- Joined
- Sep 21, 2007
- Messages
- 517
Current Plan
Hero/Unit balancing through:
* Extensive testing made by members of our team (if there will be..) and by oldschool/pro battle.net players (i know many in clan ggl @ azeroth, some are also friends)
* What will be balanced is everything, including attributes, initial hp, damage, agreeance of spells of heroes with their respective race (if its a racial hero) and agreeance of spells for all races if the heroes are tavern ones. Spells would be balanced too ofc.
Hero and possibly unit creation will be through:
*Lore of WoW for some units, such as the Satyr (example is in the map im creating), only used for strings of hero names. Description isn't needed as that is not how blizzard designed the heroes. This is because blizzard designed heroes as follows (ex): "Warrior hero, adept at ____. Can Learn ____. Attacks ___ units".
*Usage of good models that are completely playable (possibly a modeler to be recruited).
*Spells that will be made, will be made through libraries that are presented and made VERY EFFICIENT. This mean's im not creating my own library, unless if itll be very efficient. Ofc spells will be created with scopes and vJASS, although many spells can just be created through the object editor and a dummy, with only some triggering.
Examples of the libraries I already set up are: BonusMod by Earth-Fury, AutoIndex for systems (as 8192 units or less will be put in map, also because AutoIndex is faster than other alternatives such as Hashtables, and in some cases faster than indexing). Spells will be MPI since 2 same heroes cannot be owned by one player, and indexing would also be faster rather than worrying about clearing or setting up new instances. Unit spells will be MUI, as 2 or more of them can be made for the same player. I really want to use Vexorian's xebasic, but i forgot about using structs.
Now the project positions needed are:
- Modeler that is able to produce rich, smooth textures, possibly cartoonish ones that resemble warcraft 3 models (if he is an animator than that is good too).
- Animator that is able to animate the models made by the modeler.
- Idea Creators/Helpers (2-3 creators would be a good amount). You must be practical, and yet, still imaginative.
- Need a good Object Editor configurer, who will handle the creation of units as well as brief but good spell and hero descriptions (that are similar to wc3 ones in structure and format). This person can also modify object editor values such as "Backswing" etc.. to make the hero or unit's movement/attacking look more natural.
- I will be the triggerer + general helper all around. ( I will be assisting the object editor configurer on the spells section since I will have the data of spells with me if they are trigger-made. )
P.S: It would be good for you guys to all be general helpers all around as well, but thats really your choice.
I have the scripts and map dummy unit ready and i already started a hero (Satyr) which has one spell named "Mana Poisoning".
Recruited:
-EternalWow2010: Idea Creator
Hero/Unit balancing through:
* Extensive testing made by members of our team (if there will be..) and by oldschool/pro battle.net players (i know many in clan ggl @ azeroth, some are also friends)
* What will be balanced is everything, including attributes, initial hp, damage, agreeance of spells of heroes with their respective race (if its a racial hero) and agreeance of spells for all races if the heroes are tavern ones. Spells would be balanced too ofc.
Hero and possibly unit creation will be through:
*Lore of WoW for some units, such as the Satyr (example is in the map im creating), only used for strings of hero names. Description isn't needed as that is not how blizzard designed the heroes. This is because blizzard designed heroes as follows (ex): "Warrior hero, adept at ____. Can Learn ____. Attacks ___ units".
*Usage of good models that are completely playable (possibly a modeler to be recruited).
*Spells that will be made, will be made through libraries that are presented and made VERY EFFICIENT. This mean's im not creating my own library, unless if itll be very efficient. Ofc spells will be created with scopes and vJASS, although many spells can just be created through the object editor and a dummy, with only some triggering.
Examples of the libraries I already set up are: BonusMod by Earth-Fury, AutoIndex for systems (as 8192 units or less will be put in map, also because AutoIndex is faster than other alternatives such as Hashtables, and in some cases faster than indexing). Spells will be MPI since 2 same heroes cannot be owned by one player, and indexing would also be faster rather than worrying about clearing or setting up new instances. Unit spells will be MUI, as 2 or more of them can be made for the same player. I really want to use Vexorian's xebasic, but i forgot about using structs.
Now the project positions needed are:
- Modeler that is able to produce rich, smooth textures, possibly cartoonish ones that resemble warcraft 3 models (if he is an animator than that is good too).
- Animator that is able to animate the models made by the modeler.
- Idea Creators/Helpers (2-3 creators would be a good amount). You must be practical, and yet, still imaginative.
- Need a good Object Editor configurer, who will handle the creation of units as well as brief but good spell and hero descriptions (that are similar to wc3 ones in structure and format). This person can also modify object editor values such as "Backswing" etc.. to make the hero or unit's movement/attacking look more natural.
- I will be the triggerer + general helper all around. ( I will be assisting the object editor configurer on the spells section since I will have the data of spells with me if they are trigger-made. )
P.S: It would be good for you guys to all be general helpers all around as well, but thats really your choice.
I have the scripts and map dummy unit ready and i already started a hero (Satyr) which has one spell named "Mana Poisoning".
Recruited:
-EternalWow2010: Idea Creator
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