Steel
Software Engineer
- Reaction score
- 109
News
I've finally finished writing the code for the new combat feature, the combat timers. The system will be implemented into the map quickly and pushed out as a release. About the demo map, it's very simple, you have a bar above your head that represents a timer, the timer in the demo is set to 20 seconds. Each time the bar completes and gets full, you gain a Combat Point. In the demo the number of points you have saved is simply displayed in text. The multiboard in combat that comes up automatically in Sagas already with the life and mana bars will house the number of points you have, this will definitely be changed upon implementation. After each point you have you can spend them on specific abilities. I've included a passive book to show you what you currently have activated and then a book for the spells to get those passive abilities. If you want to reset everything I've included a -reset ability. If you encounter any problems let me know.
Sagas implementation:
1) Each new encounter these abilities will reset to nothing
2) There will be 11 abilities and each will be special in their own right
3) The system is still under development and is subject to change.
Download Demo
Conversion from v1 to v2 news
About
Greetings everyone, I am Steel a member of Clan TDG which has brought around maps such as Burb TD, Demolition TD, Possession TD, Final Fantasy Forever, Uther Party and many more...We make top quality maps and I would not be a map designer unless I did just that. I'm bringing back my map Sagas ORPG. It was hard for me to try and leave the map as it was since I spent so much time on it. I was going to begin work on another map with a clan member but there were too many issues with time so I've decided to come back to this.
About Me: For those of you who don't know, I've been working on this map for quite a while. I've been a mapper since the beginning of WC3 and I like complex and challenging ideas and bringing them to a map. I'm a professional web designer, programmer in several languages and a student.
About the map: The map was started out of my hatred for other map developers being lazy. There are only a handful of developers that I respect for their work because they have passion for what they do and they take pride in it. I feel the same way, what I do is for fun and I want people to have fun too, but I'd like people to respect the work that map makers put into a map. This map has been saved I believe 10,000 times and undergone many overhauls.
Detail about the map: This map is generic like most RPGs are at first, but when I get the majority of the map completed I will be adding in difficult content. The content will be in the form of "Missions" that you will choose to do and you can find complex enemies and puzzles within them. Also, for those people that like difficult enemies and their fights, there will be numerous bosses that will require strategy and teamwork to defeat.
In Short: If you like RPGs, then you will like this map.
Website Links:
Main Website
Download Section
Changelog
Progress
Completion - 99%
Items 100% (Progressively Updated)
Creeps 100% (Progressively Updated)
Quests 100% (Progressively Updated)
Those with 'Progressively Updated' mean that they are at 100% but are constantly updated with the progression of the game. When more is added it just adds to the existing completion.
Game Features
Gallery
None of the images from my previous server made it, they were all lost. I'll be trying to take some more but in the mean time if you play the map and you would like to submit a screenshot, attach it to this thread, or go to my forums and attach it there, or email it to me at [email protected]
Again, I do apologize for the lack of pictures.
Contact Info
Contact Info:
Email: [email protected]
Msn [email protected] MSN is buggy for me (Not best option)
Yahoo: pjb0404
AIM: HSDAP
ICQ: I hate icq
Forums: Just leave a post, or a private message
"Jobs"
Requirement for all Jobs:
Must speak proper English, I will not tolerate anything else
Item Designer [Status: Open (1 slot)]
There are 14 different classes in this game so there are a TON of items to be made. I'm looking for someone who understands linear and exponential graphs and math. Experience with JASS is a plus, but not required. I'd also like someone who has prior experience with an RPG. This is NOT an easy job...
Quest Designer [Status: Open (1 slots)]
First off, I really hate designing quests. I can come up with the ideas of them and such but the coding process I absolutely hate. This job is kind of a toss up at the moment. Until I code the Quest Management system properly for public usage I will only be looking for someone with exceptional JASS skills.
Advanced JASS Coder [Status: Open (2 slot)]
The title speaks for itself. You must be familiar with Structs, VJASS, etc...
Beta Tester [Status: Open (Several)]
Well, anyone can play the releases that I make public, but I do a LOT of testing between versions. So those people that are willing to do some testing here and there between versions are suitable applicants for this position.
I've finally finished writing the code for the new combat feature, the combat timers. The system will be implemented into the map quickly and pushed out as a release. About the demo map, it's very simple, you have a bar above your head that represents a timer, the timer in the demo is set to 20 seconds. Each time the bar completes and gets full, you gain a Combat Point. In the demo the number of points you have saved is simply displayed in text. The multiboard in combat that comes up automatically in Sagas already with the life and mana bars will house the number of points you have, this will definitely be changed upon implementation. After each point you have you can spend them on specific abilities. I've included a passive book to show you what you currently have activated and then a book for the spells to get those passive abilities. If you want to reset everything I've included a -reset ability. If you encounter any problems let me know.
Sagas implementation:
1) Each new encounter these abilities will reset to nothing
2) There will be 11 abilities and each will be special in their own right
3) The system is still under development and is subject to change.
Download Demo
Conversion from v1 to v2 news
About
Greetings everyone, I am Steel a member of Clan TDG which has brought around maps such as Burb TD, Demolition TD, Possession TD, Final Fantasy Forever, Uther Party and many more...We make top quality maps and I would not be a map designer unless I did just that. I'm bringing back my map Sagas ORPG. It was hard for me to try and leave the map as it was since I spent so much time on it. I was going to begin work on another map with a clan member but there were too many issues with time so I've decided to come back to this.
About Me: For those of you who don't know, I've been working on this map for quite a while. I've been a mapper since the beginning of WC3 and I like complex and challenging ideas and bringing them to a map. I'm a professional web designer, programmer in several languages and a student.
About the map: The map was started out of my hatred for other map developers being lazy. There are only a handful of developers that I respect for their work because they have passion for what they do and they take pride in it. I feel the same way, what I do is for fun and I want people to have fun too, but I'd like people to respect the work that map makers put into a map. This map has been saved I believe 10,000 times and undergone many overhauls.
Detail about the map: This map is generic like most RPGs are at first, but when I get the majority of the map completed I will be adding in difficult content. The content will be in the form of "Missions" that you will choose to do and you can find complex enemies and puzzles within them. Also, for those people that like difficult enemies and their fights, there will be numerous bosses that will require strategy and teamwork to defeat.
In Short: If you like RPGs, then you will like this map.
Website Links:
Main Website
Download Section
Changelog
Progress
Completion - 99%
Items 100% (Progressively Updated)
Creeps 100% (Progressively Updated)
Quests 100% (Progressively Updated)
Those with 'Progressively Updated' mean that they are at 100% but are constantly updated with the progression of the game. When more is added it just adds to the existing completion.
Game Features
Steel said:Concept: The game is based around the concept from many popular MMORPGS. There are many ideas from that game that have been WarCraft III'ed into this map. You will notice ideas and images from EverQuest all the way to World of Warcraft.
Zoning System: Areas of the map are broken into "zones". Each zone has a different difficulty, some zones have requirements for entering them let it be a key, a quest, or a minimum level. This system is rarely seen in many maps, it restricts the field of vision for a player to a given area. This is a feature that allows players to have sectioned off areas much like other RPGS. It is great for dividing up difficult areas of the game with easier ones. It is also very nice to if you need to hide during those PvP times!
Hero Selection: The map features a very unique hero selection system, the template designed by Magos, with alterations made by me. The hero selection method allows a user to view detailed information about the hero they are debating to choose before they make their decision. When a hero is selected, the unit grows in size and rotates slowly, it is visually stimulating!
Combat System: The map uses a unique system for combat. Damage values follow appropriately with any unit, but the armor values are all at the 0%, the standard Warcraft III armor values are percentage based, in this map though the armor values are a straight value. If you get hit for 10 damage and have 5 armor, you take only 5 damage. The armor value is not shown on the unit itself, but rather in the Multiboard.
Character Classes: The classes in this map closely resemble many RPGs, but it is difficult to deviate from what is tradition, so the map hasn't. The map has 14 functioning classes, but may so more as time progresses.. After the base are completeled and balance is relatively even, I will create additional classes that break out from the standard feel. The spells are done entirely in JASS allowing for multi-instances of spells and a great deal of efficency with no memory leaks. Although the spells and such are designed to make for the feel of most RPGs, the spells are designed around the basics of ideas, although some are very unique.
Terrain: The Terrain has been a constant struggle in this map. I am a perfectionist and the map has seen 3 Terrain artists and 4 overhauls. The current, and final version of the terrain yields credit to Krewl Rain of Clan TDG. The terrain previous to her work was very fitting for the map, but the size just resulted in too many problems. I would like to extend a very warm thank you to Millie and Lewt.
Summoned Pets: The summoned pets will automatically follow the hero. The unit will follow closely and automatically attack units which attack the hero. The pets follow a generic AI coded into the game. Unit's with abilities will automatically use them accordingly. This allows the Player to focus on their Hero primarly, instead of dealing with 2 units at the same time. Beware players...the pets can get you into troule!
Creep Respawn System: Forgot to put in one of the best features about this map, the creep respawn system allows for units to respawn in their original position. The JASS trigger is only about 150 characters long and it takes care of every unit. I've also encoded different respawn times for each area so units from different areas will take longer to respawn than other. Boss mobs will behave on their own system [re]spawn trigger.
Multiboard System: Much like a traditional Multiboard, the one in this map houses player data for the user to see. The armor of a unit is not displayed on the unit itself, so for a player to see this information it has been placed on the Multiboard. This is standard for most Multiboards in maps, but the unique feature in EQSagas is that the buffs are listed and recorded onto the Multiboard itself. This allows eliminates limitations given from the World Editor, and also gives a very nice twist to PvP combat. Enemy players can no longer see what buffs you have!
Save / Load Feature System: The system allows a user to save every aspect of their game experience with a code. The save / load features have been completely reworked. A simple -save will take all of your character's data and generate a code for you. The code saves quite a bit of data so please understand it may be lengthy. It saves your Hero, Hero's Level, Hero's Experience, Hero's Stats, Your resources, Your items, Your Backpack's items (Yes, all 18!), and it personalizes your code to your name for security. The length of the code is roughly 35-40 characters long.
Attribute System: Thanks to weaaddar's system players can customize their unit's stats. The stats are saved and loaded, this means no two heros will be alike. Each player will carry further uniqueness with their playing.
Backpack System: This system has been designed to allow users to carry 18 items in a backpack that are saved with their hero. The backpack can be recalled at any time to take out items at will. If the hero's inventory is full and they go to pick up an item, it will be automatically moved to their backpack. When saving all 18 items inside the backpack will be saved, including the 6 on the hero itself.
Equipment System: A work of art that I have been perfecting for a while now. The system allows you to have virtual equipment. The items aren't actually carried on your person, but you get the effects of them. Instead of the standard 6 items you can carry far more, helmets, rings, earrings, swords, necklaces, many many slots.
Experience System: The system allows for experience only in certain situations. Quests can yield experience, killing standard units can yield experience, but killing Boss units or unique spawns rewards players with the most experience. The system scales experience per level, more experience required for higher levels. Experience has a level range limit too, you can only be within certain levels of an enemy to receive experience. Ontop of that limit, there is an actual range (distance) measurement that also exists. You must be within a certain distance to gain experience.
Item Drop System: Coupled with the Experience system comes the Item Drop System. The two systems function together to give proper Experience and Items based on your hero's level and the enemy's level. Each unit can hold 10 (Subject to change for bosses) different items to drop and drop on a percentage based scale (1-100%). The system is written entirely in JASS and has a built in error system if anything should go wrong with it. The system is also completely leak free.
Buff System: This system allows for multiple buffs of the same type to stack. Now this does not mean that Flowing Thought I will stack with Flowing Thought II, but rather 3 types of Hitpoint regeneration spells can stack. The system is completely leak free, it handles every unit at the same time. The system has been redesigned from scratch 3 times now, and should finally function without error
Player vs Player (Coming Soon): Always a favorite subject, PvP combat. The game is setup to handle player versus player combat. The triggers all can allocate damage properly, to trigger the system you must unally via commands with other players. But beware, you won't be friendly to townsfolk. You also cannot go hostile with anyone at anytime, this would result in rampant killing when an ally gets low. You must be in town to go hostile with others. This will not initially provoke the guards, but after you attack another player, you will be seen as an enemy to the townsfolk. Hostility to townsfokl reset upon death.
And much much more...
Gallery
None of the images from my previous server made it, they were all lost. I'll be trying to take some more but in the mean time if you play the map and you would like to submit a screenshot, attach it to this thread, or go to my forums and attach it there, or email it to me at [email protected]
Again, I do apologize for the lack of pictures.
Contact Info
Contact Info:
Email: [email protected]
Msn [email protected] MSN is buggy for me (Not best option)
Yahoo: pjb0404
AIM: HSDAP
ICQ: I hate icq
Forums: Just leave a post, or a private message
"Jobs"
Requirement for all Jobs:
Must speak proper English, I will not tolerate anything else
Item Designer [Status: Open (1 slot)]
There are 14 different classes in this game so there are a TON of items to be made. I'm looking for someone who understands linear and exponential graphs and math. Experience with JASS is a plus, but not required. I'd also like someone who has prior experience with an RPG. This is NOT an easy job...
Quest Designer [Status: Open (1 slots)]
First off, I really hate designing quests. I can come up with the ideas of them and such but the coding process I absolutely hate. This job is kind of a toss up at the moment. Until I code the Quest Management system properly for public usage I will only be looking for someone with exceptional JASS skills.
Advanced JASS Coder [Status: Open (2 slot)]
The title speaks for itself. You must be familiar with Structs, VJASS, etc...
Beta Tester [Status: Open (Several)]
Well, anyone can play the releases that I make public, but I do a LOT of testing between versions. So those people that are willing to do some testing here and there between versions are suitable applicants for this position.