I still feel you should go for a way more simple font. It looks so fancy. Also, the font fading in the top of the laters makes it kinda annoying to read.
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Take a look at the skyrim font. It's clear, does not look printed but is still very easy to read. (Blame me for referencing Skyrim again, but it's just a good example)
What also puts me off (I only noticed it now) is that you wrote it full in caps. Nobody writes like that. Even changing only that would make it look way better I feel.
Thank you, Eriador.
So I tried getting as similar font as I could, here is the result, it looks better indeed.
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Thanks, I'm glad it turned out to be even better.
EDIT: Just to show something else, screenshot below displays map's containers - treasure chests, basic wow models with some reskinning, except for the box. Most common at start will be Brute Wooden Box, later on mainly there will be Aberrant Chest, Tenebrous may be found only after achieving something difficult, such as completeing puzzles, etc. Legendary chest will be available only on Master difficulty mode, it will be even harder to reach, plus very few or even 1 - 2 of these will be in entire map, specifically in areas which might be closed for lower difficulties. What I will try to bring up with difficulties, is that when playing on easy mode (apprentice), you do not have to do a lot to progress in map, you will not need to find vital items and complete important missions to finish the map, however harder difficulty will force you to complete those tasks and explore world as it will reward you and you will need it in order to progress because of difficulty.
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Loot system will be ordinary, as container / enemy dies, item is dropped. System comes into the way items will be dropped. What I mean by that, everything will be luck based. I never wanted it to be luck based, but people insisted, so I want for this. Basically the harder difficulty, the better chance to drop a better item, some items get eliminated at all because these becomes too weak and as on easy mode best items are not available. Gathering certain points for killing bosses, which will be killable multiple times, may increase the odds on the drop, it will add certain amount of percents depending on the amount of those points so that a better chance to drop better loot emerges. Those points not only impact drop, but also spell critical strikes and overall random-condition thing.
Your ideas sounds very nice, but it could be used in very few occasions I suppose, because if every container was made like this, it would be really annoying to keep moving items from other inventory just to take them later on. It is much faster and easier to loot those items from the ground immedaitely, considering all of those will be picked.
Mainly combo items will be bought through vendor system and drop of normal items during the game will be rare, except for major pieces (head, shoulders, weapon). Mainly drop will consist of essence orbs, these will be dropped most oftenly. These orbs are consumed immediately and each will have certain chance to drop depending on difficulty. These orbs will provide low value money, high value money, some are dropped from enemies by chance and it provides immediate heal on both, mana and health. Rare orbs that has low chance to drop will provide either a skill point or even a talent tree point. The most rare orb will level up, which is equal to many tens of enemies killed in the later game as well as skill and talent point. Of course there will be some good items dropped during the game, especially from those fancy chests, but still by chance.
Well yeah, I may perhaps, will see, since it is a nice idea for that loot when you need to make a decision between items for exmaple.
Here is the first puzzle area, this area is slightly bigger than shown, I just do not wish to spam similar screenshots. Those lights and rocks are in air, rocks as spinning. Chest will be reached after puzzle is completed. This is ingame look.
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Looks great, do you use the Felwood or Dalaran Ruins Light Settings?
Nice flare choice btw
That's not what I meant.
Watch your language A Void.
I asked APproject, NOT you.
Yeah it seemed to me like some sort of DNC models used with the default light settings of the game for some reason.
Some news regarding storyline development and terrain progress.
I am currently working with Molaf on the development of the storyline. He appeared to be quite good with coming up with twisted stories and ideas, so he is willing to write me a storyline, of course it will be adjusted and modified to fit the gameplay, but I am expecting to have a very satisfying results of the storyline. Molaf also gave me some valuable tips and ideas on quest development. Later I may post a complete prologue storyline on this thread just to get a good grip to what is this map is going to be about.
Also a terrain progress image. Almost complete with current areas' gameplay, so now I am moving on. This area will contain a very neat quest, unique in a way that it is not going to be kill X number of creeps. I will try to avoid that in the project and work hard on every quest just to bring something fresh for the RPG experience, for that there may not be many quests. This area is different from others in its structure. I used very steep cliffs to maintain gaps between different terrain levels as narrow as it can be, and with alpha tile it looks extrmely well and tight. In game it all looks better as lighting does its job very well.
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Another news update.
Molaf is developing the storyline quite rapidly. Story will feature the river of underworld Acheron being afflicted by the unknown enabling the living to pass into the underwolrd as well as the dead pass into the living world without regulation of Cerberus. Story will also feature characters like Hades, Thanathos, Sysyphus, Zeus, Ares, as well as Charon and his treasure, items like Apandorus. Storyline is going to be really well twisted with several lines and not only one.
Another thing truly worth mentioning, DivineArms agreed to take part in the project as a voice actor and he already acted few lines. He did a really great and professional-like job, his quality contribution surely will improve the outcome of overall atmosphere of the game.
Thanks, guys.
No, I don't use that. Could you perhaps drop me a link to that so I could check it out?
Oh and in the latest terrain these levels are not fake, you can walk on them and you will.Unless you talked about previous terrain of course.
Something terrible happened today. I attempted to copy some kind of spell from spells section and the coding fucked the map real good, it could not be opened with editor anymore, crashed every time. Test map function saved other map, the spell map I tested. I thought all is completely gone, I went nuts. But I looked for some solutions and I found out that Jass NewGen pack Editor that I use actually has up to 26 of latest copies in the backup folder, so I managed to save the project just because of this Editor. Bless those who made this Editor.![]()
Perhaps you could give me a link to the auto save system? I could not find any on the spell section nor google. I must be bad at searching or something, hehe.