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[ORPG] Shadows of Everwood

Discussion in 'Map Development' started by Wolfe, Aug 15, 2010.

  1. Tukki

    Tukki

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    Aren't we all? :)

    A quick update on the coding progress:
    • Quests
      • Finished another quest. (total quest progress: 4/5)
      • Minor fixes to the cut-scenes and another scene added!
    • Abilities
      • All Demo abilities have been coded!
      • New spell-effects have been added to the Ranger.
    • Misc
      • "Cutscene" library now features over 3 different in-game created "scenarios"
      • Cliff-detector added: players won't be able to run up and down steep hills/ravines.
      • Work on an epic and unique Weather system has begun.


     
  2. naga

    naga

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    Wow really nice
     
  3. Oziris

    Oziris

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    Nice tukki! Now we can work on the Warrior spell effects next ^^

    The Weather system is my idea and I'm sorry if I'm prolonging the pre-demo but it's jut for the better gameplay!

    Okay, here how it goes:

    Night and Day will last 30 minutes which will give a more realistic feeling rather then Day/Night every 5 minutes.
    The day and night will feature clouds, 2D clouds in the sky that are moving and projecting a shadow under them that's following them which will give an epic feeling to the terrain.
    The day will have a sun that will circle around the map, same for the night, a moon will be circling around.
    When clouds are concentrated on one spot it will cause them to rain (Heavy, Light)/snow(Light).

    and that folks is the Weather system!
     
  4. Wolfe

    Wolfe

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    ... the Project Leader never gets a say, does he? >.>
     
  5. DamneDD

    DamneDD

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    Sounds really interesting. Can't wait to see it in action.
     
  6. Davesanz

    Davesanz

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    Weather system is EPIC, +rep to you for telling us.
    EDIT: I cant give you rep because i must spread it somewhere else.
     
  7. XenoStalker

    XenoStalker

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    Will the weather system be a looping function?

    I'm just curious how many systems you people plan on having going on at one given time, it might clog up memory.
    How solid is your guys' control over leaks? The map leakless so far? ANSWER ME! ^.^
     
  8. Tukki

    Tukki

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    Yeah, it'll be running forever in the background.

    Well, we've a lot of systems running currently and while some of them might be intensive, I've tried to reduce spike-loads and even out the computing. As for leaklessness, I'd guess so; can't promise since I've only created about 40~50 of our 100+ triggers :p

    I can guarantee, though, that if you experience any lag while playing the map (something that I've yet to experience) it's probably caused by awesome terrain :>
    And I've implemented the -camera lag command for the sole purpose of reducing terrain lag.
     
  9. GhostThruster

    GhostThruster

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    Weather systems cause barely any lag, so don't worry. Even with their advanced systems and so forth, it takes minimal performance for it to function.
     
  10. naga

    naga

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    hmm im scary about the map space :) you sure it will take 7 MB???
     
  11. Wolfe

    Wolfe

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    With compression, I'm sure it will.
     
  12. naga

    naga

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    :):) ok than if you think that thats Good :)
     
  13. GhostThruster

    GhostThruster

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    I'm inferring that most of the size is from music. I can tell from screenshots that SoE doesn't spam custom tilesets and doodads like Gaias Retaliation or Diablo 3 Warcraft, models themselves are about 100kb anyways, and from that hero model, I think they will use ingame textures, and they are using attachments, which are like 5kb.
     
  14. Oziris

    Oziris

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    Wolfe, you always get to say the report! You can just pile up this information to one place and add some of your own and it'll be good. ;)
     
  15. Tukki

    Tukki

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    Since the last update I've done a lot of minor fixing to our systems.
    Mainly regarding combat and movement.

    Remaining work for me should be:
    • Creating a lot of units
    • Adding all items
    • Fixing spell effects
    • Testing
    • Reserved for stuff like bug fixing

    And a little present for you until we release the demo ;D
    > Google translate beatbox (hit "Listen")​
     
  16. Oziris

    Oziris

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    Well, the pre-demo is coming in close, as you see people not much stuff are left to code!

    *We are also looking for modelers to do attachments for the hero.
     
  17. HeroSlayer

    HeroSlayer

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    We would prefer modellers that use 3ds max 5 :ogre_hurrhurr:
     
  18. Wolfe

    Wolfe

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    So, I thought I'd update you on SoEORPG's Party System which, though it will be in effect in Pre Demo, its potential will be fully realized in Post Demo when players vary in levels (high or low).

    Party System
    Shadows of Everwood ORPG will introduce a new party system to help organize the game a lot more, encourage the making or playing with friends and creating an even better gaming experience for players. This party system will be limited to each tier (elaborated below), but grant players in parties a greater advantage in the game, hence making their gaming experience better and freer.

    Parties are limited to the three tiers of the game. You cannot be in a party with a player in another tier. Tiers are as follows:
    • Prelude, Chapter I, Chapter II
    • Chapter III
    • Chapter IV


    Features
    The party system includes:
    • shared vision between party members
    • loot roll
    • warnings when a player is below twenty five percent health and mana
    • hero glow around party members
    • shared gold
    • ability to use “arcane dust” to teleport to and from town as long as an ally is nearby

    Sharing
    Players in a party are able to share two things – vision and gold. When a Satchel of Gold is dropped and a player picks it up to reveal a random amount, that amount is then divided amongst players. Vision is able to be shared when you’re lost or require assistance and your party does not know where you are. By typing in –sv, an arrow will appear leading you to the remainder of the party. You can turn this off by typing in the same command.

    Summary:
    • when you receive a Satchel of Gold, the amount is tallied and split amongst party members
    • typing in –sv will create an arrow that will guide you to the locations of your party members


    Loot Rolling
    When an item of value is dropped from a monster, players are unable to pick it up until it has been rolled for. The game will automatically roll for each player after thirty seconds and display the results in the Character Panel. If players wish to vouch out of the roll, they must type –nr. The highest roll gets the ability to pick up the item. If that player does not want the item (which he/she should seeing as he/she did not decline), he/she is able to drop it.

    Summary:
    • loot is untouchable until rolled for, only stats, etc. are displayed
    • players who do not wish to have the item must type –nr to get out of the rolling tally within thirty seconds
    • results are displayed briefly in Character Panel
    • players can drop the item and give it to someone else


    Warnings
    This is mainly for supporting classes; however it is also a good reminder for back-up tanks to prepare to take threat from damage dealers and for damage dealers to slow down on their damage out-put. Whenever an ally has only 25% or less HP or MP, each player receives an in-game text that displays the name of the player, the class and “<insert class here><insert name here> is under 25% health and mana”.

    Summary:
    • each player is reminded when a player is below 25% HP and MP
    • “<insert class here><insert name here> is under 25% health and mana” is the text


    Recognition
    Each member of your party has a hero glow. This highlights who is in your party, but is also colour-coded by your ally to suit his or her position. The party leader assigns who has these colours, so it is assumed that your leader knows what he/she is doing.

    • Red – main tank
    • Blue – back up tank
    • Teal – healer
    • Purple – damage dealer


    Leadership
    Party leadership immediately goes to Player Red who is automatically the party leader of his/her own party. Player Red is also able to elect others to become party leaders through the -elect command. Once elected, players are divided by parties.

    Summary:
    • player red elects party leaders through the -elect <insert colour here> command
    • player red is already a party leader


    Teleportation
    In the game, there is an item known as Arcane Dust that allows allies to teleport to each other. This links players together better, however it does not work for players in dungeons. What I mean is, if you are outside of a dungeon, your party members inside cannot teleport out to you.

    Summary:
    • players can teleport to party members with Arcane Dust
    • does not work if you're in a dungeon and your party members are out of it


    • Currently working on Altherous the Bloodstirrer and the Hellshade (mini-bosses), re-writing quest dialogues and designing mobs and mob mechanics.
     
    Last edited: Dec 14, 2010
  19. XenoStalker

    XenoStalker

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    Good to hear.

    Camera lag command sounds pretty handy for sh*tty computers :p

    Wolfe. Demo.
     
  20. GhostThruster

    GhostThruster

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    Wow, if you're putting this much effort into making a map for Wc3, you might as well make a whole new game with your amazing skills :p