| 03-18-2004, 08:23 PM | #1 |
I was thinking on optimizing VexHA's loading time , so I came with the idea to make every spell non learnable but gets more powerful with the hero level, of course that will affect gameplay a lot , and ultimates will need some reason different than level 6 to appear. What do you think? |
| 03-18-2004, 09:49 PM | #2 |
Sure, why not! |
| 03-18-2004, 10:13 PM | #3 |
How does that optimize loading time? What is your hero arena anyway, a testing field for programming and optimization or an actually playable map? Because, in the later case, there's nothing, nothing that should make you change the gameplay in the interest of loading time, or download size, or similar. But if you want to change the ability system because you want to see how it turns out, or if your map really is just a testing field for code optimisation, then sure, go right ahead, why not? |
| 03-18-2004, 10:19 PM | #4 |
I'm using the same sort of system for AoS: The Hordes of Darkness, and it seems to work pretty well there. It allows some interesting effects, but it would require alot of work to overhaul all your current spells. As to ultimates, you could use my way of doing it: Ultimates become available after a certain number of kills. |
| 03-20-2004, 02:37 PM | #5 | |
Quote:
Also it wouldn't be a problem for me to enhance the spells, actually my caster system and Bonus mod can do it (I already did it for ultimates) anyways this thread no longer belongs to this forum, /moved |
| 03-20-2004, 03:02 PM | #6 |
less variations you should at least be able to select like "this spell stronger and this one weaker" or maybe base it on use... like how much the spell was used example: every cast of a spell is saved now after 3 levels the spell used most gains 3 levels, the spell used 2nd most gains 2 levels and the spell used least gains 1 lvl but you need to make the lvls not like basic wc3 "lvl-1 100 dmg, lvl-2 200 dmg, lvl-3 300 dmg" more like lvl-1 = 100 dmg, lvl-2 = 120 dmg, lvl-3 = 140 dmg, lvl-4 = 160 dmg, etc |
| 03-21-2004, 04:08 PM | #7 |
I think bloodlust's idea is quite interesting. Other than that, whoa, a hero arena loading 2 minutes? :o In general, what adds most to map loading times? What should I avoid putting in my future maps? And, out of curiosty, how does changing spells to non-learnables optimize loading time? |
| 03-23-2004, 01:26 PM | #8 |
I think I am going to make a system where you gain a new skill point (different than standard skill points) per main attribute point everytime you level up, then I will have some option to spend the skill points to increase the power of the skills. I would love to make it by spell uses, but it can reallly be abused easily (like casting the same ability a lot of times for no reason) |
| 03-23-2004, 03:11 PM | #9 |
In my map-making, the thing which has consistently added the most time to the map loading is having custom abilities. Having many high-levelled abilities just plain takes it a lot longer to load, since it's loading the data for each level of each ability. |
| 03-23-2004, 04:09 PM | #10 |
well whats abuse? i guess its a hero arena and you have limited mana. |
| 03-23-2004, 07:05 PM | #11 |
Actually, there would be no real abuse the way bloodlust suggested it: you would only get a boost to your ability each level on the basis of how many times you used an ability relative to the other abilities. For example, if you, in between two level-ups, used ability1 5 times, ability2 13 times, and ability3 2 times, it would be the same as if you used ability1 5 times, ability2 47 times, and ability3 2 times: in both cases the ability2 would be the most used and would advance by 3 levels, ability1 would advance 2 levels and ability1 1 level for being least used. Of course, this system doesn't take into consideration passive abilities, which are not "used", and the difference in mana cost, which can be taken into consideration by multiplying the number of times an ability was used by it's mana cost when calculating the "most used ability". Some things here to be considered, of course, but no actual abuse. |
| 03-24-2004, 01:54 PM | #12 |
Without having a way to level passive abilities, that system is worthless |
