• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[Role Playing Game] World of Warcraft: Heroes Return

Status
Not open for further replies.
Level 14
Joined
Jan 21, 2008
Messages
677
@andreariona Its not like it can only be done by full screen. It's so simple that can even be made in GUI by like 5 lines :D.

I even made one crappy GUI example. :)

  • Untitled Trigger 001
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • Destructible - Create a Summer Tree Wall at (Position of (Triggering unit)) facing (Random angle) with scale 1.00 and variation 0
      • Unit - Add War Club to (Triggering unit)
      • Unit - Order (Triggering unit) to Night Elf Mountain Giant - War Club (Last created destructible)
      • Unit - Remove War Club from (Triggering unit)
      • Destructible - Remove (Last created destructible)
So you only need to make small library of items. That's it :/

ohh, is this the way of changing/swap texture for mesh ingame? o_O
 
Level 14
Joined
Jan 21, 2008
Messages
677
Well, I'm not a jass user. haha but the suggestion is considearable in future version, as well as weapon attachment change. thanks for the feedbacks.

Current Progress: Inventory system now worked fine, each character would be limited by each item type on their inventory, as well as some item like staff are now usable by mage only, so does sword only usable by paladin and DK. Included 1 equipset (weapon, shield, armor) when they carried together will be add bonus status. Also did another reskin for Orc DK, picked a red color theme one since well.. he's a blood spec.
Also just made 2 tiles for a variation purpose, I'll see how it goes.

Btw, I think 10 races is too much, what if I reduce it into 5? So the playable races would be: human, orc, blood elf, draenei and night elf (humanoid-like preferably). another reason is because I would like to made 5 city on the map with each of their own races. thought about this decision?
 
Level 3
Joined
Apr 3, 2012
Messages
66
If you'll stick with 5 races, does it mean that the Worgen will be removed? :( Haha! Anyway, That's fine with me. *thumbs-up* About the cities, that's a nice idea. I'll go with that. A "central city" would be good too, or a place where the different races could meet,duel, and stuff... but that's a lot of work so nahhh...go with your ideas. \m/
 
Level 14
Joined
Jan 21, 2008
Messages
677
well, yes. lol if the idea fit then current classes with gnome and worgen race wil be removed. there's like 2 spaces for another city available (could makes it three by removing some area), if so then current city loversdale would be for blood elf and seoulia for human.
however I'll release the current update soon to see how people opinion 1st.
 
Level 10
Joined
Aug 30, 2007
Messages
270
Hey nice to see all this progress!

I can understand why you want to limit the races. Still i have a question about gameplay ( if the gameplay in your first post is still what you want to make in the and). If there are 2 teams will they start in the same place? And will they be able to fight each other?

My idea on this would be connected with a lot of terrain reworking... You could make 3 alliance and 3 horde races and start on two opposite sides of the map... and later even make quests that have an effect on the enemy team (e.g. a quest that, if you finish it in a certain time will make NPCs of your team attack a enemy city?)

Anyway, i can't wait for the next version (unless you updated it already... but the link still says '7th,January'^^)
 
Level 10
Joined
Sep 14, 2007
Messages
227
So I tried ure map today really loved the terrain, but I also saw few things that are not right.

I think u need to increase camera distance a litttle bit, everything is just too big. Also, I recommend u to make zones more wider, like in wow. Moreover, Warrior first spell animation doesn't fit effect time. Some casting spells for mage would be nice. By the way I think u need to speed game a bit, try this one map, maybe it will give some good ideas :)http://www.hiveworkshop.com/forums/...6-a-81436/?prev=search=wow&r=20&d=list&page=3.
 
Level 14
Joined
Jan 21, 2008
Messages
677
@jopi: actually I plan to split them into 2 team with 4 players each, and each team has different starting city location, but since there's currently only 2 cities available, I decide to made every players start on same starting city. (but made players get invulnerable when they're on city to made them didn't kill each other, also as well implemented alliance system) so they need at least out from city to be able to battle each other.
and sure, since there's only a little quest at the moment. haha
and no it isn't updated yet, by I mean soon it's mean maybe around sunday or monday. haha need to finish geomerge a night elf with rogue animation for a new rogue class and implement some stuff first.

@manoo: thanks for try it out. ^^

okay, I'll increase the camera then, I made each models scale a bit bigger to made each WoW models view better rather than too small. For certain reasons, warrior class is remade into paladin in next version (since the model are actually a paladin), and the actual warrior class one is still on pending list. also tought to imply casting system in next updates for mages (and reduce their cooldown). hehe thanks for the feedbacks, I'll consider them on future update. Will try the map. ^^

Edit: New Night Elf Rogue, sword texture is a freestyle one. lol
142469-albums6993-picture78376.jpg
 
Last edited:
Level 3
Joined
Apr 3, 2012
Messages
66
The Worgen will be removed from the list. Andrea already mentioned that there will only be 5 races in the map, and they are human, orc, blood elf, draenei and night elf. Not sure though if it's already implemented or still undecided.
 
Level 14
Joined
Jan 21, 2008
Messages
677
thanks for the feedback guys.

@hell_master: it has 40% of texture quality reduced, since using full quality texture on non-cinematic map wouldn't be really that noticable and looks fine in game. And gotta cover the hand with gloves then.

@Chenralstrasz & @Footman16: Yes, as gwap said I reduce availability of races and made only 5 races available (or six, humanoid looks preferably) like human, orc, blood elf, night elf and draenei. Beside that races would be remade-over (such as previous gnome mage and worgen rogue) since I plan to made cities based off from each of races (5 races = 5 cities total). And there'll be NE Hunter & NE Druid as well of course (since from those 5 races, indeed NE more fitting on those two).

Anyway, do you guys want different weapon attachment change feature on this test version or prefer to be implied later on? Since my estimate size before beta shouldn't be reach 5,5 and so far, after compression map size is still like 4,8. (304 imported materials total at the moment)
 
Level 10
Joined
Aug 30, 2007
Messages
270
I think you should first concentrate on gamplay aspects, which include class diversity. Visual weapon change is something that doesn't matter for fighting what is the main gameplay aspect of this map so i would do it in later versions
 
Level 14
Joined
Jan 21, 2008
Messages
677
well, a full time experienced coder (not temporary) is actually the only thing I need for the project, since I can do anything I need by myself except for coding stuff (spend extra time to done certain system since it's not my area of expertise), but so far haven't got the person yet. :/
 
Level 14
Joined
Jan 21, 2008
Messages
677
I've contacted him but he seems busy, so I don't want to bother him. hehe

anyway, new test version 0.2 is out:

Download

• Gameplay Update
- Fixed bugs on previous reports
- Casting Bar System (Magic Class Only)
- Inventory System
- New Loot Systems
- Remake over Original DK into Frost DK
- Remake over original Warrior into Protection Paladin
- New Playable Class: Blood Dark Knight
- New Playable Class: Frost Mage
- New Playable Class: Assasination Rogue
- Fire Mage - Combustion damage reduced
- Holy Priest - Power Infusion duration reduced
- Holy Priest - Holy Light cooldown reduced
- Remade Paladin Additional Abilities
- Remade Mage Additional Abilities
- Remade Priest Additional Abilities
- Remade Death Knight Additional Abilities
• Visual Update
- New Models
- Slight edit and attached staff on previous Kael and Velen model
- Little Retouch on terrain
- Removed pick hero pointer on shop

tell me what you think about this 3rd test version, any feedbacks is welcome.
 
Level 3
Joined
Apr 3, 2012
Messages
66
Nice. *thumbs-up*
Now testing. :D

I already found two, but sadly, they're not important. -_-

A typo in the F9 menu, it says Blood Dark Knight instead of Blood Death Knight.
And every time I use the Level Up Book, it says I already have an Item in the Armor slot. (which is not important since the Book is only available in the Alpha/Beta phase.)

Anyway, I'll try it on multiplayer later when my brother comes back from school. :3 He'll be happy to see an orc. XD
 
Last edited:
Level 3
Joined
Apr 3, 2012
Messages
66
I'm still not sure if we can test it in Multiplayer later.
Anyway, I think the casting time for the Ultimate Spells is too fast? and how about adding a smoothing factor on the camera? :D
 
Level 14
Joined
Jan 21, 2008
Messages
677
well, every spells has 1 second cast time at the moment (including bosses), would variate it later in future release. hehe perhaps each classes would have it as well, but not 1 second but 0,5 for example, and has cooldown reduced from 15 seconds into 5-6 seconds.

and.. smoothing factor on the camera?
 
Level 30
Joined
Nov 29, 2012
Messages
6,634
Played the new version and really happy with the new additions in it though some minor bugs I have spotted also.

All of the key elements in an RPG are already in the map which is good and I know you'll be adding more by each updates you'll make. I loved the new quests and that you fixed the quest about Trolls being buggy and can't be finished. Giving some new item drops to creeps also makes it better and some new drops from elite as well but I do noticed that the drops of the elite gets too much repetitive (I don't know if you had set some more drops on the bosses or simply one item drop per boss), When I killed the dragon-like elite, it always drops Thunderfury and nothing else, same for the Tiger elite and the Huntress elite. Others does not have yet and I do know you are still working on it.

Now for the bugs, first, on the quest log, it seems that you have not updated it yet on the Classes part which still displays 3 Playable Characters/Classes which should be 6 Playable Characters and 1 Secret Character. The "High Warlord Blade" also gives wrong stats to the user. Instead of 10 agility, it gives 10 Strength to me.

Now for the suggestions, it would be better if the mastery abilities of each classes scales because even reaching higher levels like with the Assassination Rogue, All of my abilities are all in 500+ damage while my Throw mastery ability of some sort is still at 175 damage. Assassination Rogue should also be allowed to wield 2 weapons instead of just one and cant even wield a shield which is just unfair. But I liked the new equipment limitation system.

Overall, it looks better and I am waiting for more updates!
 
Level 3
Joined
Apr 3, 2012
Messages
66
About the smoothing factor.
Try this :D
  • Camera
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Camera - Change camera smoothing factor to 1.00
Try and see what it looks like. :3 it adds that sliding effect..lol Just a suggestion since the current camera is too plain. XD
 
Level 14
Joined
Jan 21, 2008
Messages
677
@hell_master: thanks for the feedbacks and compliments.

yes, when an elite killed they'll drop between 1 type of weapon, 2 potions or 1 revival scroll. would made an exclusive itemset (certain weapon, shield, armor that give bonus when wore all together) from each elite in future release.

ah, thanks for noticing that, I'll change them in next release. as for damage scaling on additional abilities, I think it wouldn't be necessary since all of classes except rogue active additional abilities aren't damage deal based, and I have no idea what active ability to put on rogue so I pick one that has 2 seconds stun on it (which could be useful to cancel casting type spell), while normally learnable abilities has 400+ on level 10 (except for ultimate). I'll made rogue able to wear 2 weapons in the future as well, and actually rogue able to wear shield, but not the purple colored one (or big shield type), he still able to wear buckler that can be wore by all classes if you notice the description on all of sellable shields on shop.

also thanks for alot of reps. :3

@gwap: ah, you meant camera smoothing on trigger. haha okay, would do. there's probably camera system in next ver that able to active/deactive by pressing Esc.

@neven1: thanks for the compliments and playing the new version. ^^
 
Level 14
Joined
Jan 21, 2008
Messages
677
Progress: Camera system is now activable whenever player pressing Esc, as well as trying to made a new dungeon. Anyway, anymore feedback about version 0.2 or nobody haven't tried?

Also the project is now also on MODDB, don't forget to vote guys.

 
Level 3
Joined
Apr 3, 2012
Messages
66
How about having a storage or something? Where all the loot will be automatically stored if you already have the same Item type in your Inventory. Cause it's hard to pick the loots 1 by 1 just to sell them.
Oh, and I found something. I'm unable to equip Brigade Chestplate no matter what class I pick.
 
Last edited:
Level 30
Joined
Nov 29, 2012
Messages
6,634
There are some RPGs here that has many complicated systems and such but does not really gain most of the user's attention due to how hard it is to get used to in. I would suggest just by being simple and all.

It's not the complicated stuffs that makes up an RPG. I would suggest just a simple backpack system most likely an ability that when clicked, generates another inventory but saving the previous items on the last inventory so once turned back to the original inventory or the equipment slots, it will still show without any losses.

Some might say that my suggestion is also complicated but in my honest opinion, I won't waste any time opening a new screen just for handling items with many controls and such.
 
Level 10
Joined
Sep 14, 2007
Messages
227
@Chaosy, sorry no offense, but that can say only who can't code :). With good code u can make simple/fully functional systems. For example look at ToadCop systems. Only problem is that talented people more prefer to work alone and making map alone takes too much time and usually ends with unfinished projects.

@Hell_Master, It's because people are so accustomed to simple things, that they stoping even think. Look at all new MMOS (not wc3), best example would be diablo 3, look at that game all u do is follow the ONE path all game, killing, looting that's it, not a sligth thinking, they even read all the quest talking for u :DDD, it's far from diablo 2 spirit.

Sorry for hate speach, but that is reallity.
 
Level 7
Joined
Dec 26, 2013
Messages
231
I'm a fan of yours actually. Some it is not nice for me. Those Monsters is just staying on their position in the last time I check it.

I really like you terrain especially you use some nice model from WoW. I want to play WoW but I have a poor computer so I can't play it but this map make me able to play it. It's a nice idea to make a map like this.

I hope you can finish this project and good luck!
 
Level 3
Joined
Apr 3, 2012
Messages
66
Simple = Better
Full screen inventory is complicated both in development and in game. The current inventory is fine already.. But still, it depends on andrea.
 

Chaosy

Tutorial Reviewer
Level 41
Joined
Jun 9, 2011
Messages
13,243
manoo. Simple is allways better in wc3 maps no matter what.

its understandable with advanced stuff in real games that you play every day for a long time. But if you want to play a campaign you dont want to spend 5 minutes understanding how the inventory system works. (my case in some maps, call me stupid if you want)
 
Level 10
Joined
Aug 30, 2007
Messages
270
Ok, i think it does not make sense to have a discussion here about whether fulllscreen menues are better or not. Something i want to point out is that it's the first few seconds/minutes to 'catch' a player, and to make people like your game/map (at least that's what I've read somewhere... maybe even on hive. Sorry I don't know anymore :/) so a good and also complicated inventory can have a nice effect on your map, but you should maybe 'show the player the way' in this menu, with quest maybe? In my opinion the most important goal of a game is not to make it easy (to understand) but to make it intuitive... and as long as it is intuitive you can make as complex systems as you can think of.
 
Level 14
Joined
Jan 21, 2008
Messages
677
thanks for the item bug report and.. inventory discussion (?).

However, I don't intent to use any full screen-stuff feature on the map, especially since it's troublesome to do for multiplayer. But perhaps would imply a bakpack system later in the future.
 
Status
Not open for further replies.
Top