nice about quests but why no contest about seventh class???
I've decided to cancel the Seventh Class Design Contest as I would rather have it when all Post Demo classes have been announced.
how ?![]()
Abilities do have cast times, and there are other abilities that either accelerate that or hinder it. Cast times are very much a part of the game, especially classes that require such mechanics. What I am considering on adding is the flexibility of cast times and dividing it into intervals. For example, there are five intervals, but if I manually stop the cast at the third interval, the spell will still commence, it will just deal less damage. There are all kinds of possibilities.Will you guys have cast times or just instant-cast abilities?
Cast times would add alot to gameplay and allow for additional ability mechanics. It would really add a new aspect to gameplay (you could even have abilities like curse of tongues from WoW that slows a unit's spell casting time by 50% - stuff like that)
BTW Oziris I really like the death area. Have you thought about adding graves (maybe popping out of the rocks or floating in the air)?
EDIT - have you guys asked to make this a hosted project? It's obviously a highly watched mod and becoming hosted would allow you guys to have multiple forums for different things instead of just massing it all in one thread. Plus we only have like one active hosted project atm and it's a campaign.
Wolfe, he meant how the f*** did you make something so epic and cool!![]()
Aren't we all?Kleera said:I am still amateur![]()
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!
Yeah, it'll be running forever in the background.XenoStalker said: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! ^.^
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.
Party SystemShadows 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
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
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
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
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
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
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
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
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.
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![]()
Saying it wont haste things.Also. Wolfe. Demo.
Saying it wont haste things.
You guys will have some problems at launch, because 7mb... You should've released the map under 3mb and then after it becomes popular, make it larger.
We also have a program that will shrink the map size for 1MB-2MB.
Really? Can you like, link it or something?
The hero and attachments won't take up too much space right?