- Joined
- Sep 9, 2007
- Messages
- 6,759
Waiting for the first screens 
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The Rogue
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Rogues exist only to disrupt the tranquility so loosely held by the emperor and the upper echelons of his court. While most enjoy their days in the bustling markets thieving and manipulating lowly farmers, some use their uncanny guile to make quick use of their enemies and rob the homes of nobles. Though these legerdemainists are cowardly in their work, they have still immersed themselves in swordsmanship and other arts practiced in antiquity. Blood Specialization Rogues that specialize in this mastery tree embrace their knowledge of weaponry to combat the foes they encounter. Quite often, you will find one of these murderous charlatans dancing across the battlefield in a storm of blades, leaving behind a trail of blood and misery. Shadow Specialization Rogues that specialize in this mastery tree are malicious, calculating and selfish in their actions. Adept at fading into the shadow realm, finding traps and then disarming them, these common criminals are almost always tricking local guards and framing others for their deeds. |
Faction | Imperial Crown |
Race | Human |
Role | Melee Damage |
Primary Stats | Agility, Strength |
Weapon Proficiencies
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Armour Type
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Swords, Daggers, Katars |
Leather
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Shadow Pace
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Rogues are able to enter the shadow realm from any location and disguise themselves from mortal eyes. This is the Shadow Pace, and unlike other games, it is completely different to the stealth you all know and love. When Rogues enter the shadow realm, you see the world through the eyes of your character, and slowly move through the world. In the shadow realm, you can spot traps and pick pocket your foes. Enemies can spot you if you pick pocket too close to a target, or even bump into a target. |
Dance of Blades
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Rogues are able to dance across the battlefield in a storm of blades, leaving behind only blood and misery. Players initiate a sequence of events called a dance, in which all abilities used acts as a step. As you execute a step, your next ability will deal more damage, until you unleash a devastating finale upon your foes. If you exceed the limit, you become exhausted, decreasing your movement and attack speed significantly. |
I can't deny that it's easy; point-and-click isn't hard...
But are you sure the words [highlight]any[/code] and [highlight]easily[/code] belong in the same sentence here? It's true that it's really easy to make a "kill 10 wolves"-esque quest. But how easy is it to create more interesting ones?
Furthermore we have a quest system that requires the user to code in vJass, and as far as I know heavy usage of custom script is not considered GUI. Thus we'd lose the advantage of using our quest system if we were to code in GUI.
Not to degrade GUI or anything, but we want to keep the code & triggers clean and organized, which is really hard to achieve if one must create a minimum of 2 triggers per quest.
ChangesAdded: Damage Engine, Heal Engine, Spell Engine, Threat Engine + Threat Bars, Texttag
Updates: Inventory interface has received a facelift (icon-wise)
To be doneCode: Encode/Decode module (save/load), Interface for mastery-selection, quests, loads of spells.
Implement: Quest system, NPC system, Condition system, functional sell button for the inventory (atm it doesn't do anything...)
is anyone doing terrain other then me ?