- Joined
- May 27, 2007
- Messages
- 126
dude! how did you do that mount system, it totally kicksass xD (post 400, oeh yeah)
No, but we're working on something else which we might release before 2009, if we finish it.
Besides, we're first doing a few closed beta runs before we move to the open beta.
dude! how did you do that mount system, it totally kicksass xD (post 400, oeh yeah)
Those mounts look really nice. I just love the phoenix![]()
Summoning
Status Changing
Damaging
Swarm: Summons masses of tiny creatures to attack enemies
Chaos: Causes an explosion of magical energy, placing random effects upon all in its vicinity
Grapple: Pulls a unit towards the caster, and then hits them for bonus damage
Confusion: The target attacks the unit closest to it
Ambush: Summons several minions at the target location
Stasis: Surrounds the target unit with a magical shield, preventing them from doing anything, but also from being hurt
Displacement: Teleports the target unit to a random nearby location
Smite: Charges for a long time, and then fires a massive projectile at the target
Chain Reaction: Causes a chain of explosions in a random direction
Blaze: Sets the target on fire. While under the effect, nearby units will also catch fire
Pulverize: Sends waves of energy towards the caster from several points around him to damage all enemies in their wake
Identity Crisis: Causes the target unit to rapidly change allegiances for a duration, but return to normal once the effect wears off
Disable: Stuns the target for as long as the caster channels the effect. This drains mana per second
Traitor: Places an invisible effect upon the target unit, which provides line of sight. A second spell can be cast at any time to convert all afflicted enemies to the caster's team
Bodyguard: Summons a protective minion that follows the caster, and heals them whenever possible
Safeguard: Causes all damage dealt to the target to damage the caster instead
Change Places: Teleports the caster to the location of the target, while simultaneously teleporting the target to the caster's original location
Cleave: Takes away half of the target's health. Should they happen to be at 1 health, they will be killed
Mana Swap: Changes the mana pools of both the caster and the target to that of the other
Slow Mind: Causes the target to pause between actions
Balance: Pools all the health of units in the area of effect, and then evenly distributes it between them
Quests: (60%)
-I still need to add a few quests to the game, but it shouldn't take long because of the Quest System I've developed. We currently only have 4 quests, should end at around 10. In later versions you will experience more than 50 quests, and hopefully more than 100.
Oziris said:You said beta for New Year! you lie.... xD
Darkenneko_003 said:I Just need to get the map passed to me, We are kinda like, playing Tag, with the map right now. xD
Topgun989 said:Well this MMORPG looks awsome, i bet it will be better than oblivion for the 360. Looks like i have to go buy a new computer to play this map.
Karghool said:i have seen the ''worldmap'' screenshot and i believe it is a little small, judging of the space between guilds. it it goig to be the same in the first open ver?
wait instances?
so this is going to be one map ? or a campaign with mulitple maps that you can access from the main map?
neat.
just a question. but how do you make the world map? do you use photoshop or something?
im trying to do that... but i have no idea how >.>
do u use current camera bounds for it?
i experienced that current camera bounds suck at the minimap ^^
so, how is the minimap gonna look?
Well,
I Viewed the entire map, than I took a screenshot. =]
Easy as that, as long as your computer can handle it. xD
Don't take all credit. I took the map screenshot and 15 other screenshots with doodads, you only mixed it all together and did some stuff to make the map look cool. =P
I prefer much more the wc3 battle method it is simple and cool.
But that one is nice too
ah, wow
thats nice, and how do u do the minimap, or is there none?
You mean its for the lazy, and you can leave your guy in a weak mob to level for hours, =P
I vote for new battle system!
I don't like lazy people! xD
Sorry if it sounds like I'm calling you lazy, I'm not,
I'm just not fond of people letting there people level for hours, while not being present.
With a custom system it takes skill and time, =P
Changing the acquisition range makes you able to do right click in order to attack a new unit after killing one i think.
And wow ¿who leaves the hero leveling alone to do other things?. If i play an rpg i stay playing it (and with that system will happen the same thing you are saying)...
We probably will just use the worldmap or a blank screen as the minimap. =P
Karghool, I'm almost certain the public beta won't come out in january, but the private one will for sure. I basically only need to do abilities before the open beta, the rest is piece of cake. However, all abilities in Everwood are triggered so it might take some time. =P
Btw, I've been thinking of a new feature for a long time, but I'm not sure if I should include it in the map because features of its kind often suck. =s
So, what I'm talking about is a custom attack system which will replace the Warcraft III click-and-attack system almost completely. The system won't be a press-escape to atack system, but a more realistic one. If I should describe it with one word, that would probably be "target-system". With the system you can set a monster as your target, and every x.xx second (depending on your weapons attack speed), you would perform an attack in your heroes direction. If the target is in that direction, the attack will be aimed at the target, if not, you will attack a random enemy (if there is any). Arrows and magik attacks won't follow the target, they'll go in a straight line towards the target, giving the enemy a chance to dodge. I think the good things with such a system is the realism. You can dodge arrows and magiks, you can block attacks, you can evade stuff. This would make the game more of a skillbased game than a game about having the highest level and best gear. I could also do some neat stuff with this and the equipment system, so every class can wield any weapon. I don't know if you guys know this, but our hero model has about 30 different animations, and with this system I could adjust the heroes animations to fit the weapon he's currently wielding. For instance, if you got tired of charging into combat with your berserker, slashing enemies with your axe, you could just go to a shop and buy a bow. Your animation set would be adjusted to the bow animation set, so you're now a ranger with berserker skills.
The thing I like second most about this system is probably the customization part of it. If you want to be a priest with a sword , for instance, just equip a sword and, voila!
The system would be very easy to use. If it's possible to do this, you would just have to right click a target to set it as your target. Else, I'll give players a custom ability or something to set an enemy as your target.
In short, here's a list of things which would be possible with this system:
-dodging, blocking and evading.
-change of animation set.
-adjustable attack speed.
-different attack types.
-a more realistic combat system.
-can wield any weapon.
-more conditions would be possible to implent.
So, what do you guys think?
Priests with swords... hmmm -_-