The world of Magic RPG is filled by strong warriors, beasts and mages. You have just awakened your magical powers and now begins your journey to become the strongest!
Gameplay
You are given magical powers to help you survive on your journey. You collect ingridients from your enemies and craft your own armor to help you fight against various of different bosses you encounter in this game.
Each class has a spellbook of 12 spells and each can be upgraded up to 3 levels to gain even more fearsome effects.
Quests will offer you unique rewards and help you to gain equipment/money/exp to defeat even the hardest bosses.
Some spells also interact with each other so its even more satisfying to slay monsters with your allies. The combat is designed to be skill based. You need to react when enemies and strike them down when they are weak. Even the smallest creatures might overwhelm you if you are not carefull.
Progress
1-4 Players
2 classes (poison - fire)
3 races (human - protoss - zerg)
quests, events, lots of boss fights
custom crafting, equipment, quest systems and more!
PvP (limited to 1v1)
This thread is ment to be as feedback/development from the Magic RPG since its at more polished stage for now. Grhm...look zombie defence for the development stuff.
Spells are different for each class and hopefully they will feel different enough. There will be some similarities which cannot be avoided (direct damage spells).
Fire mage has lots of knockback spells.
Poison mage has slows, healing/life steal spells.
So I guess fire mage is more efficient on keeping enemies at a distance, while poison mage can regain life more easilly.
races will most likely be just a visual thing (so everyone wont look the same)
Dont wana spoil. You can test it out soon enough. Ill probly make 2-3 day test again. Where you can fight 3 of the bosses, do some quests, lvl hero up to lvl10 (and select skills acordingly).
And there is more stuff that is already made, but havent implemented properly (like the ice and lightning class and more bosses).
And dont expect to get more content anytimes soon. Test content will be all you will get for a while!
As my time is limited I prefer peer review since I probably wont have the time to play it thoroughly. I prefer to make sure the nuts and bolts of how it works is optimal. Also prefer to have a few fingers in the development process rather than review.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Alright, decided to play poison from the start. My thoughts as I play:
-Start area, I can see that behind temple wall there is nothing but sand ground texture. Gives off that raw/unpolished impression straight away.
-Woha, whoa, whoa. You meanie, why do you put so much redurant info right after that not very exciting cutscene/intro? A picture of random icons/windows/tooltips that I can't even read cause they're too scaled down. Your way of making tutorial puts fear into my heart. Maybe just create a popup window on the left side of screen telling player "You got 1 unspent skill point, click on flashing "spells" button on the top to learn your very first spell".
-Spell menu is unintuitive. You open up and then you get all these choices.. Since all icons are the same you'd assume that you can right now learn any spell that is put in there (and you begin to read all of them trying to figure out what's useful and what not. I'm used to this, and it's my own choice, but I still wonder wouldn't it be cooler to keep them secret and show only when I reach required level? On one hand I adds an element of surprise and exploration and joy that you were given a new cool thing, on the other hand it eliminates planning ahead/building which would leave regular players mad). I know you got arrows indicating spell progression/requirements, but when all spell buttons have same format you're guided to believe that you can learn them all now. Perhaps gray out spells that you can't learn right now? Spells that can be currently learned could remain colored, and already learned spells could have borders around them (maybe even add more border the bigger spells level is?). Right now spell menu feels very raw.
-Spell menu concerns x2: Upgrade button is unintuitive. The first idea that comes to my mind when I see such tree is - "oh hey, Diablo 2, I got skill tree and skill point, so I now click on skill icon to learn it." ... I click on icon, it spams red text, I click on icon again, it spams red text again.. I click on all icons, same thing happens. The shy "upgrade" button continues to evade me behind red spam text telling me that I haven't learned that skill yet. "I'm very sad cause this is broken :/" <- my 1st reaction when I played this map alone long time ago. Though if I pull myself together I can find that button and realize it's purpose, and after that things go better, but still, it feel like a very developer oriented menu, instead of user oriented..
-Cutscenes, as short and important they may be, need to be skippable, no exceptions.
-I play with healthbars always on, and seeing healthbars on invincible units that are obviously will never be damaged adds to "this is such a raw map" feeling.
-Initial thought was.. "well, I'll just go explore around". SC2 default quest markers are good cause they're always on the screen reminding what to do. So If you want more ppl to follow quest directives, put quest objective in front of players all the time so that they can associate with tasks when they see 2 identical strings on the screen (for example "mercury" on the unit text tag, and "mercury" on the top left objective screen).. (you could also make your 1st objective to learn a spell, it's a good way to guide player). If you leave quests in a hidden box, then be prepared that some players will just roam around wondering WTF they're supposed to do.
-Infestor is named "Infestor", and same issue with probe, firebat, marine... I begin to thing that it's intentional :D
-Green crystals are pretty cool.
Sorry that I'm being kind of critical on the things most ppl would consider not important, but it's just how I am, easily irritated by the small things :D
I'll probably try it again later with more players to see how it flows with multilayer.
Thats exactly the kind of feedback people should give.
After testing with random people I can only confirm your points. Things are a bit too unclear and need to be made easier to figure out. Having the main quest objective shown all times seems like a good idea. Also learning spells needs to be easier and lastly the lobbies need to be easier to join.
I actually think these issues are so important I decided to take the test version away. Ill fix those up and throw it back up once im done.
I also agree with skipping cut scenes, but Im most likely too lazy to implement it (we shall see if I do it someday).
I feel like there is starting to be too much going on if I add the "show main quest" thing. I might make it togglable thou. And I also might redo the UI somehow so that the lobbies and quests would work and fit better.
And hiding those resources is not really an option since most of the time you wan to know how much gold you have...or I could throw it to inventory screen...
-Inventory equipment picture doesn't match with selected race (it shows preserver even if you're playing queen);
-You can attack allies. Considering you have PvP mode maybe remove ability to attack allies with your weapon? (got to play with a guy who kept on grieving and attacking everyone in town);
-Health bars displaying for units that don't need it;
-I was fighting monsters in 1st wildeness. Just as I finished my fight another player entered wildeness and was transported to battle area (of battle I just won). So he somehow entered my fight which just ended and was stuck in it forever (no monsters spawned there). Maybe it would fix itself If I picked another fight in that location but I had different plans at that time. Bugged in battle area, he had no options other than quitting the game.
So for the future ideas! I was thinking of expanding combat with passive skills (this was the plan in the first place, but its gona take some time to do).
I also want to make the PvP more exciting, so I might make PvP specific skills and PvP mode where you can fight like 3v3 or so (Im not sure how I would do it, but I would like to do it anyway).
And also 3rd mode could be one player fights as boss while others fight as heroes. This might become its own seperate map since the RPG enviroment is not really suitable for this mode.
For PvP I would most likely want to add more mobility spells like blink or counter spells (like reflecting missiles). So still thinking a bit what kind of combat I would like to have...
After 2 hours of playing I can say that this map is really fun to play and you can see that it has been created with a lot of effort. Unfortunately, the mesmer boss bugged so I had to quit the game but Magic RPG has potential for sure and I'm really looking forward that you continue to develop it.
Here are my thoughts, some suggestions:
When you play with random team mates it's pretty annoying when you run across the map and you are forced to join the battle that your team mates have engaged in. It would be better if it's like when going to the arena: You're creating a lobby and people have a limited period of time to join. (Obviously not 20 seconds like in arena but rather 5 seconds or something).
Although you've said that races will most likely just be visually different, it would be nice if they would have an unique active/passive ability (for example Transfusion for Zerg to heal self/allies or Chrono Boost for Protoss to increase attack speed/movement speed of yourself/allies)
The boss fights so far are kind of balanced right now. They are neither too easy nor too hard and I hope you will be able to keep them challenging.
A few obvious Bugs:
- the potion you receive from the bartender (I don't remember its name) seems bugged as it didn't have any effect most of the time
- you can't purchase stuff from the merchant in Magic City (error message: "Too far away")
- the blacksmith next to the merchant in Magic City doesn't work either
- after imprisoning me in a force field, the Mesmer disappeared from the map, but he obviously continued casting force fields in the south-eastern corner
I was rather focussing on the actual gameplay than on smaller issues when playing the map for the first time but I might do that the next time and post my feedback again then. Besides:
And also 3rd mode could be one player fights as boss while others fight as heroes. This might become its own seperate map since the RPG enviroment is not really suitable for this mode. .
That mode sounds pretty awesome. I'm curious about how you will implement that. :)
Really nice, detailed map. Im looking forward to the next versions.
Things i noticed:
- Minerals seem not to be saved up till now? Isnt that much of a problem, since you get enough, but just noticed it
- you cant sell anything yet?
- sometimes the fightarea is bugged and u cant leave it, even through there are no enemies left. A trigger would be great that checks the area every 30 seconds maybe, if there are still enemies left and if not, but a hero is, declares victory, or at least, teleports the hero out of the area. (only way to leave it if that bug happens is to either get killed or leave the game at this moment)
And i too would love to see minor detailchanges through raceselection, or maybe even race + class. Like Protoss with slightly incresed mana or mana-regeneration, Zerg slightly incresed health or health-regeneration and Human with slightly incresed dmg or attackspeed. But it will work out even without it.
Hio, I've played this map some during the last 2 days and after reading through the other comments here this is what I have to add:
The hotkeys that do exist work great (tab to close windows, active spells and potions) so I would like to see more of that. The hotkey to open your inventory could be the "i" key for example and you could highlight the "i" on the inventory button that you otherwise must click on manually.
This has already been mentioned but I think it's important; A stash of some sort could be implemented. I do like that you can only carry a small amount of materials, equipment and potions. It gives that dungeon crawler a la Diablo feeling, but I think in the long run you'll be overburdened by material you need to craft your awesome new gear so a stash (maybe even a shared one among your characters if possible) would be quite the luxury to have.
So far I have a Human Fire Mage at level 18 and a Protoss Poison Mage at level 30. As far as the Fire Mage goes the hiccups I've come across are the skill Rapid Fire and Fireball. Rapid Fire works in the field but not in battle, it just duds. Fireball sometimes drags ALL enemies back, even the ones that are on the other side of the screen and not in the line of fire. The Poison Mage was a breeze to level, all you need is a level 2 Locust Swarm, the Locust skill is somewhat buggy. They spawn fine and do the damage and leech life, but if you continuously run around with your Mage they do not disappear and rejoin you for the next battle if you find a new foe seconds after your first fight. So when the next fight starts 24-32 Locusts from the last fight flies in from the north part of the screen and just kills for example a 1.3k HP Infestor in less than 2 seconds and then gobbles up the next one just as fast.
As other have said before, the mineral count resets everytime you start a new game, my minerals always goes to 250 at the start.
The teleport list gets cleared each game for my Poison Mage, but not for my Fire Mage. With my Poison Mage I cleared all the main quests except the "explore the world" one before even setting foot in the Infestation Cave, maybe that has something to do with it? (The only thing I did differently from my Fire Mage)
The level cap is 30, you still gain EXP after battles but the level meter is already at 100%. This is probably intended by you but I thought I'd share the info just in case.
I didn't care too much about spelling and grammar, the only thing that bothered me was that the word "Forrest", if you're talking about a large area covered with trees the word you want is "Forest".
All in all it's a really nice game idea. I'd love to see some unique (meaning not Blizzard made) enemies, environments and characters. I'll just wait for the updates and see what happens.
Terrain will most likely be slightly improved on, but I know it will never be as good as some other terrains Iv seen people make.
You didnt like UI cause it didnt have custom frames? or something about the functionality?
The current UI will mostl likely stay. There good way of putting drag/drop systems with dialogs. And normal inventories are somewhat lacking for my purpose.
thanks for feedback.
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Magic RPG
The world of Magic RPG is filled by strong warriors, beasts and mages. You have just awakened your magical powers and now begins your journey to become the strongest!
Gameplay
You are given magical powers to help you survive on your journey. You collect ingridients from your enemies and craft your own armor to help you fight against various of different bosses you encounter in this game.
Each class has a spellbook of 12 spells and each can be upgraded up to 3 levels to gain even more fearsome effects.
Quests will offer you unique rewards and help you to gain equipment/money/exp to defeat even the hardest bosses.
Some spells also interact with each other so its even more satisfying to slay monsters with your allies. The combat is designed to be skill based. You need to react when enemies and strike them down when they are weak. Even the smallest creatures might overwhelm you if you are not carefull.
Progress
This thread is ment to be as feedback/development from the Magic RPG since its at more polished stage for now. Grhm...look zombie defence for the development stuff.
Trailer
PvP
- reserved -
So what is difference between classes? Also 6 combos in total is a little few. Hope you intend to add more later.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Spells are different for each class and hopefully they will feel different enough. There will be some similarities which cannot be avoided (direct damage spells).
So I guess fire mage is more efficient on keeping enemies at a distance, while poison mage can regain life more easilly.
races will most likely be just a visual thing (so everyone wont look the same)
Will do for a start but consider expanding in future. Any pics of intended bosses yet?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Dont wana spoil. You can test it out soon enough. Ill probly make 2-3 day test again. Where you can fight 3 of the bosses, do some quests, lvl hero up to lvl10 (and select skills acordingly).
And there is more stuff that is already made, but havent implemented properly (like the ice and lightning class and more bosses).
And dont expect to get more content anytimes soon. Test content will be all you will get for a while!
As my time is limited I prefer peer review since I probably wont have the time to play it thoroughly. I prefer to make sure the nuts and bolts of how it works is optimal. Also prefer to have a few fingers in the development process rather than review.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Alright, decided to play poison from the start. My thoughts as I play:
-Start area, I can see that behind temple wall there is nothing but sand ground texture. Gives off that raw/unpolished impression straight away.
-Woha, whoa, whoa. You meanie, why do you put so much redurant info right after that not very exciting cutscene/intro? A picture of random icons/windows/tooltips that I can't even read cause they're too scaled down. Your way of making tutorial puts fear into my heart. Maybe just create a popup window on the left side of screen telling player "You got 1 unspent skill point, click on flashing "spells" button on the top to learn your very first spell".
-Spell menu is unintuitive. You open up and then you get all these choices.. Since all icons are the same you'd assume that you can right now learn any spell that is put in there (and you begin to read all of them trying to figure out what's useful and what not. I'm used to this, and it's my own choice, but I still wonder wouldn't it be cooler to keep them secret and show only when I reach required level? On one hand I adds an element of surprise and exploration and joy that you were given a new cool thing, on the other hand it eliminates planning ahead/building which would leave regular players mad). I know you got arrows indicating spell progression/requirements, but when all spell buttons have same format you're guided to believe that you can learn them all now. Perhaps gray out spells that you can't learn right now? Spells that can be currently learned could remain colored, and already learned spells could have borders around them (maybe even add more border the bigger spells level is?). Right now spell menu feels very raw.
-Spell menu concerns x2: Upgrade button is unintuitive. The first idea that comes to my mind when I see such tree is - "oh hey, Diablo 2, I got skill tree and skill point, so I now click on skill icon to learn it." ... I click on icon, it spams red text, I click on icon again, it spams red text again.. I click on all icons, same thing happens. The shy "upgrade" button continues to evade me behind red spam text telling me that I haven't learned that skill yet. "I'm very sad cause this is broken :/" <- my 1st reaction when I played this map alone long time ago. Though if I pull myself together I can find that button and realize it's purpose, and after that things go better, but still, it feel like a very developer oriented menu, instead of user oriented..
-Cutscenes, as short and important they may be, need to be skippable, no exceptions.
-I play with healthbars always on, and seeing healthbars on invincible units that are obviously will never be damaged adds to "this is such a raw map" feeling.
-Initial thought was.. "well, I'll just go explore around". SC2 default quest markers are good cause they're always on the screen reminding what to do. So If you want more ppl to follow quest directives, put quest objective in front of players all the time so that they can associate with tasks when they see 2 identical strings on the screen (for example "mercury" on the unit text tag, and "mercury" on the top left objective screen).. (you could also make your 1st objective to learn a spell, it's a good way to guide player). If you leave quests in a hidden box, then be prepared that some players will just roam around wondering WTF they're supposed to do.
-Infestor is named "Infestor", and same issue with probe, firebat, marine... I begin to thing that it's intentional :D
-Green crystals are pretty cool.
Sorry that I'm being kind of critical on the things most ppl would consider not important, but it's just how I am, easily irritated by the small things :D
I'll probably try it again later with more players to see how it flows with multilayer.
@DuckyTheDuck: Go
Thats exactly the kind of feedback people should give.
After testing with random people I can only confirm your points. Things are a bit too unclear and need to be made easier to figure out. Having the main quest objective shown all times seems like a good idea. Also learning spells needs to be easier and lastly the lobbies need to be easier to join.
I actually think these issues are so important I decided to take the test version away. Ill fix those up and throw it back up once im done.
I also agree with skipping cut scenes, but Im most likely too lazy to implement it (we shall see if I do it someday).
Gah need to redo the UI somehow.
I feel like there is starting to be too much going on if I add the "show main quest" thing. I might make it togglable thou. And I also might redo the UI somehow so that the lobbies and quests would work and fit better.
And hiding those resources is not really an option since most of the time you wan to know how much gold you have...or I could throw it to inventory screen...
But I think I need to do quite a lot changes.
Test version released at EU!
Name: Magic RPG Alpha
Should offer around 30min-1h of solid gameplay. If you wana try more heroes/do pvp/explore all things then a bit more.
I will most likely make a video of the testing at some point.
-Inventory equipment picture doesn't match with selected race (it shows preserver even if you're playing queen);
-You can attack allies. Considering you have PvP mode maybe remove ability to attack allies with your weapon? (got to play with a guy who kept on grieving and attacking everyone in town);
-Health bars displaying for units that don't need it;
-I was fighting monsters in 1st wildeness. Just as I finished my fight another player entered wildeness and was transported to battle area (of battle I just won). So he somehow entered my fight which just ended and was stuck in it forever (no monsters spawned there). Maybe it would fix itself If I picked another fight in that location but I had different plans at that time. Bugged in battle area, he had no options other than quitting the game.
Added video to first post
So for the future ideas! I was thinking of expanding combat with passive skills (this was the plan in the first place, but its gona take some time to do).
I also want to make the PvP more exciting, so I might make PvP specific skills and PvP mode where you can fight like 3v3 or so (Im not sure how I would do it, but I would like to do it anyway).
And also 3rd mode could be one player fights as boss while others fight as heroes. This might become its own seperate map since the RPG enviroment is not really suitable for this mode.
For PvP I would most likely want to add more mobility spells like blink or counter spells (like reflecting missiles). So still thinking a bit what kind of combat I would like to have...
After 2 hours of playing I can say that this map is really fun to play and you can see that it has been created with a lot of effort. Unfortunately, the mesmer boss bugged so I had to quit the game but Magic RPG has potential for sure and I'm really looking forward that you continue to develop it.
Here are my thoughts, some suggestions:
When you play with random team mates it's pretty annoying when you run across the map and you are forced to join the battle that your team mates have engaged in. It would be better if it's like when going to the arena: You're creating a lobby and people have a limited period of time to join. (Obviously not 20 seconds like in arena but rather 5 seconds or something).
Although you've said that races will most likely just be visually different, it would be nice if they would have an unique active/passive ability (for example Transfusion for Zerg to heal self/allies or Chrono Boost for Protoss to increase attack speed/movement speed of yourself/allies)
The boss fights so far are kind of balanced right now. They are neither too easy nor too hard and I hope you will be able to keep them challenging.
A few obvious Bugs:
- the potion you receive from the bartender (I don't remember its name) seems bugged as it didn't have any effect most of the time
- you can't purchase stuff from the merchant in Magic City (error message: "Too far away")
- the blacksmith next to the merchant in Magic City doesn't work either
- after imprisoning me in a force field, the Mesmer disappeared from the map, but he obviously continued casting force fields in the south-eastern corner
I was rather focussing on the actual gameplay than on smaller issues when playing the map for the first time but I might do that the next time and post my feedback again then. Besides:
That mode sounds pretty awesome. I'm curious about how you will implement that. :)
Keep up the good work!
Really nice, detailed map. Im looking forward to the next versions.
Things i noticed:
- Minerals seem not to be saved up till now? Isnt that much of a problem, since you get enough, but just noticed it - you cant sell anything yet?
- sometimes the fightarea is bugged and u cant leave it, even through there are no enemies left. A trigger would be great that checks the area every 30 seconds maybe, if there are still enemies left and if not, but a hero is, declares victory, or at least, teleports the hero out of the area. (only way to leave it if that bug happens is to either get killed or leave the game at this moment)
And i too would love to see minor detailchanges through raceselection, or maybe even race + class. Like Protoss with slightly incresed mana or mana-regeneration, Zerg slightly incresed health or health-regeneration and Human with slightly incresed dmg or attackspeed. But it will work out even without it.
Hi, i will go directly to my feedback so i love the game bu i have bad english...
- I'm lvl 15 so only can be 10 (with skillpoints)
- Mesmer bugged (he sometimes go out of the map) and when u kill him nothing happen + u get stuck
- Same for Queen (she go out)
- One probe at first base do nothing
- The blacksmith in magic base dont work
- Impossible to buy on second base at the merchant ( you are too away error)
- Some ways are closed
- If someone open a pvp lobby and leave game u will get stuck in the arena alone
- I get 10 extra skillpoints so i can use only 18 and have 2 for spend (some abilities are lower level than me but stuck on lvl 10)
- Ring of the forest really work? (i dont see the extra armor.....)
- Blue sipirit is for?????
- Fourth NPC in magic base dont do anything?
- black portal in magic base and the ways are in process i guess
- The other 2 trees of spells? not implemented?
- passive skills? Ring of fortres?
- Only 2 sets of equipment
- No weapons for equip? :P
- Change character without remake?
- Inventary shared with others characters or a bank?
- Trade with people?
- Lvl 4 spells (needed 12 lvl character) ???
- Mutadrink work??
- Combat system (u are foced to battle with teammates and always win exp minerals without killing and entering when 1 unit left....)
- Party system?????
- Only 4 players ????
- Always 250 minerals at entering??
- Sell things?
- Use and set objects without stats?
Here things that work great:
-save system
-equip system and stats (forest ring)
-Buy system
-QUest system
-Arena system ( less stucks...)
-Minigame system
-difficult system
-only stuck in arena....
-battle wins d
- hero die 5 s...
-
I think it's all
Thanks for your great job and your work in progress. Waiting new content for test and will post more feedbacks
Ale ^^
Hio, I've played this map some during the last 2 days and after reading through the other comments here this is what I have to add:
All in all it's a really nice game idea. I'd love to see some unique (meaning not Blizzard made) enemies, environments and characters. I'll just wait for the updates and see what happens.
Thx for listing the issues guys. Ill look into fixing them (but might take some time thou).
Hmm looks like i replied in the wrong thread, i left a shorter story for you to read =)
http://www.sc2mapster.com/forums/resources/project-workplace/31282-zombie-defence-development/?page=4#p78
If you read it, leave the reply in this thread so i don't have to check two threads =)
@Infernium: Go
yes I read that post.
Terrain will most likely be slightly improved on, but I know it will never be as good as some other terrains Iv seen people make.
You didnt like UI cause it didnt have custom frames? or something about the functionality?
The current UI will mostl likely stay. There good way of putting drag/drop systems with dialogs. And normal inventories are somewhat lacking for my purpose.
thanks for feedback.