- Joined
- Apr 23, 2014
- Messages
- 37
Take your time @AP, good luck
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It will be divided in 3 parts indeed. At start game will take place at Erebus, then at Asphodel Meadows and lastly at Tartarus. Generating mobs would threaten the balance and generating terrain with quests would take tremendous amount of time to do, so I would rather add something to what already existed on previous difficulty. Those ideas surely would do lots of good, but it is just too much for me to handle.+
EDIT: Since no Alpha Beta versions, here is the full talent tree.
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You should fill up the black background in the talent tree, I just don't understand why people always make it black? There are many ways on how to fill up the blackness with some other image.
You should fill up the black background in the talent tree, I just don't understand why people always make it black? There are many ways on how to fill up the blackness with some other image.
The attention will be then drawn from the actual tree to the background.
The attention will be then drawn from the actual tree to the background.
Why do they call it a skill "tree"? Looks more like skill "root" to me.
It would've been a tree if it branched in the opposite direction
Off topic. The world doesn't make sense sometimes![]()
Why do they call it a skill "tree"? Looks more like skill "root" to me.
It would've been a tree if it branched in the opposite direction
@GunSlinger
Thanks. It is just more convenient going from up to down, just like writing the text, you go down, not up. And it doesn't represent a tree, it doesn't have leaves, branches, a stem, it is not a tree, it is symbolism.
I don't know about diablo, never played it though, but probably yeah, ordinary RPG. Since this is single player, random chance to drop items is silly, because I can save and keep trying forever until I get the best loot. There will be hidden stuff, some puzzles to get the loot, but not vital for easier difficulty. However, there will be a drop based on chance. The chance will be determined at the very start of the game when you select the game mode difficulty, selection determines the chance to drop and decides what items will be dropped in the future, so it will be decided at start and save - load abuse might not work.
@A Void
Talent tree already has images and background is really minor, just few slim edges, so I don't really see a point in covering it with another picture you will not be able to see, but small edges. As for three bottom windows, there will be text and I don't want the text to merge with picture, it should be clear and stand out.
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Here is almost complete Vendor / shop menu. As Void insisted, pictures remains to be added, also costs for remaining items. It all might change within time. When certain Soulrank (Level) is acquired, certain column with items will be revealed, rest stays hidden until certain level is gained. When item is bought, it disappears. Empty black window is for the description of items, it will appear when item is selected. Another window with Misc items may have unlimited count to be bought, there level is not required, you may buy levels, talent points, skill points, transfer one property to another, etc. Cost of those will be appear to the right once item is selected, cost might vary depending on the level though.
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Map itself is dark themed so a colored background of entire menu wouldn't make it so. Little edges of background really doesn't yell for a color, I guess we have totally different view on the matter.
As I said, there will be random drop, but the drop will be decided at the start of the game, so that you could not save - load abuse. Drop of certain items will be decided by chance at the beginning depending on the difficulty, but not in the long run of the game. So why would it matter, it is still decided by chance, just at start, difference is you could not save before opening the chest, and retry many times until the best drop, because only one item will be dropped that has been decided by probability at start.
Replayability will be determined by difficulty, there will be 3 difficulties and all slightly different, I have discussed about it some posts ago with Chaosy. Harder difficulty, more and different items, more levels, more of the game, different puzzles, boss fights, everything slightly different. Probably you will not be able to complete the full map if not playing on the hardest, I am still thinking about this option. Also, 3 long talent tree specs and up to 100+ of custom items in total would surely bring decision based experience, so when replaying you wouldn't need to repeat the same build. I think this is decent enough as for a single player map. Aww, I just dealt with icons / skins and it took me plenty of hours of dirty work, I guess will keep those borders, nothing major.
There will be only three, because I want them visible on hero stats window when selected. It will be Endurance, Protection and Willpower.
Each point of endurance increase health regeneration by 0.5 point per second and critical strike chance of physical attacks (melee and abilities' physical attacks) by 1%.
Each point of protection increase defense points by 0.5, increase attack and walk speeds and increase the chance to dodge an attack by 1%
Each point of willpower increase mana regeneration by 0.5 point per second and increase the chance to do a critical strike with spell damage by 1%.
It is basic, but with addition of percentage abilities. Talent tree will open many ways of improving through these three attributes, for example, deal certain spell damage to enemies once you dodge their attack. So it is alrrady calling for building spell damage as well as dodge rate. I will try my best to mix those up, so more builds could be taken into consideration.
I already found a female voice actor, will see how it will turn up.I've seen maps with computerized female voice, it was awful, robotic and toneless, I would rather keep it dilent than ruin it with that, hehe.
But I would need to make it active, for example, Luck attribute will be having points, would it make it possible to display points just as for the other three attributes? Would it be able to edit that attribute through triggers? I haven't heard anything about this, so not sure how its mechanics works.
Sounds like a cool idea, something like Test Map button in the Editor.
I am facing texture problems. The quality of texture for talent tree and vendor menus is really good in the Editor, but ingame it look terribly blurry even though video options are maxed. It looks really bad in comparison to Editor.![]()
But there is no native for custom attributes, and its incorrect that you need jass for it.For custom attributes you would need to use Jass in the trigger editor.
Custom attributes needs to be displayed right here:
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You were talking about this?
We were too. Still no need for jass, and there is still no native.
I replied to Solu. ;_;