This is something of a remake, or rather, currently the duplication of several subsystems of Diablo 1. As further progress is made I hope to make it more and more like Diablo 1, as the replayability of that game was very good.
The map currently makes use of randomized content, including, but not limited to:
-tree (doodad) creation
-item drops
-spellbook system similar to Diablo 1
-cages (can find items or monsters inside)
-barrels (can find items inside, are sometimes trapped)
-crates (can find items inside, are sometimes trapped)
-chests (higher item drop rate, are sometimes trapped)
-equipment racks (similar to D1 armor racks)
-skeletons (can find items, are sometimes trapped)
-traps (yes these are randomized too)
-bookshelves & book pedestals (rare, but almost always drop a spellbook)
-quests (only a few implemented so far)
Monster spawning also randomized; also chance of spawning:
-elite pack from D2 (cold enchanted, lightning enchanted, extra strong, or extra fast)
-super pack from D2 (champion, ghostly, phanatic, berserker)
I'm going to try to stay away from D2 content, but there are a few ideas from D2 that are worth bringing over. One thing I did bring over from D3 is health/mana orb drops (in the form of runes) to keep the gameplay fast and flowing.
Start with one of 4 hero types. Warrior, Mage, Summoner, Brewmaster - each start with two unique spells. Heroes can keep up to 7 concurrent spells. Any spell can be removed if space is needed for another type of spell.
Play with up to 4 players total (I'm thinking of expanding this, perhaps up to 10 or 12, but will wait for feedback here first)
The actual spells are currently more WC3 orientated than D1 orientated. Some of them are triggered (all actually, but I only count some). Current spells are experimental, I added them during the early stages of map creation to have something to test with.
Also includes:
-item swap system; a single hero can store up to 18 items, actively using 6 at any given time
-mercenaries; basic implementation is in place, I'm still deciding whether I'll keep or remove
-potion merging; system by SFilip
-increasing difficulty: 7 levels so far
Items are divided into three main categories, not including potions or spellbooks:
-Basic items
-Rare items
-Artifacts (similar to Uniques from D1 & D2)
Triggers I rather enjoyed completing:
-Quests, the existing ones are pretty funny
-Barrel spawns, they look good
-Monster spawns
-Array'd spellsystem, using spellbooks
-Inventory swap (probably the best)
/end splurg
Being still in beta stage, there is some content missing: ie. higher level spells and higher level items, however the map has reached the stage where it is good enough for testing. The code is in GUI.
The map at this stage is protected, however I do plan on releasing an unprotected version once it has 'matured'.
Camera view is 'unfixed', mainly because using a fixed view didn't look too good in the WC3 engine, though perhaps it would be better if I test various smooth scrolling methods, not sure. Additionally an unfixed viewpoint allows for easier testing. I may or may not make the viewpoint fixed to the hero in future.
I'm mainly looking for help with ideas, including:
-other randomized content
-trigger spells (hoping to make all spells triggered eventually)
The other thing is the terraining is very basic. I'm not a good terrainer and I prefer to spend time on other parts of the map design, mainly triggers. I wouldn't mind getting help from someone who is more into the terraining side. I'm looking to get a more dungeon-like feel to the map.
Another great addition of course would be randomized dungeons. I would be immensely pleased if anyone capable comes forwards. I'm not looking for a maze; the emphasis is on 'dungeon' aka something as similar as possible to the first four levels of D1. I have seen a dungeon proto-type map before so I know it's possible, but I do not have the maths concentration/skill required for duplicating or even copying such a feat.
Screenshots:
Download map:
http://www.epicwar.com/maps/178829/ - same version, just a link that works
Tags: procedural generation
The map currently makes use of randomized content, including, but not limited to:
-tree (doodad) creation
-item drops
-spellbook system similar to Diablo 1
-cages (can find items or monsters inside)
-barrels (can find items inside, are sometimes trapped)
-crates (can find items inside, are sometimes trapped)
-chests (higher item drop rate, are sometimes trapped)
-equipment racks (similar to D1 armor racks)
-skeletons (can find items, are sometimes trapped)
-traps (yes these are randomized too)
-bookshelves & book pedestals (rare, but almost always drop a spellbook)
-quests (only a few implemented so far)
Monster spawning also randomized; also chance of spawning:
-elite pack from D2 (cold enchanted, lightning enchanted, extra strong, or extra fast)
-super pack from D2 (champion, ghostly, phanatic, berserker)
I'm going to try to stay away from D2 content, but there are a few ideas from D2 that are worth bringing over. One thing I did bring over from D3 is health/mana orb drops (in the form of runes) to keep the gameplay fast and flowing.
Start with one of 4 hero types. Warrior, Mage, Summoner, Brewmaster - each start with two unique spells. Heroes can keep up to 7 concurrent spells. Any spell can be removed if space is needed for another type of spell.
Play with up to 4 players total (I'm thinking of expanding this, perhaps up to 10 or 12, but will wait for feedback here first)
The actual spells are currently more WC3 orientated than D1 orientated. Some of them are triggered (all actually, but I only count some). Current spells are experimental, I added them during the early stages of map creation to have something to test with.
Also includes:
-item swap system; a single hero can store up to 18 items, actively using 6 at any given time
-mercenaries; basic implementation is in place, I'm still deciding whether I'll keep or remove
-potion merging; system by SFilip
-increasing difficulty: 7 levels so far
Items are divided into three main categories, not including potions or spellbooks:
-Basic items
-Rare items
-Artifacts (similar to Uniques from D1 & D2)
Triggers I rather enjoyed completing:
-Quests, the existing ones are pretty funny
-Barrel spawns, they look good
-Monster spawns
-Array'd spellsystem, using spellbooks
-Inventory swap (probably the best)
/end splurg
Being still in beta stage, there is some content missing: ie. higher level spells and higher level items, however the map has reached the stage where it is good enough for testing. The code is in GUI.
The map at this stage is protected, however I do plan on releasing an unprotected version once it has 'matured'.
Camera view is 'unfixed', mainly because using a fixed view didn't look too good in the WC3 engine, though perhaps it would be better if I test various smooth scrolling methods, not sure. Additionally an unfixed viewpoint allows for easier testing. I may or may not make the viewpoint fixed to the hero in future.
I'm mainly looking for help with ideas, including:
-other randomized content
-trigger spells (hoping to make all spells triggered eventually)
The other thing is the terraining is very basic. I'm not a good terrainer and I prefer to spend time on other parts of the map design, mainly triggers. I wouldn't mind getting help from someone who is more into the terraining side. I'm looking to get a more dungeon-like feel to the map.
Another great addition of course would be randomized dungeons. I would be immensely pleased if anyone capable comes forwards. I'm not looking for a maze; the emphasis is on 'dungeon' aka something as similar as possible to the first four levels of D1. I have seen a dungeon proto-type map before so I know it's possible, but I do not have the maths concentration/skill required for duplicating or even copying such a feat.
Screenshots:
Download map:
Delving RPG v0.8 - link is broken last I checked
Tags: procedural generation