Updated the spell creation explanation considerably. Let me know if anything is unclear, the point of this post is to find errors and stuff before release, so any help is greatly appreciated!
Enabled shells for shields. Kinda stupid but hey, I don't want to limit options.
Still working on the quest log. Will upload on Friday. Also still need some solo content. I had a survival mode in past versions, might enable it again.
I want to find a place for the bosses I designed though;
Thanks, fixed that. I think I fixed the score display too, but since my monitor doesn't support that resolution, I can't test it myself. I'll upload once I've finished adding quests.
The portal is bugged (at least this bug makes it useful): When you cast it directly at someone, the distance is ignored and they are ported, even if the other portal is on the other end of the map
Well, if you ask me then there should be a slight delay before the portal starts being active after cast so there is no
"suprise! you are at the other end of the map now =p", would also remove the feeling of complete dissorientation when your hero
dissapears out of sight, especially if you don't have the camera locked which reminds me, add a hotkey for the camera locking =p
and a bug I have noticed I beliave, is that abilities are not set to a hotkey unless you are playing with a grid hotkey settings.
Oh! and nice map btw, like how you can modify your spells to your likeing and I am looking forward to the survival mode =p
The portal is bugged (at least this bug makes it useful): When you cast it directly at someone, the distance is ignored and they are ported, even if the other portal is on the other end of the map
Hmm, I noticed this during testing by accident, though never got around to fixing it. The portals apply a "portal immunity" buff to you when you use one, to prevent you just being tossed between them forever. I think the cleanest way to solve this would be to add the portal immunity to anyone at the cast location to prevent them from being ported immediately.
TL;DR I'll make it so that you have to step off the portal before you're ported, if it's cast on you.
Something I'm not sure if it's a bug, or not: There is a spell that creates a green circle, preventing every unit from getting in or out, but should it be attackable? (it is)
Is there any reason not to allow shop viewing while dead? its anoying to to be able to do that.
I still think the UI could be better. There are like 5 different windows so Im having trouble finding the things I want to upgrade and I believe at begining of the game I couldnt see my minerals and gas (Perhaps cause the tutorial?). I suppose the upgrade thingy might be something you will get used to, but for beginners it definetly is a bit overwhelming.
And since its so fast paced I never even had time to think of my builds. Like all the ball/shard/missile mastery thingys Im like...ooh what do I have, what should I get (daggers, spheres, shards whatever they are called). Dont know if its a problem, but somehow I would like to build my charecter in a bit slower pace instead of rushing to capture the points. Would it be too much to have the game indicate what mastery you can/should get? Like why the heck would I get ball mastery if I got shard spells all the way. Or void element upgrades when I only got fire elements.
Something I'm not sure if it's a bug, or not: There is a spell that creates a green circle, preventing every unit from getting in or out, but should it be attackable? (it is)
Btw.: Do Void-Links stack?
As far as I know, that's intended to trap players in it so its a bit more tricky to dodge your spells. Or as Eiviyn would say: It's a problem for your opponent to solve.
Yeah, I'm not happy with the shop UI. I don't want it to be a separate window at all, because as you say, the game is too fast paced to be fiddling with menus.
However right now I'm not sure how I can improve it. Ideally I'd either have you just directly upgrade spells, but that isn't possible with the mechanics I'm using internally.
You can't use the shop while dead simply because if you bought an item, it'd vanish into the ether. I may rework this.
Another bug: I stayed in a game for 4 hours and all I got was an error message about negative arrays
Wow, how did I miss that...
I'll fix that immediately.
Thanks for pointing that out, that's a pretty irritating oversight from me.
Fixed, and doublechecked to make sure it works.
Updated the spell creation explanation considerably. Let me know if anything is unclear, the point of this post is to find errors and stuff before release, so any help is greatly appreciated!
Got the Viking finally xD
A better spell creation explanation ingame would be great : )
/€: The Air-Zone of my shield doesn't seem to work
& in the tutorial you mention other guides in the quest log- I can't seem to find a quest log
Also the team-points aren't displayed correctly to me
Yeah I'm working on the quest log.
Zones don't work with shields. Also trails don't work with strikes and wards (namely because they're stationary). I should state this somewhere.
I figured zones on shields would be pretty counterproductive given most zones are offensive, while shields are defensive.
What's the issue with the team score? Can you screenshot it if possible?
Also, thank you for the feedback! It's small oversights like this that solo projects seem prone to.
Enabled shells for shields. Kinda stupid but hey, I don't want to limit options.
Still working on the quest log. Will upload on Friday. Also still need some solo content. I had a survival mode in past versions, might enable it again.
I want to find a place for the bosses I designed though;
Well, I like to use my shield offensive
(Primary on my Archon or Zealots)
That's weird. What resolution are you playing on?
1920x1080
/€: Btw.: It seems that your ModelAdditions (shields & Buffs) can be seen through the fog
Thanks, fixed that. I think I fixed the score display too, but since my monitor doesn't support that resolution, I can't test it myself. I'll upload once I've finished adding quests.
The portal is bugged (at least this bug makes it useful): When you cast it directly at someone, the distance is ignored and they are ported, even if the other portal is on the other end of the map
Well, if you ask me then there should be a slight delay before the portal starts being active after cast so there is no "suprise! you are at the other end of the map now =p", would also remove the feeling of complete dissorientation when your hero dissapears out of sight, especially if you don't have the camera locked which reminds me, add a hotkey for the camera locking =p
and a bug I have noticed I beliave, is that abilities are not set to a hotkey unless you are playing with a grid hotkey settings.
Oh! and nice map btw, like how you can modify your spells to your likeing and I am looking forward to the survival mode =p
Hmm, I noticed this during testing by accident, though never got around to fixing it. The portals apply a "portal immunity" buff to you when you use one, to prevent you just being tossed between them forever. I think the cleanest way to solve this would be to add the portal immunity to anyone at the cast location to prevent them from being ported immediately.
TL;DR I'll make it so that you have to step off the portal before you're ported, if it's cast on you.
Oops, I'll fix this!
That will probably make them a bit weak - considering they cost 2000exp and need 2 slots
Yeah, after playing around with it, I decided to just add a 1.5s delay before the portal starts working.
May reduce the cooldown to something like 15s too to make sure they're worth it.
Something I'm not sure if it's a bug, or not: There is a spell that creates a green circle, preventing every unit from getting in or out, but should it be attackable? (it is)
Btw.: Do Void-Links stack?
Is there any reason not to allow shop viewing while dead? its anoying to to be able to do that.
I still think the UI could be better. There are like 5 different windows so Im having trouble finding the things I want to upgrade and I believe at begining of the game I couldnt see my minerals and gas (Perhaps cause the tutorial?). I suppose the upgrade thingy might be something you will get used to, but for beginners it definetly is a bit overwhelming.
And since its so fast paced I never even had time to think of my builds. Like all the ball/shard/missile mastery thingys Im like...ooh what do I have, what should I get (daggers, spheres, shards whatever they are called). Dont know if its a problem, but somehow I would like to build my charecter in a bit slower pace instead of rushing to capture the points. Would it be too much to have the game indicate what mastery you can/should get? Like why the heck would I get ball mastery if I got shard spells all the way. Or void element upgrades when I only got fire elements.
just some ideas....
As far as I know, that's intended to trap players in it so its a bit more tricky to dodge your spells. Or as Eiviyn would say: It's a problem for your opponent to solve.
Yeah, I'm not happy with the shop UI. I don't want it to be a separate window at all, because as you say, the game is too fast paced to be fiddling with menus.
However right now I'm not sure how I can improve it. Ideally I'd either have you just directly upgrade spells, but that isn't possible with the mechanics I'm using internally.
You can't use the shop while dead simply because if you bought an item, it'd vanish into the ether. I may rework this.
No buff stacks. I don't like exceptions in games because it creates confusion, so it was either make every buff stacks or just make no buff stackable.
So with that in mind, no aura, item, link, or ability stacks.