retupmoc258
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So, a quick overview of my project, I plan to create a sort of Warcraft III playable version of Kingdom Hearts (mixing between KH1 and KH2, and kind of KH:COM). For the most part this is a general layout of the game.
Three Characters:
There are three playable characters (meant to work as a team), Sora, Donald, Goofy (only fair). The characters will be different, and have unique abilities. Tweaking all of them is going to be a pain and it won't be done quickly, I'm sure.
Resources
Currently, the way I have it set up is with Gold as Munny and Wood as AP. It wouldn't really be hard to modify that because my abilities are activated by a "research" method. A certain thing is researched and then it activates the ability and resets the research counter. The research just costs 2 wood, for instance, if that's what it takes AP-wise.
Abilities:
I hope to make the game quite comparable to the original. Already I've created the Draw triggers and they work basically as I would hope (they just need to be expanded upon). I also plan to incorporate many of the other abilities, I am just not certain what should definitely be there and what is maybe inessential altogether.
I plan to have Sora be able to transform into his 4 forms, but the biggest limiting factor is just figuring out how to level those forms up. Triggers are fine, but . . . there need to be conditions. I am not entirely certain how to do things (for example, to level up Valor form you gain one point for every attack/damage you do). So the big question is how can I measure that? Does the event "Unit - General Unit Event" with "A unit is attacked" going to work? Is this triggered everytime a unit takes damage, or just when the attack command is issued? If so, levelling Valor will be fine.
But the next issue is the Master Form. I have no idea what on earth to do with drive orbs. I could just make a trigger-counter that measures "drive amount" and then the abilities trigger from it. But that's still quite messy, and I'm not sure how that would work, anyway. There needs to be some sort of "cost", it would seem, to activate the ability. Like, for instance, I can use the Metamorphosis ability (if I have this right) as the transformation abilities, and set the time that it takes place, it comes with a cancel feature built in, I can make it so the form has a larger cooldown time. But . . . I'm not entirely sure what to do with the cost. If I have a trigger-counter, can I cancel the ability before it takes place, or would it possibly be simpler just to make the Lumber resource as the drive Orbs? Either way, I suppose if I come up with Drive orbs in the first place, it won't be hard to level up the Master Form. I'm just not sure if creating them and creating a drive guage is entirely worth it. So I'd like some input on that.
I guess the other problem with the forms is removing the player(s) that are required to summon. If you're playing three players then this is kind of unfair to the one who is drawn out for whatever amount of time. I could set up something, like a mini-game, that allows them to fight while Sora is morphed. But I'm not entirely sure if I should do this or not. Suggestions are appreciated.
Heartless/Nobodies:
Since I am not skilled with modeling and don't want to try any sort of modeling at this point, I plan to use original figures inside of Warcraft III. This makes this part a lot simpler.
I'm trying to set up the stats to be reasonably fair to what they are. The biggest thing that's bugging me is the attack/defense system built into W3. With Starcraft it was no problem. Defense was straight defense, but defense in W3 is measured in a percentage scale. 1 defense can be something like 10% defense and 100 Defense is only like 85% :nuts: I like that feature, very much, but . . . it realy doesn't help me accomplish the game. I don't want to make trigger attack commands (kind of like what I've seen in Final Fantasy Forever c). So . . . I am wondering if there's some good idea to solve this problem as well.
Spells:
Currently I have made and finished triggers for the basic four spells: Cure, Blizzard, Thunder, and Fire. They have their three levels all set up and are basically all balanced to each other (except cure).
As for spell cost, I'm leaning more towards the way KH1 did it. I'm thinking of making the cost for the spell roughly 4:1. Cure will always cost 100 and every other spell will cost 25. The leveling system is such that every two levels for Sora produces 25 mana. So one extra spell casting can be done every 2 levels, and one cure every 8 levels. He starts out with 75 (3 spells) before he needs something like an ether or a save point to restore. I may modify these amounts to make it more like every 4 levels and 16 levels (as I don't recall being able to cast curaga very often without recharging on the titans or Sephiroth in KH1). But . . . the system is probably not reproduceable exactly, so something close. Any other suggestions are welcome.
I am unsure about some of the other spells, however. Things such as magnet. I could easily just use the taunt ability, except that it causes them all to attack Sora, in this case, when, in reality, I would want them just to be moved to that space and stay there. I could use triggers, I suppose, but . . . I'm not sure how it would work or how well. I can't think of any other spells right off my head, but those are the basics.
MP does NOT recharge automatically. I have not set any triggers yet that will recharge mana, but if I do, I'm leaning more towards the way KH1 did it.
Summons:
I'll stick maybe a little closer to KH2 on this one. I think I'll use the drive guage (if I create one) or just have a large shared cooldown for this. When something is summoned, Donald and Goofy leave and then the summoned unit appears. I am unsure which ones I definitely want and will create those first, but they will be useable and have a limited lifespan.
And if anyone knows how to create the timer on the figure so that it only lives so long, I'd like that. I'm familiar with Epic Final Fantasy and how you summon the unit and then they have the thing saying how much time they have left on the unit, and that would be ideal. If not, I can always create a timer and just triggers.
Items
I can have items be stacking and held by the unit (quick use) or I've thought about having the items triggered from a menu by dummy abilities (basically like how it is when you fight in battle). The items wouldn't have to be held (more room for holding armors and stuff), and they could be activated by the ability's trigger. I can also set it so that if they don't have any of that item that it will be darkened and say that there are none in the inventory, etc. Biggest thing I wonder is the actual trigger structure. Can I remove an item just sitting in the inventory (an actual spot on the map) and just have it used like that? If so, I think I could make it work. But, which is better?
Storyline:
It seems pointless to me to try and recreate the exact KH1-KH2 storyline, so instead I'm planning to place the story among the same places and do some similar things, perhaps, but have the story be different. I have no real details other than some of the places that have already been made and that I plan to make. I have Hollow Bastion, Olympus/Underworld, Alice's Maze, Pirates of the Caribbean, Pride Rock, and plan to create a shallow water place to represent Atlantis. That's about it.
Other:
I'm wondering if there is any good "dummy" ability that I can use that will just be used to activate triggers. Any will work, I just don't want things happening that shouldn't (such as having to target before it works, unless that's important)
And there are many other things I'm sure I haven't mentioned that I'm thinking about, and just random things that need improvement, or whatever. If you have suggestions, comments, or anything, feel free to post or pm me.
Three Characters:
There are three playable characters (meant to work as a team), Sora, Donald, Goofy (only fair). The characters will be different, and have unique abilities. Tweaking all of them is going to be a pain and it won't be done quickly, I'm sure.
Resources
Currently, the way I have it set up is with Gold as Munny and Wood as AP. It wouldn't really be hard to modify that because my abilities are activated by a "research" method. A certain thing is researched and then it activates the ability and resets the research counter. The research just costs 2 wood, for instance, if that's what it takes AP-wise.
Abilities:
I hope to make the game quite comparable to the original. Already I've created the Draw triggers and they work basically as I would hope (they just need to be expanded upon). I also plan to incorporate many of the other abilities, I am just not certain what should definitely be there and what is maybe inessential altogether.
I plan to have Sora be able to transform into his 4 forms, but the biggest limiting factor is just figuring out how to level those forms up. Triggers are fine, but . . . there need to be conditions. I am not entirely certain how to do things (for example, to level up Valor form you gain one point for every attack/damage you do). So the big question is how can I measure that? Does the event "Unit - General Unit Event" with "A unit is attacked" going to work? Is this triggered everytime a unit takes damage, or just when the attack command is issued? If so, levelling Valor will be fine.
But the next issue is the Master Form. I have no idea what on earth to do with drive orbs. I could just make a trigger-counter that measures "drive amount" and then the abilities trigger from it. But that's still quite messy, and I'm not sure how that would work, anyway. There needs to be some sort of "cost", it would seem, to activate the ability. Like, for instance, I can use the Metamorphosis ability (if I have this right) as the transformation abilities, and set the time that it takes place, it comes with a cancel feature built in, I can make it so the form has a larger cooldown time. But . . . I'm not entirely sure what to do with the cost. If I have a trigger-counter, can I cancel the ability before it takes place, or would it possibly be simpler just to make the Lumber resource as the drive Orbs? Either way, I suppose if I come up with Drive orbs in the first place, it won't be hard to level up the Master Form. I'm just not sure if creating them and creating a drive guage is entirely worth it. So I'd like some input on that.
I guess the other problem with the forms is removing the player(s) that are required to summon. If you're playing three players then this is kind of unfair to the one who is drawn out for whatever amount of time. I could set up something, like a mini-game, that allows them to fight while Sora is morphed. But I'm not entirely sure if I should do this or not. Suggestions are appreciated.
Heartless/Nobodies:
Since I am not skilled with modeling and don't want to try any sort of modeling at this point, I plan to use original figures inside of Warcraft III. This makes this part a lot simpler.
I'm trying to set up the stats to be reasonably fair to what they are. The biggest thing that's bugging me is the attack/defense system built into W3. With Starcraft it was no problem. Defense was straight defense, but defense in W3 is measured in a percentage scale. 1 defense can be something like 10% defense and 100 Defense is only like 85% :nuts: I like that feature, very much, but . . . it realy doesn't help me accomplish the game. I don't want to make trigger attack commands (kind of like what I've seen in Final Fantasy Forever c). So . . . I am wondering if there's some good idea to solve this problem as well.
Spells:
Currently I have made and finished triggers for the basic four spells: Cure, Blizzard, Thunder, and Fire. They have their three levels all set up and are basically all balanced to each other (except cure).
As for spell cost, I'm leaning more towards the way KH1 did it. I'm thinking of making the cost for the spell roughly 4:1. Cure will always cost 100 and every other spell will cost 25. The leveling system is such that every two levels for Sora produces 25 mana. So one extra spell casting can be done every 2 levels, and one cure every 8 levels. He starts out with 75 (3 spells) before he needs something like an ether or a save point to restore. I may modify these amounts to make it more like every 4 levels and 16 levels (as I don't recall being able to cast curaga very often without recharging on the titans or Sephiroth in KH1). But . . . the system is probably not reproduceable exactly, so something close. Any other suggestions are welcome.
I am unsure about some of the other spells, however. Things such as magnet. I could easily just use the taunt ability, except that it causes them all to attack Sora, in this case, when, in reality, I would want them just to be moved to that space and stay there. I could use triggers, I suppose, but . . . I'm not sure how it would work or how well. I can't think of any other spells right off my head, but those are the basics.
MP does NOT recharge automatically. I have not set any triggers yet that will recharge mana, but if I do, I'm leaning more towards the way KH1 did it.
Summons:
I'll stick maybe a little closer to KH2 on this one. I think I'll use the drive guage (if I create one) or just have a large shared cooldown for this. When something is summoned, Donald and Goofy leave and then the summoned unit appears. I am unsure which ones I definitely want and will create those first, but they will be useable and have a limited lifespan.
And if anyone knows how to create the timer on the figure so that it only lives so long, I'd like that. I'm familiar with Epic Final Fantasy and how you summon the unit and then they have the thing saying how much time they have left on the unit, and that would be ideal. If not, I can always create a timer and just triggers.
Items
I can have items be stacking and held by the unit (quick use) or I've thought about having the items triggered from a menu by dummy abilities (basically like how it is when you fight in battle). The items wouldn't have to be held (more room for holding armors and stuff), and they could be activated by the ability's trigger. I can also set it so that if they don't have any of that item that it will be darkened and say that there are none in the inventory, etc. Biggest thing I wonder is the actual trigger structure. Can I remove an item just sitting in the inventory (an actual spot on the map) and just have it used like that? If so, I think I could make it work. But, which is better?
Storyline:
It seems pointless to me to try and recreate the exact KH1-KH2 storyline, so instead I'm planning to place the story among the same places and do some similar things, perhaps, but have the story be different. I have no real details other than some of the places that have already been made and that I plan to make. I have Hollow Bastion, Olympus/Underworld, Alice's Maze, Pirates of the Caribbean, Pride Rock, and plan to create a shallow water place to represent Atlantis. That's about it.
Other:
I'm wondering if there is any good "dummy" ability that I can use that will just be used to activate triggers. Any will work, I just don't want things happening that shouldn't (such as having to target before it works, unless that's important)
And there are many other things I'm sure I haven't mentioned that I'm thinking about, and just random things that need improvement, or whatever. If you have suggestions, comments, or anything, feel free to post or pm me.