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Ardent Heroes - ORPG

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Level 25
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A lot of good progress was made today, and is continuing.

1. I created a website for the RPG. It's not really done yet and I'll probably change the template and logo but for now, here it is.


2. I created a forum for the RPG. It is also not completed yet and I am still adding to it, but here's the forum so far.


3. Terrain progress is going really well. I'm still trying to add more routes and details in an attempt to make the world feel more free-roam than linear. Although the terrain will be pretty linear at first anyway to help get players started on the right road. I'm just about done terraining the exterior of a dungeon entrance in a jungle and am now working on the interior of it, as well as other areas of the map. So far it all looks great and is coming together nicely. No screenshots yet, but most likely soon.


4. PurgeandFire111 has finished implementing Anachron's custom fullscreen inventory/equipment system. He is now finishing up with the mob respawn system. (Mobs respawn 2 minutes and 30 seconds after their death and, when respawning, they fade back into the game from 100% transparency to 0% transparency over 3-5 seconds and are invulnerable/cannot attack for that time.


5. Yabooer has been added to the team as a Skill Designer. This is because he has been doing a ton of work on designing the skill masteries for each class/mastery. So far he's doing a great job and is just about done designing the melee mastery for Tanks.
 
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Yeah, things are going great today. When Yabooer is finally done designing each mastery for every class, there will be over 84 skills to choose from. But the maximum level is 65 (65 points to spend) so you'll have to spend your points wisely. The end-game PvP and PvE is expected to be pretty intense BETA Testing, because adjusting items and skills to help the balance will really be hellish for us.
 
Level 8
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If I get permission I'll give you a sneak preview at the skill tree for the tank class so far. Not sure what I can say so let's just leave it at this.
 
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I like working on Wc3:Wow and still am. In fact, I plan on making terrain progress with both Wc3:WoW and Ardent Heroes this weekend.

The reason I wanted to start a multiplayer map that is not based on another game or mod is because it gives me much more freedom to throw in ideas, actually throw in level design and details I come up with, and I don't think I'll have to rely on coders so much because the code and terrain is all in the same map and we can work whenever we want on our own versions, unlike Wc3:WoW which is a campaign with over 18 maps.

[EDIT]
Also, if you haven't yet noticed, there's a feature I listed that may allow players to challenge the leader of a city for some sort of gain. Can't really think of anything creative, beneficial, and limited (don't want a player commanding an entire army in a team-based ORPG!) at the moment so if you guys have any ideas or suggestions, I'm all ears!

Fighting the leader of a city may sound easy, but it will probably be one of the most difficult 'boss fights' to deal with and will require each of every class and very skilled/geared players to accomplish. Basically, a rough idea which will develop further into creativity is that the guards of the city will become hostile and they will all enforce the entrance of the city and throne-room. Once you've managed to kill all of the guards, the lord of the city will be the last one standing and will have a lot of health. Each lord's spells will be different and their scripted fight scenes will also be different to make the fights unique and interesting.

why do i got the feeling that your basicly saing that all the cool ideas you got for WC3WOW but would make it look bad you now use for this cause you got all the freedom for it :p ???
 
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Well the only thing I can release is the "Tank" tree which isn't completed yet, give me an hour or two.

But basically the trees will be separated into 5 categories Melee, Missile, Magic, Crafting, Thievery. (Thievery is ONLY for Healers/DPSers)

There will be 2 masteries for each category, in total there will be 6 different masteries for you to choose from. Mixing and matching will be your best bet gain the best spell set.

You will get absolutely NO WHERE without a "Tank" that is specced to TANK. The only person that I see so far able to solo will be the DPS tree with his pet (Which will be around level 10-15)

So pick a tank and tank for everyone.

Also spells will be balanced a bit more once testing is done, the idea is to have very INTENSE PvP where EVERY little thing will make a huge difference in the outcome of the win.



Arcane = Melee, Fire = Missile, Frost = Magic.
Melee is divided into 2 trees 1 Handed and Shield, and Two Handed.

Missile is divided into 2 trees Throwing Axes, and Javelins.

Magic is divided into 2 trees Battle Standards, and Basic Magic.



 
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Level 25
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Made a lot of progress on the terrain today. Mostly with the interior of the first instance and a few zones. Yabooer is doing a great job by actively working restlessly on the designs for each class and skill mastery while trying to keep the skills balanced for PvE and PvE.

I've got so many dungeon ideas and ideas for zones, I just can't wait to get started and done with it all so we can all play it! I am confident that Ardent Heroes will be a very competitive and fun RPG for WarCraft III.

If you've ever played Warhammer Online: Age of Reckoning, I'm thinking of making an instance similar to Hunter's Vale. Though Hunter's Vale was huge, I'd like to throw in those long boss fights which Yabooer hates so much and the fun puzzle no one understands at the end to fight the boss. :grin:

Aside from dungeons and stuff players probably won't be doing right away, I've been doing a lot of adding on to the noob zone and zones beyond it so the world seems larger. Right now it seems small because the paths are mostly straight and do not zig zag or curve around a lot. I'm working on changing that so zones seem larger and so people don't complain that there isn't enough to explore. Though this doesn't mean everywhere you go will be annoying, long, boring routes to get from one place to another. It just means there will be more to do than I had intended, which is good.
 
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I'd like to throw in those long boss fights which Yabooer hates so much. :grin:

False! I love long fights, I just hate long no strategy tank and spanks like all of them in HV. They had one thing in the boss's, they would knock you back then you'd just have to run back to them.
 
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The ones that did very low damage, got killed in 2 shots, and disappeared once the boss was dead? Those sprites?
 
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Just finished up the DPS's talent tree, completing 2/3 classes for this map.

Tank's talent tree, http://www.war-tools.com/t68593.html

DPS's talent tree, http://www.war-tools.com/t68610.html

Progress is going well, I will finish healer's tree at the latest by this Friday.

Note that DPS has higher damage because he IS DPS he is significantly weaker than Tank. Everything will be balanced/scaled during beta tests.

Comment on what you think guys! Combo's will be very important for when it comes to PvP keep in mind the faster you can throw up a spell combo the better chance of winning in a 1v1.
 
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Last night PurgeandFire started triggering the fullscreen skill mastery system. A system that allows players to more freely choose whether they want to focus on melee, missile (ranged), magic, thievery (tank will have something else), or crafting. In fact, you can even try becoming a hybrid by branching into multiple trees. So whether you wish to dedicate your skill points to one mastery or two, or more, it's your choice! The skill mastery will work nearly identical to how the talent tree works in World of Warcraft. You begin choosing skills and then upgrade them in order to be eligible to put your next points further down into that skill mastery category.

PurgeandFire is making great progress with the triggers, as is Yabooer with designing the skill trees. I will likely have another area or two done by the end of this weekend, which means more screenshots! Stay tuned.
 
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I probably won't be able to work on the terrain much for a couple days or even until Friday due to an abundant amount of school-work I've come under. Need to set my priorities differently for now until this weekend, sorry guys.

But despite my lack of progress on the terrain, I've decided to compose some 'brief' backstories for Ardent Heroes' areas and important characters. It isn't complete yet and I will likely change some of it up a little bit later when the map is built better, but here it is: http://www.ardentheroes.freeforums.org/post19.html#p19

I'll definitely be adding story for more areas and important characters. The "Jungle", "Temple Ruins", and "Dullfar" areas have not yet been added because the name of Jungle and Temple Ruins will be changed soon and Dullfar hasn't been started much yet, so I'd rather not discuss an area I'm uncertain about as far as what will be there.
 
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Sorry if I sound harsh right now I've had a long day, but seriously... Stop asking to become a beta tester, just continuously bugging Craka to become a beta tester will make your chances dwindle down to no chance. We are no where near a beta yet, the skills haven't even been implemented yet, nor completed.

If you want to become a beta tester, the least you could do is sign up onto the forums... Post inside general discussion an application and you will be notified when the time comes if you're selected. Bugging Craka with PM's or constant spam of "I wish I could test" "Please let me test" all of that. Just stop please.

Have a great day.
 
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Here is a sneak peek at what is being worked on by PurgeandFire. Much appreciation towards Anachron as well for helping out by providing a flexible and easy to use template for PurgeandFire to create this in such a short amount of time:
file.php


It is not done yet though. We'd rather use the orc borders for the fullscreen systems but Anachron's models do not line the textures up right since it was designed for the human UI images specifically.

[EDIT]
To further explain what you're looking at, it's the fullscreen skill mastery window. Here you can click on a mastery tab (left) and carefully plot points into skills lined up. In total, there are 28 skills for each mastery. That enough for ya? But don't get over excited. Some skills are passive and just improve your damage or armor for example, while others are direct spells that deal damage, heal, buff, debuff, or whatever. It depends on the mastery you're looking at.

On the left are five masteries: Melee, Missile, Magic, Thievery, and Crafting. However we have plans to replace Thief Mastery for the Tank class with something else. Tanks that could steal could potentially fight off guards and players pretty well at a high level, or so we imagine. That is our reasoning behind it. DPS and Healers will have the mastery choice though still.
 
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As Craka has said, there is 28 skills per mastery, 7 skills are active, 7 skills are passive varying from 1 point to 5 points in a passive skill.
 
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