- Joined
- Sep 23, 2007
- Messages
- 357
Forgotten Storms
By Miles111
Information on Recruitment:
Its only fair that before I talk about what I need other people to do, I talk about what I can do.
So, What We Need:
-More than anything, we need a Modeller
-If we need anything else I will update this thread
Current Significant Features:
This game does not currently have any save/load system. It does currently have a Character Creation system, which is simply a cool looking fullscreen interface where:
-You click on the class and race selection on the left side of the screen
-In the middle of the screen you will have a preview of what your character will look like when you start off
-At the top mid of the screen you have text displaying the current race/class you have picked
On the top/mid right side of the screen you have a description of your class
-And at the bottom right side of your screen there is a "Start!" button which creates your character and spawns you in the middle of the main city.
The map also has a fullscreen inventory with:
-All items that are equipped, other than rings, trinkets, and necklaces, appear on your character.
-Your character attacks with 2-3 different animations depending on what type of weapon is equipped, this includes Bows and Dual-Wielding.
-49 bag slots on the bottom right half of the screen
-On the top right half of the screen there is a papyrus-like square which displays the item information of the currently selected item. This might be changed in the future so that when you put your mouse over an item, a box appears above the item displaying the item information.
-On the far-bottom right side of the screen there is an icon that looks like gold coins, when you select an item and drop it on this icon the item is sold.
-Next to the Icon mentioned above there is an icon that looks like a wood box falling down with an arrow on it, when you select an item and drop it on this icon the item is dropped next to your character (hero)
-On the left side of the screen there is a preview of your character inside a square
-Around the square with your character preview are Equipment Slots where you equip your items
-There are equipment slots for Head, Neck, Shoulders, Chest, Wrists (Bracers), Hands (Gloves), Waist (Belt), Legs, Feet, Left Hand, Right Hand, Two Rings, and Two Trinkets.
-On the top right side of the box with your Character Preview is a papyrus-like square which displays all your stats
A custom combat system has also been implemented:
-Players have 5 base stats: Strength, Stamina, Agility, Intellect, and Spirit. These stats might be changed a bit
-Players and NPCs have the following substats: Attack Power, Spell Power, Crit Strike Chance, Spell Crit Chance, Dodge Chance, Parry Chance, Block Chance (IF a shield is equipped)
-Weapon Damage, Weapon Speed, and Armor are variables on their own
-When a player or NPC attacks, there is an equation which involves the level of the attacker and the dodge, parry, and/or block chances of the player or NPC being attacked. There is a cooldown on block, and there are various effects that take place depending on the stats and skills of the player being attacked if he/she dodges, parry's, or blocks (the effect(s) are different depending on whether the player dodges OR parrys OR blocks)
-If a strike is made, there is a chance of a critical strke depending on the level of the Attacker and the Attackee, and, if a player is attacking, the critical strike chance of the player. Critical strikes deal double damage, or 1.5X damage is the critical strike is dealth with an offhand weapon.
-Armor reduces (a percentage + a direct value of damage). The amount of damage reduced is dependent on both the armor of the attacked player/npc and the level of the attacker.
The map also currently features a Third Person Camera, Arrow Key Movement, and Indoor Environments. Indoor Environments are buildings with walls, roofs, ceilings, and floors. Weather does not affect indoor environments, so your not gonna see it raining inside buildings. I am currently developing a system where the camera will stop moving when it hits any objects/terrain, and players will be able to configure the camera height, distance, angle, and viewing distance (FarZ).
If you want any more information on the map you can see the main post here: http://www.hiveworkshop.com/forums/...wc3-third-person-camera-char-creation-207205/
By Miles111
Information on Recruitment:
Its only fair that before I talk about what I need other people to do, I talk about what I can do.
I do advanced systems; stuff like the fullscreen inventory and fullscreen character creation. I tend to take a long time making that kind of stuff because I will make a fully functional system, and then find a way to improve it or make it more efficient, and then once I'm done I'll find a way to improve it and make it more efficient again, and this will keep happening until I decide that its great right now and I need to work on more important stuff.
I also do anything that involves textures and images. I will never trust anyone with tilesets who isn't me. I find out what tiles I need more than anything in my map and how I should make them blend. If I am making a tile that is supposed to be sand, then the transition will go to extreme detail straight down to the grain. I am taking it to another level: I will be cutting back the amount of area space in my tiles that contain transition, and I will be combining them with highlight effects, so that when two tiles are next to eachother they will blend. If you have cobble path tiles next to sand tiles, the transition will be in excellent detail, AND a semi-transparent brick highlight will appear in the sand making it look like there are bricks in the sand with a layer of sand on top of them. When every single tile has this highlight transition effect the results will look amazing.
Bottom line is, I am an over achiever. I will not be satisfied with anything less than amazing. I'm also going to mention that I am a leader, and I will stay on top of everything. I will not allow things to take longer than they should, and I will be doing most of this alone. That said, there will still be a LOT that I will need help with. Mostly models.
I also do anything that involves textures and images. I will never trust anyone with tilesets who isn't me. I find out what tiles I need more than anything in my map and how I should make them blend. If I am making a tile that is supposed to be sand, then the transition will go to extreme detail straight down to the grain. I am taking it to another level: I will be cutting back the amount of area space in my tiles that contain transition, and I will be combining them with highlight effects, so that when two tiles are next to eachother they will blend. If you have cobble path tiles next to sand tiles, the transition will be in excellent detail, AND a semi-transparent brick highlight will appear in the sand making it look like there are bricks in the sand with a layer of sand on top of them. When every single tile has this highlight transition effect the results will look amazing.
Bottom line is, I am an over achiever. I will not be satisfied with anything less than amazing. I'm also going to mention that I am a leader, and I will stay on top of everything. I will not allow things to take longer than they should, and I will be doing most of this alone. That said, there will still be a LOT that I will need help with. Mostly models.
So, What We Need:
-More than anything, we need a Modeller
-If we need anything else I will update this thread
Current Significant Features:
This game does not currently have any save/load system. It does currently have a Character Creation system, which is simply a cool looking fullscreen interface where:
-You click on the class and race selection on the left side of the screen
-In the middle of the screen you will have a preview of what your character will look like when you start off
-At the top mid of the screen you have text displaying the current race/class you have picked
On the top/mid right side of the screen you have a description of your class
-And at the bottom right side of your screen there is a "Start!" button which creates your character and spawns you in the middle of the main city.
The map also has a fullscreen inventory with:
-All items that are equipped, other than rings, trinkets, and necklaces, appear on your character.
-Your character attacks with 2-3 different animations depending on what type of weapon is equipped, this includes Bows and Dual-Wielding.
-49 bag slots on the bottom right half of the screen
-On the top right half of the screen there is a papyrus-like square which displays the item information of the currently selected item. This might be changed in the future so that when you put your mouse over an item, a box appears above the item displaying the item information.
-On the far-bottom right side of the screen there is an icon that looks like gold coins, when you select an item and drop it on this icon the item is sold.
-Next to the Icon mentioned above there is an icon that looks like a wood box falling down with an arrow on it, when you select an item and drop it on this icon the item is dropped next to your character (hero)
-On the left side of the screen there is a preview of your character inside a square
-Around the square with your character preview are Equipment Slots where you equip your items
-There are equipment slots for Head, Neck, Shoulders, Chest, Wrists (Bracers), Hands (Gloves), Waist (Belt), Legs, Feet, Left Hand, Right Hand, Two Rings, and Two Trinkets.
-On the top right side of the box with your Character Preview is a papyrus-like square which displays all your stats
A custom combat system has also been implemented:
-Players have 5 base stats: Strength, Stamina, Agility, Intellect, and Spirit. These stats might be changed a bit
-Players and NPCs have the following substats: Attack Power, Spell Power, Crit Strike Chance, Spell Crit Chance, Dodge Chance, Parry Chance, Block Chance (IF a shield is equipped)
-Weapon Damage, Weapon Speed, and Armor are variables on their own
-When a player or NPC attacks, there is an equation which involves the level of the attacker and the dodge, parry, and/or block chances of the player or NPC being attacked. There is a cooldown on block, and there are various effects that take place depending on the stats and skills of the player being attacked if he/she dodges, parry's, or blocks (the effect(s) are different depending on whether the player dodges OR parrys OR blocks)
-If a strike is made, there is a chance of a critical strke depending on the level of the Attacker and the Attackee, and, if a player is attacking, the critical strike chance of the player. Critical strikes deal double damage, or 1.5X damage is the critical strike is dealth with an offhand weapon.
-Armor reduces (a percentage + a direct value of damage). The amount of damage reduced is dependent on both the armor of the attacked player/npc and the level of the attacker.
The map also currently features a Third Person Camera, Arrow Key Movement, and Indoor Environments. Indoor Environments are buildings with walls, roofs, ceilings, and floors. Weather does not affect indoor environments, so your not gonna see it raining inside buildings. I am currently developing a system where the camera will stop moving when it hits any objects/terrain, and players will be able to configure the camera height, distance, angle, and viewing distance (FarZ).
If you want any more information on the map you can see the main post here: http://www.hiveworkshop.com/forums/...wc3-third-person-camera-char-creation-207205/