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and yes, its a full arrow-key combat system... as for network delay, this is SP only, and you cannot even play it on LAN or BNET becoz of the map file size limit...
Also, take note that the commands are executed after you released the arrow key, not when you press...
The whole idea of a arrow key type rpg for spells is just awesome to be honest. I only made the comment about multiplayer in case you decided to change the map a bit but yeah the size isn't near multiplayer (by the way the limit for multiplayer is a bit above 8 megabytes which i figured out from a few friends like its roughly a little under 8.5 megabytes probably which is weird as heck).
Quote:
Also, take note that the commands are executed after you released the arrow key, not when you press...
I think that is the best way to do it. And this kills button mashing a bit.
One thing i'd suggest is for the tooltips for it you should do something along the format of this(having a line of it's own under the keys text using brackets):
Press Keys:
[Left]-[Right]-[Up]-[Down]
I would be adding contents next and then release another alpha map with only the WK and SM playable...
Note: After I release the next version of TAS:A, it would be going into hibernation... updates would still be possible though they might only be minor fixes etc, huge updates are probably won't be done anymore... this is after considering the current code structure, amount of wasted file size and some other factors...
and the next proj is on my mind... its an ORPG... but it will be pretty small first... as I don't have much time to spare... but hopefully the plans for turning it into a multi-map one will be achieved... but I'd rather start out by creating all of the core systems first, and make them as efficient as I could, then make out the terrain before starting out on the gameplay matters...
and the next proj is on my mind... its an ORPG... but it will be pretty small first... as I don't have much time to spare... but hopefully the plans for turning it into a multi-map one will be achieved... but I'd rather start out by creating all of the core systems first, and make them as efficient as I could, then make out the terrain before starting out on the gameplay matters...
Not to impose anything on you; but you could join me. I've been working hard mainly on just generating worthwhile core systems for the orpg map i've been making forever now(removing duplicates of code; and recoding to work with newer systems). I stopped production on many of the systems just to fiddle with some model editing over last few days since i've been budgeted with time more now. I stop working on scripts every now and then just to explore random ideas how to improve the structure of the map-- like using transport slots for spell slots; learning some modeling tricks here and there etc. (My latest idea is to mess with lightning effects and try to produce a real chain like effect which I'm gonna start trying to do similar to iriat caught but with smaller and probably better looking chains.)
My map mainly just needs some more work in a few areas then it will eventually be ready to start generating some seriously amazing content. Let me know via pm, post on the recruit thread, or map develop thread of mine if you want. When you got some time i'll show you what I got done so far via skype or through pms etc so your not making a decision in the dark at least.
I can't wait to try the new version of this. The buffs as cooldown is a neat idea. I have been trying to get ideas on how to best manipulate how cooldowns are shown. I've been considering lots of ideas like using models with replaceable textures that are replaced with icon textures or just using images. Bleh, I'd use buffs as cooldowns too for my map since it's a really good idea actually but I simply cannot since transport slots cloud over the buff UI.
For the other one, I'm actually halfway with the core systems... And I can't really join others since my class will resume in 4 days so I won't have much time anymore...
I would most probably release the next version in 1 or 2 days... ^.^
Well, regardless we could still collaborate by talking on skype to improve the cores together. I won't have much time any more soon as well. Getting stuck up with all my classes and stuff. Two of my classes expect group projects with 10 pages (ouch). And yet i'm still trying to get an internship class for next semester as well(double ouch).
The problem is that, I don't have internet at the dormitory, and it seems that I won't be able to go home that much during weekends too... I plan to really focus this time on my studies to ensure that I'm only 2 semesters away from graduation... (I'm already delayed by 1 sem)^.^
No internet at the dorm? What is this ludicrous? Hmm, you my friend need to learn how to steal the internetz. A joke, but surpirsingly router network with WEP keys are pretty easy to hack into i've heard. Or there are fobs(usb port internet) that sell at stores like radioshack. Just look into other options is all i'm saying.
Or should I say the dorm has one, but really unreliable... and I used to had a usb port internet before but it has low signal at our room... Y_Y
EDIT: Attached is version 0.4 alpha... I suggest people to read first the in-game game guide after you select your character... Right now only SM and WK are playable...
Feedbacks and suggestions are highly welcomed... ^_^
Just tested it out. The hotkeys make it a lot more interesting. And you've cleaned up the UI a lot.
The only issues I have are:
Skills should show their range. Especially since attack misses a lot if you are not close and it took a while to notice that.
I pick'd the white Knight and was unable to equip any of the items he got throughout the game even when he matched the requirements. (I only played to lvl 3, but all the leather items requiring lvl 1 were not equipable.)
It is really hard at least for the first few levels. Maybe at lvl 1 there should be an arrow key spell for healing instead of at lvl 9.
I found it annoying the only way to heal was through staying a night at the tavern or wtever since it was very costly. At the first few levels it should be discounted or something.
I'll probably test it more later; just it is kind of strenuous to continually do the same hotkeys.
Maybe a cool way of doing this map would be to make it situational combat-like. Where the multiboard suddenly switched and said something like--
Quote:
Status:
You just got hit for x dmg. (Here would be scrolling combat texts just for like 2-3 lines.) Opportunities: Critical Strike
Keys: [Up] [Up] [Down] [Down] Heal Self
Keys: [Down] [Down] [Up [Up]
and it'd change those 2 or 3 randomly generated opportunities rather than having the player memorize all the combinations. Cause with all the combinations at a higher level as it is now would mean simpler controls which is strange.
The inn payment is based on level... and there are foods at the other camp... I'm still working around the difficulty level, but so far the current set-up is the best I found (I actually nerfed regeneration here, before regeneration was Regeneration skill + Vitality, now it was Regeneration skill + .2*Vitality)... and which skills you allocate points into can also change the problem... (for me, during testing I always allocate points to Weapon Lore first to increase my damage)... and its not really a full hack and slash diablo style where you're supposed to just go around on a rampage... I've added repeatable quests for a reason... ^.^
what do you mean by skills should show their range? I think I've written them down except for the normal attack...
I think leather is not usable by WK...
as for the multiboard, hmm... I have no plans for that... one of the reasons I made the system this way was to force the player to get acquainted with his or her character's style... and doing it like that would kinda make it like a turn-based combat...
Thanks for testing and for the feedback... ^_^
After months of dormancy and working on some other things + hardcore studies, and after finishing playing some games, I decided to finish this first... so expect progress but maybe not much due to studies...
EDIT: playtesting again, fixed some bugs/tooltip discrepancies, edited the bonuses that stats give...