RPG The Path of Chaos (Online, Save/Load)

Nestharus

o-o
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News
  • Different Forum

    tooltiperror putting up a different forum (we will see when he finishes)
  • System Work

    Finished Simple Spawn.

    Still working on Spawn for more advanced spawning. This will allow for creep camp management among other things.

    The redesign of how inventory is done will allow for a lot of new possibilities. King is in charge of this project.

    Given up on AttackIndexer. Will likely do full custom combat, but to really get this going, need to figure out some math.

    Planned Updates: CliffBound, SlopeSpeed

    Soon to be worked on systems: terrain cell manager

    Story design: Act 1 underway

Positions (be talented and must have NewGen WE (Tutorial On How To Install It)
  • vJASS Coders

    Lua experience preferred
  • 2D Artists

    Make project logos given descriptions and help with cartography.
  • Model Importers

    Recieve requests for models and search for models that suit those needs and then import them into the map and find a suitable destructable for them (or suitable destructables). Be able to modify the destructable so that it is ready for use.
  • Terrainers

    Be able to make natural nice looking terrain. Know techniques such as making a cave using rocks, water reflection, natural coast lines, natural vegetation, interior design (cell based), exterior design, and cliffs using plateus. Other knowledge may be necessary for this position. Also, be able to identify which models may be needed to get the job done.

    Be sure to have a good eye for natural looking sizes. For example, the human barracks building is much too small relative to a footman. Terrainers will be in charge of scaling the overall map (from models to terrain).

    Also be sured to add notes as to what areas should have what effects (dungeon traps, cinematic effects, etc).
  • JASS Coders

    Be able to take a small map that has units laid on it, open the jass script, go to the unit creation portion, rip everything out, and then make it so all the units are created relative to an origin and wrap it in a function.

    When a unit is placed on the map, a line of code is generated for creating that unit. When dungeons are created, the dungeons will be created in little mini maps (not the actual map). The main map will generate that dungeon based on a script. Changing it so that all of the units, destructables, and etc are generated relative to a position and then porting that script into the main map will make it possible for that main map to generate that dungeon.

    JASS coders will also be in charge of going through all of the notes terrainers write for effects and scripting out those effects.

    vJASS experience is not required for this position.
  • Modelers

    Be able to create good looking models with small sizes (~50-75kb for units and ~3-10kb for items).
  • Story Writers

    Be able to write an outline to a good looking story with no holes in the timeline. Be elegant and in some cases, specific.

    For every portion of the outline, expand on it in detail.
  • Cartographers

    Use fantasy cartography software to lay out the world (profantasy, photoshop, w/e). Cartographers will look at a script and then lay it out visually. Be sure to depict interiors, cities, fields, continents, and the overall world map.

    Profantasy is preferred as that allows one to link maps together (click on a city in the world map and view that city's map, click on a building in that city and view its interior). I have the software, but I am terrible with the artistic stuff (takes me forever and a half).
  • Final Notes

    Map design will be an open forum, so everyone will be able to take part in the creative process of actually putting the map together.

Story Synopsis

Disciples of chaos start corrupting the church under an old being named Heknar from the original world. The world was initially created by Astors, but when it was war torn by Heknar, the first world was locked away into another dimension and a new one was created in its place. In that war, Astors called many gods from all over the place and for the second, those gods stayed there and fashioned races after themselves.

Heknar warped the locked dimension into a place of chaos and eventually ripped through it making a portal far in the north to the new world. He started sending disciples to the new world and created a network via the churches so that he could expand his control.

In the tropical island, the players find a crystal in the abandoned temple. That same crystal had corrupted Heknar and turned him into the insane demi-god that he was. You learn more about it and travel to the central continent where you meet up with a priest named Ahruman. Ahruman is corrupt and his church is part of the network and he attempts to take the shard for himself. You end up fighting him in the deep dungeons of that church where you see him transform into a demonic being.

Heknar has three primary generals- Lich Kerosh the Plague Bringer and two others that I can't remember the names of atm (Kerosh is the coolest tho ^^).

The dragons are a noble race created by Astors, but very few remain (most of them died in the war, the old world consisted of humans and dragons as well as corrupt creatures formed by the crystal).

The crystal is sort of the heart of the entire universe and an extremely powerful being named Deimos is searching for it. He was trapped in that universe (a machination) by Nimhdu. Outside of the universe is another reality of extraordinary beings, and Nimhdu had the idea of converting all matter of that reality into a more perfect material. He devised the machination and locked Deimos, the opposer, into it. Deimos appears bad as he's a mass destroyer (Deimos the Slaughterer), but he is actually a good guy and Nimhdu is the bad guy (Nimhdu is trying to overtake all of the other beings and tricked them; Deimos was the only one who saw through his charade, hence why he was locked away).

About The Team
  • nestharus

    Veteran vJASS coder that has developed many systems, opened up Lua to Warcraftt 3, and has made tutorials for basic and advanced vJASS coding.

    -Project Manger and vJASS System Designer. Primarily reviews all code. Handles recruitment.
  • tooltiperror

    Webmaster
  • kingkingyyk3

    Veteran vJASS coder that has been a prominent part of thehelper.net. King has created many different systems.

    -vJASS System Designer
  • Soliloquy

    Writer

About The Map
  • Map Features
    • Terrain Features

      Terrain will be using gravity in order to make steep slopes harder to go up and easier to go down. This will add strategy to the game for major battles, boss fights and the like.
    • Melee Combat

      It is still unknown whether regular warcraft 3 attacks are going to be used or a full custom combat system will be used. While a full custom combat system would be cool, it would incur a lot of overhead, thus limiting what other things could be done with the map. Regular combat would be using what is called an attack indexer, which would allow regular warcraft 3 attacks to be fully customized. Attack indexing is still be developed and it is unknown as to whether it is really feasible or not, but I think most people on the current team are really pushing for this.

      For full custom combat, the Dark Invasion 2 style seemed the best. It was both simple and entertaining while adding differences between the classes.
    • Inventory

      Hero icons will be used as the potion belt and their levels will depict remaining charges on the potions.

      The project will hopefully be using a spellbook based inventory system. When a spellbook B with a spell in it is added to a hero and that spellbook is disabled, the spells inside of it are added to spellbook A. However, this could cause problems with custom abilities, so this is why it is unsure whether or not this approach will be taken. Full screen inventories tend to be cumbersome, laggy, and are hard to use while in the middle of combat. A multiboard inventory would be a better option than a full screen inventory. Even though it doesn't look as cool, it is easier for players to use as they can swap items out while fighting or running around (they will be able to see what's going on).
    • Spell Combat

      Spell casting has always been based on intelligence. We strive to make a spell casting system that is based on strategy and knowledge. For example, imagine a game of chess with 1000 different pieces that all do very different things.

      As a spell is cast, different components are built and put together. Spells can be obstructed in many different ways and other spells can be cast to counter them. In this way, similar to Magic the Gathering, spell casting turns into a game of strategy and wits.

      Every component is built a certain way, and it is up to the player to remember and learn every possible component, thus making them a better spellcaster.

      Currently, the gameplay is still being designed as previous designs made spellcasting take much too long.
    • Resistance

      Every single bit of damage has a type associated with it, and every attack is made up of different damages. For example, an attack may be made up of both lightning and poison damage. When a unit takes damage, they resist or absorb a portion of that damage. All combat will be flowing around this, so facing different monsters or players requires different strategies.
    • Unique Battles

      Most RPGs in general have the same types of fights. A monster comes around and does attacks and the player does attacks and the first one to lose all of their hitpoints is the loser. In this project, every monster battle should be unique, like a mini game. For example, facing a wild boar is very different from facing a bear. This will be done with an array of custom abilities that have certain strengths and weakness. For example, a charge ability might charge forward, unable to stop, but deal great amounts of damage. A sweep ability might damage the area of half a circle. It is this way, plus other factors, that will make each battle with each monster very unique. Boss battles become even more unique as there are many more factors in play, such as possible minions, traps scattered across the arena, and possible invinicibility until certain conditions are met.

      It is RPG meets Platform combat.
    • Equipment Concept

      Items are tools, and different items are better at different things.

      In the case of spell casting, mana leaks whenever a spell is cast. This mana leakage makes the spell require more mana. For example, if a spell costs 5 mana and there is 95% spell leakage, then that spell would require 100 mana rather than 5.

      Spell casting gear can hold a max charge of mana, but the greater the charge it can hold, the more mana it can possibly leak. The greater the charge a spell casting item can hold, the more mana it can output per second. Furthermore, spell casting items require a minimal charge to even get through it (like how a river requires a certain amount of water to move). This means that the more powerful the item, the more mana is required to even make it work in the first place. This means that if an absolute beginner level 1 character wouldn't even be able to use master level gear, it'd be useless to them.

      The body by itself would allow for infinite mana instantly, but it would leak vast amounts (possibly 95% or more). Something like spell casting gloves would only hold a very tiny charge but would leak very little (possibly <1%). This means that melee caster hybrids would have to be very careful with the gear they'd use and players would have to use gear suitable to their style and their power.

      Weaponry is the same way. Different weapons have different weights, and these weights coupled with strength and dexterity effect how long the cooldown takes. The skill with the weapon effects the overall damage that weapon can deal. This means a master level weapon that might be nearly weightless would little better than a beginner level weapon in the hands of a basic character.

      Some weapons can intake mana (magical weapons), which is useful for hybrid classes (melee + spell casting). These weapons coupled with spell gloves allow the user to enhance their combat.
    • Save/Load Code

      The project will be using Encoder for save/load codes so that the smallest save/load code possible can be outputed.
    • Dungeon Concept

      By creating cells across a map, infinite dungeons can be achieved. In these cells, destructables and monsters would be placed in order to generate a dungeon on the fly. This would allow for greater amounts of content on the actual map (dungeons take up less space) as well as greater amounts of dungeons.
    • Terraining

      The entire map is underwater at the moment to provide the most natural terrain possible (slowly raise via raise terrain). No cliffs (cliff level tool) will be used. The map is 480x480.
    • Interiors

      With the use of CliffBound, we will be able to have multi-level interiors of buildings with stairs and etc. Pathing blockers won't be necessary.
    • Smart Imports

      By only utilizing small model files, the map will have much more content (1000+ models and a map that is still <4 megs).
    • Level Progression

      There is no real level progression. It is based entirely on the players' skills and gear. Say goodbye to the grind fest and play the map through for fun. Preparedness for a battle as well as strategy will determine the victor, not op characters.
    • Dynamic Crafting

      Any type of item can be crafted. Objects are defined by sets of properties, so quite literally anything is possible. Every action has its own task associated with it. Nothing is done by random numbers or character skills! It's all on the player!

      An item can only store a limited amount of power. Furthermore, characters must have the capabilities to create the item and the player must have the capabilities to support the character.
    • Crafting Magical Items

      Action Abilities, or Instant Spells (1 node+catalyst) for quick spell action with melee characters and responsive spells for casters.

      The Spell Scroll, which stores a crafted spell (invoke targeting an empty spell scroll), for responsive and powerful spell casting. Crafting + spell casting.

      The Potion: Stores spells in a liquid state to apply their effect over time. Crafting + spell casting.

      Spell living in Item (weapon, etc): Stores a spell seal into an item so that it can be instantly invoked given the user has the mana to do so. May be a constant effect, meaning that it would constantly train its cost (life? mana? endurance? etc?). Crafting + enchantment (spell casting).

      Crafting may be performed by multiple characters (many crafters, many casters, etc, all specializing in various fields).
  • Goals
    • Challenging and Entertaining

      Make each aspect of it both entertaining, challenging, and reflective of what it portrays (mini-game of spell casting portrays what could be considered as actual spell casting).
    • Mix The Player and Character Together

      Many RPG games rely solely on the character, only providing simple hot keys and abilities to make gameplay easy (thus making the game more of a virtual chatroom than anything else, boring and tedious). We hope to make the game rely entirely on the player's skills. The character will allow the player to interact more and more with the world. As the character grows more powerful, the player's choices grow more varied. For example, in spell casting, a character might be able to support more complex spells as it grows stronger, but the player has to learn and master those spells. Nothing in this game is automated, everything has to be done by the player, from melee combat to casting spells to even crafting.
    • No More Grinding

      Remove anything to do with standard leveling (from completing challenges to killing monsters to w/e). We aspire to make it so that as a player becomes more in sync with their character, their character will grow more powerful. As a character grows more powerful, it requires that the player master new things (more complex spells, etc), thus pushing both character and player together. When a player reaches new heights in their skill, they are rewarded with a more powerful character.
    • Progressive Story

      One of the most fantastic elements to any RPG is its story. Many newgen RPGs, which try to have an open and expansive world, end up having a chaotic jumble of stories (Oblivion, and etc), resulting in what appears to be a mish-mash of mini RPGs. The goal in this is to have a central progressive story that can be manipulated/changed by the players in expansive and dynamic ways while saving their current position in the story. About the only possible way online RPGs could even begin to achieve this in the past was by segmenting the game up into acts (Diablo 2). We hope to come up with a new design that makes the world appear open and dynamic. Final Fantasy Epic RPG tried to do this by just having a central quest, but we find that design to be poor. Currently, we am still working on how to properly achieve this.
 

Narks

Vastly intelligent whale-like being from the stars
Reaction score
90
certainly looks like an interesting project, best of luck to you with it

cheesy name though lol
 

death_knight

Dark is the heart of a corrupted man.
Reaction score
24
Great concept. Looking forward to a release.

I kind of agree with Nakrs, it does need a new name. I think the current name isn't bad, but I think you need something slightly more enticing. I'll edit this post and put them up here if i think of any suggestions.
 

NeuroToxin

New Member
Reaction score
46
Try putting the main points at the beginning, I'm too lazy to read through that wall of text. Just make new colors, and make it better looking. Also, put the recruiting parts lower, and the story higher. Just a personal opinion.
 

Narks

Vastly intelligent whale-like being from the stars
Reaction score
90
absolutely nothing wrong with the colors
 

Nestharus

o-o
Reaction score
84
So some news...

For terrain, we'll be using units with ubersplats + the regular terrain stuff. This'll give us more textures to use (ubersplats add another 20). We're in the process of finding 20 smart textures to use and forming them up so that they aren't square tiles.

Here is an example of the technique (5 layers with 157 units) done by Nyuu at Uber Landscape
97944d1297868645-uber-landscape-test.jpg


We have a much more solid intro and it's actually pretty damn cool (tx to Gauss from THW), but still working on getting an even cooler story and games in there =).

I finally put the forum back up since tooltip wouldn't do it =P, but it's a lot faster than the old one =).

Been working on lots of scripts... already clocked in like 4 hours today and I've only been up for 5ish hours (just to give you an idea of how dedicated I am to this project right now).

So yea.. if there are any texture experts out there that can help with the 20 new tiles, that'd be awesome. We pretty much have every environment you can think of in the map, so gotta be really smart about the tiles =P.

Also, if anyone knows c++, c#, or java, we need a tool (I don't know if I have time to make it)
A tool that will parse over a map, rip out the wc3 script, and replace all CreateUnit that create a unit that has a specific model type with CreateUberSplat relative to an origin x,y.

[ljass]CreateUnit(player, unitTypeId, xCoord, yCoord, 0)[/ljass]
to
[ljass]CreateUbersplat(xCoord+x,yCoord+y,uberSplatBasedOnUnitTypeId,255,255,255,true,false)[/ljass]

From here, parse over the tile types in the map and retrieve them and generate SetTerrainType for each tile relative to the origin x,y.

Store each ubersplat into a private array.

Go over all CreateDestructables in the script and put change their creation points to points relative to x,y and store them into a destructable array.

Any CreateUnit with no ubersplat on it should be created relative to x,y and stored into a unit array.

Output the final creation script into a function (ubersplat,terrain,destructable,units)
[ljass]function CreateDungeon takes real x, real y returns nothing[/ljass]

Generate a destruction script for destroying all of the ubersplats and destructables and units
[ljass]function DestroyDungeon takes nothing returns nothing[/ljass]

Output the final script (all together) into a text box for easy cnp.

This will be used for generating interiors. A terrainer will create internal (inside buildings, dungeons, etc) terrain for a map in a second map using destructables and an interesting ubersplat technique using units. When they are finished with the terrain, they should be able to rip the script out of it for everything they placed so that it can be ported into the main map for generation. This will also make it easier to edit dungeons on the fly, increase over all space on the map, content, and etc.

Custom units with a specific type of model file should be parsed over in order to retrieve the ubersplat ids used (user shouldn't have to configure).

The map should be able to either be dropped on to the program or opened by the program. There shuold just be a big textbox on top and a progress bar on the bottom (no start conversion necessary, auto start processing when a map is opened via drop or open command).

This will be pretty dang useful and I've already seen a few ORPG projects that want to generate dungeons in this fashion. I'm sure quite a lot of people will appreciate this. Also, with a tool available, more people will be wanting to do this so that they can cram more content into their maps =P.

I'll also be doing a system for cell based interior generation so that people terrain in blocks (various rooms, or even possible zones).

Sadly, there is no way to generate external terrains as terraindeformation handles permanently leak.
 

Narks

Vastly intelligent whale-like being from the stars
Reaction score
90
You have a 480x480 map.

The method you use to intend to generate dungeons is awful. You've taken all the limitations of generated dungeons, and then combined with with all the disadvantages of editor built dungeons:
- higher resource consumption ingame (destructables cost a lot more then doodads)
- larger file size (doodads, textures and cliffs are smaller then code, not sure after MPQ compression)
- construction restrictions (can't do amazing dungeons with doodads that look aesthetically awesome)
- static dungeon (as opposed to using a dungeon generator to make random or pseudo-random dungeons)
- having to actually write a dungeon generation system

The only, ONLY advantage I can think of is:
- you can save terrain space (with a 480x480 map? really?)
 

Nestharus

o-o
Reaction score
84
Actually, without the dungeon generation system, we wouldn't have room in the map for everything... I don't even know if we'll have room for everything with it o-o.

A tiny island is currently taking up 1/4 of that 480x480 map ;o...

/sad face : \

Also, you can do epic terrain with destructables o-o, just can't have any terrain bumps =(.

Dungeon doesn't have to be static, can do w/e... in fact, can do D2 style if we really wanted to >.>.

The only disadvantage I saw is all of the code for generating the dungeons =P.
 
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