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McQvaBlood
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    no no, you misunderstood me, I meant I want them to be able to choose from 6 gems that provide 2 skills each. They can only equip 1 gem at a time. the other 2 slots are for the weapon abilities/passives.
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    Yeah that was kinda' what was in my head, guess I've played a little too much Dota 2 and watched too much Dark souls :D. So yeah, leave it as it is then. But before I forget, you can make it so that different weapons/gems provide spells and so that gems' spells are upgradable or should I think of something different?
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    Reputation (+1):
    (Post) Thanks for your support, I really appreciate it :)
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    Sounds great, and about the gems, this is the way you collect spells. You start of without skills. As you level up you only improve stats and each weapon (e.g. shield - defend) has an ability that the player acquires the moment they equip the weapon (if possible, of course) and the gems are the same, they are sort of magical enchantments with 5 levels each. and for the constants, i guess i'm a bit torn between having the spells scale with specific numbers or with attributes.
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    Well, to be honest you are way better at spell design so please, don't hesitate to change the attributes of spells. and for the explosion, only when it hit a unit. This is the first spell of the Drake Crest Gem :). Btw, what do you think of the Gem idea?
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    Hmm, let me see. Well, it's mostly one hero that can be built differently so there should be the following slots:
    Weapon - Item that could fit here are swords, bows, axes, staffs and possibly spears; Armor - 3 types of armor - Heavy (plate mail), Medium (chain mail) and Light (leather).
    2x Trinket Slots - Items that go here are rings, voodoo dolls, luck charms etc.
    Necklace - pretty self-explanatory;
    Secondary Weapon - things such as shields, specialized quivers(add [ranged] attack effects?), Swords, Axes (for offensive two-handed play).
    Magic Gem - Each Gem gives the player 2 abilities related to it's element (fire, ice, nature) - 6 gems in total. These can be upgraded via magic merchant if possible? - if not, just make the spells scale based on stats and etc.
    Leggings - These have more of an impact on your movement speed in certain regions and the amount of energy lost while moving in those regions (Energy will replace wood and have a general amount of ~1000 which drains slowly and can be restored by going near campfires or markets) = E.g. - Leather ones are great in snowy mountain terrains but not in rugged lands. Chain mail ones are great for rugged land but double the energy lost in the moory areas and the dead lands. There could also be Reinforced leggings but those while good for most terrain cripple the movements speed. You get the idea.
    Helmet - Basic Armor item slot, nothing too special. Has an impact mostly on vision radius.
    Feel free to download any attachment models you approve as well as the multi-animated villager. As for example Items, I gave some types of items which, i guess you could start with the most basic versions, the "tier 0" and expand on those later on. As for the attachments, i think most practical would be to use them only for weapon 1, weapon 2, armor and helmet slots as the others would look weird, but I could be mistaking.
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    Hey, when you're done with the inventory, could you make a spell using this model. No target, high damage dealt to first target it collides with, after which it sets the ground on fire in a 100/160/220/280/340 AOE. Fire last for 2/3/4/5/6 seconds dealing 10/15/20/25/30 damage per second. Initial damage = 200/350/500/650/800. Required level interval = 2 ( for all spells ). Projectile range = 800. Mana cost = no idea. This is very roughly but I think it suits a starting spell. What do you think?
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    It should be sent.
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    Yeah, it does. And, since I'm currently sick, is it okay if I send you the map?
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    Yeah, talking about the editor. Sometimes, I feel like I have too great expectations for a warcraft map but then again, you never know right?
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    quick question, weapons can influence move speed right?
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    Hey, how's everything? Just wanna let you know that I will be launching the Dev Page for CoV by the end of the weekend. Just need to finish up at least 2 screenies for promotional viewing ;)
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    hey, how did the exam go?
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    Hah, Finally got Dante's Inferno on my mobile. Time to read in english class xD
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    Hey, In case you're not on or I forget, I wish you good luck with your exam.
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    hmm, I think there is something like this here. Only, there are 4-5 exams that have 3-4 days in between.
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    Hey, how's it going? wrapping up the term I suppose? Anyway, I've made some progress as far as terraining goes and I just wanted to ask, when would it be a good time to send over the map? I guess at least a voice-overed intro would be nice to start with, right? :)
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    Haha, I think somebody beat spoon to the last Orc chapter. Here's a link. Sadly, though, it's for 3 ppl, so I probably won't be testing it out with my buddy :( + No items from Orc 07

    le EDIT: Also, can this be added without changing to Jass? :)
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    Great, I was worried it might not be possible. Also, I have used the object/trigger editors to play around with available abilities. Is it possible to make the hero have 16 abilities and at the start the player chooses 4 and only those are available? I reckon it should be but given my limited knowledge of the trigger editor, I'm not sure.
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    Hey, can you bind animations to different items/attachments? I was thinking about either this model or this one.
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    Awesome, that would make the RPG so much more customizable. I've also decided upon custom attributes. "Battle Training" - increases maximum HP and natural resistance to physical damage
    "Adaptability" - increases HP regeneration and natural resistance to magical damage
    "Swiftness" - Increases maximum attack and movement speed.
    Without MP regen/damage/max MP increase really makes the player be sensible when it comes to choosing an item build. Also, I saw a mechanic in dark souls recently which I really liked. Every Armor item reduces physical damage dealt by 2 - 9% that would make the max around 63% and minimum 18%. I'm not certain about numbers yet as that is a matter of balance which can almost never be perfected before release, right? Anyway, please share your thoughts with me on these early designs as I am still thinking how it should be. Maybe more than 3 attributes should be added?
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    Hey, quick question. Can you make the hero in CoV be able to swap weapons via items. I mean only have 1 bow/1 sword/1 axe and get melee/ranged attack depending on the weapon. Same for the shield (damage reduction percentage). And, is it possible to make items breakable upon death (again with percentages)?
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    Haha, don't worry about that. There is time for everything. - "Time, Doctor freeman? Is it really that time again?" - Gman ^^. And feel free to design him yourself - from a merchant though a quest-giving npc to the general or king :)

    EDIT: Since I will do my best to add voice overs to all the NPCs, you can be his voice actor too ^^
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    Btw, via what character would you like to be present in CoV?
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    Well, we don't usually buy each other presents but instead we choose our own. Personally, I don't need presents in order to know that my family loves me. that and the fact that I don't need too much in order to be happy :)
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    Happy to hear that. Sadly, I think TheSpoon has probably abandoned Orc 8. Personally, I see Christmas as time to spend with loved ones but most notably, relax :D
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    Hey my friend. How was your Christmas? What will you be doing for New year? Personally, I ate a whole bunch of Punkin pie, so good =)
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    Hey, a friend and I were talking yesterday and we suddenly remember about the 2p campaign. I just wanted to know if you are still working on it :)
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    Hey, I'm finally free from school! At least for 2 weeks that is xD. Anyway, tomorrow I will start working on the terrain, can't wait. Anyway, I'm planning 1 of the side quests to be - capture a bandit fort. In order to do so, you will have to kill the leader and raise 3 separate flags, located throughout the fort. I am interested to know your opinion and if the concept is unique or has already been done before.
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    I was thinking, would it be a good idea if as well as the SP map, we release an arena-ish multyplayer one with 2-3 modes? :)
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    I was looking around and Found, basically, the mother load of doodad models and they are made in a way that allows to be used without taking up space. currently, I have a map with over 400 WoW doodads and 400 kb space :D. This is really tempting to try and make the RPG for both SC2 and Warcraft 3. It would allow me to compare the results but I still ain't sure what I should do. I mean there is Warcraft A New Dawn but that's not an RPG. Any suggestions?
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    Hey, 2 questions. 1 - do you own a SC2 account and if yes, 2 - how much knowledge of the editor do you have? :)
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    hey, you still haven't answered the question about the customization.
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    Hey, another quick question? Can the character select system be made in a way that allows you to select which spells you want? Let's say there are 15/30 in total and you can select 5? Also, can it be made so that for every fifth time the hero levels up, the creeps get bonus damage and armor?

    EDIT: Also, can unanimated models cause lag since I'm using a cliff doodad for the mountains and I will be spamming it quite a lot?
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    Hmmm, ok. So a sunken temple being raised or something like that won't be a good idea :D. Anyway, I got some ideas today. Gonna start terraining as soon as I can but still, studies are taking around 70% of my free time ;/
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    A quick question, how much can you influence the terrain via triggers?
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    Hey, about the new inventory system, is it possible to add passive effects to items or just attack/defense/stats boosts? Also, can you make 3 different item types ( weapon/armor/trinket) so that people can't be like "I have a critical strike ability, let me get 9xhigh damage weapons and one-shot everything". Maybe make the weapon slots 2, same for armor and then 5 for the other ones (rings/necklaces/amulets/belts)?
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    hmmmm 5 abilities x 7 levels ?
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    I see, so how many levels would you recommend per ability?
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    Anvil agreed to compress B2M's textures, I owe him a flying dragon pony :D. Anyway, That should reduce the size by ~20 Mb.

    EDIT: how many levels can an ability have max before it starts causing lag?
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    It's that big mainly because of the voice acting I am planning. I suppose it will be around 100 mb
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    Hmm, I'd say that 150 Mb it a lot heh? :D. I'd better try and reduce B2M's pack by some more then. If I use some of his mip textures, it should be reduced by 10 Mb or so but I'd have to ask Anvil first.
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    Hmmm, just out of curiosity, what does the map file size have an impact on?
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    Haha, happy to hear it, I've been looking forward to recruiting some voice actors, though I will wait till we got a working beta ready :)
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    Map size doesn't matter, It's a single player RPG :) Anyway, I want to say that we will probably need a separate inventory for the quest items. Btw, Anvil made some awesome models, will make some screenies soon.
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