| 06-17-2006, 08:17 PM | #1 | |
Note: Plz do not respond to my preference of Guild Wars over WoW. I was thinking about replicating the Aspenwood PvP Mission with some minor changes. Basic Outline:
Before I decide to spend the ample time to possibly start this AoS, I was wondering whether their are fundamental problems with something like this. I figured to put this in General Development cause its just theoritical for the moment. Here is how the map would look: ![]() The green arrow is the Kurzicks (defender) base and Red Areas are the Luxons (attackers) Base. There are Several gates as you can see that only siege weapons can penetrate. The flags represent spawn points that the Luxons initially start with. The bottom left area behind the green gate is where the Three Tamers are. The crosses represent Revive Points and Amber Mines. |
| 06-17-2006, 08:43 PM | #2 | |
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| 06-17-2006, 10:33 PM | #3 |
So, you can pick 2 classes? to multiclass? Then your able to buy skills from the two classes? Id assume you could pick from a couple of "base" heroes for attributues etc. |
| 06-18-2006, 05:20 PM | #4 |
You basically pick two classes (excluding Mesmers becaue I will incorporate them into Necromancers since trying to be Twitch/interrupt would be nearly impossible in warcraft) and their skill tree is available to you. For attributes, I haven't yet figured what to do. I think I might have everyone start with the same base and all you to develop attributes with every kill or maybe you would have to purchase attribute points. |
| 06-18-2006, 07:50 PM | #5 |
Tssk, tssk, Mesmer disrupts are easily attainable in WC3. The thing is, timing the casting of the spell might be the hard part. Or you could give every spell an actual cast time like in GWs. |
| 06-18-2006, 08:58 PM | #6 |
I havent played GW in years but I assume disrupt interupts spells? Then you could make mini 0.1 Silence effect, although spells would need casting times or challeing, atleast ones disruptable. |
| 06-18-2006, 09:09 PM | #7 | |
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Exactly, how would I show the player how much time is left before the spell is cast. I already have a cast time system up with a progress bar and everything until I found out that you can't have more than 100 living floating text at a time. If I do include mesmers as a profession, I will probably use the multiboard to show casting bar or something.... Fulla: Its only been out for 1.5 Years =) |
| 06-18-2006, 09:41 PM | #8 | |
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If you decide to put in the extra professions, such as Assassin/Ritualist, you might have a problem with the Assassin's "Linking-attack" skills where you "have" to cast the skills 1 at a time in the proper order. Also, for warriors, the adrenaline settingup may be difficult unless you trigger mana to gain +1 per attack for warrior type units. Having ritualists, spirits will need to apply their proper affect (like Union's -15dmg effect) and then take dmg each time a unit takes -15dmg with union activated. This all of course depends on what professions you're using, and if you're going to try and duplicate the actual Guild Wars skill-sets. I can see your idea for the GW AoS could look really good if you setup the terrain for the Aspenwood area with a lot of dead trees from Northrend, a lot of blight (or a terrain skin that closely resembles the terrain for the Aspenwood area) and the buildings in the right areas. If you decide to go with this and finish it, I'd be interested in testing it. |
| 06-18-2006, 10:15 PM | #9 |
Well, both Assasin "linking" abilities and Warrior adrenaline abilities will be done through unit requirements (you know the area where it says "Requiers"). That way, I can disable skills at anytime of the game while still making them visible to the player. Ritualist spirits are done simply with auras on a spirit unit. The art part of the game shouldn't be too difficult since I can model and skin. The main problem will be animations, which I will probably just steal from some other wc3 model. ![]() I'm taking screens of Aspenwood as we speak (though not necessarily for this game but rather for my gallery). The pathing is gonna be a bitch so I might end up chaning a few things around.Edit: Added a minimap of how the map would look. |
| 06-19-2006, 12:58 AM | #10 |
To show the casting time of spells to any player, do this. |||||||||| That is a casting bar, 10 |'s long. When it gets to 10 |'s, it is 100% cast, before then it is open game to interrupts. Each | is 10% of the cast time, whatever that may be spell to spell. Works perfectly since you can hardcode the cast times for spells into the map. Shouldn't actually be that hard when you think about it. ^_^ |
| 06-19-2006, 01:48 AM | #11 |
Thats what my progress bar system already does. I might post it on this site if anyone cares. The problem is that it uses floating text and you can only have 100 on the map at anyone time which means the bar appears for only 10 units at a time. I might end up using this same method except on a multiboard. |
| 06-19-2006, 01:58 AM | #12 |
Why use ten floating texts? Make their durations split seconds, then create one new one to replace the entire old one at the same X/Y. That way each casting of any spell will only use 1 texttag at any given point during the casting. |
| 06-19-2006, 02:19 AM | #13 |
Not sure if that would work because the distance between any two characters in a string will be too noticeable to look decent for a bar. I will test this but... |
| 06-19-2006, 02:34 AM | #14 |
little pictures like | | that big that are pieces of the bar that you can put together and just remove? |
| 06-19-2006, 02:49 AM | #15 |
Essentialy yes. I just figured a way around my problem that mgiht be of some use. Basically, if you give it a fade timer of like 9999 it will remain and count as dead (according to Vexorian). I'm going to try that and if it works, I'll probably submit it. But we never really remove them but rather change their color to give the illusion. Well, we do remove them but that is after the bar is finsihed. |
