I don't like UI that takes up too much screen space, i prefer having a menu system of some sort where you can click a menu button and it will display all custom dialog buttons that is currently located in top of the screen in a list format in say, top left conor. To me having this, or a similar system feels more clear. You can also link these dialogs to hotkeys for quicker access. I wouldn't mind a dialog or two, but you start to add up at this point and maybe there will be even more of these coming up later on when you add on more features to the map. Then a list system can be a good way to clean up some space.
Custom frames is not nessesary, but it can be "cleaner" that way since you can hide the dialog box(es). Depending on the design obviously. Hope that clearifies it.
- In the sequence where you enter Murky Outpost the first time, in the lower left corner stands "Murky Oupost".
- I couldn't sell any items.
- When I killed the giant Zergling, my teammates quest objective didn't updated.
- Heroes shouldn't join battles if they are too far away (or you implement a party system, that only party
members join battle)
- Every terrain should have his own battle room (for example: for fights in the cave you will be teleported in a cave typed battle room, not in the forest battle room)
-I played Magic RPG for over an hour and at some point the voice of my hero was annoying me really hard because of his little word pool and a lot of hit and run actions. In other RPGs, your character is silent too.
- Have you already thought about battle music? It could be very cool. There is a lot of free music in the internet!
- Some passive skills!
- Some more extra models for the races to choose from
- A merchant where you can exchange your lower ingredients for better ingredients, such as 10*[forest enemy item] for one [cave enemy item] (currently don't know some of the item names)
I hope you will finish it, it's a great game and it would be even more greater!
Well not sure if people are interested in this. But some limitations excist. One of the biggest is the map size.
Sadly there is very small chance of making something that would only allow "only nearby units to enter same combat". I know it would be the best thing to do. But I cannot do it because: terrain is too small to do it (then you wouldnt get more areas) and it would be super anoying to make units scale based on each battle instead of areas (already kinda anoying....)
I agree I would love good music for my RPG and I think it would greatly enchance the experience, but sadly I dont want to get into getting my map banned if I break some copyright or something (which most likely wont happen, but Im still not big fan of not owning the music myself)
Most likely you will get more race models and propably passives in some form (allthou cannot quarantee). If you wana add one feature, then one might be left out since it takes so much time to make them.
It really wasnt even an alpha yet, but I guess it was a decent demo of what you could expect in the future. And I even got good amount of feedback (which rarely happens).
So I will most likely take a break from now, I might even do side project at start, but at some point I will most likely return to wrap this project up in some fashion. Currently Im not happy with the PvP thou, so thats once area I might consider improving. PvE is pretty fun and the skills are more designed for PvE so Im even considering adding either more skills or modifying excisting ones just for the sake of PvP.
Currenly I dont really have a clear vision how I would the PvP be like, most likely combos, counters and reacting to players moves. With that in mind current spells dont fit in too well....
Thanks for everyone for testing the game. I will most likely just keep on updating here if I get more stuff done. If PvP gets better I might host another test with PvP team modes or something.
If someone wants to help thinking up items/passives, now its the time to present your ideas. The next version of the game wont be released anytime soon, but might as well gather some ideas when I want to work on the items and other stuff. Passive skills will most likely be learned in/after magic city.
Basically every unique and legendary item will have passive skills. Im even considering adding "set bonuses" for every set of equipment.
So if you got ideas for armor/weapons/passives, feel free to post them.
Couple examples for items:
Ring of forest, unique:
Mystery ring
Forest's blessing: gives +5 armor for short duration when hero is under 50% health
Robe of blood, unique:
Ancient robe that has been surounded by forbidden magic
Blood magic: -5% maximum health +5% spell damage
So currently you have pretty much 3 different kinds of resources that you can use: ingridients, minerals and vespene. Im considering on changing this to make ingridients the only resource (maybe vespene too). Part of the reason is that economy is pretty hard to maintain. If ingridients are useful for everything, I feel that its would feel more worthwhile to kill monsters to get ingridients.
Another thing that needs to be added is weapons and passive skills. I still havent fully figured out how I would do this. Weapons should most likely have unique attack missiles and sometimes unique effects too. Passive skills should have big role in customization of your character, but how should I implement that?
One thing Iv been thinking of is that you could be able to craft passive skills. sort of like "enchantments". Thinking of different playstyles is also a bit tricky and I would like to have equipment and passives heavilly affect that. Perhaps something like build where you make more damage based on the damage you take or somekind of "curse build" that would allow you to cause various different effects on enemy when casting spells.
Well implementing the passives is a challenge for sure. There are so many skills and the current system does not support the systems Im thinking, so its pretty likely that I wont be able to add new effects to spells even thou it would be cool.
Well after testing with few new players. I found some more "problems". The game is very restrictive when it comes to clearing content. You cannot proceed further if you dont beat the bosses. In single player this wouldnt be a problem, but for multiplayer people can be easilly "left out" from the party if they die.
After I figure out what Ill do with that, Ill probly just release this on EU too (Its unfiinished, but I do feel like taking a small break again).
Anyway its on Hots beta atleast. So you can test the latest version there.
@zenx1: Go
I don't like UI that takes up too much screen space, i prefer having a menu system of some sort where you can click a menu button and it will display all custom dialog buttons that is currently located in top of the screen in a list format in say, top left conor. To me having this, or a similar system feels more clear. You can also link these dialogs to hotkeys for quicker access. I wouldn't mind a dialog or two, but you start to add up at this point and maybe there will be even more of these coming up later on when you add on more features to the map. Then a list system can be a good way to clean up some space.
Custom frames is not nessesary, but it can be "cleaner" that way since you can hide the dialog box(es). Depending on the design obviously. Hope that clearifies it.
Edit: made the front page, grats :)
@Zenx1:
Here's what I've noticed/my suggestions:
- In the sequence where you enter Murky Outpost the first time, in the lower left corner stands "Murky Oupost".
- I couldn't sell any items.
- When I killed the giant Zergling, my teammates quest objective didn't updated.
- Heroes shouldn't join battles if they are too far away (or you implement a party system, that only party members join battle)
- Every terrain should have his own battle room (for example: for fights in the cave you will be teleported in a cave typed battle room, not in the forest battle room)
-I played Magic RPG for over an hour and at some point the voice of my hero was annoying me really hard because of his little word pool and a lot of hit and run actions. In other RPGs, your character is silent too.
- Have you already thought about battle music? It could be very cool. There is a lot of free music in the internet!
- Some passive skills!
- Some more extra models for the races to choose from
- A merchant where you can exchange your lower ingredients for better ingredients, such as 10*[forest enemy item] for one [cave enemy item] (currently don't know some of the item names)
I hope you will finish it, it's a great game and it would be even more greater!
@TimDLuxe: Go
Well not sure if people are interested in this. But some limitations excist. One of the biggest is the map size.
Sadly there is very small chance of making something that would only allow "only nearby units to enter same combat". I know it would be the best thing to do. But I cannot do it because: terrain is too small to do it (then you wouldnt get more areas) and it would be super anoying to make units scale based on each battle instead of areas (already kinda anoying....)
I agree I would love good music for my RPG and I think it would greatly enchance the experience, but sadly I dont want to get into getting my map banned if I break some copyright or something (which most likely wont happen, but Im still not big fan of not owning the music myself)
Most likely you will get more race models and propably passives in some form (allthou cannot quarantee). If you wana add one feature, then one might be left out since it takes so much time to make them.
Ok "alpha test" ending today!
It really wasnt even an alpha yet, but I guess it was a decent demo of what you could expect in the future. And I even got good amount of feedback (which rarely happens).
So I will most likely take a break from now, I might even do side project at start, but at some point I will most likely return to wrap this project up in some fashion. Currently Im not happy with the PvP thou, so thats once area I might consider improving. PvE is pretty fun and the skills are more designed for PvE so Im even considering adding either more skills or modifying excisting ones just for the sake of PvP.
Currenly I dont really have a clear vision how I would the PvP be like, most likely combos, counters and reacting to players moves. With that in mind current spells dont fit in too well....
Thanks for everyone for testing the game. I will most likely just keep on updating here if I get more stuff done. If PvP gets better I might host another test with PvP team modes or something.
Alpha 2 test coming soon
Bug fixes:
Other changes:
(selling items still doesnt work, cause there isnt enough stuff to spend minerals on)
thats right. We also got PvP
when I use fireball rapidly after use firewheel, fireball went off from Magician's back.
I cant continue when I kill Mesmer(sentry).
Mesmer's Force-Field missile shows baneling-death model when I kill it with my Rapid fire missile.
--Cheers for your map! :D this is really exciting lol
If someone wants to help thinking up items/passives, now its the time to present your ideas. The next version of the game wont be released anytime soon, but might as well gather some ideas when I want to work on the items and other stuff. Passive skills will most likely be learned in/after magic city.
Basically every unique and legendary item will have passive skills. Im even considering adding "set bonuses" for every set of equipment.
So if you got ideas for armor/weapons/passives, feel free to post them.
Couple examples for items:
Ring of forest, unique:
Mystery ring
Forest's blessing: gives +5 armor for short duration when hero is under 50% health
Robe of blood, unique:
Ancient robe that has been surounded by forbidden magic
Blood magic: -5% maximum health +5% spell damage
Stats:
Heal Points
Magic Points
Attack Speed
Spell damage
Normal damage
Movement Speed
Number of attacks ( some stuff or weapon will get you attack 2 times like zealot or colossus....)
Armor
Shield
Shield regen
Shield armor
Heal regen
Against types of mobs? (like armored or hero for arenas?)
Burrow?
Invisble?
Weapons with diferent types of attack?
Against other people. pvp set
Debuffs when attack (reduce movement speed, atack speed, armor, HP etc...)
Debuffs in area near your hero (reduce movement speed, atack speed, armor, HP etc...)
Buffs for other heroes near you ( movement speed, atack speed, armor, HP etc...)
Pet / mercenary system
Doble pvp 2 vs 2?
More people at game like 6 or 8?
If I have more ideas I will post them here
Update!
Video quality is bad, but still working with the map every now and then.
Time for small development post.
So currently you have pretty much 3 different kinds of resources that you can use: ingridients, minerals and vespene. Im considering on changing this to make ingridients the only resource (maybe vespene too). Part of the reason is that economy is pretty hard to maintain. If ingridients are useful for everything, I feel that its would feel more worthwhile to kill monsters to get ingridients.
Another thing that needs to be added is weapons and passive skills. I still havent fully figured out how I would do this. Weapons should most likely have unique attack missiles and sometimes unique effects too. Passive skills should have big role in customization of your character, but how should I implement that?
One thing Iv been thinking of is that you could be able to craft passive skills. sort of like "enchantments". Thinking of different playstyles is also a bit tricky and I would like to have equipment and passives heavilly affect that. Perhaps something like build where you make more damage based on the damage you take or somekind of "curse build" that would allow you to cause various different effects on enemy when casting spells.
Well implementing the passives is a challenge for sure. There are so many skills and the current system does not support the systems Im thinking, so its pretty likely that I wont be able to add new effects to spells even thou it would be cool.
well thats my rambling for today.
Well made a loading screen....(since no artists took my request).
I might improve it or I might not...I doubt I would get better loading screen myself anyway
Alpha 3 coming when its coming. Shows some footage of the new content and old one too.
@zenx1: Go
I'm gonna say somethign you're gonna love :D
Your map could greatly benefit from better quality terrain :D
Alpha 3 test
Improvements:
Not a whole lot per say, but still took lot of time to add these things.
The alpha 3 will be on hots beta and we will see how it goes.
Probly be published today
Well after testing with few new players. I found some more "problems". The game is very restrictive when it comes to clearing content. You cannot proceed further if you dont beat the bosses. In single player this wouldnt be a problem, but for multiplayer people can be easilly "left out" from the party if they die.
After I figure out what Ill do with that, Ill probly just release this on EU too (Its unfiinished, but I do feel like taking a small break again).
Anyway its on Hots beta atleast. So you can test the latest version there.
EU alpha 3 version released with bunch of upgrades:
Lets hope it works. Many changes so there is a good chance I missed some bugs.
Great map! Has alot of potential!
Some bugs i found:
If u join in end of another players battle u get stuck and have to restart
If u have full inventory and unequip ur items they dissapear forever.
Some equipments (As the armor in first city) that are supposed to give + armor doesn't work.
The templar armor in magic city cannot be crafted with the materials listed.
You should NOT be able to attack allies in towns and hunting fields etc.
Champions could use some more variaty. All thier spells are basically the same.
Storage too small
Could probably use a weapon/armor store where you could buy
Hello, I have a character stuck. All abilities have changed. Meteorites were 7 lvl other skills at level 1. -_-
@Vampir1991: Go
Provide more info so I can do something about it in the future.
Did the skills change when you started a new game? what character you got before (lvl? skills? skill levels?)