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[Role Playing Game] ★ Shadows of the Past ★

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Level 5
Joined
Jun 30, 2004
Messages
170
I just want point out an error in the first post:

5 Different Hero Classes.
7 Different Hero Birth Signs.
5 Different Hero Specializations.
5 Different Game Difficulties.
Around 200 Items.
Around Blank? Item Classes
 
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Announcement...
Sunday, Aug 28 2011 17:42
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TA DA TA DA DA DAAAAAAAA
 
Guys as I think that item drop systems are close to finish.
You know we have different units, different item levels, different item categories and different areas, and to make things worse, different game difficulties, so formulas are really mad ^_^

I needed 2 hours just to list all items within triggers ^_^, I speak about items that will be presented in incoming demo map :).
 
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Progress...
Sunday, Sep 04 2011 12:45
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Item Systems are finally finished.
Setup trigger is like 10 word pages long ^_^

I will now start working on abilities, expect new systems soon.
Oh I have 1 interesting thing coming, now when I uploaded that video expect some info related to DARK SIDE ^_^
 
Level 10
Joined
Nov 24, 2010
Messages
546
Im unsure if this is right place to post suggestions, but i have tested version 0.1 demo and here it is:

Suggestion & Tips:

- game is very hard
- in forest creatures quest you have to slay 26 creatures, not 25
- shadow wolf quest is uncompleteable
- quest dialogs are pretty fast
- in forest creatures quest, Joe say ya"Good man" or something like that, buy you call him "Joe". You should change it a little. Also you say "Ok" it should be something like "Good" "Ill take care of it" but really not "okay"
- you can use "Talk" buttom on yourself , and it is strange when you ask yourself "Can i help you with something?" or "Hi."
- I have tried to make game without cheats but it is almost impossible
- mostly annoying thing about game is HP regeneration. How can i regenerate HP? I got apple wich restore almost nothing. --> add some "Fountain" to Camp (Dummy unit with HP regen aura or something, I don't know just needed increased HP regeneration )
- there were group of 4 wolfs somewhere, kinda impossible
- at beach you can pull 4 makruras at one time
- missed shops at Camp
- you should add something like bounty, or sellable materials (Trophies, stuff from mobs), i know you can collenct uneeded armor parts and sell them, but still some trophies would be more interesting.
- add some commands, like -tips on/off, or atleast put some information/gameinfo to F9 log.
- starting wolfes are kinda small, you should make them atleast 10% bigger

Things i really like:

- Name of items, their categories.
- Attachments
- Included quests at demo.
- Qualliy of terrain
- Idea of map itself
- Hero selection
- Proffesions, like alchemy etc, but im unsure if they work so far i collected only 1 herb ;P


Well it was just quick test but i think i gave enought suggestions. Also i know it is demo but i thought some feedback would give you motivation.

Palooo3
 
- game is very hard
New one has balanced gameplay.
- in forest creatures quest you have to slay 26 creatures, not 25
Quests are recreated
- shadow wolf quest is uncompleteable
Broken trigger. Quests are recreated
- quest dialogs are pretty fast
We are working on new quest system.
- in forest creatures quest, Joe say ya"Good man" or something like that, buy you call him "Joe". You should change it a little. Also you say "Ok" it should be something like "Good" "Ill take care of it" but really not "okay"
Quests are recreated
- you can use "Talk" buttom on yourself , and it is strange when you ask yourself "Can i help you with something?" or "Hi."
Fixed :)
- I have tried to make game without cheats but it is almost impossible
We have new gameplay :)
- mostly annoying thing about game is HP regeneration. How can i regenerate HP? I got apple wich restore almost nothing. --> add some "Fountain" to Camp (Dummy unit with HP regen aura or something, I don't know just needed increased HP regeneration )
I will fix food item now. I will use percent for heal, for example, apple can restore 5% of max hero hp, cheese will increase hit points by current hp * 120% etc..
- there were group of 4 wolfs somewhere, kinda impossible
Not with new spells and ability system.
- at beach you can pull 4 makruras at one time
Makruras are replaced with crabs, at least near starting location. Balanced nicely.
- missed shops at Camp
Still not fixed.
- you should add something like bounty, or sellable materials (Trophies, stuff from mobs), i know you can collenct uneeded armor parts and sell them, but still some trophies would be more interesting.
Good idea, I will speak with Object Designer about this.
- add some commands, like -tips on/off, or atleast put some information/gameinfo to F9 log.
There will be -help option that will explain to you whole interface and systems.
- starting wolfes are kinda small, you should make them atleast 10% bigger
Small because of camera, but compared to hero and guards for example they are big :)
Oh trees (near starting location) are big because, it's magic world and I don't care about real proportions. :p

Thank you for playing :)
 

Chaosy

Tutorial Reviewer
Level 41
Joined
Jun 9, 2011
Messages
13,241
ok, i tested the map so i write bad and good things

Good things:
-The selection system is awesome
-really nice terain
-good lore

Bad things/bugs

-the ranger crushing attack says "warrior attack" and its a ranger?
-when i enter houses and did click many times i did get teleported in again somehow
-ranger dont got the talk ability
-the talk ability can be used on yourself
-while doing killing quests you can hurt units to 50% then run into the village and leet the guards kill them it counts anyway
-when you try to equip a shield (and you got another equiped) it says you can only weild one weapon.
-the apple you start with dont heal anything no point have it just take bag space

suggestions:
some kind of abilitys to the heros just 1 or 2 its boring just auto attack

i did not explore the whole map so i dont know if it exist but you should add some "rare" units wich has a 5% chance to spawn when you start

something that explan what it gives to chose explorer assasin etc

Looks promissing good job
 
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Progress...
Saturday, Oct 01 2011 02:57
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Ok guys I don't know how to start... Ok let's see...
Shadows of the Past 0.10 Version

Terrain (now with Pathing ground added as well):
- Camp (Complited 90%d)
- Ancient Forest (Complited 90%)
- Hills of Arnor (20%)
- Swamps (90%)

Items:
- Items for all hero classes are created (Area 1)
- Recreated Item Drop System
- Fixed and Improved Item Class System
- Recreated Item Drop System
- Recreated Food Item Class

Abilities:
- Brutal Attack (Combat Powers)
- Mortal Blow (Combat Powers)
- Frostbite (Destruction Powers)
- Lightning Strike (Destruction Powers)
- Heal (Spiritual Powers)
- Rejuvenation (Spiritual Powers)
- Ensnare (Conjuration Powers)
- Backstab (Forbidden Powers)

More info here: http://www.hiveworkshop.com/forums/project-development-idea-factory-680/abilities-new-way-203151/

Systems:
- Hero Pick System is recreated, everything is optimized, there is no lag and more info is displayed on the screen. (We also removed 2 Hero Birth Signs from it).
- PLAYER SCORE SYSTEM (New shit, won't explain, but expect HALL OF FAME :p)
- Areas Enter/Leave Systems or whatever. Cool text on the screen, different hero respawn locations etc etc.
- Creep Movement/Attack Systems. Creeps don't stand still anymore, they move, attack, cast spells... Few cool things as well, like chance that will creep try to run away if he lose above 75% hp etc etc.
- My Quest System (total of 7 hours work) is finally finished. Everything works well. Expect nice basic things but nicely presented.
- Advanced Damage System is fixed and improved. No more bugs with damage range etc etc. Works with heal now as well.
- Creep Ability Systems or whatever (yeah they cast spells)
- "Live" Interface (will show your current hp status)
- Fixed and improved Hero Respawn System
- Fixed and improved Creep Respawn System

Creeps:
- Makruras (are now replaced with Crabs, I will use Makruras models in higher levels).
- New Creeps (Forest Troll Fighter/Priest (can cast Heal)/Trapper (can cast Ensnare))
- Bear has Brutal Attack spell

Heroes:
Balanced hero stats and attributes, new values at start etc etc.
New ranger model.
New Sorcerer attack projectile model.

Damn I hope I listed everything more or less important...
Everything is coded in Jass now, everything is optimized etc etc.
Still left to do before demo:
- Finish Abilities (My work)
- Finish Ability pick system (Coders)
- Finish/Improve Descriptions (Bugz)
- Add more items (Bugz)
- Improve/Balance game even more (all)
- Add more quests (me, Bugz)

and that's all :)

Sorry for long delay guys. I worked more than 8 hours in WE today and I just finished quest system (3 triggers PWN all possible quests, just CnP left :D ) today, we need time (a lot of it) to finish this demo.

So I still can't promise release date, all I can say it will be this year ^_^

Oh I know that I promised video and pictures, expect them tomorrow it's really late and I need some sleep :p
 
Level 19
Joined
Jul 19, 2006
Messages
2,307
Well, I hope you guys improve your quest dialogue. It was truly pathetic when I played it, the speech was completely unbelievable and it made me exit out the game rather than perform the actual quest. The comedic feel you went for does not at all fit with the Elder Scrolls music playing in the background, and the technical and visual prowess of the terrain also makes the comedic atmosphere around the items and quests seem illogical and misplaced. I hope you go in to the quests and item descriptions and change them drastically, altering every word uttered by every NPC and make the descriptions of items useful and readable.
 
Quests are removed, I still need to create new ones.
I will remove this comedic feel from some things (main quests for sure). But can't promise same for items.

Those shown are basic, area 1 or 2 items. There will be 5 areas, and I still need to add legendary items as well. Expect awesome names and descriptions there for sure.

Btw you are first who pointed this out. Let's see what other users think?
 
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Announcement...
Friday, November 04 2011 20:05
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Please say hello to our 2 new staff members.

Magtheridon96
Position: Coder
Status: Active
Email: Email
Joined: 11-03-2011, 18:50 PM
Contact: Private Message
Location: Beirut, Lebanon

spasorc
Position: Object Designer
Status: Active
Email: Email
Joined: 11-04-2011, 15:30 PM
Contact: Private Message
Location: Bulgaria

Also Axarion is now new lead coder, he replaced geries, who retired from project few days ago. He earned great place in credits, thank you buddy for all your work.
 
New pet system, something so far unseen I hope.
I recreated creeps, all together in 5 areas there will be 50 different units to kill, yes that's right.
I added around 20 different passive units as well, rabbit, crab, fiery etc etc.
Swamps terrain increased.
Story (History) is half finished. The_Mirai work really hard on it.
Coders are working on awesome weather systems as well as on day and night systems.
Object managers work on items, 30 new enchanted items are created so far.

More and more things on our mind, some are created some almost.
Stay with us!
 
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Progress...
Wednesday, Nov 16 2011 00:50
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I just finished with upgrades there will be 4 different pets.

Fire (Superb against group of units, has splash attack, spells he can learn can deal area damage etc etc)
Water (Good against single targets, can slow units, even freeze them, can steal mana from units and give it to hero etc)
Poison (Good against both group or single targets, deals damage over time, has venom like abilities)
Shadow (Reduce armor, damage, can reduce enemy stats etc, but low damage)

Each pet can be sacrificed for greater good:
Fire will burn everything in huge area.
Water will freeze all enemy units around it.
Poison will remove negative buffs from hero and positive from enemy units.
Shadow will silence enemy units and cause them to miss.

If you sacrifice your pet, you won't be able to summon it for next 30 seconds.

In demo that I want to present to you you will be able to have water or fire elemental.
Also you will be able to update them (from Apprentice to Novice level). You will find other elementals in other camps/towns, as well as upgrades.

While summoned pet drain hero mana equal to it conjuration magic class value.
Ranger don't lose mana.

Pet is created from pure energy (mana), you can summon or unsummon it anytime.
Hero mana = 0 => Pet die.
Also you can call pet to your hero anytime.

Summoning, calling or unsummoning don't cost mana and don't have cooldown.

Each pet has some base spell, ability. (PASSIVE ONLY)

OH I want to show you small part of whole story, maybe will you find it interesting:
http://www.hiveworkshop.com/forums/archive-679/story-207090/#post2048143

Guys I pushed myself even more, I started converting spells into vJass to make them even more faster.

ALL DEMO SPELLS ARE FINISHED!
 
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Announcement...
Sunday, Dec 04 2011 21:30
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Please say hello to our new team member:
PROXY
Position: Lead Modeler
Status: Active
Email: /
Joined: 12-04-2011, 21:30 PM
Contact: Private Message
Location: /

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Progress...
Tuesday, Dec 06 2011 02:00
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Guys I added 4th quest few sec ago. I will add another one tomorrow and that would be enough for demo. Items are almost finished, I finally added all into item handle system.
We have few new unit (NPC) models, large number coming.
I fixed like 10 bugs and improved some spells.

I still need to add like 50 items (Spasorc job).
Import and improve few systems (Magtheridon job).
And import few new models (PROXY job).

I will work more, but school is killing me right now.
I will finally add loading screen and work on music this week.
 
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