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Fate ORPG - Yes, another RPG!

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s[i]n;553673 said:
I know where you're coming from gloryblade, thats why I went out of my way to design a new quest system. So far, it seems really easy to handle and work with, giving updates as you complete parts of it. You can see some old WIP pictures here( http://clanbom.net/forum/viewtopic.php?f=9&t=363&start=0 ). My main goal with this rpg was to localize everything to your hero. All game options, quests, abilities, items... everything will all be hotkeyed or in easy clicking range. This seems odd at first, but it really works out in game. Hopefully I can give a test of the quest system for you all to try out.

The quest system looks nice, how about when you click it, it pings the location of the quest? Just put a cd on the ability. The ping thing is good cause sometimes u cant find the area.
 
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This looks sick. The only criticism is the amount of dungeons. 5 sounds a bit small, aim for something like 15. and how big is this thing in filesize, i thought bnet has a 5mb limit

I'm not sure you understand how the map works. There are 5 Dungeons, each with different level requirements as you ascend in level. Those 5 dungeons contain elites only, as well as elite drops, and are very large compared to other locations. The monsters inside these dungeons are much harder as opposed to other regions with same level monsters. Seeing as there are like 35 something locations, 15 dungeons is hardly feasable.

As for the map size, optimized and widgetized brings it to 2.7mb. One of my goals was to make it as small as possible, while including as much content as I can. Mission Accomplished! One of my pet peaves is huge maps that take ages to download from a host. This size we have accomplished is somewhere in between that settles as "just right"

The quest system looks nice, how about when you click it, it pings the location of the quest? Just put a cd on the ability. The ping thing is good cause sometimes u cant find the area.
That kinda defeats the purpose of questing, lol! All the new quests have fairly in-depth descriptions. Quests are still in the works as to how they are going to be done, but you won't need to worry about having trouble using them.
 
Level 4
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I looked at the link, and it looks fantastic. There was some discrepancy over the quest progress indication that was interesting however. Just please make the quest progress report floating text! Don't make it a message!

With all of the tips and other things that people cram into those messages on the left-hand side of the screen i think most of us are trained to ignore it. Plus it's just really hard to look at for some reason, it's just annoying (maybe it's just me).
 
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With all of the tips and other things that people cram into those messages on the left-hand side of the screen i think most of us are trained to ignore it. Plus it's just really hard to look at for some reason, it's just annoying (maybe it's just me).
Indeed. One of the things I think is most important in making a game is developing a suitable interface... the normal text display is pretty much useless to me, but by forcing a bug with the text display function (see here) however, it can be useful for simulating Warcraft III errors properly. I developed a system I labelled DynamicText, a library made for easy creation of floating text that stays relative to a player's screen position... it will be used when needed to develop custom text displays.

The map is 256x256, and when the first release comes most if not all of that will be available. There are few issues with maps bigger than 256x256, and lag is probably the biggest concern of mine. With a huge amount of content (decoration, items, units, spells...) this game already will not run on minimum Warcraft III specs, if we make it a full 480x480 then we decrease the available audience.
 
Here's a trick for you...

I see your regions are divided in blocks... Sometimes you get to see the side of those blocks and it's abit weird to see one region end in lava and another begin in snow (for example).
You could use Camera Bounds to stop players from viewing any other region than the one they're in now.
There's a trigger that does exactly that, I think it uses regions.
 
Level 34
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Your quest system is very similar to mine (I think)! I'm using a unit worker to hold them. That way it's a separate unit, but the icon for it is in the bottom left. Easy to get to, no typing or anything.
 
I think we'd have to be retarded to not already be doing what you suggested.

s[i]n;562193 said:
Haha, yeah man that was one of the first things that was done.

Just making sure. :)

You're a lot less nubish/disorganized than most RPG-makers. Most RPG projects that turn up here are pretty simple, and sometimes very newbish.

I can't wait to play this.
 
Level 9
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Sorry for double post, but this is news worthy.

Attached is a picture of the autoparty system, with two computers in there.
Designed by StealthOfKing.
 

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Level 2
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I realise its quite annoying for anyone who wants to test that I chose to recode from scratch leaving the current map not quite ready to display, but its given me the chance to really push some features and add things that are seldom seen in Warcraft III maps. I am really happy with the above.

So that will answer some questions about interface and how we will not be using a lot of standard game messages... we can use such text as is in the screenshot for a lot of things, it is positionable at any point on any screen.
 

LeP

LeP

Level 13
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It's a nice idea to use texttags for things like that :thumbs_up:

a bit ot: do you have a formula to get the exact place for the texttag, or dou you just "brootforce" it?
 
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Oziris,
as a great Modder for Unreal Tournament 2k4 said,
It will be done, when its done.
Don't rush them, this seems to be a very professionally made map,
and Pushing them to rush a release will ruin the game,
Just think of those computer games that were rushed and didn't turn out as epic as they were going to be.
Anyways, the map all together looks great,
Most maps can't utilize a Attachment system to well, and I'm hoping that this one does.
So Far, it looks great,
I Couldn't really Suggest much more, but maybe, Mounts,
Mounts you find in towns, BUT it moves the Camera to the World Map, and you see a little mount flying somewhere to the town of your choosing,
and than your Hero would teleport to the area of your choosing.

The Map looks Amazing, and I'm not the first one to say it,
but unlike the others, I'm patient, just take your time, Finish what you want and release it when you feel ready.
Every map is like a child, you have to take care of it right, before you can let it out to the world.
Anyways,
Keep on Working on it.
-Calvin
 
Level 2
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Im just wondering what the classes and races are?

Well, here's the link thought I should post since no1 else has.

http://clanbom.net/forum/viewtopic.php?f=9&t=353

Looking great sok+killx. Just in response to other things I saw on these forums, it's hard not to be eager for this game to release if you've been waiting half a year for it, but then again I dout anyone would be so eager if killx and sok hadn't put more effort into this map than most map makers have put into any single map. Also, there aren't many things about warcraft 3 map making that sok or killx don't know to some extent atleast, so I don't think anyone should dout their abilities in creating a map as good as they imagine it to be.
 
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Just an update..

Items are being changed so they are not class specific per say.. They are going to be types, that only heroes proficient in that type can wield.

Example :

Rune Sword
Classification :
Heavy



or



Bladebane Guard
Classification:
Heavy
Mail


That means only Heroes with "Mail" and "Heavy" can wield both those items.
 
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Got a bit of a technical question for you. How did you do it so that houses when entered are still being displayed and you can look through them. I wanted to do that myself, but it didn't work the way I wanted it to. Did you just have "solid" buildings replaced by the one you can see through? because the approach I was first taking was to make the building a unit but then I had this selection circle everytime I hovered over it. And for doodads there is no trigger to change the visibility
 
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Hm, I dont get that, probably becasue I am not involved in modeling. Could you explain it a little more explicitly?
 
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Ok see i don't know that either. But could you send me a pm or make a small tutorial on how to get this effect?
 
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hmmz reminds me of Fable.

Anyways, good luck, but the terrain is really iffy.
I'd disagree, this is a pretty good terrain for an orpg. You might be able to do better, but most people couldn't. I would have a hard time doing much better.
 
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The houses are done with locally fading buildings. You create a unit, with no movement speed, hover movement, and locust ability. Then, change the unit to a building model, and adjust its scaling, height, etc.. Then, place that unit on the map where it needs to be, and go back into object editor and change the placed unit to "Is A Building" to true. Now it will keep its set facing angle and also be a building. Fade it with triggers from there when unit enters rect.

As to the terrain, I'm not doing it to please anyone but myself and SoK. So, if you don't like it, don't play it.
 
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Ah, that was my mistake, I forgot to add th locust ability! Because I tried it the way you said it and it always had that selection ring because it didn't have locust. Thanks man!
 
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Okay, WoW was not the first RPG. Most WoW elements have been in the genre of RPG games for a long time. Every time a new RPG comes out, you could say it copies any other RPG. Critical Strike for example. It's called that in about 80% of RPG games, and is in all of them. Most WoW skills are fairly simple, and I bet you could find any one of them in at least one other RPG. /rant
 
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Sad but true. Nowadays there are less and less good original RPGs coming out. I don't know of any original RPGs being in production right now, maybe you could count Age of Conan as being a bit different then the rest, but other than that?!
 
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Well the more RPG's that come out, the harder it is to be original. Most RPG's are now based on quality (polish, fun level, etc) I think.
 
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Just a little update - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Instead of class restrictions on items, they now are all given a type.



Weapons - Light, Normal, Heavy

Armor - Cloth, Leather, Plate

Shields/Offhand - Plate, Magic, Dual Wield


====Mage
Weapon - Light
Armor - Cloth,
Offhand - Magic, Dual Wield

====Warlock
Weapon - Light, Medium
Armor - Cloth
Offhand - Magic

====Shaman
Weapon - Light, Medium
Armor - Leather
Offhand - Magic

====Hunter
Weapon - Normal, Heavy
Armor - Leather
Offhand - Magic, Dual Weild

====Paladin
Weapon - Normal, Heavy
Armor - Plate
Offhand - Plate, magic

====Berserker
Weapon - Light, Normal, Heavy
Armor - Leather, Plate
Offhand - Plate, Dual Weild

====Cleric
Weapon - Light
Armor - Cloth, leather
Offhand - Magic

====Assassin

Weapon - Light, Normal
Armor - Leather
Offhand - dual weild
 

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It's possible to create a unique rpg, you just have to be creative enough to think of original ideas. Anyways, nothing is truely original, since ideas are inspirations from present or past surroundings. It's just how you apply your ideas. Who ever thought up the wii (game console) must have connected 'moving' to 'computer' and put those ideas together! So yea, I think fate orpg will be very original because the stuff in it has probably never been in any single game before.
 
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Terrain is .. well.. done, maybe minor tweaks here and there.
All the systems and triggering are pretty much done.
All the abilities are done, with the exception of adding them all to the trigger base
Specializations are done

Items are .. about half done, I just have to go back and change all the tooltips to meet the new item type reqs.

Professions.. about 10% done.

The triggers are being developed in a seperate map, so when we merge the two it will be nearest to completion.
 
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Cool.

So... is there any chance of this being released soon? Cause as soon as SC 2 is out this map is dead. That dosent give alota game play time.
 
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Cool.

So... is there any chance of this being released soon? Cause as soon as SC 2 is out this map is dead. That dosent give alota game play time.

I disagree with you here. Starcraft is set in a completely different genre. There will still be plenty of people playing wc3. Any fantasy maps will better be played in warcraft 3, due to its content. Think of how long it took for decent maps to come out for warcraft.. a good 2 years after its initial release? Starcraft will be nearly the same, thus plenty of people still here.
 
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There will also be people like me who probably won't buy sc2 right away. I'll wait until I buy a new computer. Which is after a car and paying off my debt to my parents.
 
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Well...Maybe ur right but the people I know (my self included) will be getting SC2 as soon as it comes out, or a couple days after. Im probaly going to practice the melee system in SC2 even if there arent any good maps out. But I realy want to play this.

Also, about the racial abilities. Will they b like in Defiances orpg, where (for example) if you choose to be a Elf Paladin, you have less STR then a Human one, putting you at a disadvantage with other paladins, or will they be equaly beneficial for all classes?
 
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The attributes are varied throughout races and classes. For instance, an orc berserker will have more starting str then a night elf berserker, and gain more str per level then the night elf.
 
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So if the berserkers main attribute is STR, wouldn't players opt to picking the orc race, in order to achieve the strongest possible hero?
 
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