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Powerslave

Discussion in 'Map Development' started by Maker, Jan 31, 2011.

  1. Maker

    Maker

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    Powerslave - SPRPG

    [​IMG]

    Contents

    Story
    Features
    Heroes
    Systems
    Screenshots
    Change log
    Credits



    Story
    The kingdom is on the verge of peril. The undead are roaming through the lands. The king doesn't seem to care and hasn't been seen lately. Variuos opportunity seekers are looking to increase their own power and influence. Many have turned to black arts to cope with the harshness of the surrounding world.

    The story is still shaping up. I won't reveal much at this point, the story will unfold when progress is made.


    Features

    • Hero selection
    • Intro cinematic
    • About 4-5 levels of playable map
    • Three heroes
    • 15 custom spells coded with vJASS
    • Scripted boss fight (he will pwn j00 arse!)



    Heroes

    Show

    Lich Description
    [​IMG] A lich capable of powerful manipulative magic with great offensive power but offers very little in the ways of survival.
    • Bolt Wave
    • Electrical Link
    • Telekinesis
    • Mind Push
    • Iron Maiden


    Undead Knight Description
    [​IMG] A knight capable of dealing with heightened damage intake. Can deal with single targets and masses with easy.
    • Penetrate Armor
    • Adrenaline
    • Shield Charge
    • Pulverize
    • Hammer of Hades


    Battlemage Description
    [​IMG] A fierce mage who relies partly on his melee capabilities.
    • Rampage
    • Earthshaker
    • Soul Steal Aura
    • Demonic Bolt
    • Black Hole






    Systems

    Show

    Armor system
    Each point of armor reduces default attack damage by one point. Units have spell resistance, which works in percentages.


    Revive system
    Units get revived for continuous looting. Creeps won't revive while a hero is nearby.


    Attribute system
    During each level up, you get attribute points that you can spend freely on strenght, agility and intelligence. In the future, maybe in health and mana also.

    You can spend attribute- and skill points in a character screen. You can choose 3 class spesific abilities and 3 non-class spesific abilities. There will be at least 4 class spesific abilities for each class.

    New character screen

    WIP shots
    [​IMG]



    Inventory system
    Now comes with full screen inventory.


    Item stacking
    Yes, for potions.


    Drop system
    Random loot. Items get a chance of getting a prefix and a suffix. Expect items such as Stunning Amulet of Protection and Leeching Ring of Mana.


    Attack Type change system
    Your attack type changes automatically when equipping weapons. Your armor type changes when equipping different body armors.


    Scripted boss fights
    Boss fights are scripted and they have custom spells written in vJASS.


    Difficulties
    The map supports five different difficulties from walk in a park to very demanding.






    Screenshots

    Show

    [​IMG]
    Lich and Bolt Wave

    [​IMG]
    Warrior and Shield Charge

    [​IMG]
    Battlemage and Earthshaker

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]


    New screenshots


    Note that shadows are not rendered in these pics.

    [​IMG]

    [​IMG]


    Full screen inventory

    [​IMG]



    Some abilities:
    http://www.youtube.com/watch?v=uW8vFRXL0FQ
    Projectile system:
    http://www.youtube.com/watch?v=phKhzxjLw_c


    Change log

    Show

    v_002
    *Boss is easier
    *Added pathing blockers
    *Armor value updates correctly
    *Player properties changed
    *If items have no prefix/suffix, it will state that in multiboard
    *+1 skill point at level 1
    *Lich ultimate has level requirement
    *Preload more things
    *More items drop and higher chance for affixes
    *Changed creep guard distance
    *Sylvan and Reaper now have origin and chest attachment points

    v_Alpha_003 @ 02.01.2011
    *Fixed a bug that caused a fatal error when trying to load a saved game
    *Added character screen functionality




    Credits

    Show


    IF YOUR NAME IS MISSING, PLEASE CONTACT ME

    shamanyouranus:
    Antigravitytarget effect

    sPy:
    Shockwave model

    Weep:
    Arcane Missile

    HappyTauren:
    Arcane Knight

    Pyramidehead:
    Nether Mage

    Punisher_x:
    Custom ground textures

    Kwaliti:
    Dark Portal

    Crazyrussian:
    Command Icons
    Various ability icons

    unwirklich:
    Nerubian interface

    Born2Modificate:
    High-Res Doodad Pack

    Alastor:
    Scourge Mage

    Oniwaga:
    Ifrit unit model

    General Frank:
    Orb models
    Potion models

    Ampharos_222:
    Nereid (Lich model)

    KelThuzad:
    BTNCharge

    Palaslayer:
    BTNDamagedShield
    BTNPD3WizElectrocute

    Cloudwolf:
    BTNCWMagicAura

    4eNNightmare:
    BTNNetherSwap

    The_Silent:
    BTNUnholyAuraV2

    Viiva:
    BTNNecromancy

    Gottfrei:
    Sylvan unit model
    Conjurer unit model
    Reaper unit model

    dickxunder:
    Unbroken sage unit model

    olofmoleman:
    Rancor unit model

    -Berz-
    BTNSymbolofStrenght
    BTNSymbolofAgility
    BTNSymbolofIntelligence

    Music:
    Iron Maiden - Seventh Son of a Seventh Son (Boss music)
    Jerry Goldsmith - Arthur's Farewell (Openin cinematic)




    I will gladly take suggestions. What do you want to see? Do some spells suck, do you have better ones in mind? What kind of systems do you want? How can you help with this project? I'm mainly looking for icons and possibly unit models.

    Currently I need a model to replace the shield dude. Weaponless unit with shield slam/shield charge animations would be sweet.

    The map is protected. Final version will be unprotected. Enable sounds to listen intro music and boss fight music.

    Version 002 was updated in January 2011.
    Version 003 was updated in March 2011 so it is a very old version and lacking many features.
    Newest version here: http://www.hiveworkshop.com/forums/maps-564/powerslave-210564/
     

    Attached Files:

    Last edited: Jan 19, 2012
  2. Gausslander

    Gausslander

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    From the screenshots this actually looks quite nice.
    I shall try it out and tell you what I think.
     
  3. Marsal

    Marsal

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    Seems to be a very nice and interesting project but 19 Mb isn't too big? ~.~
     
  4. Maker

    Maker

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    Thanks.

    It's single player so it doesn't really matter. 19 MB doesn't take long to download. And the size is a non-issue after that. I'm using lot's of imports to improve the quality :)
     
  5. Marsal

    Marsal

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    but it makes the game a little laggy sometimes isn't it?
     
  6. .VTZ.

    .VTZ.

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    wow finally a project Maker :D
    I shall try it out and tell you what I think too :)
     
  7. Maker

    Maker

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    Great!

    No, it definitely won't :) The size really means nothing. 20 MB is very little nowadays.
     
  8. Marsal

    Marsal

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    Hmmm glad to hear it ^^
     
  9. indomitable1319

    indomitable1319

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    Interesting project!
    I'm hooked. :3
     
  10. Aeroblyctos

    Aeroblyctos

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    Hey Maker, I tested your map and here is some bugs and thought about the map.

    Bugs:

    • There are many slots open before starting the game. Close the ones that are not meant for the player.
    • The starting difficulty dialog was confusing. Just put easy normal and hard or something similar.
    • I equipped a ring that I got from the first enemies and it didn't give me anything(multiboard was empty). Most of the items give something.
    • Rings doesn't have any description.
    • I took a ring, used it to have it's bonus, dropped the item to the ground and still had the bonus.
    • I could run through stones at the east side of the map(near end of the map).


    Suggestions

    • Make the items improve stats a lot more.
    • Make the enemies weaker, or increase the characters somehow stronger.
    • Make the leveling faster, add a second ability point instantly or find other way to make the game-player more entertainment.
    • The camera felt like it wasn't practical. I suggest that player should be able to move it.
      • Either just remove it.
      • Make player able to move it(for example with arrow keys).
      • Or both which I recommend.


    My first try

    I took a Battlemage and Rampage ability. The game-play was boring and repetive. Just spamming one ability that I even couldn't control. I wished to have a new level so that I could gain second ability, but I simply died after 5 minutes.

    Second Try


    I took that lich with summoning ability. Oh, how I love summoning abilities but when I used it wasn't a summoning ability at all, I was disappointed. This time the game-play felt somewhat easier, but in the end I died pretty fast.


    Third Try

    This time I took that warrior and Shield Charge. The ability was finally something that I can call satisfying, it made the game-play a little more smoother and tactical. This time I was able to go a little bit further than before. However, killing enemies became quickly boring as I only had one ability and nothing cool really happened.

    With my superb patient, I finally met something or someone. A TROLL BOSS! After few seconds he jumped to a column and shot some green ball, that was something bosses should do. Anyway, the entertainment run out fast because the boss was simply too strong and I died.

    I played all tries with that difficulty "as it should be" or something.

    Overall:

    At the moment, everything depends of that first ability choice. This is not a good thing. If you simply pick a wrong ability you are doomed. The game itself looks cool: there's an interface, fine terrain, good looking models and some never-seen systems. The game-player however is boring and that is the thing you should improve a lot to make it more smoother, tactical and interesting.
     
  11. aki15

    aki15

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    Woah, this looks great gonna test it soon :thumbs_up: !
     
  12. indomitable1319

    indomitable1319

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    Oh yeah, there's a beta. :grin:

    I'll test it soon. :D
     
  13. Maker

    Maker

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    Show

    Alright.

    Very easy : I am four
    Easy : Timid
    Normal : I'm not sure
    Hard : TWIMTBP
    Very Hard : Insane

    Then the item had no affixes. It's not a bug :)

    That's also not a bug since it's impossible to randomize stats and show them on the item. Left click them to show the stats in the multiboard.

    What bonus was it?

    Yeah, there are some pathing blockers to be added- I'm glad you idn't try to run up the mountain from the ruins side ;D

    You were fighting tier 1 units, so they drop tier 1 stuff. Armor bonus is limited to 3 for tier 1. There are 5 tiers currently, max armor bonus at tier 5 is 15. Equipping 5 of those gives 75 armor :)

    There's not much balance with enemies/abilities at the moment. Easier difficulties lower the damage/health of units and harder increase them.

    That's a good suggestion, I'll add another point in the beginning. I'll also add more enemies, but make them softer. I haven't yet experimented with leveling spedd at all.

    I'll see what can be done.


    Rampage is a simple, late add on ability to make the hero have 5 abilities. It may get replaced or modified. Any suggestions?

    Which ability is that? Pick easier difficulty :)

    Yeah, I have only completed the systems, no it's time to terrain and improve gameplay.


    Than you so much for testing!
     
  14. Aeroblyctos

    Aeroblyctos

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    Then it's confusing, make it so that players will actually understand. I'm sure eventually someone will come and tell the same thing I did. Do something for it.

    Aha, now I get it. Yea item descriptions sucks.

    I'm not sure maybe that +4 hit points.

    The one that has a word "haunt" somewhere I don't remember anything else.

    Well, it was the difficulty that was recommended for me so I played with that. :p

    Good. Also remember to add few cinematics and things to show some story and give the player to get interesting to this RPG. At the moment it's just a "grind fest".

    About Rampage, I don't like that you cannot control your character while casting this ability, but if you want to keep it, then I suggest somehow combine it with that Shield ability. When used, the hero just run through objects and enemy units that are hit takes damage and for example are stunner or slowed.

    About the abilities

    • Either you write in the description "this ability is good when you have a lot of level"(not sure about that)
    • Or make abilities that aren't useful at the beginning a level to be acquired(not sure about that too).
    • Or make all abilities useful in the beginning and in the end(this I would prefer but it will be hard).

    And I forgot one really important thing in my last reply: Good luck with your project and don't give up!
     
  15. Maker

    Maker

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    Small update to version 002:

    Changes

    v_Alpha_002 @ 31.01.2011
    *Boss is easier
    *Added pathing blockers
    *Armor value updates correctly
    *Player properties changed
    *If items have no prefix/suffix, it will state that in multiboard
    *+1 skill point at level 1
    *Lich ultimate has level requirement
    *Preload more things
    *More items drop and higher chance for affixes
    *Changed creep guard distance
    *Sylvan and Reaper now have origin and chest attachment points


    Hit point bonuses start from 25. Well, I fixed armor bonus issue.

    Propably the ultimate. Now it has level requirement of 5 instead of 1.
     
    Last edited: Jan 31, 2011
  16. Gausslander

    Gausslander

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    I'm impressed by the sheer scale of the map, very impressive terrain. I haven't really played for long, but that's what I wanted to leave a comment about. Impressive stuff sir, impressive stuff.
     
  17. Miss_Foxy

    Miss_Foxy

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    I'm curious, why is it called PowerSlave though?
     
  18. Maker

    Maker

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    v_Alpha_003 @ 02.01.2011

    *Fixed a bug that caused a fatal error when trying to load a saved game
    *Added character screen functionality


    Yes boys and girls, now you can save and load! This caused the critical error when loading a saved game:

    Trig

    • Set p1 = (Center of HeroSelect2 <gen>)
    • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Black mask from p1 to a radius of 1000.00
    • --The following line was the culprit, so I removed it--
    • call RemoveLocation(udg_p1)



    Took me quite a while to figure out, but apparently it can't re-create the visi modifier if the point is removed.

    Then another feature:

    The character screen, where you can select and level up skills and attributes by clicking the corresponding icons. WIP screenies:

    Show

    [​IMG]

    [​IMG]


    This made me think you could choose your skills from a pool of available skills. All chars would have 2-3 skills they can freely choose. And you could unlearn skills to get rid of ones you don't like and try new ones.

    Thanks. Now that the core systems are done and working, I can focus on gameplay.

    The story is slightly inspired by a song of that name. I won't say more not to spoil it :)
     
  19. Catch_ya

    Catch_ya

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    Ahh finaly a singleplayer rpg ;) Since you said something about affixes and such, then I was wondering, are you using BX-TRS? Just without the full screen inventory? I haven't tested the map yet so I don't know how it looks. But from the screenshots it looks nice, keep up the work and don't let it die.
     
  20. Marc Mamales

    Marc Mamales

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    Damn. 19mb is so big. :))