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- Reaction score
- 107
This is the first project I've started that I deem The Helper-worthy.
On Project Nethershard (PNs):
Project Nethershard will be a series of maps, all containing the same units and caster system, but yet entirely different.
PNs: Arena
This is where it all goes down, raw 6on6 arena battles, granting people rewards (nethershards) for victories and smaller effort compensations for defeat.
With these rewards, you can level up, improve skills or buy equipment.
PNs: Dungeons
This is where people who are a bit tired of the PvP, but would like to play around with the caster system, get a new challenge: Instanced dungeons.
Here, there will be epic battles versus large, difficult bosses, who ofcourse drop some big-ass loot and more, rarer, nethershards.
PNs: The Shoppe
This will be a small map, which you can load offline and enter your savecode in.
Then, you can use your loaded nethershards to buy new gear, spells, etc. for online use in Dungeons or Arenas.
On Nethershards:
Nethershards are rewards that you get through either PvP or PvE achievements. They come in all shapes and colors, but basically there are as many shard types as there are schools: 6.
How much something will cost is yet to be determined, but rest assured there will be a lot of goals to achieve and thus a lot of nethershards to earn/spend.
The project:
Basically, I've created my very own caster system, allowing for unique features, unseen to WC3 up untill now.
To use this to it's full extent, I am planning on releasing several maps, all containing the same units, spells and items, but different terrain and options.
To transfer data between maps, there will be made use of Save/Load codes, based off of a player's name and other specific details.
A player will be able to have more than one character, but there will be a limit of 4 (subject to change).
Currently, the caster system allows for:
- Custom spells, buffs and UI
- Spell reflection, absorbtion, resisting.
- Buff stacking
- Custom death/revive system
- 100% working "on damage" and "on attack" events
- Items that increase spell damage, range, casting time, buff ticks, etc.
The mechanics:
There will be room for 6 Schools with 4 Archetypes per school: Tank, Nuker, Allrounder and Healer
Schools are: Chaos, Ether, Gaia, Eclipse, Faith and Oblivion
Some schools take extra or reduced damage from other schools, as well as some types of archetypes will be able to reflect/(partially) absorb damage from schools they are strong against.
Furthermore, there will be a leveling system that grants both xp for kills as well as casts, so healers that stand further out of battle will still be able to level as fast as nukers that are close to the action.
Note that leveling may also be dependant on nethershards, so you won't "just ding" when you cast X amount of spells.
At the moment, each character can level 4 times, unlocking a new spell every time he/she does. (Total of 8 skills/character)
Current project state:
- Finetuning the caster system
- Adding all units (Nukers and Healers first, then Allrounders, then Tanks)
Notes:
- This is a HUGE project, so it may take months to finish!
- Allows for 12 people at once
- Playing WC3 in 1600x1200 res will stretch the casting bar beyond nice looks, I suggest playing in a lower res.
- I'm not a terrainer, nor an "Eye Candy"-er, I'm a JASSer. So if a spell looks rather fugly, remember that can be easily changed by someone who has got time/skills to do so
- The map is optimized, since I don't want people to use (incomplete) systems made by me without my permission
Reported bugs:
None
Current test version: v0.02
- Some units
- First Terrain
- Basic account functionability
- Raw caster system (needs updating on some stuff)
- Save functionality