Diablo 1
May 31 2008, 7:11 pm
By: Ahli
Pages: 1 2 35 >
 

May 31 2008, 7:11 pm Ahli Post #1

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

D I A B L O 1


Quote
Thank goodness you've returned!
Much has changed since you lived here, my friend. All was peaceful until the dark riders came
and destroyed our village. Many were cut down where they stood, and those who took up arms were
slain or dragged away to become slaves - or worse. The church at the edge of town has been
desecrated and is being used for dark rituals. The screams that echo in the night are inhuman,
but some of our townsfolk may yet survive. Follow the path that lies between my tavern and the
blacksmith shop to find the church and save who you can.
Perhaps I can tell you more if we speak again. Good luck.

Gameplay:
  • Walk around with your Hero Unit (uh, how special...).
  • Buy Items in the Village called Tristram.
  • Meet Enemies inside the Dungeon.
  • Fight with a turn based unique real time System
  • Find Items and gain Experience while slaying the Creatures of Evil.
  • Increase your Strength, Dexterity, Magic and Vitality

Hero Classes:
  • Warrior
  • Rogue

Items:
  • 61 Base Items
  • 52 Prefixes (max. 1 per Base Item)
  • 73 Suffixes (max. 1 per Base Item)
    -> a few thousand possible items (= nearly 240k - unlogical ones)
    prefixes and suffixes are more free than before. you can nearly find everything on everything (only damage%/armor% are sticked to weapon/armor)
  • Many "Unique Items" (not yet)
  • 6 Potions
  • Wear a Helmet, an Armor, 2 Rings, 1 Amulett and a Weapon with or without a Shield
  • Carry additional Items within your Inventory
  • Repair your Items before they break. Every Item has its own Durability which can be decreased during a fight

Enemies:
  • 88 different normal Enemies try to kill you in a 1 on 1 up to 4 on 1.
  • 16 main Dungeons filled with different Enemies. Every "New Game" will create up to 8 different random Enemies in each Dungeon Level.

Changes from the original Diablo:
  • no Sorceror
  • less Spells
  • more useful Uniques
  • less Pre- and Suffixes
  • no Resistances
  • Singleplayer only
  • Items cannot be dropped
  • different Gameplay
  • 3 difficulty modes in Singleplayer
  • maybe it will cause big lags (I have no experience with DC-systems that are insane huge)

Technical Details:
  • Singleplayer in Multiplayer (battle.net/ipx/...)
  • Jungle - 256 x 256
  • many many Variables used in the DC Systems
  • Tons of Triggers
  • Player can change which values will be displayed in leaderboard/ore/gas amount
  • 1 Item consist out of 2 DC values
  • 15 variables that store the information about which monsters can appear in the dungeon levels
  • Strength, Dexterity, Magic, Vitality stats, item's durability will be displayed with mineral fields

Progress: (atm: >60.000 triggers)
Collapse Box


Currently working on:
setting up fights while walking by enemies inside the dungeon

The needed Screenshots that this map exists:
picture of pre alpha tristram (you can see payne's path out of his Diablo II project):

picture of my triggers (I learned to map like Tuxlar: scmdraft2 + notepad++ + modified version of tuxlar's macros [msg me, if you want that file OR you have a look here]):


(un)interesting stats for myself:
Collapse Box


Post has been edited 51 time(s), last time on Dec 22 2009, 1:27 pm by Ahli.




May 31 2008, 7:19 pm payne Post #2

:payne:

Lol, you know what? If ever you need help, I'm there! :D
I'll let you finish your work before mine, so I can copy some triggers you'll have done (since it seems you're much better than me in triggering).
Is it okay? :P
Btw, the ruin path are kinda buggy for the vision, it's only because it uses High Ruin terrain, just switch these to Ruin terrain and you'll be fine.



None.

May 31 2008, 9:27 pm FooFighters Post #3



I hope this will live up to expectations!
I like how you think Ahli!



None.

Jun 1 2008, 1:56 am Vrael Post #4



Lol good luck. Hope you finish before SCII comes out.



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Jun 1 2008, 2:52 am Demented Shaman Post #5



Quote from Vrael
Lol good luck. Hope you finish before SCII comes out.
Or before D3 comes out :P
If this gets finished I'm sure it will be good.



None.

Jun 2 2008, 7:32 pm Ahli Post #6

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I just thought and realized the best method to multiply unknown values within a known limit.

I combined 2 binary countoffs. One for the first variable and one for the second one.

Try to understand the triggers in the attached .txt.
Open it in notepad++ or wordpad.

HF understanding what I did. :)
I hope somebody can transfer that triggers into words and add it to the wiki.
I'm not able to write sentences that will make most people to understand what I try to teach.

~Ahli

Attachments:
Multiplying greater Values.txt
Hits: 25 Size: 57.1kb




Jun 3 2008, 4:25 am bobwasgod Post #7



Diablo was a fun game :P

Hope you finish it



None.

Jun 3 2008, 4:36 am stickynote Post #8



Why is it a turn based combat system? Is it just easier to control variables that way? (ie. durability)



None.

Jun 3 2008, 4:47 am Vrael Post #9



I believe you used binary in combination with expanded notation. For example, 247 x 312.

= (2^7 +2^6 +2^5+2^4+2^2+2^1+2^0)x(2^8+2^5+2^4+2^3)
Then when you run the triggers, you Foil it out basically.

Say the 247 slot is A and 312 is B

So when B is at least 2^8 (from the expanded 312 notation), you subtract 2^7 from 247, add 2^(7+8) to your sum value, and then in the next trigger since iLvl was not subtracted from, the 2^6 is subtracted from 247, and 2^(6+8) is added to the sum value. This continues down the line, then 2^8 is subtracted from the 312 value, and the process repeats for 2^5. The binary countoffs are simply to account for the different numbers. I'm pretty sure you had an "add" for every power of 2 between 0 and 15, and as long as the values never exceed 2^15 the system won't break. Wait, (2^15)-1. And then you used the Temp value (I think temp3 or w/e.) to add the values back in to repeat for each value of the expanded notation. In this case, after 2^8 cycles though, it re-adds the 247 and then cycles again with 2^5.



None.

Jun 3 2008, 5:44 am Demented Shaman Post #10



Quote from Ahli
I just thought and realized the best method to multiply unknown values within a known limit.

I combined 2 binary countoffs. One for the first variable and one for the second one.

Try to understand the triggers in the attached .txt.
Open it in notepad++ or wordpad.

HF understanding what I did. :)
I hope somebody can transfer that triggers into words and add it to the wiki.
I'm not able to write sentences that will make most people to understand what I try to teach.

~Ahli
I haven't looked at it, but it sounds like you're doing something I already know of. Well, at least the method I'm thinking of is the most efficient one I've seen.

I made a map here. The factors are initialized in the first trigger. I also saw a slight variation done by spineshealth which breaks one of the factors down into its binary components and sets switches that represent each place. It's very nice because it eliminates the need for all the restore trigger groups, although it takes up switches.

Here's his post at blizzforums http://www.blizzforums.com/showpost.php?p=185910&postcount=63 with his calculator map

Attachments:
MultiplyTest00.00.00.scx
Hits: 5 Size: 42.16kb

Post has been edited 3 time(s), last time on Jun 3 2008, 5:52 am by devilesk.



None.

Jun 3 2008, 11:42 am Ahli Post #11

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

@devilesk
Yes, I am doing exactly the same like in your attached map :D. I just used higher limits for 1 value.
The strength of this system is that you are able to multiply 2 large numbers with pretty less triggers.

@vrael
yes. I just didn't know how to call that system.

I would like to see somebody adding that to the wiki because I did not know that method before and I figured it out myself. :ermm:

@stickynote
It's a turn based combat system because..... errrr I can come much closer to the original game. I'm using the original functions to calculate everything.
You could say it will be like a mixture out of diablo, final fantasy und pokemon.... (walking around and random enemies appear).
Maybe I will add timers for every action in the end to have a real time combat in the end (maybe multiple enemies, too). But first, I create the basic method.

With a not turn based method, it would be hard to implement all the weapons and the magic items. Or how would you implement +58% weapon damage? :P


But I need to change the unique items because the most original ones are much weaker than the best magical items you find. If you like to have some "special" unique items, maybe I will add them.


Atm I'm implementing the battle system: You are facing your enemy and there are mostly 4 free spaces between you and the monster. A warrior would simply select "attack" and move forward untill he stands in front of his Enemy and then he starts to deal damage. Later, if you have the "Teleport spell", you can teleport directly to the enemy and attack. But that costs Mana that can only be filled by potions and level ups.
Ranged units like Skeleton Archers or the Player with a Bow can attack all the time.

But this could be changed in the end, if I like to create a much more realistic battle scene. Then I could try to create an AI for the monsters, but I will see that later.
First the "simple" version of Diablo 1 has to be created or I will never finish it. ;P

Btw, maybe I will run into string issues. Can I modify the locations in the end to use 1 string or won't that work because different strings could be needed for starcraft to differentiate which location is ment? Or does starcraft identify them like units with their ID?

Post has been edited 1 time(s), last time on Jun 3 2008, 12:13 pm by Ahli.




Jun 3 2008, 1:24 pm Riney Post #12

Thigh high affectionado

Now now, the whole challange of D1 was the fact that when you killed all the enemies, they stayed dead. How will this be challanging if you can level yourself up to 100 at the beginning off crappy monsters?



Riney#6948 on Discord.
Riney on Steam (Steam)
@RineyCat on Twitter

-- Updated as of December 2021 --

Jun 3 2008, 2:01 pm Ahli Post #13

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Already diablo 1 modified the gained experience. You cannot fight against the weak monsters all the time.
Every monster below your level will give less till no experience. In Diablo 1 that difference was 10 levels.
If a lvl 11 character killed a Zombie, he gained no experience.
But I think 10 levels are to much. I will lower that.




Jun 4 2008, 2:50 am stickynote Post #14



This is like, as you said, pokemon to an extent. That's awesome!!! Good luck finishing the map.



None.

Jun 4 2008, 10:24 am Fisty Post #15



Quote from Ahli
Already diablo 1 modified the gained experience. You cannot fight against the weak monsters all the time.
Every monster below your level will give less till no experience. In Diablo 1 that difference was 10 levels.
If a lvl 11 character killed a Zombie, he gained no experience.
But I think 10 levels are to much. I will lower that.
I would simply increase the needed EXP to get to the next level...Realistically I don't think you wouldn't learn a thing or two killing even basic monsters, but after a while you would learn less of them.



None.

Jun 4 2008, 10:40 am Ahli Post #16

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from name:Deathman101
Quote from Ahli
Already diablo 1 modified the gained experience. You cannot fight against the weak monsters all the time.
Every monster below your level will give less till no experience. In Diablo 1 that difference was 10 levels.
If a lvl 11 character killed a Zombie, he gained no experience.
But I think 10 levels are to much. I will lower that.
I would simply increase the needed EXP to get to the next level...Realistically I don't think you wouldn't learn a thing or two killing even basic monsters, but after a while you would learn less of them.
I will use the original experience chart, I think.




Jun 5 2008, 6:16 pm New-Guy Post #17



This map is looking pwnsome... Any chance we could get an idea of a demo map for this?



None.

Jun 6 2008, 12:08 am Fisty Post #18



Out of curiosity, how do you expect to accomplish the hell/magma pit areas?



None.

Jun 9 2008, 10:23 pm Ahli Post #19

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

magma pit != hell
you saw the magma in the "caves".
The caves won't have magma in my map :bleh:

I've about 19k triggers atm, but some of them are just triggers which help me debugging and 13533 triggers display the enemy's hp in a mineral field (trigger duplicator made that possible).
Since this is singleplayer only, I can do that :-_-:
Just finished debugging all triggers I already made...

I hope some excellent terrainers would like to help me making some nice terrain.
But first I should finish the gameplay. ;P

@New-Guy
Yes, but first I should finish the biggest missing parts and debugging afterwards.
These would be:
-improved battle AI system (0%)
-some effects during the fight (0%)
-timers for the sounds in the fight (0%)
-level switching triggers (0%)
-repairing triggers (0%)
-healing triggers (90 %)
-potion triggers (0 %)
-experience system triggers (100%)
-level up triggers (100%)
-item switching triggers in the inventory (95%)
-stats output system (~80%)
-monster drop system (~50%)

And at least I found a fast and easy way to replace all the variables I used with the original unit names. Now I'm able to test the map after waiting 2 5 minutes ;P

Post has been edited 2 time(s), last time on Jul 21 2008, 12:11 pm by Ahli.




Jun 10 2008, 12:43 am stickynote Post #20



For the magma, if you decide to do so, you could create and kill ultralisks. And, I would love to create the terrain for your map if you want me to. I just need a good picture or a thorough description, since I have not played Diablo before, and therefore would not know what the terrain should look like.



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