Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
With the new possibilities added in WC3 patch 1.30, I can finally add some stuff that I could never do before, allowing me to completely overhaul some of the core features of Gaias in a rebuild project Gaias Retaliation Version 1.3.
All of these features are fairly simple to implement for me and produce a low amount of extra work; so I can implement them relatively quickly after the next WC3 patch (Unfortunately, I can't implement them right now, as I need to wait for the next patch to fix an issue with the editor). Some of these features even fix bugs with existing systems (looking at you, Blackfire Deep...) by simply removing the bugged components entirely.
Here's the core of what will be changed in 1.3:
1) Codeless Save/Load with extended filesize
Gaias will finally be able to load and save heroes directly from the hard drive, which pretty much opens up endless expandability on what can be saved in the process.
When starting or repicking, you will now be able to select all your saved heroes from an ingame menu instead of having to manage all your saves manually.
2) Extended inventory
With code-based saving out of the window, I can extend the inventory beyond the current technical limitations easily, allowing me to replace the material bag with another normal bag and making crafting materials regular items that can be held in any of these bags.
3) New equipment system
Equipment will no longer be selected from a static pool of premade items. Instead, dropping items will be randomized according to item level and quality grade as known from games like Diablo or Divinity: Original Sin.
Only Legendary items will still exist as custom designed premade items, while other quality grades will be procedurally generated.
4) Upgrading/Enchanting/Socketing system
Either of this is possible. For simplicity reasons, only one of these systems will be implemented; I haven't decided on which and how it will work exactly, though.
5) Souls and Artifacts and Vault saves
With the new equipment system, these systems will be redundant and will be removed entirely, as I can implement similar purpose within an upgrading/enchanting/socketing system.
6) Blackfire Rewards
With the new equipment system, there is no more reason for ethereal items and specific Blackfire Rewards to exist, as I can now scale Blackfire item rewards proportional to the Blackfire progress.
Which means you will eventually be able to get gear inside of Blackfire Deep that goes beyond the item level of what you can currently get in the outside world - assuming you can make it this far.
7) Special vendors
With the new equipment system, I can dynamically adjust vendors to always offer meaningful equipment possibilities so that gold and Mana Crystals will always be useful. Perhaps I can even allow for an upgradable personal vendor that can be shared by all characters of a player account, to make up for the loss of account persistency with the removal of souls and artifacts.
All of these features are fairly simple to implement for me and produce a low amount of extra work; so I can implement them relatively quickly after the next WC3 patch (Unfortunately, I can't implement them right now, as I need to wait for the next patch to fix an issue with the editor). Some of these features even fix bugs with existing systems (looking at you, Blackfire Deep...) by simply removing the bugged components entirely.
Here's the core of what will be changed in 1.3:
1) Codeless Save/Load with extended filesize
Gaias will finally be able to load and save heroes directly from the hard drive, which pretty much opens up endless expandability on what can be saved in the process.
When starting or repicking, you will now be able to select all your saved heroes from an ingame menu instead of having to manage all your saves manually.
2) Extended inventory
With code-based saving out of the window, I can extend the inventory beyond the current technical limitations easily, allowing me to replace the material bag with another normal bag and making crafting materials regular items that can be held in any of these bags.
3) New equipment system
Equipment will no longer be selected from a static pool of premade items. Instead, dropping items will be randomized according to item level and quality grade as known from games like Diablo or Divinity: Original Sin.
Only Legendary items will still exist as custom designed premade items, while other quality grades will be procedurally generated.
4) Upgrading/Enchanting/Socketing system
Either of this is possible. For simplicity reasons, only one of these systems will be implemented; I haven't decided on which and how it will work exactly, though.
5) Souls and Artifacts and Vault saves
With the new equipment system, these systems will be redundant and will be removed entirely, as I can implement similar purpose within an upgrading/enchanting/socketing system.
6) Blackfire Rewards
With the new equipment system, there is no more reason for ethereal items and specific Blackfire Rewards to exist, as I can now scale Blackfire item rewards proportional to the Blackfire progress.
Which means you will eventually be able to get gear inside of Blackfire Deep that goes beyond the item level of what you can currently get in the outside world - assuming you can make it this far.
7) Special vendors
With the new equipment system, I can dynamically adjust vendors to always offer meaningful equipment possibilities so that gold and Mana Crystals will always be useful. Perhaps I can even allow for an upgradable personal vendor that can be shared by all characters of a player account, to make up for the loss of account persistency with the removal of souls and artifacts.