Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
With Patch 1.29 hitting the game and offering lots of changes to the editor, including brand new natives that are a complete game-changer for me, I'm planning to scrap most of the core game and battle mechanics and rebuild Gaias Retaliation from scratch.
Over the years, newly made systems and replaced mechanics have had a huge impact on the internal game mechanics. Many features have been updated and refactured partially, resulting in new and old systems co-existing with each other... this created a huge mess of spaghetti code that is hard to maintain and even harder to extend.
So with 1.29 offering new natives that will simplify lots of things (especially changing ability and attack stats, cooldowns, etc.), I finally have that golden opportunity to rewrite Gaias from scratch, making it not only easier to maintain, but also easier to create content.
At a certain point, its easier to cut a severed leg off and attaching a superior shiny cyber-robot leg than trying to fix the damage.
Among the changes I am going to implement are the following:
Stuff that I'm still unsure if I will change it or not:
Of course, all this will come at a price: the price of rebuilding the game from the core. This means that all existing content will be removed until I had the opportunity to rebuild it. The game will go back to vanilla state, so to speak: few classes, few abilities, limited content.
Over the years, newly made systems and replaced mechanics have had a huge impact on the internal game mechanics. Many features have been updated and refactured partially, resulting in new and old systems co-existing with each other... this created a huge mess of spaghetti code that is hard to maintain and even harder to extend.
So with 1.29 offering new natives that will simplify lots of things (especially changing ability and attack stats, cooldowns, etc.), I finally have that golden opportunity to rewrite Gaias from scratch, making it not only easier to maintain, but also easier to create content.
At a certain point, its easier to cut a severed leg off and attaching a superior shiny cyber-robot leg than trying to fix the damage.
Among the changes I am going to implement are the following:
- Complete rewrite of the core battle system to use a behaviour-based approach with streamlined status effects (immobilize, slow, stun, freeze, silence, etc.) to make spell coding more efficient and less prone to bugs when certain spells are used in combination; but also to increase game performance
- Complete rewrite of equipment and weapon systems (weapons will now have different attack speed timers or different range depending on the weapon type; certain item stats will be changed or removed, new stats will be added)
- Complete rewrite of the minion system, making them actual ordinary units instead of applying exceptions and special rules to certain types of minions
- Remake of all class abilities using the new behaviour-approach and making them more modular and extendable
- All creeps and bosses in the game will now be hero units, which allows for mechanics that are exclusive to heroes to be applicable to any unit (like modifying hero stats, level, etc.)
- Terrain and dungeon layouts
- Quests
- Threat system
- Boss mechanics (mostly)
Stuff that I'm still unsure if I will change it or not:
- Inventory system (this might be the perfect time to move away from the default WC3 inventory and use an on-screen interface)
- Class system (This might be the opportunity to move away from advanced classes and make all base classes more spec-based vs. rigid class choices)
Of course, all this will come at a price: the price of rebuilding the game from the core. This means that all existing content will be removed until I had the opportunity to rebuild it. The game will go back to vanilla state, so to speak: few classes, few abilities, limited content.