- Joined
- Oct 6, 2006
- Messages
- 293
Alright I thought i'de try my hand at another rpg map. I started one long ago but was newb and would have to redo alot of the terrain.
(Screen below is not final, just messing with terrain. Units will be scaled down)
So basically i'll just write down what I have on notepad.
Combat system
First off for your main attributes (str,agi,int) They will be increased by 1 after using a skill 100 times that would be related to that attribute.
Example of this would be: Healing for +1int, 3second delayx100=300seconds=5minutes of constant healing without running out of mana. Sounds like alot but it really isnt.
All offensive skills like fireball, lightning, etc will be collision based off of a dummy unit.
Light Phsyical attack will be the same as offensive skills, rangers will launch a arrow in a direction and a melee will hit an ability to attack in front of them only.
Heavy phsyical attack is the same as light cept the ability will take 2 seconds to channel instead of almost instant.
Jump-Will allow your hero to jump a short distance ahead of them. Will fix this to keep units out of certain area's.
Defend will be tricky if possible. Would have to check facing of attacking and defending unit and if defend is up. Defend would last either 1second and have 1second cooldown or would have no cooldown and you could spam defend. Probably would take dmg during defend but just a fraction.
Character
For now it will be the basic peasant. Later i will model a better, plain peasant, so armor attachments will show up better. Would make more attachment points on the custom model for custom modelled armor.
Will have hair attachments to the face and head for customization, just like placing a helm onto the character. I would create the beard on the model in the program to make sure they fit ingame and would export seperately.
All the basic animations stand,walk,defend,attack,spell,death and maybe a speech animation so when you type first person or close up 3rd person view to another player your mouth will appear to speak the words for afew seconds. Just to give a more indepth feel.
Custom Models
Just the basic stuff for now
Grass,shrubs,bushes,cattails,tree's,rocks,sun,moon,flowers,plants,clouds,etc.
Would be nice to have mounted units, it would be simple to put in since basically all units would be the same, so only needing 1 mounted unit. Item transfer and attachment transform would be an issue but shouldn't be a problem. Could make do without a beard showing while mounted.
Hopefully with some simple but well coordinated animations.
Ex: Instead of grass moving back and forth, create 3bones on the grass.
A light breeze moves the tips back and forth, a moderate breeze moves the top 2 bones back and forth, and a gale wind moves all 3, starting at the top and moving towards the bottom for a nice wavy look. Idk what the file size will be but ill find out.
Custom weather maybe but idk. If i do i could make use to vegations 2 or 3 stand animations. Storm could maybe make all plants do animation 3 or 2 which would be the very wavy animation which would be very nice to have grass appear to be whipped around more by a random generated storm in a region.
Thats about it for now. I could do a story-line related to oblivion. I think ill go half-way and spin off in my own made story. Just to keep the main story to the real game.
(quick screen of my peasant, ill fix the breastplate tommorrow, tricky little thing.)
*I know that the imperial tower at the bottom is mostly dome shaped but i felt like adding pillars in. Ill just remove them later and make it dome shaped and use the pillars for some other structure.*
(added a subsurfed pic for kicks)
-update- I just gave it a concrete texture, no real details on it jus to see it ingame.
Not sure why it shows up horribly ingame but in the wc3 viewer it shows fine for the 2 newest pics
Found the skinning problem, ill tend to it later.
(Screen below is not final, just messing with terrain. Units will be scaled down)
So basically i'll just write down what I have on notepad.
Combat system
First off for your main attributes (str,agi,int) They will be increased by 1 after using a skill 100 times that would be related to that attribute.
Example of this would be: Healing for +1int, 3second delayx100=300seconds=5minutes of constant healing without running out of mana. Sounds like alot but it really isnt.
All offensive skills like fireball, lightning, etc will be collision based off of a dummy unit.
Light Phsyical attack will be the same as offensive skills, rangers will launch a arrow in a direction and a melee will hit an ability to attack in front of them only.
Heavy phsyical attack is the same as light cept the ability will take 2 seconds to channel instead of almost instant.
Jump-Will allow your hero to jump a short distance ahead of them. Will fix this to keep units out of certain area's.
Defend will be tricky if possible. Would have to check facing of attacking and defending unit and if defend is up. Defend would last either 1second and have 1second cooldown or would have no cooldown and you could spam defend. Probably would take dmg during defend but just a fraction.
Character
For now it will be the basic peasant. Later i will model a better, plain peasant, so armor attachments will show up better. Would make more attachment points on the custom model for custom modelled armor.
Will have hair attachments to the face and head for customization, just like placing a helm onto the character. I would create the beard on the model in the program to make sure they fit ingame and would export seperately.
All the basic animations stand,walk,defend,attack,spell,death and maybe a speech animation so when you type first person or close up 3rd person view to another player your mouth will appear to speak the words for afew seconds. Just to give a more indepth feel.
Custom Models
Just the basic stuff for now
Grass,shrubs,bushes,cattails,tree's,rocks,sun,moon,flowers,plants,clouds,etc.
Would be nice to have mounted units, it would be simple to put in since basically all units would be the same, so only needing 1 mounted unit. Item transfer and attachment transform would be an issue but shouldn't be a problem. Could make do without a beard showing while mounted.
Hopefully with some simple but well coordinated animations.
Ex: Instead of grass moving back and forth, create 3bones on the grass.
A light breeze moves the tips back and forth, a moderate breeze moves the top 2 bones back and forth, and a gale wind moves all 3, starting at the top and moving towards the bottom for a nice wavy look. Idk what the file size will be but ill find out.
Custom weather maybe but idk. If i do i could make use to vegations 2 or 3 stand animations. Storm could maybe make all plants do animation 3 or 2 which would be the very wavy animation which would be very nice to have grass appear to be whipped around more by a random generated storm in a region.
Thats about it for now. I could do a story-line related to oblivion. I think ill go half-way and spin off in my own made story. Just to keep the main story to the real game.
(quick screen of my peasant, ill fix the breastplate tommorrow, tricky little thing.)
*I know that the imperial tower at the bottom is mostly dome shaped but i felt like adding pillars in. Ill just remove them later and make it dome shaped and use the pillars for some other structure.*
(added a subsurfed pic for kicks)
-update- I just gave it a concrete texture, no real details on it jus to see it ingame.
Not sure why it shows up horribly ingame but in the wc3 viewer it shows fine for the 2 newest pics
Found the skinning problem, ill tend to it later.
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