well the perks you meant are some sort of passive abilities/bonuses right? If you have total pool of 20 you might just cap the maximum number of learnable perks per char (like 5-6). The actual rpg mechanic should be just mega epic to realy get use of 20 perks per char (something like DD), or the character will be just overpowered. You can just make so player may level up passive once he pick it, or alternatively, learn new one.
I mean i saw some maps on battle net that gives this shitton of abilities to the hero which i as a player will never use. Usualy the maximum of spells for a simple mechanic is like 4-6 imo...
Anyway i'm making some blind guesses here it will be good to see your rpg combat system core mechanic to suggest something useful.
Mmh, not sure what you mean. The perks will mostly be passives like in Fallout 3/4, meaning you can get a shitton of em without feeling overwhelmed.
Lol, I wont change the basic WASD movement system at this point, the engine is too far into development. And with Patch 3.0 basically eliminating input lag if you play on your designated server, there really isnt any need. I might still look into it, though.
As I said, there will be probably 15 ranks, each granting you an Allspark Shard which you can spend on perks. Each rank will take an average of an hour to get. I also added small notifications now of how much EXP and energon you gained from enemies.
Again, all of the UI is just placeholders at the moment.
Balancing the time it takes to get ranks with the seperate gaining of stats aswell as making the strength of the enemies appropriate to the strength of the player throughout might be a bit tricky, not sure yet. Anybody who has some RPG making experience wanna throw in his opinion/tips on a decent leveling/enemy difficulty curve?
I wanna do a few more things before releasing a new update for the Pre-Alpha version (make all of the UI tabs connected, making shared energon/exp a thing when multiple people take on enemies and maybe even enemy health bars), however, it shouldnt be that long now before a new update gets released.
Transformers: Open World is cancelled due to copyright issues
Hai everyone,
so, its been a while since the last update and theres a reason for why I have been so quiet over the last few weeks.
Unfortunately, I regret to inform you all that the mod has been cancelled due to copyright issues
I really didnt see this coming, but I guess one cannot always get lucky. There was no specific complaint filed from Hasbro (atleast not to my knowledge), instead, Blizzard decided to remove the mod from the Arcade as a preemptive measure and adviced me to seek an official permission from Hasbro, which I did. However, unfortunately, Hasbro politely declined the request and as such this mod project unfortunately wont come to fruition.
Future of the project
However, fear not. As stated in the opening post, the impressive engine behind this mod was NOT made specifically for "Transformers: Open World".
The massive third-person open world RPG mod for Starcraft 2 will still happen!
Currently, Im evaluating in what other direction I can push this project, now that it is is clear that I cannot make this a Transformers mod.
Thanks again to all the people who were interested and looked forward to this mod! In any case, you can look forward to the future of this project!
Transformers: Open World is cancelled due to copyright issues
Hai everyone,
so, its been a while since the last update and theres a reason for why I have been so quiet over the last few weeks.
Unfortunately, I regret to inform you all that the mod has been cancelled due to copyright issues
I really didnt see this coming, but I guess one cannot always get lucky. There was no specific complaint filed from Hasbro (atleast not to my knowledge), instead, Blizzard decided to remove the mod from the Arcade as a preemptive measure and adviced me to seek an official permission from Hasbro, which I did. However, unfortunately, Hasbro politely declined the request and as such this mod project unfortunately wont come to fruition. Future of the project
However, fear not. As stated in the opening post, the impressive engine behind this mod was NOT made specifically for "Transformers: Open World".
The massive third-person open world RPG mod for Starcraft 2 will still happen!
Currently, Im evaluating in what other direction I can push this project, now that it is is clear that I cannot make this a Transformers mod.
Thanks again to all the people who were interested and looked forward to this mod! In any case, you can look forward to the future of this project!
Hasbro have the exclusivity. Its a classic copyright thing.
I tryed to advice you at the begin.
Well, dont give up!
The Engine you made is very good. Find a new idea and go on my friend!
Ditching all the assets made so far would be a waste. What about just reworking hero models to not remind the robots from original movie, plus obviously name change. Wouldn't that be enough? They cannot claim copyrights on game that uses concept of turning cars into robots, can they?
Quote:
(Suggestion: Go with the Warcraft Universe)
That sounds great. I would like to propose the name - World of Warcr.. oh wait. We already have it.
IMO stick to sci-fi.
I would rather jump off a bridge then make a game in the Warcraft Universe. Besides, SomeoneTookMyName is right, with World of Warcraft existing there is no need for a Warcraft RPG ever again. Thanks for the suggestion though.
In any case, I have several interesting ideas what the new direction for the project could be, I just have to evaluate them further. Glad you guys are interested in seeing this develop further, though.
I would rather jump off a bridge then make a game in the Warcraft Universe. Besides, SomeoneTookMyName is right, with World of Warcraft existing there is no need for a Warcraft RPG ever again. Thanks for the suggestion though.
In any case, I have several interesting ideas what the new direction for the project could be, I just have to evaluate them further. Glad you guys are interested in seeing this develop further, though.
When i put The Curse of Tristram on the side, i started this project
There is so much thing you can do with Warcraft Universe because the among of content is unlimited.
The 3D engine 3rd person you made look so great! You can probbaly make something really cool with warcraft like that game Trifaction Bounty have made long time ago.
There is so much thing you can do with Warcraft Universe because the among of content is unlimited.
The 3D engine 3rd person you made look so great! You can probbaly make something really cool with warcraft like that game Trifaction Bounty have made long time ago.
Nah man. It really has to be something that captures my imagination, otherwise the project wont succeed and Warcraft most definately doesnt anymore.
It should have been obvious that you would have run into problems given that it clearly violates the StarCraft II terms of use when using intellectual property you do not own to make a map. It is a miracle (or curse?) that maps like DBZ all sagas and such have/were not removed so quickly and is likely due to how poorly made they were.
If one thinks about it, it is kind of fair this happens because ultimately a lot of the success of the project would be based on overall hype related to the brand, rather than the quality of the project itself. This is why maps like DBZ All Sagas were so popular for so long despite having terrible gameplay and feeling like something thrown together in a few minutes. You could do anything you wanted with the project when under the Transformer brand and people would still play it heavily no matter how good the actual product was since the brand hype would carry it and mask any flaws.
Simplest thing you can do is continue with the project except remove all trace of "Transformers" from it. You can still have giant transforming robots featured, just none of them are based on character designs from the transformer (or any other) series or make reference to concepts from such a series. Modify Optimus Prime's model to be similar but with different paint work and metal colors and transform into a different brand/shape of truck. Make up generic monster like enemies such as huge robots and aliens instead of Decepticons. Change the stat/leveling system to remove Transformer lore references, frankly it did not sound that good a system in the first place as those systems usually do not end up well (min-maxing).
For progression you could try separating it into components and levels. Components are items (or an item like system) that are brought with resources which improve your combat performance. Like with items in most games, the rarest versions give the best boosts. Levels then define basic statistics and available combat skills, equivalently locking the player out from advanced combat moves or content until they achieve a certain level. For added replayability this lets you bring in multiple robot frames to use, each with separate level, separate equipable items and different play styles.
So Hasbro owns Transformers? I dont follow them. I know MLP:FiM :) because friendship IS magic and Hasbro seem to love you! I found one of your structure models while looking for models myself
a good moment to promote my completely data-only WASD system: http://www.sc2mapster.com/forums/resources/trigger-libraries/88037-wasd-lag_free-data-only-8-directions/#p1 , should allow a better multiplayer than using pressed-key events
Mmh, not sure what you mean. The perks will mostly be passives like in Fallout 3/4, meaning you can get a shitton of em without feeling overwhelmed.
Lol, I wont change the basic WASD movement system at this point, the engine is too far into development. And with Patch 3.0 basically eliminating input lag if you play on your designated server, there really isnt any need. I might still look into it, though.
Added the basic Ranks and Ranking Up system!
As I said, there will be probably 15 ranks, each granting you an Allspark Shard which you can spend on perks. Each rank will take an average of an hour to get. I also added small notifications now of how much EXP and energon you gained from enemies.
Again, all of the UI is just placeholders at the moment.
Balancing the time it takes to get ranks with the seperate gaining of stats aswell as making the strength of the enemies appropriate to the strength of the player throughout might be a bit tricky, not sure yet. Anybody who has some RPG making experience wanna throw in his opinion/tips on a decent leveling/enemy difficulty curve?
I wanna do a few more things before releasing a new update for the Pre-Alpha version (make all of the UI tabs connected, making shared energon/exp a thing when multiple people take on enemies and maybe even enemy health bars), however, it shouldnt be that long now before a new update gets released.
Great transformation of SC2, this work is quite impressive. Where all the building models are from
°͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌ °͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌͌
Transformers: Open World is cancelled due to copyright issues
Hai everyone,
so, its been a while since the last update and theres a reason for why I have been so quiet over the last few weeks.
Unfortunately, I regret to inform you all that the mod has been cancelled due to copyright issues
I really didnt see this coming, but I guess one cannot always get lucky. There was no specific complaint filed from Hasbro (atleast not to my knowledge), instead, Blizzard decided to remove the mod from the Arcade as a preemptive measure and adviced me to seek an official permission from Hasbro, which I did. However, unfortunately, Hasbro politely declined the request and as such this mod project unfortunately wont come to fruition.
Future of the project
However, fear not. As stated in the opening post, the impressive engine behind this mod was NOT made specifically for "Transformers: Open World".
The massive third-person open world RPG mod for Starcraft 2 will still happen!
Currently, Im evaluating in what other direction I can push this project, now that it is is clear that I cannot make this a Transformers mod.
Thanks again to all the people who were interested and looked forward to this mod! In any case, you can look forward to the future of this project!
Hasbro have the exclusivity. Its a classic copyright thing.
I tryed to advice you at the begin.
Well, dont give up!
The Engine you made is very good. Find a new idea and go on my friend!
(Suggestion: Go with the Warcraft Universe)
Egod
I'm sorry to hear that the Transformers thing didn't work out. The idea itself was coll, and it did played well all things considered.
Your engine really is impressive, despite me criticizing it (a bit unjustified too, I must admit), so keep refining it!
That sucks man, i've been following this project.
Ditching all the assets made so far would be a waste. What about just reworking hero models to not remind the robots from original movie, plus obviously name change. Wouldn't that be enough? They cannot claim copyrights on game that uses concept of turning cars into robots, can they?
That sounds great. I would like to propose the name - World of Warcr.. oh wait. We already have it.
IMO stick to sci-fi.
@Crainy: Go
Grow the beard, get some good german beer and make the Gothic-style rpg instead. THE DREAM
I would rather jump off a bridge then make a game in the Warcraft Universe. Besides, SomeoneTookMyName is right, with World of Warcraft existing there is no need for a Warcraft RPG ever again. Thanks for the suggestion though.
In any case, I have several interesting ideas what the new direction for the project could be, I just have to evaluate them further. Glad you guys are interested in seeing this develop further, though.
When i put The Curse of Tristram on the side, i started this project
http://www.facebook.com/Warcraftdungeons/
There is so much thing you can do with Warcraft Universe because the among of content is unlimited.
The 3D engine 3rd person you made look so great! You can probbaly make something really cool with warcraft like that game Trifaction Bounty have made long time ago.
Nah man. It really has to be something that captures my imagination, otherwise the project wont succeed and Warcraft most definately doesnt anymore.
It should have been obvious that you would have run into problems given that it clearly violates the StarCraft II terms of use when using intellectual property you do not own to make a map. It is a miracle (or curse?) that maps like DBZ all sagas and such have/were not removed so quickly and is likely due to how poorly made they were.
If one thinks about it, it is kind of fair this happens because ultimately a lot of the success of the project would be based on overall hype related to the brand, rather than the quality of the project itself. This is why maps like DBZ All Sagas were so popular for so long despite having terrible gameplay and feeling like something thrown together in a few minutes. You could do anything you wanted with the project when under the Transformer brand and people would still play it heavily no matter how good the actual product was since the brand hype would carry it and mask any flaws.
Simplest thing you can do is continue with the project except remove all trace of "Transformers" from it. You can still have giant transforming robots featured, just none of them are based on character designs from the transformer (or any other) series or make reference to concepts from such a series. Modify Optimus Prime's model to be similar but with different paint work and metal colors and transform into a different brand/shape of truck. Make up generic monster like enemies such as huge robots and aliens instead of Decepticons. Change the stat/leveling system to remove Transformer lore references, frankly it did not sound that good a system in the first place as those systems usually do not end up well (min-maxing).
For progression you could try separating it into components and levels. Components are items (or an item like system) that are brought with resources which improve your combat performance. Like with items in most games, the rarest versions give the best boosts. Levels then define basic statistics and available combat skills, equivalently locking the player out from advanced combat moves or content until they achieve a certain level. For added replayability this lets you bring in multiple robot frames to use, each with separate level, separate equipable items and different play styles.
So Hasbro owns Transformers? I dont follow them. I know MLP:FiM :) because friendship IS magic and Hasbro seem to love you! I found one of your structure models while looking for models myself