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Streams of Death ORPG

What do you want me to do?

  • Add jokes to scenario, legend and quests

    Votes: 0 0.0%
  • Add luck stat with big (more that other) crit chance moddifier

    Votes: 0 0.0%
  • Spoil heroes before releasing versions with them

    Votes: 2 100.0%

  • Total voters
    2
  • Poll closed .
Status
Not open for further replies.
Level 9
Joined
Aug 26, 2010
Messages
573
[ORPG] Streams of Death

Here is the official site of the map.

Introduction


I am currently working on SoD ORPG map, which I want to introduce to you here. It is my map, at the moment noone helped me except of resourses I downloaded here (they are listed in credits). Its world is a bit similar to DnD, but I am trying to make it as realistic and logical as I can. And I want also too make classes original (e.g. there will be some classes you have never seen - one of them is in development now). And I wonder if people like jokes in scenario? I mean I ask everyone: Do you want me to add jokes or to make it very serious?
And, the main thing: As I already said it is an ORPG map. So here will be save/load function. I'd love to add: two of them.
What do I mean?
I mean you will be able to save to screen or to file in <WC3 dirrectory>\savegames\SoD\<your nickname>\ folder and to load them manually or to load them exactly from that txt file automatically.
Note: to load it automatically you will need to use a registry file which allows warcraft to read files.

List of content



Current stage of the map

I have been working on it for some time already, but isn't yet ready for any public release. I'd call this stage pre-alpha. At the moment I have made the most basic systems(e.g. damage and items system).
What is done already?
It isn't even alpha yet, but I have already made a lot. And I am not going to stop.
Previous table was shit cuz I got more ideas over time, I'll make a new table based on new plan.
| - done
| - partially done
| - not done


Summary of the map gameplay


It will be classical for most of ORPG maps, but almost everything will be impossible to do alone. And there will not be tons of stats like 99999999 health or 1000000 strength.
May be this will be interesting for you. alpha version will contain 4 base classes with 4-6 skills and 4-6 talents each(same amount for each, just am thinking if I'll add more before releasing). Maximum hero level will be 10. There will be 1 camp with revive point, shop, spell-shop and some quests. There will be first location with 3-4 creep types and 1-2 bosses.
Of course, in full version and even in beta there will be more classes(well, atm there are 96 class combinations on 40 lvl, so I am not sure if this is not enough), more skills and talents for each, more locations, creeps, bosses, quests and towns.

Every hero has 5 stats. You have 50 stats summary on level 1 and get 5 stat points on each time you level-up level, at least 1 of them is free. Creeps have all stats they need for their/your skills.

Strength:

+2% physical damage.

Agility:

+1% physical attack speed.
+0.25% physical critical chance.
+0.2% evasion.
+0.15% aiming. Aiming is in fact anti-evasion. Chance to avoid an incoming attack is <target.evasion>-<attacker.aiming>

Intellect:

+0.5 Spellpower. Spellpower is used as main parameter of all spells and some magical skills.
+0.33% physical critical power.
+0.2% magical critical power.
+0.2% magical critical chance.

Constitution:

+3 health points.

Stamina:

+2 mana points.
+0.2 resistance to all elemental damage.

There are 4 basic spell elements. They are:
  • Fire

    - AOE damaging spells and mighty damaging summons
  • Water

    - single-target damging spells with minor debufs
  • Earth

    - greate buffs and support spells, also good supportive minions
  • Air

    - indeed powerfull debufs, often with also target/AOE damage

Okey, some people wanted me to reveal basic classes. This are classes for alpha, later there will be more of them.

Stats are writen as Strength/Agility/Intellect/Constitution/Stamina/Free
  • Name:

    Flesh mage

    Role: Support/Basic healer/Damager/Tank
    Stats: 7/7/14/14/5/3 + 0/0/2/2/0/1
    Description: He was learning for decades to get the power of mind and flesh controlling as his master, Zul'Udar, like every necromancer. But when he understood all the horror their guild made he left their dark halls and is on his way to the light.
    Yup, this is very universal class. Of course he can't do everything perfect at the same time, but you will decide his role by talents and skills you will take.
  • Name:

    Shadow dancer

    Role: Damager
    Stats: 10/14/10/8/6/2 + 2/2/0/0/0/1
    Description: Stealthy thief from a small town destroyed by War. He earned money to stay alive by only his friends - perfect dexterity and sharp dagger. When the War came he ran as fast as possible to save his life. But he failed. And now his shadow is the only thing he owns.
    This class is perfect for guys, who love rogue/assassin class lovers. He will be the only guy in alpha who can take 2 1-handed weapons in 2 hands.
  • Name:

    Shaman

    (Mage)
    Role: Magic damager
    Stats:6/9/14/7/10/4 + 0/0/2/1/1/1
    Description: The mighty desert caster. He was born hundreds years ago and lived a long life. He was going to die, but he found a solution - he paid necromancers to separate his soul and his decaying old body. But they nothing without a price. And often they tell you price only when they've finished.
    This is first magican I will implement. His main power is enchanting his attacks and spells with powers of elements he uses. He can learn fire and air based spells
  • Name:

    Fighter

    Role: Tank/Damage dealer
    Stats: 12/7/7/12/7/5 + 1/0/0/1/0/3
    Description: He was 13 when he had lost his family because War eating his village and everybody, who went fighting with Zul'Udar forces. His only wishs are to stop the War and not to loose friends anymore. And he will do everything possible to make them true.
    I want to say that he will be most universal base for fighter-based multi-class characters because of lots of free stat points. He is better tank than flesh mage, expetially when there is one near.

I'll reveal more nearer to release.

Items will also have type and modifers.

Weapons:

  1. Sword: Basic 1-handed melee weapon.
    Damage: 2-6.
  2. Dagger: Fast low damage 1-handed melee weapon.
    Damage: 2-4.
    Speed: +33%.
  3. Club/Axe: slow high damage 1-handed melee weapon.
    Damage: 4-6.
    Speed: -33%.
  4. Staff: Basic 2-handed melee weapon. Most of them give agi and int/sp.
    Damage: 7-9.
    Speed: -20%.
  5. 2-handed sword: High speed 2-handed melee weapon.
    Damage: 6-8.
  6. Halberd/Hammer: High damage 2-handed melee weapon.
    Damage: 9-14.
    Speed: -40%.

Randged weapons will be added later (not in beta).

Shields:

  1. Small: Small shield with no speed/cast penalty.
    Armor: 1.
  2. Medium: Basic shield.
    Armor: 3.
    Speed: -20%.
    Spell penalty: -20%
  3. Big: Heavier shield.
    Armor: 4.
    Speed: -30%.
    Spell penalty: -40%
  4. Tower: The heaviest shield.
    Armor: 6.
    Speed: -40%.
    Spell penalty: -60%


Armors:

  1. Mantle: The most flexible armor. Can protect you a bit. Most of them give you agi and int/sp.
    Armor: 1.
    Speed: +10%.
  2. Leather: Basic mobile armor with no speed/cast penalty.
    Armor: 3.
  3. Studded leather: A bit less flexible but harder armor.
    Armor: 4.
    Speed: -10%.
  4. Chain: Heavier armor.
    Armor: 5.
    Speed: -20%.
    Spell penalty: -10%
  5. Plate: Even heavier armor.
    Armor: 6.
    Speed: -30%.
    Spell penalty: -20%
  6. Cuirass: The heaviest armor type.
    Armor: 8.
    Speed: -40%.
    Spell penalty: -40%


Armors affect both movenment and attack speed, weapons and shields - only attack speed.
Spell penalty affects your sucssesfull spell cast chance. This doesn't include abilities. If you have 100%+ spell penalty you won't be able to cast. Some classes will have bonus against this penalty.


I don't know what to add here at the moment, so if I'll have any more ideas or someone will ask - I'll write it here.

Map features


  • Save/Load
  • This will be the only map I saw (if there are - show me plz, I will be glad) with non-standart equipment system AND possibility to take 2 1-handed weapons in 2 hands (but if u have required skill)
  • Realistic(as fantasy-based can be) and logical world and scenario. You are not a greate hero, slashing hordes of enemies with a single strike on your way, you are just trying to survive on the Greate War.
  • Unique AI system: monsters will fight you or run if they are heavily overnumbered or if you killed part of pack and will try to comunicate with other enemy troops. If they will come to location boss he will gather more troops there: there will be more packs and they will be walking in squads - 2 or 3 packs together.
  • Multiclass system - combine base classes to make an unique hero or stay with one class to make it one goal oriented.
  • Non-standart battle and equipment systems.
  • Unique base classes.
  • 5 stats: Strength, Agility, Intellect, Constitution, Stamina, which incraise your parameters like crit chance or hp.
  • Talent system: Do you want to empower healing or damaging skill? Or to make smth passive? Or to add debuf effect to some skill?
  • Unique skills and spells. I mean every class has skills, which can be gained with levels and mages can also buy or find scrolls with spells. Saying "mages" I mean guys, who have skills of working with elemental magic. So if you have e.g. skill whose tip says you can learn fire-based spells you can take a scroll of any fire spell, use it, and you will learn it - you'll be able to use it even after saving and loading this character.

Future plans


  1. Items.
  2. Save/load - items part.
  3. Monsters - they will stand and fight in packs, like 2 tanks, 2 dds and a healer, to make it harder. Simple AI will be also implemented.
  4. Shop(s).
  5. Some quests.
  6. First alpha public release.

Screenshots/Videos


Nothing to show yet, so this is empty. :(

Developing diary


date format - dd/mm/yyyy
Finaly made attachment system.
Made invenotry system itself. Now I will make items attachable - they will be shown on your hero. Next I will make some basic equipment.
Made big part of equipment system, am making inventory menu.
Made saving. Looks like it works, at lest lvl 1, class, stats and skills are loaded fine. There are also placeholders for all 40 lvls(4 classes and everything else with them). In next versions i'll make codes more flexible, there won't be a lot of useless info.
Finished file save/loading.
I have made hero saving to file, but have some problems with file loading.

  1. Finished organising code. Now I have no problems in debugging caused by scrolling/searching code.
  2. Partially done save system. I will make code length fexible to get rid of wipes when adding something. By the way bounty for mosters (and quests, but there are no quests yet) is not implemented yet, so in fact there is nothing to save :p
  3. Finished hero <-> string functions. Now I will add cripting/decripting. Every next test with someone exapt me will be with protected version.

  1. Made brand new (in my map at least) monsters and monster packs system. Now monsters are created, live and respawn with their packs. Theoretically :D I haven't made respawn and AI because it isn't needed at the moment. But this system allowed me to made last fighters skill.
  2. Finished fighter.
  3. Made int<-->char system. It is simple, nut needed to make save/load.
  4. Now I will separate maps main code to couple of libraries to make it more readable and easier to scroll.

  1. Almost made fighter. At the moment I am thinking about his last skill.
  2. OKay, it will be almost impossible to make this skills without creeps system. So i'll start implementing creeps now.

  1. I have finished 2 hardest shaman skills! But, to be honest, I have no idea what skills to give to fighter :\
  2. FINALLY! I have made this guy (Shaman) :p

  1. I have finished a second hero and wrote begining of world legend.
  2. Yup, revealed heroes.

  1. I have found a bug with ability learning system - abilities were save only for last made hero. Am solving this problem.
  2. I have found a solution. It is awful, but anyway - it solves problem.
  3. K, now I've got a better solution of this problem. And I'm very glad to see first answer in my poll!
  4. Found cool models - now I am choosing best ones.

  1. Made this thread.
  2. Finished first class with 4 skills. Every skill seems to work correctly. At the moment it has no talents, beacuse talent system is not implemented yet. I am going to begin implementing second class.
  3. Started doing 2nd class. Implemented its stat system. Started implementing skills.
  4. Good news: friend gave me 2 small terrains. May be alpha will be very soon.
  5. Very good news: terrain isn't perfect, but I think it is much better than I am able to make myself. I'll use it in alpha.
  6. Added 1st skill to 2nd class. Beggining 3rd.
  7. Made 3rd skill
Summary for this day: 1 hero made fully, 2nd - made for 70%, I have got a terrain and have made skill-learning system working. I think it is a good start.


You can look at my plan on sod-orpg.606h.net

Credits



Project leader
DrizztDoUrden

Main coder (vJass)
DrizztDoUrden

Main story writer
DrizztDoUrden

Terrainer(Beta)
stonneash

vJasser/Spellmaker
Mr_Bean987

2d/3d artist
stonneash[/U]
Testers list is on official forum.
If you want to help me with this map - contact me, I'll say what I need help with.
Spetial thanks to this guys for this resourses:

Bonus
Nestharus

DamageEvent
Nestharus

AdvDamageEvent
Nestharus

UnitIndexer
Nestharus

WorldBounds
Nestharus

Event
Nestharus

AVL
Nestharus

PriorityEvent
Nestharus

BinaryHeap
Nestharus

Table
Bribe

Claws of attack
Thrikodius

BloodySplat Missile
NewbieMapper

WaterElementalMissile
DevineArmy

Soul Devourer
-Grendel

Hunter's Mark
RetroSexual

Vampyr
Dionesiist

Breed
eubz

ArmoredVillagerMan
eubz

Medieval weapons
Kitabatake

Warlock's Dagger
Debode

BTNWarCry
PeeKay

BTNDjin
Mr.Goblin

BTNFire
SkriK

BTNLightning
SkriK

BTNWater
SkriK

BTNNature
SkriK

BTNFocus2On
KelThuzad

BTN_cr_PLUSbooK
CRAZYRUSSIAN

BTNFireMagi
HappyCockroach

BTNAbility_Warrior_InnerRage
i don't know :(

BTNSwordOfTheKing
kola
If I forgot someone - please contact me, I'll add you.
And thanks to hiveworkshop for inspiring me to create this map

Wishs and requests


  1. Do you want me to add luck stat with big (more that other) crit chance and evasion moddifiers?
  2. Any idea/suggestion? You can contact me freely, I'll try to answer as fast as possible.
 
Last edited:
Level 1
Joined
Feb 20, 2009
Messages
4
I stumble upon this page on accident, since it was on your signature. I have to say, this project could be very promising. In response to the Wishes and Requests tab :
1. Jokes are welcomed, so long as you use proper English to make future players understand where the funny part is.
2. Unfortunately, I have zero experience on arts whatsoever. Cliche, I know, but there goes.
3. Luck is okay, but it would be wise to left it uneditable on level ups, instead to make use for equipment to boost it further. By that, I meant if you receive some points to spend on your stats, Luck would not be in any of the spendable stats page, but it still can grow according to the hero's level.
4. Spoilers are awesome, that way, you can learn as to what to expect of the heroes on the game.
5. That is for you to decide.
6. My suggestion is to make elemental magics resistance table. This would mean, for example, you throw a fireball to a fire elemental monster, would result in less, zero, or even absorbed the damage by the said monster. On the other hand, throw ice or water spell on it, would result in critical hits, or even a weakened state for a few seconds, allowing for more further actions.

Also, if possible, I would also like to see attachable items on the Hero, similar to Gaeas or Gems of Unification map.

I hope you best of luck on the project. I apologize for any misspoken words, and typo if such exist. Cheers mate!
 
Level 9
Joined
Aug 26, 2010
Messages
573
OK :D I'll be editing save/load after I'll make inventory interface and I will need a guy to desinc him dozern times :p
Btw Drizzt not Dizzt))))) And you can call me Vasja if you want - it's my name

@madd,
Thank you) That was the main purpose of my signature ^_^

My suggestion is to make elemental magics resistance table. This would mean, for example, you throw a fireball to a fire elemental monster, would result in less, zero, or even absorbed the damage by the said monster. On the other hand, throw ice or water spell on it, would result in critical hits, or even a weakened state for a few seconds, allowing for more further actions.

Yea, it is done already)))
 
Last edited:
Level 3
Joined
Oct 19, 2010
Messages
58
hi drizzt, some questions:

1. when do u think your first alpha/beta map gets released?(i know its always hard to say but maybe u can say something to it)
2. do u still need active alpha/beta testers?
3. could u maybe upload a few screens how your map looks and maybe models of heros?
4. for how many people is this rpg?
5. how many classes/bosses/dungeons/towns do u plan for your map?
 
Level 9
Joined
Aug 26, 2010
Messages
573
1) 2 months~ cuz of exams
2) in fact at the moment there are almost no creeps, and I need tester only to do smth with desincs - I can't know about them in solo)
3) ok, i'll do it in some time
4) 4-6. If less then 4 u won't be able to kill mobs pack.
5) In alfa there will be 4 classes with 10 lvlcap so no multiclassses. In beta lvlcap will be 20 so there will be 16 class combinations. In alfa there will be 1 location, 1 good town, 1 evil town, 3 bosses in each. In final version if you make pure class character, on 30 lvl with some conditions (I will make 1 sample later, you will reveal later by tons of experiments :D ) you will get super class. It is stronger then comon class, but it will be really not for soloing anything, cuz it will be effective only one type of creeps, as example creeps without resistance to fire. Also for some classes there will be more than one super class for different aligns.

Also I will post item modifers later, but that would be like this:
You have an item of some type. You can upgrade it spending some gold for it. Ammount of gold spent depends on current modifier. Every upgrade just incrases modifier by 1. What it will be like? See:
You have a dagger +3
Every dagger level adds 10% attack speed. Atm it gives u 30% as.
You want to upgrade it. It will cost 1k gold and it will become +4.
You upged it. Now it gives 40% as and next upg will cost 1500 gold and will give you 50% as.
So common items will be modifiable a lot. Artifacts and set items will not be. They are not upgradable but they have unique properties.
I would like to say that I am making item equiping system. So you have 8 item slots:
2 hands (for weaporns/shields)
2 miscs
head
armor
cloack
hands (for gloves/bracers/etc)

P.S.: Every number will be changed during balancing I think.
Also I would like to say that weaporns are balanced by dps atm.
First level of item will be +0
Any ideas about this?
 
Last edited:
Level 9
Joined
Aug 26, 2010
Messages
573
By the way I am thinking if I will add item durability system - every hit u make can lower your weaporn(s) durability, every hit u take can lower your armor and miscs durability. If durability becomes 0 item looses 1 level and its durability becomes 50%. Minimum item level will be -3. If you want to upgrade an item it should have more then 50% durability. Items can be repaired in blacksmiths in towns for gold, repair will cost 10% of items price.
Mobs will almost always drop some -3 eqipment, but it is very cheap. I also think to make starting items -2 then, but no item in shops will be less then 0.
Upgrading item will cost more then buying an upgraded item, but you will need to go to next town to buy better items.
 
Level 9
Joined
Aug 26, 2010
Messages
573
I am also thinking how to implement crafting, but that will be only in beta.
I think I will make really legendary crafter guy, whose only work is crafting, to be able to craft artefact-like items - powerfull, with unique effects and undestroyable.
But as I said it will only appear in beta anyway, not in alpha.
 
Last edited:
Level 9
Joined
Aug 26, 2010
Messages
573
I rebalanced weaporns, cuz last time I incidentaly made 2-handed weaporns having same dps as 1-handed)
Also. Equipment system is finished now. From this moment adding 1 item in game take couple minutes. Of course excluding searching Hive for a model and inventing the item idea.)
 
Level 9
Joined
Aug 26, 2010
Messages
573
@zerg6006
Nice to hear :)

@eldubs
LoL, sorry, that was my fault, I fixed that. Thank you :D
English is not my native language by the way, so I sometimes fail like that "weaporns" ))

P.S.: sorry for off-topic, but is it possible to remove or replace (prefferable) the poll here?
 
Last edited:
Level 2
Joined
Jan 24, 2012
Messages
14
@zerg6006
Nice to hear :)

@eldubs
LoL, sorry, that was my fault, I fixed that. Thank you :D
English is not my native language by the way, so I sometimes fail like that "weaporns" ))

P.S.: sorry for off-topic, but is it possible to remove or replace (prefferable) the poll here?
ah~~~~~~~two weeks have passed~~~~~~~

Is there any updates?:grin:
 
Level 9
Joined
Aug 26, 2010
Messages
573
Well... I have remade some systems, added some, just I am lazy enough not to write every action in diary and that progress is shit, cuz I failed doing it. I mean I didn't think I will add so much to systems I made when I was making that progress bars.
Atm equipment is almost fully functionally, items system works, I am finishing set system, then I will make bags system. Atm you can equip every item and attachments work fine. Also making 1 item now takes less then 5 minutes including all calculations for balance.
Btw about balance. Well I understood my current items are unbalanced cuz they are balanced by dps. If you have low dmg but high AS and enemy has high armor you will have MUCH less dps then a guy with high dmg but small AS.
Also I have made some more things, but I don't remember that exactly...
Well, but if enemy has very high armor (enough to make your dmg minimal = 1) high AS weaporn will be much better then slow one.
The shit is I won't finish this when I said because of 3 reasons:
1) I was expecting there will be much less time needed to make things I want.
2) I am too busy working atm, I thought in summer there will be much more free time then when I am studding but I was wrong - there is much less free time.
3) I don't want to release empty version to make people thinking that this is a shitty project.
 
Level 6
Joined
Aug 29, 2011
Messages
234
U've stolen My NICK "Shadow dancer" :D :D
Looking GooD :)....
Can you add more "elements" Like Poison, Darkness, Holy, Light, Nature, .... etc etc.
*Suggestion* Add Subclasses?
Shadow Dancer > blablabla or blablbla. [have less ideas on my mind atm, but would be great if there are sub-classes or more classes] ...

Regards, xXx
 
Level 9
Joined
Aug 26, 2010
Messages
573
Well, there will also be arcane magic, but possibility to learn that kind of spells won't be so easy to achieve. When you will see story you will understand why holy/dark magic will be ugly here :D Poisn and nature are parts of earth element)
About sub-classes:
There will be 96 basic class combinations on lvl 40 with a lot of skills to pick from for each, with stat picking (I'll try to balance stats more later)
Well, haven't worked for some time cuz was busy again, but now I've returned here.
 
Level 9
Joined
Aug 26, 2010
Messages
573
Here is what I made in period of time I was silent and busy
news
  1. Skills system: Now it is fully remade and fully functional as I wanted it to be.
  2. Talents system: Now it is easy as hell to make a talent, in fact in needs only some paper work and then simple inputing it in map.
  3. Item sets system(partially): Now items can be parts of set. Set gives you bonus depending on how many parts you have. Well, I haven't finished stats recounting and haven't made class level requirements for class based sets yet, though I'll make it after some work on items system.
plans for nearest working time
  1. Items: I'll remake item system, cuz my previous one was unable to handle item protection. Here is also bag adding, changing interface a bit. This will take some time, 0.5-2 days.
  2. Consumables: I'll add some potions in game. They won't be op, cuz of big cd, but they will help you very much if you have no healer in party.
  3. Talents: Now I can add talents in the map. This will be a fast action, 30-40 minutes per class.
some announcements
  • I'd like someone to help with good GUI making or there will be tons of multitables I use for temporary GUI. :goblin_boom: If I find such person there will be good looking skill trees, talent trees, spell books, shops and etc.
  • My GF is 2d artist, she is making a loadscreen atm.
  • Skills and talents are made as inverted trees. I mean often 2 skills unlock 1, not 1 unlock many as it is sometimes made
 
Level 9
Joined
Aug 26, 2010
Messages
573
Nice to hear. ^_^
Atm I am testing my new inventory system, then I'll work on consumables, like healing/mana potion and elixirs.

Potions will work like this: they instantly give you 20-50% (depends on potion, more instantly - less summary with same level potions) of its power and then regenerates rest over next 10-20 seconds (depends on potion type). They are interruptable by other potions, e.g. - if you drink mana potion and then instantly health potion you will get some mana instantly given you by potion, instantly given health and health regeneration then. I am also thinking I'll do them healing you for some persentage of your max HP, e.g. lvl 1 healing potion will be somethink like 20 hp + (10% of your max HP) instantly and 30 hp + (15% of your max HP) over 20 seconds.

Elixirs will give you some stats/buff for 5-15 minutes or until death.
 
Level 9
Joined
Dec 21, 2011
Messages
332
Hah. I want to Test this! Count me in for tester for closed tests! As an Warcraft III ORPG-fan boy, I want to see this. Sounds promising!

Also, I would like to see a hunger system. Like, if you have full hunger (meaning you just ate) you will have amplified attack. When at 75-50%, balanced attack. And if you are hungry, your attack will decrease. Like, if you have 35% hunger, -15% attack, 20%, -30% attack. BUT! A stuffed system must be implemented! If you ate too much at a short period of time ( like, you ate 3 meals at 5 mins [ real time ], you will NOT have a bonus and your attackspeed will decrease. )

Again, I am open for testing!

-Da Fist-
 
Level 9
Joined
Aug 26, 2010
Messages
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Hah. I want to Test this! Count me in for tester for closed tests! As an Warcraft III ORPG-fan boy, I want to see this. Sounds promising!

Also, I would like to see a hunger system. Like, if you have full hunger (meaning you just ate) you will have amplified attack. When at 75-50%, balanced attack. And if you are hungry, your attack will decrease. Like, if you have 35% hunger, -15% attack, 20%, -30% attack. BUT! A stuffed system must be implemented! If you ate too much at a short period of time ( like, you ate 3 meals at 5 mins [ real time ], you will NOT have a bonus and your attackspeed will decrease. )

Again, I am open for testing!

-Da Fist-

Well, hmmm... Hunger is a good idea, I'll think about that.
About alpha testing:
There is alpha testers registration section on the oficial forum
 
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That doesn't matter, I'm underage too (though only for a month more). And don't tell your real age if you don't want. That part's for toooooooo young ppl 0-10 I mean, who can't (or they can?) create a constructive bug report. Anyway I can do any exception I want, so you are welcome anyway.
 
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Change Link Into ... sod-orpg.606h.net [FIrst Post]
Hmm.
Hah! I cannot join, why you ask? I am underage ( well, you don't need to know what is my real age. ), so mostly, I will support from the back, and give ideas from time to time.
Age is not matter. If you're supporter, you can freely join the community and write in it.

Da Fist said:
Hah. I want to Test this! Count me in for tester for closed tests! As an Warcraft III ORPG-fan boy, I want to see this. Sounds promising!

Also, I would like to see a hunger system. Like, if you have full hunger (meaning you just ate) you will have amplified attack. When at 75-50%, balanced attack. And if you are hungry, your attack will decrease. Like, if you have 35% hunger, -15% attack, 20%, -30% attack. BUT! A stuffed system must be implemented! If you ate too much at a short period of time ( like, you ate 3 meals at 5 mins [ real time ], you will NOT have a bonus and your attackspeed will decrease. )

Again, I am open for testing!

-Da Fist-
Well.. you're welcome to join at first,...
Visit The community forum for more information about Alpha/Beta testing Team/Map release/Updates/changelog... etc..
Write a topic in the forums about the above.
[EDIT THE TABLE: TESTERS]
Looking for new members, and forum moderators!
 
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... For now.. Will be Alpha :p [IN PROGRESS]
And yes, You've been inactive for a while Drizzt Write to us something :)
 
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NEWS

  • For those who doesn't know (actually, for everybody except me and 2 more people): looks like I will have to make terrain myself, at least for alpha. That means alpha is moved bit further in future again.
  • I made some testing with a friend and found some bugs myself. I will also fix them. This includes remaking the whole missile system. To be honest, making it instead of one I used previously (author was not me).
  • Some bugs were fixed.
  • I will not give ETA again. I'm sick of that.
 
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I was Unable to retrieve te database.. so I'll have to start over....

EDIT: What happened to this project?
 
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