons, passives and spells as customizable, but now I think I want armor too (legs, boots, helmet, body, arms?) It seems like a lot of work but I would like to have everything customizable (I should be able to rip some system from my hunterscraft map anyway to save time). This is a bit on thinking for now, but in the end I think it should be done.
So well it would turn out more and more like and RPG, which seems kinda cool to me. I never inted it to be just a hero defence really, but more of a different RPG experience.
Wouldnt it be possible to store a heatlh percentage for each arena in a variable, and then when the units are created for each arena, set max health and health to that amount?
Or, you could make a Pick Each Unit in every arena and set max health and health to the set difficulty. You'll need a bolean to check the custom value of each unit, and then set the X index of custom value to 1 when health has been adjusted.
Im talking about damage not health...well yea a lame way to cause same effect would be to reduce heroes health the equal amount, but I do not like that...
health can be set to invidual units differently, while damage cannot. I would need to make weapons for each arena or new units to each arena....kind of a hastle....
or wait! I could use different players for different arenas to cause that effect. Since you can set different damage to different players...hmm I think it it would work (Its probly gona be max 4 players so that leaves 11 more for arenas?)
slowly been working on hero spells. Im too obsessed about visuals, but finally got nice meteor effect for my meteor strike spell....
Again my motivation is a bit wandering. Im thinking about another project I would like to start and work with (an arena map). Im really motivated on working with the maps, but I tend to get these new and amazing ideas I want to make :D.
So Ill have to see if I wana try to make something else for a while, I would use some same assets that are in this map on my arena map too, so I would expect to have results quite fast.
One of the things I would like to have in this map is PvP too. Im just not sure if the skills are the kind that make interesting PvP cenarios, they are designed for PvE atleast. I would also have to adjusts stuns and "traps" a bit so there wouldnt be OP spells. Does anyone thing I should try to make some PvP action to this map?
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Development 1:
Development 2:
Development 5:
After long while. This is something I want to continue. I mainly post here to try to keep my motivation going. This is gona be around 4 people hero defence map. The main focus of the map is unit AI and tactical spells (possibly even interactive spells).
Its quite a challenge to make this unique and interesting, but hopefully Ill manage to do that. Ill probly add familiars and passives to greatly affect your gameplay style. You will be able to customize your hero from various different spells.
Slowly working towards next test. Making boss AI and spells for a week now and its slowly coming together. I think it currenly should go around 6min boss battle but I wish it to be around 10-15mins. I suppose tests will tell if its any good.
Other changes include more consistent wave spawns. A bit different AI behaviour on some creeps, some new creeps and some modifications to current mage spells.
Still only mage class but I will probly start working on more depending on the next test. The boss will most likely need some adjustments but cannot really tell before testing.
Hopefully some major improvements to previous versions. Perhaps the next tests will show if this is worth continuing or not.
Stuff getting done. Boss and couple waves ready. Still need some balancing and then I shall pick some lucky tester to give me feedback -_-
Anoyed of the fact that I need/want to redo my skill system. Again I knew I should have done this much much earlier would have saved much time, but better late than never I guess.
Also worked on wc3 style locust swar ability, it turned out ok.
It looks very good. I wouldn't mind testing and giving feed back. Are you in NA or EU? Also, I love the epic music in the backround :)
Looks very interesting. I'd love to test this with you sometime.
Well its done. testing version is out. If you wish to test it, send me a PM, its published with secret name (if you want to test I would appriciate feedback). It will be on for couple of days before I remove it. I have only tested it in solo mode.
Some briefing:
This is not a complete game. Its just a test of difficulty and fun factor. The test is suppose to present first challenges/levels of the game, difficulty should be fairly easy but challenging. The game does not yet have spellbooks and upgrades so the content is very limited at the moment
feedback I would appriciate:
I will probly want to test it with someone someday (perhaps tomorrow ducky? :) ). If I feel like joining mapnight.
How about testing it now? >:D
It's pretty cool how I can see maps name if I look in your game history ;D
You can? damn :D. Anyway if you had fun time you should post replay too so I can make a new video for my channel
Is ducky only one who gets to play this? -_-....well Ill probly leave it to mapnigh and remove it after that.
@zenx1: Go
Edit awww can't test it. Its Eu :(
It is I. Hassan, when i played the game i found a bug where a hydralisk was on the wall and...killed me. i also found that the levels doesnt effect the damage/mana/health upgrade, and what are the minerals for? the levels need to effect something. and the poison wizzard's poison grenade isnt that powerful maybe change damage from 5 to 100? aside all that the game is awesome and hope you fix these problems.
Still waiting for my feedback from mapnight...Well yea I noticed some issues too like the boss being too hard at last stage and otherwise too easy on other waves (if 3+ players).
Im just looking for first impressions. As stated before buying items and upgrading stuff will be added later so no need to mention that.
I will probly add video of the games next week for those who werent able to test it....
@zenx1: Go
I felt stressed at the start of the map. I just spawned in the middle of an open terrain, with a hero selected, and the message "Game will begin in 5 seconds". You may want to give newcomers a chance to read the ability descriptions, before the first wave starts. I also noticed a lot of other stuff, but I've already talked to you about that.
Allow us to test on NA too! That map looks awesome.
Well as expected I cannot force people to give feedback. I suppose I was only looking for motivation for posting here.
I suppose Ill continue this in the darkness then. Will need to rebuild some systems again so I can expand battles to different arenas and allow multiboss AI (due sort of bad triggering only 1 boss of same type currenly alowed, should be pretyt easy to fix though)
Also made new boss thats pretty much ready. So Ill need to do nececarry fixes before managing different arenas and bosses becomes teadious.
And for those who missed tests I posted new video on first post. Looks pretty much same as first one, but its very different with more polished AI, terrain, spells etc....and some new spells and monsters too.
I got quite much planned out, but it will take long time to accomplish everything. I will probly have to run tests every now and then to see everything works fine.
@zenx1: Go
Need help?
@DarlD: Go
No I dont think I need help. Even if it takes times I dont see any reason to hurry.
Well I cannot stay silent. I like to talk where the map is going and stuff so Ill probly post updates here.
I have mainly been working on the boss fights. Now multiple bosses and multiple arenas should be possible, the only problem is I cannot change damage for different arenas so scaling difficulty is kinda hard...I might have to allow only 1 arena enabled at a time.
So far Iv been working on 3 bosses. The queen boss is still same as it was before, I think it was pretty fun the way it was, just couple bug fixes and balacing and it should be good to go. And the 2 other bosses shall remain secret for now. I did complete AI for the second boss, but now that I tested it alone it doesnt seem that good and fun...I wish to make fights you want to play several times over and they shouldnt be too repeative. So I suppose I will have to remake it...(shouldnt start doing half assed job...). And the 3rd boss is also coming along nicely. I think so far it has the coolest spells, but as I try make it epic the effects might be a bit too much...will just have to see if I need to reduce the flashines (doesnt lagg on editor atleast).
Another thing Iv been thinking about is the equipment system. I was first thinking of adding weapons, passives and spells as customizable, but now I think I want armor too (legs, boots, helmet, body, arms?) It seems like a lot of work but I would like to have everything customizable (I should be able to rip some system from my hunterscraft map anyway to save time). This is a bit on thinking for now, but in the end I think it should be done.
So well it would turn out more and more like and RPG, which seems kinda cool to me. I never inted it to be just a hero defence really, but more of a different RPG experience.
@zenx1: Go
Wouldnt it be possible to store a heatlh percentage for each arena in a variable, and then when the units are created for each arena, set max health and health to that amount?
Or, you could make a Pick Each Unit in every arena and set max health and health to the set difficulty. You'll need a bolean to check the custom value of each unit, and then set the X index of custom value to 1 when health has been adjusted.
@ScorpSCII: Go
Im talking about damage not health...well yea a lame way to cause same effect would be to reduce heroes health the equal amount, but I do not like that...
health can be set to invidual units differently, while damage cannot. I would need to make weapons for each arena or new units to each arena....kind of a hastle....
or wait! I could use different players for different arenas to cause that effect. Since you can set different damage to different players...hmm I think it it would work (Its probly gona be max 4 players so that leaves 11 more for arenas?)
slowly been working on hero spells. Im too obsessed about visuals, but finally got nice meteor effect for my meteor strike spell....
Again my motivation is a bit wandering. Im thinking about another project I would like to start and work with (an arena map). Im really motivated on working with the maps, but I tend to get these new and amazing ideas I want to make :D.
So Ill have to see if I wana try to make something else for a while, I would use some same assets that are in this map on my arena map too, so I would expect to have results quite fast.
One of the things I would like to have in this map is PvP too. Im just not sure if the skills are the kind that make interesting PvP cenarios, they are designed for PvE atleast. I would also have to adjusts stuns and "traps" a bit so there wouldnt be OP spells. Does anyone thing I should try to make some PvP action to this map?