PvP would be a great feature, which adds a lot of replayability, but I do not think that your current abilities are that great for PvP use. You would have to add some PvP-specific abilities then.
Do I want to use custom item bar aka. dialogs? or use normal inventory....The good thing in custom invetory would be hotkeys (1,2,3,4) and possibly would look better. But normal inventory sort of works better (if I want spell items), but bad hotkeys. Overall I want the smooth experience but I dont know...perhaps normal inventory is fine?
Another thing is how should I handle stunts. I suppose heros and bosses should only suffer minor stun from all spells. That would make PvP more interesting and boss battles more challenging (cannot stun lock :E). Yea kinda obvious thing to do, but havent done it yet.
Few other things Iv been wondering too. Like what should the "arena battles" give. Probly items or spells. Since I have bunch of spells that are not good enough or too similar to some spells I could add them as unlockables. Since I was thinking of system where you can choose what monsters you can fight (bosses or lesser ones). I think natural choise would be boss fights always, but If I had something like "you need to do this quest 5 times to unlock this spell" I could kinda force the replayability (Im so evil).
Well Im not sure if the boss fights will be purely boss fights. I might add couple random waves before them so it doesnt go over too fast and become repeative too easilly (sort of like in the test version, but probly not that long).
Well this post was another "train of thoughts" post. Ill probly end up testing stuff and see if it works. Im not sure if Im able to reveal too much stuff anymore since it would take away from the playing experience when/if this is ever released. I will keep posting, but not sure if Ill post more videos. I do need to run private tests again sometimes though.
Soon Im at a point where I need to start adding new content. Couple things I talked with ducky or the dungeon thing I talked earlier on mapnight. I feel like randomized dungeons could be a nice addition to harvest gold and gear. Mmm....
Mapnight test was more buggy than expected. I will probly try to test today with many fixes.
Its amazing how houdini ducky managed to blink to the walls even though I tested it solo and you couldnt ;D (it should be fixed now).
I was also playing around with lava and so far its not too promising. It seems fairly hard to add lava and then add smart boss AIs and unit AIs. I think its doable, but I will probly try to think something else to spice up the arenas.
Im trying still trying to get some feedback wheter the map is any good or not (the bugged tests sure dont help....). Todays test should be a bit better.
Seems like I will have to use dialog invetory....its a sad thing, makes easy things more complex, but I havent found a way to make aiur chef inventory + bag invetory....
mmm....still much to do. I wish to work more on the gameplay, but I suppose Ill try to get some basic systems done before that...
pictures of new charecter creation and invetory + invetory bar...
Reduced arena size almost 1/2 and it feels WAY better (atleast in solo). Good job suggesting that testers! and If I decide to keep smaller arenas that will give space to do other things.
boss fights are feeling ok, but I suppose they need lot of adjusting. Im not sure what level of interaction I want with the bosses. We were discussing with ducky for possible ideas like making boss attack you, if you dodge boss hits a wall and get stunned. I cant quite grasp yet what more could I add to the current bosses, but I think I would like to have something that boss would get really angry if you just run around...Allthough many bosses have attacks that cover most of the arena limits so you cannot escape that easilly.
I want to add different difficulty levels. Naturally easier levels give you less exp/loot. And perhaps Ill add some new tactics for bosses on higher difficulty too. As I said before, bosses will require some adjusting.
Base system for inventory is slowly starting to be done. Just need to make some adjustments so I can equip stuff too. I will be adding items later though...probly not anytime soon.
Currently race option is purely visual. I wonder if it would be better to have certain bonuses for classes (hp,mana,speed etc...) or just keep it purely visual...
Also need to redo some abilities. I want to add more support abilities and most likely you will need some defensive magic to survive. Also need to balance the abilities at some point....
All and all. Game is probly around 10% done...This will probly shape out to be RPG game with story and all, since thats what fits the most. I dont expect this to be ready any time soon. But I will still run those tests I always talk about....
well after finally getting around to see what the script limit is. It saddens me that with current limitations I wont be able to get all the content I want into the game. Current script is already 2,4mb and from what Iv seen the limit is around 3,3+mb. (I tested this around by adding new triggers). I got tonts of stuff I could clean up to free space, but I would rather be sure to have enough space than run out of it later...
And I had to do many things in triggers cause data editor does not give chances to make systems that would go well with my map (spell management, inventory etc...). So its not really option to transfer stuff to data or to remove it. And boss AI is also quite heavy on the triggers. I want the bosses to have several different behaviours so its just not about sitting there....
Well what does this mean?
I currently have 6 bosses, some lesser creeps, 2 classes with 9 spells + 9 additional spells that you can buy from shops. All enemies have somekind of AI implemented on them.
With my experiment I should be able to get around 9-12 bosses and 4 classes. But wouldnt have room for much more. That would mean leaving quests, random events, villagers behavirous, random dungeons etc. outside of the game. Im not sure what I would have added, but anyway it does mean I wouldnt be able to make a game that I want to make.
Well the map size is still very limited even if I could add more code. So there is that problem too....
I also read from some thread trigger libraries possibly reduce the script size? I got no idea wheter its true or not....
Anyway I would like to hear your thoughts. Do you think I should try to make a mediocre map with the limits Iv been given? Or just do something else that has more potential?
Anyway I would like to hear your thoughts. Do you think I should try to make a mediocre map with the limits Iv been given? Or just do something else that has more potential?
I'd suggest to wait for patch 1.5 and see if it raises the cap. I kind of like what you do and it would be a shame to throw it away.
I think thats the same file. Didnt they increase it cause mafia? I just dont have that popularity to increase the script size -_-.
But yea...I might just wait to see patch 1.5.
In worst case Ill just polish the map a bit more and throw it out there so people can see what it was about. I might even quit sc2 for a while, since there really isnt anything else Im missing besides this project. Iv even managed to try like 2 java tutorials a week -_-.
Script limit of 3.3mb?
Ignore the trigger size in the overview window as it doesn't give you a clue how much stuff in your MapScript.galaxy file is and how much memory need to be allocated for all variables.
This is mine from some time ago:
Do you think the map is unplayable because of the trigger size?
The uncompressed size of the Mapscript.galaxy file within the map is a better indicator. DarkRevenant found out that it's limit is around 2mb uncompressed.
Allocating a ton of variables reduces the available amount, too, I think.
So you are better of testing the limit by copying all your functions and check if the last function can still run or if it has been removed from the map (which is the effect of having to big script file in the map as far as I know).
Oh and, my map still works with these values, so I guess you got plenty of space left.
If you have 10 billion dialogs in your map, you might need to check, if you can't make them more modular by reusing variables for dialogs that shouldn't be allowed to pop up at the same time ever, etc...
I did test it out as increasing triggers -> results in error Script size to big, and then you cannot save the game. so I know its trigger size
I probly have shit ton of variables that I dont use cause I dont always remember to set the arrays to right amount..I just put 10 when I just might need 5 and so....I still dont think It can result to that much even if I were to reduce and optimize the code further.
And I tried testing it with realistic code amount (copying triggers that have boss AI and such) so I would know what amount of stuff I can make. I think there is no way around it. It will eventually hit the limit
(Im not sure about the triggers sizes and such, but point being I will hit the limit at somme point). I might re-check the overwier to see if anything fuzzy is going on
I will let people test it after I get it to better stage so you can form your opinion (even you or change your opinion from this negativity to posititivity :) )
Go over my tutorial. Keeping your code clean and organised You might find something that will help you out. Also. Are you using create thread in your action definition's?
Since the feedback now Im doubtfull of my own skills. Apparently you should not hit the limit no matter the case?
well I suppose I migh try to optimize the code...but I doubt I have any severe problems. I only think I use arrays needlesly large and I do have assets that I will most likely not to use but are useful when you create new triggers....
I think this is the first time I actually got several different people posting on my threads woohooo!
Since the feedback now Im doubtfull of my own skills. Apparently you should not hit the limit no matter the case?
I don't doubt your skills. But everyone can always improve. I, for instance, learn something new each time I open the editor. Either a new way of thinking to achieve the results I am after or a new technique. Thumbs up on the map. Really looks like an action packed map. Looking forward to playing it.
PvP would be a great feature, which adds a lot of replayability, but I do not think that your current abilities are that great for PvP use. You would have to add some PvP-specific abilities then.
Few development problems Ill have to solve.
Do I want to use custom item bar aka. dialogs? or use normal inventory....The good thing in custom invetory would be hotkeys (1,2,3,4) and possibly would look better. But normal inventory sort of works better (if I want spell items), but bad hotkeys. Overall I want the smooth experience but I dont know...perhaps normal inventory is fine?
Another thing is how should I handle stunts. I suppose heros and bosses should only suffer minor stun from all spells. That would make PvP more interesting and boss battles more challenging (cannot stun lock :E). Yea kinda obvious thing to do, but havent done it yet.
Few other things Iv been wondering too. Like what should the "arena battles" give. Probly items or spells. Since I have bunch of spells that are not good enough or too similar to some spells I could add them as unlockables. Since I was thinking of system where you can choose what monsters you can fight (bosses or lesser ones). I think natural choise would be boss fights always, but If I had something like "you need to do this quest 5 times to unlock this spell" I could kinda force the replayability (Im so evil).
Well Im not sure if the boss fights will be purely boss fights. I might add couple random waves before them so it doesnt go over too fast and become repeative too easilly (sort of like in the test version, but probly not that long).
Well this post was another "train of thoughts" post. Ill probly end up testing stuff and see if it works. Im not sure if Im able to reveal too much stuff anymore since it would take away from the playing experience when/if this is ever released. I will keep posting, but not sure if Ill post more videos. I do need to run private tests again sometimes though.
Soon Im at a point where I need to start adding new content. Couple things I talked with ducky or the dungeon thing I talked earlier on mapnight. I feel like randomized dungeons could be a nice addition to harvest gold and gear. Mmm....
Mapnight test was more buggy than expected. I will probly try to test today with many fixes.
Its amazing how houdini ducky managed to blink to the walls even though I tested it solo and you couldnt ;D (it should be fixed now).
I was also playing around with lava and so far its not too promising. It seems fairly hard to add lava and then add smart boss AIs and unit AIs. I think its doable, but I will probly try to think something else to spice up the arenas.
Im trying still trying to get some feedback wheter the map is any good or not (the bugged tests sure dont help....). Todays test should be a bit better.
Meh. Still not done with another version. Last couple of days Iv opened the editor and went off to do something else xD (playing d3? XD).
Need to make those 4 new bosses for next test version. 1 is around 90% done. 2 are around 70% done. and 1 I havent even started yet -_-.
So wont be having this on mapnight. I wish I had more motivation to do this, but I dont. Perhaps next week?
Seems like I will have to use dialog invetory....its a sad thing, makes easy things more complex, but I havent found a way to make aiur chef inventory + bag invetory....
mmm....still much to do. I wish to work more on the gameplay, but I suppose Ill try to get some basic systems done before that...
pictures of new charecter creation and invetory + invetory bar...
Looks good, looking forward to play it :)
Development diary:
All and all. Game is probly around 10% done...This will probly shape out to be RPG game with story and all, since thats what fits the most. I dont expect this to be ready any time soon. But I will still run those tests I always talk about....
AAAAAAaaaaaaaaah!
well after finally getting around to see what the script limit is. It saddens me that with current limitations I wont be able to get all the content I want into the game. Current script is already 2,4mb and from what Iv seen the limit is around 3,3+mb. (I tested this around by adding new triggers). I got tonts of stuff I could clean up to free space, but I would rather be sure to have enough space than run out of it later...
And I had to do many things in triggers cause data editor does not give chances to make systems that would go well with my map (spell management, inventory etc...). So its not really option to transfer stuff to data or to remove it. And boss AI is also quite heavy on the triggers. I want the bosses to have several different behaviours so its just not about sitting there....
Well what does this mean?
I currently have 6 bosses, some lesser creeps, 2 classes with 9 spells + 9 additional spells that you can buy from shops. All enemies have somekind of AI implemented on them.
With my experiment I should be able to get around 9-12 bosses and 4 classes. But wouldnt have room for much more. That would mean leaving quests, random events, villagers behavirous, random dungeons etc. outside of the game. Im not sure what I would have added, but anyway it does mean I wouldnt be able to make a game that I want to make.
Well the map size is still very limited even if I could add more code. So there is that problem too....
I also read from some thread trigger libraries possibly reduce the script size? I got no idea wheter its true or not....
Anyway I would like to hear your thoughts. Do you think I should try to make a mediocre map with the limits Iv been given? Or just do something else that has more potential?
@zenx1: Go
I thought script limit was the size of MapScript.galaxy, and it was 2mb. So what exactly are you talking about (what happened/what did you do)?
I'd suggest to wait for patch 1.5 and see if it raises the cap. I kind of like what you do and it would be a shame to throw it away.
@DuckyTheDuck: Go
I think thats the same file. Didnt they increase it cause mafia? I just dont have that popularity to increase the script size -_-.
But yea...I might just wait to see patch 1.5.
In worst case Ill just polish the map a bit more and throw it out there so people can see what it was about. I might even quit sc2 for a while, since there really isnt anything else Im missing besides this project. Iv even managed to try like 2 java tutorials a week -_-.
Script limit of 3.3mb?
Ignore the trigger size in the overview window as it doesn't give you a clue how much stuff in your MapScript.galaxy file is and how much memory need to be allocated for all variables.
This is mine from some time ago:
Do you think the map is unplayable because of the trigger size?
The uncompressed size of the Mapscript.galaxy file within the map is a better indicator. DarkRevenant found out that it's limit is around 2mb uncompressed.
Allocating a ton of variables reduces the available amount, too, I think.
So you are better of testing the limit by copying all your functions and check if the last function can still run or if it has been removed from the map (which is the effect of having to big script file in the map as far as I know).
Oh and, my map still works with these values, so I guess you got plenty of space left.
If you have 10 billion dialogs in your map, you might need to check, if you can't make them more modular by reusing variables for dialogs that shouldn't be allowed to pop up at the same time ever, etc...
I did test it out as increasing triggers -> results in error Script size to big, and then you cannot save the game. so I know its trigger size
I probly have shit ton of variables that I dont use cause I dont always remember to set the arrays to right amount..I just put 10 when I just might need 5 and so....I still dont think It can result to that much even if I were to reduce and optimize the code further.
And I tried testing it with realistic code amount (copying triggers that have boss AI and such) so I would know what amount of stuff I can make. I think there is no way around it. It will eventually hit the limit
Your coding must be comical.
@Eiviyn: Go
well thank you....If you want to make an decent rpg it does require shit ton of systems....
you made your fair point why I should not continue this.
and if you didnt already figure it out. I havent hit the limit yet, but if I want to make a good rpg it will take a lot of stuff...
.*sight*
Upload it then if you're going to abandon it.
Arent you being nice...
I will let people test it after I get it to better stage so you can form your opinion (even you or change your opinion from this negativity to posititivity :) )
happy happy funtime coming soon?
Go over my tutorial. Keeping your code clean and organised You might find something that will help you out. Also. Are you using create thread in your action definition's?
Since the feedback now Im doubtfull of my own skills. Apparently you should not hit the limit no matter the case?
well I suppose I migh try to optimize the code...but I doubt I have any severe problems. I only think I use arrays needlesly large and I do have assets that I will most likely not to use but are useful when you create new triggers....
I think this is the first time I actually got several different people posting on my threads woohooo!
I don't doubt your skills. But everyone can always improve. I, for instance, learn something new each time I open the editor. Either a new way of thinking to achieve the results I am after or a new technique. Thumbs up on the map. Really looks like an action packed map. Looking forward to playing it.
guys guys guys!
I let you play this on mapnight! just post what you thought about it!!!
cmon!! now you have a chance to join the conversation