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TheAdiktuzScrolls: Arzachel

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hmmm well a simple left click on an npc, then a msg should be simple.

well I was thinking the same thing a while back then i thought of something. Using a missile above ground. What you do is you set a real value for a certain doodad. The missile is launched. when it comes in contact with the doodad, check if the height of the missile is less than or equal to the real variable of the doodad. If it is then destroy missile if not let the missile continue it's path. Of course this'll only work if you can check what doodad the missile comes in contact with.

Let's say:

For the Rock Doodad it has a real varibale set to 100

You're above ground, you launch the missile. Missile height is 150

When missile comes near a Rock doodad check if the missile height is less than or equal to the real variable height of the Rock doodad.

Then do actions if true, do actions if false.

Well your free to test it, I'm too lazy -_-
 
well, I thought of it too but there are some problems with that, an example would be if I put the rocks on top of each other, a high missile won't get blocked by the pile of rock since the height check of the individual rock doodad is set to a low value... (I have an idea of a workaround for this, but maybe I'm just pretty lazy to do it for now... *the method would cause a doodad overload*)

about the click thingy, I'll think about it... ^_^

btw, thanks for your support. ^_^
 
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hmmm I got an Idea what if instead of setting heights for individual doodads, why not use a dummy doodads each with different heights. You can freely terrain without the stacking doodads problem. (use it like a pathing blocker)

The click thingy is fairly simple :D

And no prob! I like giving support to this project. :D
 
hmmm I got an Idea what if instead of setting heights for individual doodads, why not use a dummy doodads each with different heights. You can freely terrain without the stacking doodads problem. (use it like a pathing blocker)

The click thingy is fairly simple :D

And no prob! I like giving support to this project. :D

that is actually the workaround I'm talking about (I already use it to make doodads block the missiles...), but I'm kinda lazy to add the height ones for now... and that would only be possible for doodads, while for destructables, I still need to set their heights, since destructables get damaged by missiles.

{EDIT 1}
that is the only one I can think of... Its just that I'm kinda lazy to actually do it right now since it would also require me to change the code a bit aside from creating those blockers and putting them on every doodad currently on the map (which is what I did when I placed the missile blockers)...

now whether or not it will be implemented in the next alpha is a surprise... I'm not even sure myself... ^_^

{EDIT 2}
now that I realize it, there would only be a few parts where the z-height must be checked for doodads since there are only a few parts where you are in a place so high... I would not implement it for now...
 

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[rainbow]UPDATE![/rainbow]

NEW DEMO

Improvements from last demo:
  • New items
  • New Side Quests
  • New Story Quests
  • Spells now have mana costs (custom)
  • DayNight System*
  • Larger part of map is terrained
  • Doodads now also block missiles
  • Fixed some icon problems
  • Some model changes
  • Added more shops
  • Uranus System*
DayNight System

The State of day (Day or Night) affects several aspects of the game

  • Lights, camp fires
  • Availability of shops/items
  • Item drops
  • Behavior of NPCs (availability, positioning etc)

Uranus System


All I can say is that bad players won't like it.... ^_^


Please Post your comments and suggestions, they are highly needed and appreciated!

And oh, one more announcement, classes would resume by jan04 and I think that I wouldn't be able to do things for until the end of the semester (until end of march) so I'd most probably be inactive during that period of time...

 
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DayNight System

The time of day affects several aspects of the game

* Lights, camp fires
* Availability of shops/items
* Item drops
* Behavior of NPCs (availability, positioning etc)

okay that is just down right cool, I liked it in the dragon quest 8 and Im sure ill enjoy it in this map as well.
 
DayNight System

The time of day affects several aspects of the game

* Lights, camp fires
* Availability of shops/items
* Item drops
* Behavior of NPCs (availability, positioning etc)

okay that is just down right cool, I liked it in the dragon quest 8 and Im sure ill enjoy it in this map as well.

thanks for the comment... though that system still needs lots of improvements, its still basic for now... anyway, this project is still on its alpha stage... but maybe I should change the description a bit (its not really time but state of the day, meaning day or night...)

I hope you like it... ^_^

and DQ8 was such a great game. ^_^

Edit: fixed attachment link...
 
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sweet i've try the demo tonight or in the morning

thanks! Feedbacks/Comments are highly appreciated and needed...

NEWS: I've finished an Equipment Set System so expect set items next year! (2011, on the next demo)

Equipment Sets

-Equip all items from a set and acquire great power
-Sets will be composed of
  • Headgear
  • Armor
  • Gloves
  • Belt
  • Footgear

EDIT: for those who just browsed now, see this for the 2nd demo info and download...


{EDIT}
Happy new year!


EDIT: for those who just browsed now, see this for the 2nd demo info and download...
 
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Yay i'm playin the demo! ahhhhhhh I forgot how to get quests -.-

Anyway. The new model is pretty much better than the sora one :D
As for the other parts, lemme play it first. XD

EDIT: Uhm how long do you respawn when you die -_-' ehehe

oh, no respawn yet... sorry... I always forget that part... ^_^

I'm still planning what to do when you die, so I haven't really added anything with respect to your char's death...

I suggest you save in the cache every now and then so that you can always retrieve your progress (but you need to restart the game to load...)

-savegc x to save
-loadgc x to load
where x is a number from 0-9
 
lol and I was like, "revive....revive...!" ehehe don't we alwasy forget that part :D

ooooh haven't tried that feature yet. Thanks for reminding me :D

yeah, sorry, haven't tested much since I added the mana costs so I haven't realized that ur more prone to dying now... ^_^

anyway, my initial plan was to actually make dying "permanent"...

but maybe I'll just make you suffer exp loss and gold loss... ^_^

might release a Demo 2b this morning with a revive... ^_^
 
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indeed the proness is killing me XD

Permanent!?.... lol just do the gold and exp thing XD.

yay! cool cool!

Oh and another thing! You is the man! Uranus system FTW! :D

EDIT: Just remembered something. The first time I played this demo, quest weren't appearing from the quest guy with a question mark on his head. Could be a bug. Or are the quests appearing based on the time or other factors. If not might be a bug. You may want to look into that.
 
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Ahaha yeah. Did some greed is good money making and something from the sky zapped me with a lazor! Blood was spillin omg! ahaha

Oh yeah the thing that says "System: Aracnasomething somthing was sighted near the highlands" I havent been looking for them though ahaha but I will later. You know maybe make a system where the game indicates in what region you are. It's pretty confusing as it is a really big map. . . (in my opinion XD)

oh and I Edited my previous post lookie^
 
Demo 2b

  • Added a simple respawn system for the hero
  • Fixed the bug which makes you unable to take the first quests when you create a new character
  • Fixed a wrong quest name
  • 2 more items on the gambler
Special thanks to neku99 for pointing out the quest bug...

Btw, have you noticed the DayNight system?
 
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Well i know about it but I havent been in the game for a very long time to see it work. But I saw the inn where if you sleep you get hp and mana replenished and the time of day will be advanced? or something that was pretty neat. It was the reason I put greedisgood to test it. but yeah Uranus pawned me.

Ima dl then test. :D
 
NOTICE:

Its just a few days more before classes resume, and I would be going into a 3month inactivity due to academic piles of work that I'm expecting... So I think progress will not be much during this period and I might not be able to constantly post updates.

Comments and Suggestions and Feedbacks are still highly appreciated and needed! Thanks!


LatestDemo

ProgressReport 1-1-11
New Class

"Dark forces continued to attack in Arzachel. I was still on Frogarda when a group of rock golems attacked the Fort. The golems have strong bodies, unpierceable by the normal iron weapons. The fort's defense surely cannot defend long enough before reinforcements came.


One of the golems got near enough to the walls and packed a punched. But the golem's hand didn't hit the wall, but it looks near enough to the wall. That was when I saw a small warrior beneath the golem's fist, blocking the golem with his hammer. He was clad in an armor that I'm sure was made of pure mithril. He smashed the golem down, and rushed to the remaining golems, and they fell one by one.


The warrior was from the smith lands of Paladia, from the mighty dwarven race. He was the White Knight."


-The Adiktuz Scrolls: Arzachel
 
I can do triggering (LEAKY), Non-MUI spells, terrain, grammar, pretty much everything except modeling and 2D art and reskinning.

I tested it, and I have to say:
Work on the next heroes before you move on with the terrain and stuff. :smile:
I got:
  • Soul Drain
  • Soul Crush
  • Arcane Drizzle (MAI FAVHORITE)
  • Magic Nova

I have to say that the spells were exceptional. Casting all four on a Bear was very fulfilling. I have to say though; the skills are slightly overpowered but considering how this is just a demo and there aren't very powerful monsters yet; I can see that those skills need to be that powerful (I am targeting Arcane Drizzle, the other spells (Soul Crush, Soul Drain) are weak for me). I have to comment on the leveling of skills, though. It's too fast. I know you need them to get stronger and such; but it's just too fast. Unless you add more levels to a skill; like up to Level 10 or something like that.
Also add like an EXP counter on the Multiboard or some other command that lets you know the current EXP of your skills.
You should also let the player know that there is an 'Attack' skill. I only found out after a reflex that makes me attack move the selected unit(s) to an area. Yes; attack-moving units quickly is one of my reflexes.
Also, the camera. I have to say that the camera wasn't all that great; it was in fact rather bad. Try copying This Wreckage's camera (Found on my signature) and use Escape to reset your camera (If the player doesn't know how to reset it by scrolling the mouse wheel).
The game messages and tooltips also need spicing up. Something I could do for you. I also suggest you don't use Algebra in your tooltips.
The terrain was rather... Lacking. The terrain in the cities (Especially the top-left part was odd) lacked structures and people.
As for now; the demo deserves a 2/5. (I rated it to help you at least make it a 4 or 5 from me.)

Pretty good though. :smile:
 
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I can do triggering (LEAKY), Non-MUI spells, terrain, grammar, pretty much everything except modeling and 2D art and reskinning.

I tested it, and I have to say:
Work on the next heroes before you move on with the terrain and stuff. :smile:
I got:
  • Soul Drain
  • Soul Crush
  • Arcane Drizzle
  • Magic Nova

I have to say that the spells were exceptional.
(Will continue the review later)

thanks! yeah, As you can see in the previous posts, I started the 2nd class which is a melee one... ^_^

and nice combi...
 
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I'm liking the new quests! Also if you need any aesthetic help give me a holler. Custom attack needs something more visual to make it look more like an enemy is hit.

EDIT: Trolls don't do any damage. Might want to check out your damage system there. :D
 
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Yes a minimum damage, cause if get hit by a flying axe it is going to hurt even though you have like 100+ armor.

A hit model... hmmm not really I've been finding some too but no luck. You can try the request forum but meh! Have you played kingdom hearts? Or specifically kingdom hearts days? They have a hit effect like a ball that covers the unit but it goes in a flash then fades. I suggest check missile death anims. They're pretty good. ehehe
 
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ahaha yeah. lol or I could just say my cousin has a DS and a copy of it and I play on it ahaha anyway we're really out of topic now.

ok coautl missile. pretty awesome! has a cool blue explosion. I also try Storm Bolt for hit models too. Although it's pretty awkward.
 
I just forgot that I made a method to centralize the first part of damaging for the systems I use (Meteor,Stigma,Nova,Missile)... the libraries currently have copies of that central method inside them so it became redundant...

anyway, finished the optimization part...

need to find a better hitfx model, the coautl is not visible most of the times...

EDIT: tried absorb mana model, it shows more often than coautl, but it still does not show sometime... IDK why...
 
New Demo



Updates on the New Demo

  • Optimized the damage system
  • Set a mininum damage that creeps can deal to you
  • 1 new ability for Soul Master (supportive)
  • New Class ;only 4 abilities right now




{EDIT}
that would be the last demo for now (and for the alpha stage I think)...

so the next one would be the start of the beta versions (probably late april or early may)...
 
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oh, the spell exp rate is set to 10x for the demo...

and the weaker spells have good rewards late game...

I forgot to write down the command... type -abilexp to see the exp of the spells...

algebra on the tooltips?

maybe I'll add a command to reset the camera coz using ESC could be problematic...

and I'll a look at the camera coding of that one, but I won't copy, I find it easier to edit my own... ^_^

and there is no city on this one... it was a fort and a camp... and yes I know they lack people yet... ^_^
 
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^_^...

anyway, not that much needed on the demo since spell exp is at 10x...

EDIT:


-savegc x to save
-loadgc x to load
where x is an integer from 0-9

Notes:
-you can save as many time as you want
-you can only load once and on the start (I haven't disabled mid-game loading yet but it would bug if you try to do so...)



Notice

My 3month inactivity due to my acads is starting so I will be quite inactive for now... ^_^
I would post progress reports (when applicable and when I have time)...


Last Alpha Demo:
TAS:Demo 2c
 
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