Legends

13lade619

is now a game developer :)
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399
These control points will be special sidequest locations.
All the details and concepts are finalized but unimplemented yet.

For the next release I'm still working on the Spell Resistance stat
(probably the final stat to be included in the game)
And the Hydra rune that goes with it.

So the sidequests will be on the next version after that.

[hidden="show"]
sidequests.png
[/hidden]
 

tommerbob

Minecraft. :D
Reaction score
110
Okay i just DL'd the most recent version and played it (single player) for about 20 minutes. My comments are all aesthetic in nature, so take them as you will:

1. TBH, I don't like the health/mana bars under your hero. It is distracting and gets in the way in combat.

2. When you hover over the stats icon in the hero panel, the stats aren't lined up. (this is just about making it look cleaner)

3. For the hero stats list, I would recommend not having them all different colors. For offensive stats (attack speed, critical %, damage), make them red. For defensive stats (evasion%, armor, hp regen.), make them blue. And for utility stats (move speed, mana regen, spell power) make them yellow. Then group them up together so it would look like this:

Attack speed
Critical %
Evasion %
Hit point regen
Mana regen
Spell Power
Move Speed

I don't even know if it would look good like that, just an idea.

4. In combat, is it possible to turn off the display for damage that towers/creeps do? I would like to only see my damage displayed. If not, I would recommend making this an option.

5. For the hero's abilities, line them up in the UI so that the active spells go from bottom left to bottom right (Buttons 0,2,0 to 3,2,3), and any passive spells are in the middle UI buttons. And make all of the abilities lined up with QWERDF like in League of Legends. I LOVE how the hotkeys work in that game. it was frustrating having to remember the hotkeys for the different abilities.

6. This is a question: When the camera is locked, how do you prevent the player from scrolling/zooming in with the mouse? I have a similar camera system in my map to yours, but I haven't figured out how to do that yet.

Overall, I really like it. The abilities are unique and cool, and I like the concept of runes (much better system than DotA). I definitely look forward to the sidequests, more items (please...lol) and playing it in multiplayer.

If anyone ever sees me online here and you want to go through a game with me, send me a message, if I'm free I'll play.
 

13lade619

is now a game developer :)
Reaction score
399
2. When you hover over the stats icon in the hero panel, the stats aren't lined up. (this is just about making it look cleaner)
I'll clean it up and make a chat command to display the info then.

3. For the hero stats list, I would recommend not having them all different colors. For offensive stats (attack speed, critical %, damage), make them red. For defensive stats (evasion%, armor, hp regen.), make them blue. And for utility stats (move speed, mana regen, spell power) make them yellow. Then group them up together so it would look like this:
Just tried, I can make the labels a different color but the digits will remain team-colored (since it's actually a leaderboard.)

4. In combat, is it possible to turn off the display for damage that towers/creeps do? I would like to only see my damage displayed. If not, I would recommend making this an option.
I'll look into it. Probably some stuff to do with LocalPlayer().

5. For the hero's abilities, line them up so that the active spells go from bottom left to bottom right (Buttons 0,2,0 to 3,2,3), and any passive spells are in the middle UI buttons. And make all of the abilities lined up with QWERDF like in League of Legends. I LOVE how the hotkeys work in that game.
Sure.

6. This is a question: When the camera is locked, how do you prevent the player from scrolling/zooming in with the mouse? I have a similar camera system in my map to yours, but I haven't figured out how to do that yet.
Trigger:
  • Camera Controls Copy
    • Events
      • Time - Every 0.30 seconds of game time
    • Conditions
    • Actions
      • Camera - Set (Player((Integer A)))'s camera Distance to target to PlayerCameraDist[(Integer A)] over 0.30 seconds
      • Camera - Set (Player((Integer A)))'s camera Angle of attack to PlayerCameraAng[(Integer A)] over 0.30 seconds

basically just set it over and over again..

Thanks for the feedback!
 

rexpim

Member
Reaction score
8
You can choose more that one hero, or this is only for testing?
If you do greedisgood you can pick all heroes
 

luorax

Invasion in Duskwood
Reaction score
67
Just tried, I can make the labels a different color but the digits will remain team-colored (since it's actually a leaderboard.)
But why do you use a leaderboard? Just use two multiboard, and give the players the ability, to choose between the two boards. In my map I use the Escape key event, and looks like this:

http://noob.hu/2010/11/23/Board_1.jpg
http://noob.hu/2010/11/23/Board_2.jpg
And works. I think you should create something like this, so you will be able to use custom colors, and everything, as you want.

Also i like the map (especially the health bars)
 

tommerbob

Minecraft. :D
Reaction score
110
@Blade619: The hero stats board looks much better! :thup:


@Luorax: Can you have a unique multiboard for each player? I didn't know that was possible
 

luorax

Invasion in Duskwood
Reaction score
67
Technically we have the basic multiboard + 1 Statboard per player. It works by using the magically "GetLocalPlayer()" function. Using it, i can show the Statboard to the owning player only, so i can have a statboard per every player.
As i said in another topic: using JASS near everything is possible :D

Also i've used this system
 

Hatebreeder

So many apples
Reaction score
380
Statboard is just like in my Game ;D

Though, you'll have problems implementing the order of reduction/multiplication/addition/whatever, because not everything can run simultaneaously, no?
 

esb

Because none of us are as cruel as all of us.
Reaction score
329
Played a match on B.net. Took a while to start. Only got to wait for 3v3. And then a few people left along the game. I was/am TheMohawk.

It looks great for a beta. Waiting for much more!
Heroes are cool, one complained about the pirate being overpowered, and the damn marine killed me quite easily with me not doing much damage, but that might be due to items.
Another thing, I know/hope you'll add more items =]
Also, I was the Draenei, and the shield rush ability got me stuck in the trees once :p I could either wait for cooldown or to teleport to base.
I have a question, why do units move when they attack? Their position changes slightly.

For this version, it got a bit boring and repetitive with all of us at max level, and no variety of items. But I understand it's a beta.

The healthbars... they're alright. I can know my opponents mana (see how much of a chance I have against their abilities) but so can they. There were a few times it got confusing between the healthbars and the dmg numbers behind some trees.

Good work, awesome map. =]
 

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13lade619

is now a game developer :)
Reaction score
399
I have a question, why do units move when they attack? Their position changes slightly.
I wanted it to look like Battle Realms :p.
http://www.youtube.com/watch?v=9mb9hGo5_nY
It probably looks weird/different in wc3 but in BR units strafed in battle quite a lot.

For this version, it got a bit boring and repetitive with all of us at max level, and no variety of items. But I understand it's a beta.
The sidequests I'll add later will set the mid-late game more objective oriented.

The healthbars... they're alright. I can know my opponents mana (see how much of a chance I have against their abilities) but so can they. There were a few times it got confusing between the healthbars and the dmg numbers behind some trees.
Later I'll try to fix up the code with some tweaking on the visibility and localization for players.

Thanks for the feedback!
I'll use your replay for a trailer for sure.

EDIT:

Watched the replay. Definitely I'll increase the XP gain again and lower the HP of the Runekeepers.
And add some pings to the hint messages.
'Still havent caught what is causing the level 20 bug though I've seen it happen in 2 replays but non on my games.

Again, the only way I can observe and set the desired pacing for the game is through multiplayer replays so keep them coming.
 

luorax

Invasion in Duskwood
Reaction score
67
Statboard is just like in my Game ;D

Though, you'll have problems implementing the order of reduction/multiplication/addition/whatever, because not everything can run simultaneaously, no?

Basically, i wanted to create a custom way to show the players their stats. I wantd to use Trackables, or something like that, but for example in a fight the, if the player want to show their stats, he wont be able. I didn't want to use Multiboards, because i already had one, but i decided to use boards.

And about the stats: everything works perfectly. my map contains an equipment system, and i made a modul to create an equip/unequip event. So, when a hero equips an item, a trigger runs, and updates the board. And another trigger controls the criticals, dodges, spell powers, everything. And they also have custom events, so my spells works well.
 

Laiev

Hey Listen!!
Reaction score
188
@Blade619: The hero stats board looks much better! :thup:


@Luorax: Can you have a unique multiboard for each player? I didn't know that was possible
yes, it is possible :D

like Luorax said, you can create a multiboard global for every player but just display it for one player, making it a individual player multiboard
 

13lade619

is now a game developer :)
Reaction score
399
L_smallercopy.png

11/24/10 Gameplay and Interface Updates.

Downloads:
WorldEditorTutorials - http://world-editor-tutorials.thehelper.net/maps.php?view=1677
EpicWar - http://www.epicwar.com/maps/154959/

Changelog 10.11.24
Code:
Increased per-level damage of towers to heroes.
Increased XP gain.
Lowered damage of Runekeepers.
Lowered HP of Runekeepers.

New Spell Resist Stat
Will of the Ancient Hydra : Grants 10 hp regen per second and increases spell resistance by 20%.

New Damage Application Heirarchy:
Physical Evasion
Physical Critical
Spell Resistance (already includes natureal reduction/amp by INT or STR)
Natural STR and INT Reduction/Amplification for Physical.
Ability Attack Effects
Buff Based Attack Effects.

Fixes
Bug on Lich's Chain of Agony cooldown when reduced.

Misc

-damagetext shows/hides damage by non-hero units.
Damage text shouldnt display in non-visible areas and units.

Repositioned ability buttons.
Hints redone.
Statboard redone.
HP and Mana bars now lower opacity when in range of a unit.
 

tommerbob

Minecraft. :D
Reaction score
110
:thup: :thup: All the changes look MUCH better.

Question: What exactly is Physical resistance? Is that different from armor?
 

13lade619

is now a game developer :)
Reaction score
399
it's added/deducted in the Stat board in the Damage Reduction section. so yeah it's basically the same as armor.

just a question:

Is it better to have both 'Spell Armor' and derive 'Spell Resistance' from it as a percentage (just like Damage Reduction derived from Armor)?

or just have the Spell Resistance a direct percentage?
 

tommerbob

Minecraft. :D
Reaction score
110

Is it better to have both 'Spell Armor' and derive 'Spell Resistance' from it as a percentage (just like Damage Reduction derived from Armor)?

or just have the Spell Resistance a direct percentage?

Personally, I prefer just a direct percentage for Spell Resistance. I think its just easier to understand.

Most players in general don't like having to do math in their heads and needing to analyze the game mechanics. So if the stat says simply: "Spell Resistance: 10%", then all the player has to think is "oh, this stat reduces spell damage by 10%, that's easy to understand!"

But its up to you, and how you want to implement your spell damage/resistances.
 

Zack1996

Working on a Map
Reaction score
68
Flat percentages are fine. It would make the stat board less of a clutter if you just have

Spell Resistance 33%

Instead of
Spell Armour 100
Spell Resistance 50%

The latter would have a more linear scaling, though. The former method would have a slightly more steep scaling, if I am not wrong.

eg. LoL MR vs WC SR
100 MR = 50% SR = 100% Magic EHP
100 MR + 100 MR = 200 MR = 33% damage taken
50% SR + 50% SR = 75% SR (multiplicative stacking) = 25% damage taken

It's really up to you. Magic Penetration (if you're planning to implement that)/ Spell Resistance Reduction would be harder to implement/balance, though, if you use the Warcraft Method.
 

13lade619

is now a game developer :)
Reaction score
399
I wont implement Armor/Magic Penetration... I'll just reduce the Armor/Spell Resistance directly.
And everything woud probably be additive (not multiplicative) since that;s how J4L's Status works.

Currently, I'm working on the scripting for the sidequests.
 
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