Corruption RPG is in open beta on the EU servers until April 30. please play it (Search for "Corruption RPG") and leave feedback here, in this thread
So, I get right to the interesting part, the videos :) I hope you like it :) If so, then after watching, please read the rest of this post, and give me some feedback, or sign up as a tester!
**FAQ**
-The intro-clip is also a work in progress, how could I improve it?
-I play it in single-player, but you can play it for up to 8 players online. (Teaser #3 will most likely be recorded while playing online with 2+ players)
-The footage utill now is from somewhere around the start of the map, probably around 10-15% of the map is showcased in the video for now.
-I, and the beta-tests are located on the EU servers!
Hey! I just took these screenshots on a higher graphics-setting, from within the editor, hope you like them!
1_0 My newly created waterfall (created at the unusual angle) and at nighttime!! Amazing, huh?
1_1 Templar, also known as a ..guy with new spells for you.. I should find a name for these guys, they are all over the place. Anyways, he is looking at the ocean, with some heavy moving fog. If you think it looks kewl on this screenshot, you should see it live!
1_2 I respect Blizzard for their work, they made this map possible. Also,shows how the map looks from another angle. Not that you should care.. ^^
1_3 High cliff illusion. Looks really awesome when you run past it :) Would be awesome to create a boss that could knock you off! But I try to keep this as balanced as possible, unfortunately :'(
1_4 Finally started working on the non-atmospheric light. It's a lot of fun, but the high graphic-settings burns my video-card every few minutes.
1_5 I love the SC2 water!
1_6 The river runs out into a huge waterfall that you can look at while looting the treasure-chest (located at the bottom of the screenshot)
1_7 aaaaand, another river, this is actually the one that runs out in the waterfall at screenshot 1_0. I should probably make some sort of water-source into this, from where you cannot go, damn you realism! I'll do that later :)
1_8 A boss never seen before - at least not for those who have not beta-tested. It is the Infernal Roach. He casts fire-novas, incinerate, bursts into flames and... well, sign up to test with me or wait to see this boss in action for some upcoming teaser video :)
Looking really nice, I must say! Just throw me a PM with times you plan to test and I'll see if I can help ya out :) (Mittens.370 on EU, but I'm rarely on B.net)
looking good. But what's the point of not just replacing the first video instead of having 2 of the same? Boss isn't finished right?
Replacing? Like on YouTube? I wondered if that was possible.. Guess I just screwed up. Anyways, I deleted the low"er"-quality video, so it's the same..
For the Boss. I don't consider anything in the map done yet. A lot will be added. I plan to give this boss some modified versions of the abilities available to the heroes, like a seismic-slam, or stun ability. So no, it's not finished, but I'm not sure what you're asking.. What would you like to see added? :)
Looking really nice, I must say! Just throw me a PM with times you plan to test and I'll see if I can help ya out :) (Mittens.370 on EU, but I'm rarely on B.net)
Awesome! Fact is, that people you meet on B.net is 98% of the time, complete retards, that only speak German or Italian. So I have to find people elsewhere (like mapster) to help me test. Finding people with some kind of intelligence on B.net without chat-rooms is impossible.
I got a few people to help me test out, which is awesome! But I need as many opinions as possible. I'm not going to release a public version filled with unknown bugs, or with a weak story. I need to test these things on you guys! ;) I need more testers to give me feedback.
Just send me a PM or write a comment here. I will of cause, if you add me as a friend in-game, help you test your maps whenever I have time, which I pretty much always when I'm on B.net :P
So I return the favor, and you'll have great influence on my ORPG.
I've done some great testing over the past few days with the awesome beta-testers that signed up. The tests went well and I found a bunch of bugs and got some great suggestions. Also, I got the feeling that people already like the map, which is awesome!! :)
Since the version showcased in the video (version 1.17), and the one I've tested over the last couple of days(1.18), I have fixed and added the following for the upcoming version (1.19):
-The items that could only be gathered from the test-treasure-chest are now drop-able by various creeps and bosses
-More [level 2] spells added, and spells with more levels now has the [level x] in their title.
-All bosses now drop items.
-Heroes are now pick-able from the lobby (at least it SHOULD work now, untested for now though)
And some of the features I am going to add for 1.2x are:
-Showing buffs and debuffs for both you and your target beneath their health-bar.
-All enemy units will will go for +25% dmg to +35-40% extra damage with two players. I have to test with more players after this to see how much would be fair for 3+ players, probably around +50% dmg.
- Spell-runes will be added, I have the icons ready, and everything else planed for them. Should be pretty simple to get them implanted, but to come up with all the kewl effects for them is going to be hard..
-Better target-selection-indicator (this might be tricky). I hope to fake the selection ring that normally appear around a selected unit somehow.
Also, I still could use a few more testers if anyone's interested? :)
How did you plan this out? Also what kind triggers are needed? I know UI and control scheme. But do you need to do much more trigger editing than that? Also how did you make the whole map? Is it all like in the trailer or are there different areas, like forest, canyons, snowy mountains, etc?
well, I guess the triggers for the UI takes up around 100 lines of code, then the rest of the features and systems takes up the other 11.900 lines :p hope that answers your first question, if I understood it right. Really, telling you how I did the other things would take me hours.
For the question about the map. Each area is pretty small, and changes all the time. After the first area showed in teaser #1 & #2, a ruined-city type of area comes up. After this you get into a forest, where the first part is in fire. After this you get into a dark graveyard-type of area. Then into a mountain-area, and from there into a canyon filled with creep. Of cause each area has lots of variation as well. I upload you some screenshots showcasing some of the other areas :)
Also, say hello to another hero, the Spirit Hunter, followed by his Spirit Wolf in these screenshots:
Amazing stuff. The lighting, the terrain it all looks so amazing together. I meant is there other things you used triggers to make work in the map. Like UI and control scheme are used for triggers but do you apply weapons or anything through triggers? I'm guessing objectives are triggered based. Day/Night cycle is probably trigger based, I think.
@Algirdyz & Keyeszx:
Great! I'll add you both to my testers-list. I contact you in-game when I see you online, and ask if you have time :)
@Keyeszx:
I normally test any recent created systems, new abilities and other stuff that can only be tested online. Also I use multiplayer testing to find more "hidden" bugs. Some stuff I'm not seeing because I play my own style, or someting.. :p
Also, when I have so many great folks to test from here, I hope to get some direct feedback on the idea, the systems, the heroes, the spells. yeah, pretty much whatever is in your mind (..about the map ofc. I don't want to know to much about what's going on, of other things in there).
As a tester, you pretty much have the power to tell me what to do, and I will most likely do it, or take it into serious consideration!
Oh, btw. when I' finish a few more spells and items, I'm going to test the difficulty of the level with 1 to 4 players, maybe even up to 8 if I can get that many to help out at once, but my plan is to balance the map to 4 players
Today I felt creative, and did some terraining. Take a look at these 9 pictures and Bring Me your thoughts so that I can improve! ,;..;,
1_0 Waterfall at nighttime
1_1 Templar looking at the ocean, with heavy moving fog
1_2 Commercial. Just to show you how the map looks like from another angle
1_3 High cliff illusion. Looks really awesome when you run pass :)
1_4 Finally started working on the non-atmospheric light. It's a lot of fun, but the high graphic-settings burns my video-card every few minutes.
1_5 Small river up in the mountains, where there is normally only harsh dessert
1_6 The river runs out into a huge waterfall that you can look at while looting the treasure-chest
1_7 Another river, this is actually the one that runs out in the waterfall at 1_0. I should probably make some sort of water-source into this small lake. I'll do that now :)
1_8 A boss never seen before - at least for those who have not beta-tested. It is the Infernal Roach, that casts fire-novas and... Well, sign up to test with me or wait to see this boss in action for the next video-teaser :)
I am soon moving towards version 1.2, currently at 1.18, which is a huge update! I have planed a lot of new features. One of them is a buff-system, that shows all your, and your targets buffs, and debuffs with some slick little icons, as well as a nice hover-over text.
Also, I have updated the first post with some new improved text as well as getting "all" the media together :)
I uploaded a higher quality video - watchable in 720p! It is the same one though
looking good. But what's the point of not just replacing the first video instead of having 2 of the same? Boss isn't finished right?
Looking really nice, I must say! Just throw me a PM with times you plan to test and I'll see if I can help ya out :) (Mittens.370 on EU, but I'm rarely on B.net)
Replacing? Like on YouTube? I wondered if that was possible.. Guess I just screwed up. Anyways, I deleted the low"er"-quality video, so it's the same..
For the Boss. I don't consider anything in the map done yet. A lot will be added. I plan to give this boss some modified versions of the abilities available to the heroes, like a seismic-slam, or stun ability. So no, it's not finished, but I'm not sure what you're asking.. What would you like to see added? :)
Awesome! Fact is, that people you meet on B.net is 98% of the time, complete retards, that only speak German or Italian. So I have to find people elsewhere (like mapster) to help me test. Finding people with some kind of intelligence on B.net without chat-rooms is impossible.
I got a few people to help me test out, which is awesome! But I need as many opinions as possible. I'm not going to release a public version filled with unknown bugs, or with a weak story. I need to test these things on you guys! ;) I need more testers to give me feedback.
Just send me a PM or write a comment here. I will of cause, if you add me as a friend in-game, help you test your maps whenever I have time, which I pretty much always when I'm on B.net :P
So I return the favor, and you'll have great influence on my ORPG.
I've done some great testing over the past few days with the awesome beta-testers that signed up. The tests went well and I found a bunch of bugs and got some great suggestions. Also, I got the feeling that people already like the map, which is awesome!! :)
Since the version showcased in the video (version 1.17), and the one I've tested over the last couple of days(1.18), I have fixed and added the following for the upcoming version (1.19):
-The items that could only be gathered from the test-treasure-chest are now drop-able by various creeps and bosses
-More [level 2] spells added, and spells with more levels now has the [level x] in their title.
-All bosses now drop items.
-Heroes are now pick-able from the lobby (at least it SHOULD work now, untested for now though)
And some of the features I am going to add for 1.2x are:
-Showing buffs and debuffs for both you and your target beneath their health-bar.
-All enemy units will will go for +25% dmg to +35-40% extra damage with two players. I have to test with more players after this to see how much would be fair for 3+ players, probably around +50% dmg.
- Spell-runes will be added, I have the icons ready, and everything else planed for them. Should be pretty simple to get them implanted, but to come up with all the kewl effects for them is going to be hard..
-Better target-selection-indicator (this might be tricky). I hope to fake the selection ring that normally appear around a selected unit somehow.
Also, I still could use a few more testers if anyone's interested? :)
@JakeCake26: Go
i hope you get someone to host it on the US, it looks like a pretty well-made RPG, I really like how you did the lighting and the terrain
Thank you :) The time of day changes, so you can expect some night-time as well at points :)
I'm glad you like the terrain already, but I plan to put much more work into it, to make it as unique as possible!
How did you plan this out? Also what kind triggers are needed? I know UI and control scheme. But do you need to do much more trigger editing than that? Also how did you make the whole map? Is it all like in the trailer or are there different areas, like forest, canyons, snowy mountains, etc?
well, I guess the triggers for the UI takes up around 100 lines of code, then the rest of the features and systems takes up the other 11.900 lines :p hope that answers your first question, if I understood it right. Really, telling you how I did the other things would take me hours.
For the question about the map. Each area is pretty small, and changes all the time. After the first area showed in teaser #1 & #2, a ruined-city type of area comes up. After this you get into a forest, where the first part is in fire. After this you get into a dark graveyard-type of area. Then into a mountain-area, and from there into a canyon filled with creep. Of cause each area has lots of variation as well. I upload you some screenshots showcasing some of the other areas :)
Also, say hello to another hero, the Spirit Hunter, followed by his Spirit Wolf in these screenshots:
@JakeCake26: Go
Amazing stuff. The lighting, the terrain it all looks so amazing together. I meant is there other things you used triggers to make work in the map. Like UI and control scheme are used for triggers but do you apply weapons or anything through triggers? I'm guessing objectives are triggered based. Day/Night cycle is probably trigger based, I think.
Well, all damage is trigger-based, as well as spells and... pretty much everything.
I need more beta-testers! Anyone? :)
@JakeCake26: Go
I'm in :)
I'd love to test it. What are you testing for, any trigger errors or just see if we can break it or balance?
@Algirdyz & Keyeszx:
Great! I'll add you both to my testers-list. I contact you in-game when I see you online, and ask if you have time :)
@Keyeszx:
I normally test any recent created systems, new abilities and other stuff that can only be tested online. Also I use multiplayer testing to find more "hidden" bugs. Some stuff I'm not seeing because I play my own style, or someting.. :p
Also, when I have so many great folks to test from here, I hope to get some direct feedback on the idea, the systems, the heroes, the spells. yeah, pretty much whatever is in your mind (..about the map ofc. I don't want to know to much about what's going on, of other things in there).
As a tester, you pretty much have the power to tell me what to do, and I will most likely do it, or take it into serious consideration!
Oh, btw. when I' finish a few more spells and items, I'm going to test the difficulty of the level with 1 to 4 players, maybe even up to 8 if I can get that many to help out at once, but my plan is to balance the map to 4 players