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The wild adventure of Ben and Emil : AoS

02-07-2005, 11:48 PM#1
Mjukland
Im working on a new aos, something that will be realy diffrent from other AoS, It will have a full new system for damage, a new inventory system, a spellbook system, a class system and much much more.

And there's no mouse targetting, you controll your unit with the mouse, but u attack and fire off spells with diffrent hotkeys, well, u press W, then your unit attacks, if u have an archer, he fires an arrow straight ahead of him, meaning you must aim to hit. this is also the way many spells will work. ofcourse there will be targetting spells also. But this adds a little extra to make it feel new and also increasing the level off skill needed to win a battle.

Here's a list of what's done now.
New Inventory system 90% done
Spell Book System 100% done
Damage System 90% done
Classes 20% done
Spells 10% done
Terrain 30% done
Unit Spawning system 0% done
Extra Quest 0% done

Here's some screens displaying status screens, inventory system and a couple of spells and also the spellbook which will let you store as many abilities as you can get, spells can then easily be switched to your hero and back and forth to the spellbook. In your inventory you can keep as many items as you want, your "real" inventory will act more like a belt in diablo 2.

All have been done by me so far, working perfect, also in multiplayer ofcourse.
Though because of heavy triggers, and damage calculation, aoe spells done in this manner will probably lagg the game, that's one of my biggest problems right now, finding a good way for detecting collision betwhen units.

The strange name of this map? Well, Im also creating a cinematic project, check sign for download. Its a realy good cinematic! with voice sounds and shit! check it out if u already have'nt!

This map is going in the same manner, unit from the cinematic will act as npc and stuff in this aos.

ETA ? well, don't wait for something soon, its ALOT of work, making one spell in this manner takes forever.
02-09-2005, 01:24 AM#2
Mjukland
Hmm... Not many viewers on this forum, well... anyway, I've updated the status screen, graphic, and added a couple of stats that already were there but not shown. well.. Anyway, look at the screen.
02-13-2005, 02:53 AM#3
BBDino
Looks extremly complicated, i hope its intuitive because not alot of people will want to play AOS: Menu Mangement Edititon.

Good Luck tho!
02-13-2005, 03:59 AM#4
Kalvorod
Quote:
Originally Posted by BBDino
Looks extremly complicated, i hope its intuitive because not alot of people will want to play AOS: Menu Mangement Edititon.

I hear that brother!
02-13-2005, 04:06 AM#5
Guest
Looking Fabulous! It has a very in depth information panel.
02-13-2005, 09:43 AM#6
Mjukland
It might seem very complicated, and behind the scene, it is very complicated :) , but nor for the user. It's actually pretty simple, it's very much like diablo2, but a couple of more stats is showing in your charachter screen.

Nothing hard with items either, you pick one up like normal, it will now be in your standard inventory, one click, it will dissapear and now it's in your "multiboard" inventory, where you go up and down in the menu with the arrow keys, select your items which u want to equip, and then equip them, you can also remove them, which makes the item fall down to your standard invetory again, so you could sell it give it to someone, whatever.

You spellbook is realy easy to use to, when you train a new ability, it will automaticly end up in your book, clicking the spell in your book, and it will now be on your hero, chaning pages in your book with the , next and previous page button. You can have 4 abilities at your hero at once, all passive abilities will be in text form and not take up extra slots on your hero, so you could have how many passive spells that you want.

And the stats.
Strength - Increases hp reg and normal dmg.
Intelligence - Increases mp reg and magic dmg.
Agility - Increases evasion, critical strike and attack rating
Vitality - Increases hp
Energy - Increases mp

When you level you will get 5 stat point which you can distribute how ever you want into those 5 stats.

If you've ever played diablo 2, this won't be hard at all, and even if u have'nt played it, it will still be easy to understand. It does'nt sound to complicated eh?

And yeah, forgot to mention, the attacksystem could be a little strange when u first play the map. It's something like the system in Secret of Mana if u have ever played that. When u push W, which is the hotkey for your attack, your unit will simply attack in front of him. hitting a unit if there is one there. Then a gaugemeter will be shown over your units head, it fills up and when its 100% you can attack with full damage again, meaning if u spam your attack button, your unit will fire a lot of arrows if its a ranger, or swing his sword if its a warrior but since your gauge is not full, you will only deal 5% of your original damage, and on that attack you cannot crit, bash, leech etc etc.

Your attack rating is therefore how fast the gauge fills up to 100%.

Im currently working on abilites, which is one of the hardest parts. Latest spell I've made let's you fire of a lightnig bolt, you controll it with your arrowkeys, and when you let go off all keys, or after a certain amount of time. a huge thunder will strike and damage all units in an area where the bolt is.

Abilities might look a little strange with damages like: 200 + colddmg + int x4

Im planing on creating an ability screen where you can see the exakt damage calculated. I belive having abilities like this will make them more useful, just think of Dota, you get the super mage with the super nuke, nukes for 1000 damage, and hey you kill all heroes in one spell, at least in the beginning, but then later in game, when heroes have 4k hp, the only thing that matters is attack dmg, making those heroes almost useless.
02-13-2005, 01:00 PM#7
Guest
WOW. This looks awesome.
02-15-2005, 12:20 AM#8
Quickshok
Looks like quite a large task to uptake, but from the screenies it looks like you already have much of the base engine completed. I worry that the ignorant slobs of battle.net might not appreciate this over the mindless junk they serve there, but I will always appreciate it.

BTW do you have plans of releasing an unlocked version of the map, because I know I would very much like to get my lazy hands on your engine.
02-15-2005, 02:02 PM#9
Mjukland
Quote:
Originally Posted by Quickshok
Looks like quite a large task to uptake, but from the screenies it looks like you already have much of the base engine completed. I worry that the ignorant slobs of battle.net might not appreciate this over the mindless junk they serve there, but I will always appreciate it.

BTW do you have plans of releasing an unlocked version of the map, because I know I would very much like to get my lazy hands on your engine.

Im not sure about what Im going to release, it's still a lot of work left to be done. For the first beta I'll try to finish this :

I will try to finish the first 5 starting classes, having about 6-7 abilities for each class to choose from.

Item system, head, armor and weapon is done, i'll fix the functions for at least two more places to put items, and also create some basic items to use.

Spawning system, I have'nt look at this at all yet, a system that spawns units, guess it won't be to hard to create, there are as we all know already 1 million systems like this out there.

What will probably not be in the beta :

Optional Quest, might do one or two for testing, but it might not fit so well into an Aos...

Rare items, it can't be done many have said, but I belive I can, well in a certain range. I will have to create the items before, but because im not using "actuall" bonuses that a normal item gives, I could generate random bonuses when creating the item in-game. The only problem would be the text on the item in "normal" invetory view, where you will just have to write, "rare item" or something, but I don't think that matters much. If I have time, I'll try to implement something like this. This could also be viable for a crafting system later on.

Second class, you choose the mage class when you start, at level 10 or something you will we able to train your mage into a new class, choosing betwenn 2 or more, when trained, new abilities and items will be available for your new class. I think I'll just beginn with the base classes, this is ofcourse something that have to be made later on. I'll hopefully also have second job and so on, so you have many choices through out the hole game.

Guardians, special npc heroes that will defend your kingdom, creating some kind of ai for this would be cool, but that's nothing im going to do for now.

Extra stuff, ofcourse I want to keep the map size down as much as possible, but if possible, I will use some custom sounds, speciell events, jokes, with connections to my cinematics ofcourse. :) I might also use some custom models of my own, yep that's right, Im not only a jass triggerer,voice actor, cinematic creater im a modeller and skinner also :P

//////
We I'll se how it all turns out, problem with releasing just the engine would be that Im using alot of globals, I know I should have used gamecache more but it's just to many things to keep track on. I got variables for all herostuff,

for example, the stat strength of a hero is determined by those variables:

HeroBaseStrength
HeroItemStrength
HeroBuffStrength
HeroTotalStrength

HeroBaseStrength is the base strength that the hero have, also the variable that would be increaed if the hero got a passive ability that raised his strength

HeroItemStrength is a variable where all items that gives strength bonuses are summed.

HeroBuffStrength is a variable where all currents buffs on the hero that affects strength are summed

And the total strength would be all those stats together.
and this is for one stat. So I got a lot of variables for calculating all stats of a hero. Then I also got item variables and blabla, etc etc.

If the map would turn out to be good, then having it unprotected would create a lot of clones with cheats and stuff. Even though the code would be pretty hard for someone else to understand.

If I ever get this done, I might take time to create a gamecache based system, well, recreate mine using gamecache instead so it would be easy to implement to whatever map you are creating.
02-20-2005, 08:57 PM#10
Guest
Those menu screens are way too big. I suggest that you cut them down to the bare essentials, because that will make your job much easier and the map more playable. I appreciate the enormity of what you are doing, it just seems that you are making a map more complicated than it needs to be.
02-21-2005, 07:13 AM#11
Mjukland
Quote:
Originally Posted by Paella
Those menu screens are way too big. I suggest that you cut them down to the bare essentials, because that will make your job much easier and the map more playable. I appreciate the enormity of what you are doing, it just seems that you are making a map more complicated than it needs to be.

I got a simple function for updating all stats, cutting it down won't make it easier since it's already done. I still just have to call my function whenever stats needs to be updated. And why would the map be more playable by cutting down on boards? You only have the board open whenever your want to check something. It's not like you have your charachter screen in Diablo 2 open when you're in combat.
02-22-2005, 05:17 PM#12
Guest
I meant that it would be more user friendly, can't you just simplify it? I'm just trying to help because looking at all that data is not fun.