the Immortal
I know, I know...
- Reaction score
- 51
Introduction
I suppose your first reaction when you see the topic will be something like "WADAFAAAAK, no, not the next one !!!" ... well, lemme explain you my idea and my PoV
I've played at least 3 open RPGs with the name 'WoW' ... and the thing that is obvious for me is that even a map with 256x256 size just isn't enough. And even if you separate it to 2 different maps ... well, 12 people playing in one continent sounds strange. After realizing all that, it seemed almost impossible to make WoW 'copy' in Warcraft III.
But then the following idea came to my mind. When 12 people aren't enough to populate one real-sized world (and I want a real-sized world) ... then the only chance left for me is to make instances + battlegrounds. And here's my idea in details:
Features
- There will be different maps for the different instances and battlegrounds (the battlegrounds may be at one map ... we'll see)
- When playing for a first time you choose your hero and begin playing directly at 70 level. If you have a previous hero, you load it using a save code.
- There will be 3rd person camera and arrow-buttons movement... almost as in WoW (it's impossible to use WASD and mouse for moving in WC3 afaik)
How? Easy, I think there are many maps using these buttons for movement.
- You will have your class' ~10 most important abilities, usable by pressing the numbers' buttons (just as in WoW)
How? In the start of the game you are taken to ~10 dummy units representing your skills / spells. By selecting em and pressing Shift + [n] you choose the hotkey for the ability. When one of these units is selected, your target is reselected instantly and your character begins casting the spell. Simple
- You will have access to Full-Screen inventory with ~10-15 equipped items and 20 in backpack.
How? Using FSGUI as a base I am working on a similar inventory system that suits my needs.
- The basic abilities / stats system will be changed. Every unit will have chance to crit, dodge, parry, block (only with shield). Stats will affect these skills directly, just as in WoW.
How? By creating abilities with ~100 levels each ... 1st level is 0.5%, 2nd is 1% and so on ... and then adjusting their levels as needed
- There will be all 70 lvl items with stats equal to these in WoW, becoming soulbond as needed and so on.
How? Simple x) Using Atlas (an Addon for WoW) you can see the possible loot from all instances.
- There will be tactics for the bosses, similar to these in WoW and the mobs / bosses will have aggro, too.
How? Triggering spell casts and phases, and keeping each person's aggro with HandleVars attached to each monster.
- There will be a reputation and honor system ... basically when doing dungeons your reputation with specific faction will raise and will unlock access to EPIXX. When you play battlegrounds, you will get honor points and you can exchange em for EPIXXXXXXXX ... or rare items x)
How? By saving 5-6 more integers in the save-code and increasing them when a hero / mob is killed.
- There will be talents for every class. Probably 3 trees with 12 talents for each one ... again the 12 most important talents from each tree.
How? Using spellbooks + dummy abilites
- I will make the systems (as I call em) in a blank map. After that I will make the different dungeons and will post both the finished them and the blank map ... so people can make their maps and mods and eventually learn something from the maps.
How? Should be easy compared to the other things ^^
Looks hawt, don't ye think so? I feel I've missed something but I will add it when (if) I remember what was it.
Other
Now, you see this is a HUGE project. But it's aiming on maximal similarity with the original game .. that's why the chances I will ever finish it aren't big ... and I'm just beginning work on it. So I'm 'recruiting' skilled JASS-ers (since most of the map should be in JASS) to work with me. This won't be 'Ixtreon's project with the help of XX, YY and ZZ' but an 'Ixtreon's, XXs, YYs and ZZs project'
What have I done till now? Almost nothing except movement system ... but I have this idea from months and I feel that if I don't post it here, I will never finish it.
Possible problems that come to my mind:
- Saving 30 items, 36 talent choises and many more data will make the save strings ... HUGE
Now I'm working on: Full Screen Inventory
LFM
- Someone to begin working on Aggro, ability / skill cast and targeting systems (and for further scripting of bosses) with me. (should be a skilled JASS-er)
- Someone to begin working on items, talents, skills and heroes (exporting them from WoW)
(will be good if has original WoW and perfect understanding of Object Editor)
- Probably someone for something else, we'll see x)
Well, that was it. Comment, make suggestions, offer help (lawl) and whatever You want. Thanks for reading! (or for scrolling down till here xD )