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Ardent Heroes - ORPG

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Level 19
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This game kind of sounds a bit more interesting than World Of Warcraft: Warcraft III, sorry I don't mean to offend you, I hope your huge project would turn your great too:)
I love the concepts of things like mounts and such...
 
Level 8
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He is working on this one until he can get the Character Creation screen from Yixx, if he can not supply it. It must be recreated, which will take a good week or two (From my understanding could be COMPLETELY wrong)

I'm only working on this one, just a fan on Wc3 WoW, nothing I can bring to that game at all, other than support.

Anyways, this is just something to do in the meantime, for Craka until progress starts to move.

Also, Wc3 WoW is the forum you're looking for, for these kinds of comments =).
 
Level 7
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Nice progress Yabooer :thumbs_up:
Though I will not give out any hints on how to receive ANY of these quests, there will be a MINIMUM of 12 quests per area. Meaning there really will be NO complaining about "There aren't enough quests".
Does this means that some quests will be hidden, and does this include dungeon quests?
Will my character need more xp to gain lvl? or is this meant to put an end to grinding? for now xD

Btw nice Futurama quote, lol :grin:

Yes, Hero Initiation Quests sound very awesome indeed. I am surprised I've never heard of it before. Thanks Yabooer.
Gaia's ORPG? except that there's no way to fail. At what lvl can you obtain the quest?
 
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I will most definitely not say how to receive quests what so ever, they COULD be hidden and they COULD just be at an NPC.

Also, towards the grinding scene, you'll just have to see.

The Hero quest was as I said, stolen from my favorite MMO, Asheron's Call 2 [RIP]

And it will be able to be started the second you hit 55, though I recommend you being cap level.
 
Level 8
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Just finished up the last 3 bosses for the area. Totaling 6 bosses, and 13 quests. Meaning! The area is completed on my part. I might get started on the next part within the week or next, depending on what happens.

Though I assure you, there is enough content that I can stop and wait for the beta (Though I won't).

Just gotta wait for the triggering to get caught up which Purge is working on very hard and is getting a LOT of work done.


Craka has BEEN finished with Millbrow and Ugari jungle etc... Meaning that most of the first part has been completed.

These are all results based on the last progress report I've received from them. Everyone is working very hard and you should thank them (Craka, Purge) They did most of the work =)
 
Level 25
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Actually there's still a bit more to go with Millbrow and Ugari Jungle's terrain is hardly started. The entrance to the jungle and the Forgotten Temple entrance in Ugari Jungle are both done, but the rest of the zone is just dirt paths and hills at the moment. I'll get to work on decorating it soon...

Sorry for the lack of updates from me people. Been busy playing games for the fun of it! Devs gotta have fun too... but anyway I've done a small portion of terrain work this weekend, mainly on The Manson Bastion. Ran into a possible issue that I thought was doable, but apparently isn't regarding entering buildings. According to PurgeandFire, there is no way we can make a doodad (such as a piece of a building like a roof or an entire building, become transparent when a player's character goes inside it. How we'll allow players to see what is inside houses now is going to be a bit of a tricky one!

For a more gleeful report, PurgeandFire has been working a lot more than I thought, though of course not as much as usual, he was taking a break for about a week and managed to squeeze in some time to work on the project as well. Progress has gone well and me, Yabooer, and PurgeandFire will commence alpha testing the skill mastery system, as well as other small systems he has already implemented, some time soon probably throughout this week. I'm pretty excited to finally test it out and see how it works!

Finally, the lore. As you may or may not have noticed, I've added a bundle of new characters but some of them have said "Coming soon..." for about a week and a half now. I'll get to work on these when I get time, but really, it isn't much of a priority for me because there are more interesting things to get done and I doubt people are paying close attention to it anyway. That being said, lore may develop more slowly than usual now but I'll jump back to working on it thoroughly once more terrain and testing progress has been completed.
 
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Ran into a possible issue that I thought was doable, but apparently isn't regarding entering buildings. According to PurgeandFire, there is no way we can make a doodad (such as a piece of a building like a roof or an entire building, become transparent when a player's character goes inside it. How we'll allow players to see what is inside houses now is going to be a bit of a tricky one!
ty excited to finally test it out and see how it works!
You could use an unit instead :)
BUT you'll have to create a new one, if you want decreased/increased size/height :/
 
Level 20
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You could try zooming the camera in, while inside it worked fine for something I did - but may be problematic if your doing a lot of fighting inside... I had a video, if I find it i'll pastebin it so you can see what I mean o_O

The only other options I can think of are the unit transparency your considering and having the models with a 'vanish' anim and 'appear/stand' anim - just play either one when players/enter leave the area, but of course that's even more work than changing them to units ^^

Good Luck with this either way, will definitely play it ;)
 
Level 25
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You could try zooming the camera in, while inside it worked fine for something I did - but may be problematic if your doing a lot of fighting inside... I had a video, if I find it i'll pastebin it so you can see what I mean o_O

Yeah, right now there's three options:
  • Replace the building's walls and ceilings doodads with units instead so we can fade them (transparency) when a player enters.
  • Zoom the camera in enough so that the player can see his character and whatever else inside the building.
  • Set cameras inside the buildings and use them when appropriate depending on where the player's character is standing. Kind of like how Resident Evil cameras were.

No need for a video though. I am aware of the problems that can arise from allowing combat inside buildings if we use option 2 or 3. Right now, I have no plans for indoor fighting, so that's a plus. Mainly quest and merchant related stuff will be found inside houses and whatnot. But the mod isn't complete yet so there will likely be an indoor fight later on... I'll just have to remember to create that building out of units instead of units!
 
Yep, just adding the ability "Locust" (rawcode: 'Aloc') will do. It prevents selection. I've been gone, so I haven't gotten as much work done as usual, but I've still fixed several bugs, and the talent system is almost ready. ;D ( Well, it isn't so much of a "system" by usual standards, it looks pretty hideous, which is why I'll probably not let my code be open source xD )
 
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No need for a video though. I am aware of the problems that can arise from allowing combat inside buildings if we use option 2 or 3. Right now, I have no plans for indoor fighting, so that's a plus. Mainly quest and merchant related stuff will be found inside houses and whatnot. But the mod isn't complete yet so there will likely be an indoor fight later on... I'll just have to remember to create that building out of units instead of units!

Thank... :hohum: I couldn't find it ^^

Yes that seems like a much better idea, manipulate the camera/s and do future buildings with units :thumbs_up:

Can't wait to see this come to fruition :)

Best of luck!
 
Level 25
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Thanks for the support.

PurgeandFire is pretty much done with the skill mastery/inventory/equipment systems, at least on the getting them to work part and showing up. There's not really much tangible visual stuff yet to test, such as actually using spells after you learn them, but the alpha tests (restricted to devs only) are beginning and our goal is to make sure that the systems work well online with multiple players, there aren't any leaks, and for the most part the systems are working seamlessly.

As much as I'd like to call the BETA testers in to test the mod, there's currently no need for their assistance because there is very little to test and to be honest, what we have so far isn't really eye-candy or entertaining. Not yet. But we are working on it steadily and great progress is being made nearly every day.

Since we're starting to get somewhere now with the larger systems in the game, it is time to begin preparing for BETA testing phases. But don't get too excited; BETA testing may not begin for a few weeks or more and the preparations mainly consist of finishing/polishing off terrain, pathing checks, reducing file size of the map, leak clean-ups, and other additions to the mod that will help make Ardent Heroes enjoyable for first time testers and eventually for the players as well.
 
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I wasn't able to take part in last night's alpha tests, but Yabooer and PurgeandFire got to it and discovered a couple bugs, some of which are major bugs that disconnect all of the players. PurgeandFire has set these bugs as his current top priority to fix immediately, although so far a solution has not yet been found. It'd be nice for you (Anachron) to take a look at Purge's triggers but he insists that is a bad idea because it is "ugly" and would take an eternity for anyone aside from himself to decipher.

I'm slowly making progress with the terrain though. Not really working on details and decorations, but am mainly just placing pathing blockers for what I have done so far. After I'm done I'll probably start placing shadows again. Ardent Heroes should be pretty enough for Closed BETA testing as far as terrain goes once that is done. :smile:
 
Level 8
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That would be a double post. At the moment not a lot of progress we are testing out the systems making sure things are working.

We are still working on this nasty little bug. Should be fixed soon and progress (On Purge's side) will start to continue once again.

Terrain progress no clue, ask Craka Jack.

Once mobs are added to Ugari, I'll start to do the quests for the Jungle.

Once I figure out the theme of the next dungeon (Probably already up but too lazy to read through it) I'll start working on those bosses.

I myself am more wanting to see the PvP than the PvE. I do have a couple of ideas.

A CTF, Point defending (Meaning holding a spot longer than the other team), Open battle field with power ups or other things to help turn the tide. Maybe even a base where 4 defend against 8. Most of these will have just ONE life, making healers pretty vital for competitive PvP (Which will allow you to stay up longer, and be rezzed)

^ Vote for which one you'd like, not sure on how many PvP areas we will be able to fit in.

Hmm... Other things that has not been said (To keep the thread/project alive) We have found a nice first person camera system, that we will use.
No we won't restrict usage of the system.

But the point of the system is that when you die, it will follow your killer (For X amount of seconds before being asked if you want to revive or wait). If in PvP your killer is a player it will just follow the killer. Making it so you can suicide scout for your team.

I'd like to see some disposable PvP rewards, maybe (If the castle defense is put in) we can see things like portable rams that can do 25% of the gates health per hit? Hot oil can be spilled onto them from atop to deal damage? Little things like this that can turn the tide, maybe special PvP powerups for your weapons that increase damage to "Healers" and reduced to "DPS" for Tank only, and does normal damage to tanks?

Uhm... The skills when tested will have to be nerfed (Most likely) or increase the cap health to even things out. Testing will be VERY rough, seeing how many possible builds there are.

Hope that is a enough information to sustain you guys until we can start moving progress on mine and Purges side.

Please vote for which PvP field you would like to see the most, list it like so.

Ex:
1. Castle defending
2. CTF
3. Point Defending (Meaning holding a spot longer than the other team)
4. Open field (Having this for sure)
 
Level 7
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Thoose PvP field might cause troubles, since everyone is on the same faction?
This can be exploited to get good item i guess :O
 
Level 8
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Well then, we will just have to throw in some risk for losing, now won't we?

Maybe lose 15% of your gold, 2 arena points (If you own them) and your PvP level will drop. You start at level 1 PvP level, if you drop to level 0, you can't PvP on that character again. Have a rank listed next to your name, if level 0, add a name that says Feeder, or something, because it will be impossible to get to level 0 unless you feed your friend. Also bigger PvP levels will yield more XP than lower levels. Letting PvP level 1's who are cap level, not give a lot of XP to level 50's who are capped level as well.

Make brackets for PvP. 10-19 etc... If higher then the bracket that is currently PvPing, you can not enter. Or maybe allow them to level down to the bracket, making them, in this case, 19. Forcing him to not be able to use his current gear, and to use lower leveled skills.

Maybe randomly replicate items from the opposite team. (If you're a level 30 tank, and a level 18 tank is PvPing. You get to use his items) We shall all see what happens.

PvP isn't completely figured out yet, as you can tell...

Also, white lion. You didn't vote =\

EDIT: I forgot to say that your PvP level when OUT of PvP will be represented as "Food", when you are IN PvP, your food will represent your PvE level. PvP level will be required for basically 98% of the PvP gear.
 
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Level 7
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I didn't vote because i wanted more info about the pvp, which you certantley provided :D

The point defending is pretty interresting (team fortress 2 xD ), having a never ending battle is pretty nice :p
Might want to give some sort of punishment for dying/bonus for killing otherwise this will die in the end, because of the lack of mana or whatever is needed for spells :eek:

If a player reach lvl 0 pvp, he'll NEVER be able to do pvp again? isn't there any way to get back on the track?
 
Level 8
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Create a new character, and don't intentionally feed.

There isn't a never ending battle, it is just an open field, with some powerups laying around. Increasing damage by X for Y amount, or regeneration, healing your health and mana by 10% every 3 seconds for 30 seconds (Once hit with regen it disappears)

The reward/gain you receive for killing an opponent is their healer has to resurrect the person who died. Allowing either for the healer to be an easy target, or to take down the others while the healer can't heal.

First team to completely dies, loses.

We will have the ability to raid towns, take them over. Give some sort of reward (Which hasn't been thought up yet)

Maybe we can do a 6v6 each with a main town, make it a rough draft pick (If you have played games that have this [Famous example is DotA's RD or WoW arena's RD]) two team captains will be picked, you take turns picking between the 10 players who you want on your team. (Team captains will be picked by who ever is the highest PvP level maybe?)

Then you each have a town which you have to defend, they have vendors, guards etc... Have resurrection points that can be taken over maybe? Barracks positions that can be taken over giving you more guards? Maybe resource locations that will increase your towns defenses or something?

^ This idea could take about an hour to have a winning side probably.

But it could add some pretty intense play.
 
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Sorry for the double post, but feel it is necessary.

I added a poll to our website that will help us figure out what the community wants, in terms of PvP, big chunk of text, but worth the read as it will provide some insight onto the goal, items that will be in there, strategy etc...

http://ardentheroes.freeforums.org/pvp-poll-t17.html

Please if you haven't sign up for our forum, and vote!

Also, there are still some slots for closed beta left, after voting please sign up for the beta, link below.

http://ardentheroes.freeforums.org/beta-testing-signup-t14.html
 
Level 1
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This map looks so fun @_@ Can't wait for public release. Usually just browse these forums but I found a need to register when I saw this map lol. I've also applied to be a beta tester on your forums from Yabooer's link.
 
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Level 8
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Progress has been moving a bit slower than usual but we are still working. We are still debugging, while Craka is terraining, and I'm on stand by at the moment nothing I can do at the moment, until the area is complete is when I can start creating some quests etc...

Thanks for your patience and sorry for the lack of updates.
 
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I've recently been given an opportunity to graduate "early" and so I have a lot of work to do in order for that to actually work out for me. As for the rest of the development on Ardent Heroes, it is not dead. I issued PurgeandFire111 to do some work on Wc3:WoW, not a lot though, so he can take a break from working on the painful Talent Tree System for Ardent Heroes which has been pretty buggy with multiplayer. When players click a skill in the talent tree to learn it, the player is disconnected instantly. This problem has been a tough one for Purge to fix, but it will be fixed hopefully soon.

Whenever I get free-time, I will try to arrange some time for myself to get to work on Ardent Heroes again so we can show off SOMETHING that is getting done. Sorry for the huge lack of productivity so far though.

[Edit]
Also, this disconnection issue is the main reason why we haven't called upon any of our BETA testers. Because the main bug is the first one you encounter when testing this system and it prevents players from testing anything else within that system. Although testing the Talent Tree System is also currently restricted to developers only and is still under the Alpha BETA tag. We will likely request the aid of our testers shortly after some more content is added to the map for testing. :wink:
 
Also, this disconnection issue is the main reason why we haven't called upon any of our BETA testers. Because the main bug is the first one you encounter when testing this system and it prevents players from testing anything else within that system. Although testing the Talent Tree System is also currently restricted to developers only and is still under the Alpha BETA tag. We will likely request the aid of our testers shortly after some more content is added to the map for testing.
Make sure to not use any general actions done for all players inside a GetLocalPlayer() condition.
 
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Some happier news today, PurgeandFire the coder, has sent me a Private Message at our Ardent Heroes forums and has informed me that he had been pre-occupied with enjoying his summer (which I have absolutely no problem with) and still is but he'll be back to working on Ardent Heroes and Wc3:WoW in no time! So there's some hope for more triggering progress afterall, but as I've said earlier, I've recently become very busy with an important goal. Terrain progress may be pretty dead for a while until mid or late August due to this but who knows. Maybe I'll squeeze a bit of time to work on my mods again. Something to note down is that more time of your life is gradually demanded as it goes by, lol.

Also may be getting a new artist job but we'll see how that goes. :p

Stay tuned and I do appreciate the activity remaining on this thread as well as our forum for the meantime.
 
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man, you should continue this project, it's such a waste if left undone

Nobody said that they have stopped working on the project. Lack of updates may just mean that they're busy or something, if that's what your concerned about. Hopefully the team is working on this steadily at the moment. :thumbs_up:
 
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Maybe this weekend I'll work on the quests for the next zone, hopefully get some movement rolling. Just at the moment the coder for AH, Purgeandfire. He is currently helping out Craka with WC3:WoW. At the moment it is just on a stand still.
 
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The bug really shook up Purge, he couldn't figure it out so I think he might recreate it when he gets back from helping WC3:WoW.

Though if there are any Vjassers available for this project out there, progress could most definitely continue once more.
 
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At the moment we are no where near a beta, until we can get this full screen inventory system fixed. We can say we are about ~60% done with a beta coming out.

From what our old coder has said, all we need to do really is put in custom attack triggers for both ranged, melee. After we finish that we can start to create some of the spells, and finally there is our beta.
 
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