Staredit Network > Forums > SC2 Custom Maps > Topic: Shattered Land [Working Title]
Shattered Land [Working Title]
Oct 31 2010, 12:14 pm
By: NicholasBeige  

Oct 31 2010, 12:14 pm NicholasBeige Post #1



Quote from name:Basic Features

I am developing a miniature RPG style map with the following features:
  • Terraining and Lighting Basics (native to Galaxy Editor)
  • Complex Inventory System (native to Galaxy Editor)
  • Equipment System (native to Galaxy Editor)
  • Ammunition / Reload system (custom built/data editor/dialogue oriented)
  • Advanced Item Requirement (custom built/trigger oriented)
  • Levelling Hero's (native feature - behaviours/veterancy)
  • Hero Attribute System (native behaviours and custom-built dialogues)
  • In-game cinematic s/cut-scenes (custom built)
  • Advanced Loot system (custom built/data editor orientated)
  • Possible Bank System (native to Galaxy Editor)


Post has been edited 1 time(s), last time on Nov 1 2010, 2:36 pm by Cardinal.



None.

Oct 31 2010, 12:15 pm NicholasBeige Post #2



Quote from name:Status Report - 29th October 2010
  • Hero - Captain
    • Unit, Actor, Abilities completed
    • Attributes Completed - 4 in total
    • Veterancy Levels Completed - 10 in total (for now)
  • Hero Attributes
    • Strength
      • Determines the tier of (Armoured) equipment you may use.
      • Each point allows you to carry 5 more Weight in items.
    • Dexterity
      • Determines the effectiveness of your ability to dodge/evade certain effects and attacks.
      • Each point decreases reload time by 1%
    • Agility
      • Determines the tier of (Light) equipment you may use.
      • Each point increases movement speed by 0.05
    • Constitution
      • Determines your resistance to effects such as: Bleeding, Fracture, Septic Wound etc.
      • Each point increases your maximum hitpoints by 10.
  • Inventory System
    • Background Information
      • Head, Body and Feet for Armour Class.
      • Weapon Primary, and Weapon Secondary for Weapon Class.
      • 5 Slot Quick-Bar for consumeable items. Hotkeyed: #1 to #5.
    • The Items So Far:
      • Combat Boots (Tier 1 Footwear)
      • +1 Armour, +0.25 Movement Speed
      • Combat Helmet (Tier 1 Headgear)
      • +1 Armour, +5% resistance to Concussive Effects
      • Kevlar Vest (Tier 1 Body Armour)
      • +3 Armour, -0.1 Movement Speed
      • Bandages (Tier 1 Consumeable)
      • +25 Hitpoints over 10 seconds. Non-Combat. 50% chance to cure Bleeding.
      • Epinephrine (Tier 1 Consumeable)
      • +20 Hitpoints Instantly. 2% Cumulative Chance for Addiction.
      • Gauss Pistol (Tier 1 Weapon)
      • 6 Damage (11 Vs. Light) 1.1 Speed, 4.5 Range (Dual Wieldable)
      • Gauss Rifle (Tier 1 Weapon)
      • 9 Damage (16 Vs. Light) 0.86 Speed, 5 Range (Single Wield)
      • Neosteel Shield (Tier 2 Weapon)
      • 20 Damage (35 Vs. Armoured) 3 Speed, 1 Range (Off Hand)
      • Stimpack (Tier 2 Consumeable)
      • +25% movespeed, +25 attackspeed, for 8 seconds. -12 Hitpoints.
  • The Reload and Combat System
    • Fast Reload: When a player reloads with 1 remaining bullet in his magazine, the reload occurs 50% faster.
    • All weapons feature different magazine sizes and firing rates.
    • Weapons come in the following categories
      • Conventional (Pistols, Rifles, Sub-Machine Guns etc)
      • Explosive (Grenade Launchers, Rocket Launchers etc)
      • Energy (Blasters, Disruptors, Lances etc)
    • Each category is better at dealing with a different enemy type. These are as follows:
      • Light, Biological - Conventional Weakness, Energy resistant
      • Armoured, Massive - Explosive weakness, Conventional resistant
      • Psionic, Mechanical - Energy Weakness, Explosive resistant

Quote from name:Additional features and Information
That is all for this update. Hopefully you can see that players are going to need to equip a variety of weapons and armours in different combinations in order to bring down various enemy units. The main difficulties have been finding suitable Button Icons for the Items and Actor Models to represent them on the Terrain. If anyone knows a suitable asset/resource website for Starcraft 2 I will look into it.

A really cool thing (my opinion) that I am implementing is the Addiction statuses. If you start spamming Epinephrine (a smart way of saying Adrenaline), you have a chance to get addicted to it. This Addiction will last for a long time and you will suffer negative effects whenever you are Addicted and not using the substance. These negative effects will include % chance to miss, blindness (reduce sight radius), increased reload durations etc... A player can either wait for the addiction to wear off, or visit the Medic (and pay minerals) to get the addiction removed. This is similar to Fallout 3 (if anyone has played that).

Another quick thing to mention is that your Inventory can only hold 12 items. Each item has a Weight value, and most generic items and quest items stack. If you are carrying a few heavy items and have a low Strength, your movement speed will be reduced. If you are carrying alot of heavy items and have a very low Strength attribute - you will be Encumbered which slows your movement speed aswell as your attack speed. Some enemy units can afflict you with a disease or poison which lowers your strength. So, it is best not to carry lots and lots of items into combat.

Any feedback, ideas, or criticisms are welcome!



None.

Oct 31 2010, 4:29 pm UnholyUrine Post #3



Hey Cardinal,

I never really liked any games that's Item focused. It never really made sense to me because Items are usually quite uncreative. Like in ZHRPG, the items don't make much sense, and you just toss w/e you need to get the better ones. But this means reading a bunch of boring numbers... making it more like a math class than anything else.

However, an RPG w/o items would also be bad (not reli, but w/e). So, what I suggest to you is to make sure you streamline your items so that it is easy for people to understand.

What I mean is instead of saying "Weapon of the Warthog" gives x increase to damange and y% increase to attack rate and z% increase to defense, while "Sword of the Swordfish" gives u increase to penis and m increase to incense or w/e. .. Make it so that the names make sense. Instead of giving random names, give them a pattern. For example "Leather" anything will always give +1 or 2 speed, and +3 or 4 defense. While "Combat" anything will always give +5 or 6 damage and +7 or 8 attack rate. In this case, I can quickly decide that I want combat armor and combat helmet while keeping some leather boots to make my speed a bit better.

Also, due to the abyssmal block of numbers in ZHRPG, I really hate it when things barely make any difference. Like if I level up blink, i get 0.4 of a distance more. WHO THE IN ASS CARES?! Please don't make the same mistake.

Finally.. Map Production Rules states that you must have screenshots. =D So show some screenies

The addiction state is interesting.. but make sure it's not just a gimmick and actually affect the gameplay, but not by too much. (Can players develop an addiction to their guass rifle? They ought to :))



None.

Oct 31 2010, 5:00 pm NicholasBeige Post #4



Trust me, I have taken those things into consideration. Although, thanks for the feedback.






The Items on the Terrain

The first 3 might interest you. But the last one shows how they look on the terrain. The systematic and modular way I am creating my map allows me to easily change anything from the way you see it now.

What do you think?

Edit: SEN is doing my tits in. If you use any of the buttons for BB-code it takes me back to the main-page, and thus I lose my post. Gave up on using IMG tags since it returned the error 'couldn't find a size for the image' or something...

Post has been edited 1 time(s), last time on Nov 15 2010, 1:15 pm by Cardinal.



None.

Oct 31 2010, 5:21 pm UnholyUrine Post #5



Don't use the buttons. Type it in you lazy bum :lol:

You could always just upload the img and provide the links.

@items. It is definately a step above ZHRPG :)



None.

Oct 31 2010, 5:44 pm payne Post #6

:payne:

I remember that people from the Crescent Dyne RPG production team didn't like the addiction system I had proposed because it was drifting the players away from the main gameplay without much purpose. Just make sure it is well integrated and actually makes sense... and most importantly: don't make it annoying!
Just wanted to let you know. ^^



None.

Oct 31 2010, 6:44 pm Tempz Post #7



Very nice can you make a tutorial on how to make those items :)



None.

Oct 31 2010, 8:24 pm NicholasBeige Post #8



@Tempz - sure thing. It's really quite simple... but I must say... Item's are a total pain... you need a Unit object, linked to the Actor Object. Then you tie a Button object to the Unit, give it an icon, tool tip etc.. and only then can you start focussing on what effects/buffs the item has!

@UnholyUrine - Yeah... I was forced to use the buttons when my [ img ] tags didnt wanna work! Not so sure what ZHRPG is :)

@payne - Well, the game is designed in the way that your combat situations are scaled to your current level and equipment value. However, certain quests are always scaled to be more difficult than random encounters. So, in these quests you will have to rely on Stimpacks, Epinephrine etc etc etc... But, if you (for example) keep using these items say, just because you like the +25% move and attack speed... ie... abusing the item... you will get the addiction over time! The penalty inflicted won't be anything too major, and you can always get it removed at a cost!


I am keen to hear more feedback on the features I have listed above.. I'm thinking of releasing a pre-alpha test in the next 2 weeks or so. It will include 2 regions, a couple quests and most of the items and weapons listed above!



None.

Oct 31 2010, 8:36 pm Tempz Post #9



You could create a bank which stores information like this it might be handy to find out how to create a bank info in starcraft editor



None.

Oct 31 2010, 9:09 pm NicholasBeige Post #10



@Tempz - I was considering using a bank system to save players experience, inventory, quest progress etc so that you don't have to complete the RPG in one sitting. Not sure what you mean by what information - addictions?



None.

Oct 31 2010, 9:17 pm Tempz Post #11



I worded it wrong but you got the just of it and you know what banks mean so ignore that part :O (information = the information like character stats)



None.

Oct 31 2010, 9:40 pm payne Post #12

:payne:

@Cardinal: Just update our current wiki. The problem is, last time I tried what I've written in the wiki, it didn't work. :P
http://www.staredit.net/starcraft2/Bank



None.

Oct 31 2010, 10:32 pm NicholasBeige Post #13



[quote=name: Progress Report 31st October 2010]

Working on the ammo system... it is going to take longer than I had anticipated...

Each weapon has unique characteristics... particularly:
  • Ammunition Type (Conventional, Explosive/Incendiary and Energy/Plasma
  • Reload Time (typically between 1 second and 3 seconds)
  • Clip Size (between 3 and 100)
  • Dual or Single Wield - this is causing the most problems

I want the custom UI to display the relevant Ammunition Type when the player has a weapon equipped. I want it to display 2x Ammunition Counters when the player is wielding dual weapons... When firing, the ammunition counter goes down. When it reaches 0 - per weapon - a buff is applied which disables that weapon and the player reloads. Subtracting 1 from the Ammunition Magazine type and refilling the Clip Size...

What gets really head-achingly sore is when you have a player who has equipped 1 Gauss Pistol (Conventional) and 1 Energy Blaster (Plasma) - using two types of ammunition, having two UI's, two item types, disabling the weapon when the reloading and when out of ammo etc etc etc...

So, minor set back...

Once the Ammo System is finished/fixed... I will work on polishing the custom game UI to the level that it will be when final release comes round. I will also add in 3 or 4 quests, a couple regions and custom mobs and item drops. Then, the pre-aplha test will release the game in this state to a few people here at SEN...

Gonna be a busy three weeks :D



None.

Nov 1 2010, 12:04 am Ahli Post #14

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

This looks very good so far :)

Will you use drops based on enemy's level?
I could show you what I'm using to calculate which item will be dropped in my diablo map. Every item has a quality level and the dropped item's quality level will be inside a quality level range.
Variable storage place used for my method: 1 entry for each item & 2 entries for each quality level gap.




Nov 1 2010, 10:31 am NicholasBeige Post #15



@Ahli - the 'drop system' is complicated... I want to stray away from Zerglings and Roaches dropping 9mm ammo... I mean why would they have it in the first place? The way I was thinking of implementing it was something like this:

Quote from name:Unit-Type based loot:
Zerglings, Roaches, Hydralisks (Zerg type 1) - all drop generic loot items which you can sell, such as Zergling Talons, Roach Glands, Hydra Meat etc.... They also drop quest items if you are currently doing the quest which requires that item. There will be rarer situations in which they drop more valuable loot items, perhaps in 3 to 8% of cases.

Enemy Marines, Marauders, Rebels (Infantry type) - all drop general loot items in addition to Terran-style weapons and armors. These things include for loot: holotags, cash, meds. And most conventional weapon types and ammo, with rarer drops in armor.

Enemy Zealots, Stalkers and Sentries (Protoss type 1) - will all drop general loot items (most valuable) and energy-class weapons and ammo, rarer drops include personal cloaking and shielding modules.

In addition to this, Siege Tanks, Hellions and the occasional Thor (Mechanical type) will drop very heavy and very expensive loot items. Infestors, Mutalisks and Ultralisks (Zerg type 2) will function similarly to their terran counterpart of the Mechanical type... Finally Collosi, Immortals and Voidrays (Protoss Type 2) will drop advanced items similar to their Type 1 counterparts.

I want to add an emphasis on visiting 'civilisation' and base-camps to sell your loot, purchase ammo and consumeables and get quest updates - I will achieve this by limiting a players inventory both in Size and in Weight. In addition to the inventory limitations, the day/night cycle will make adventuring in the wildnerness by night-time a particularly difficult task. I am undecided on whether or not to include a 'sleep' protocol, in which if your hero goes without sleeping for more than 2 days, he becomes 'sleep-deprived' and suffers penalties because if it. Conversely, if your hero gets 8+ hours sleep a night, he becomes 'well-rested' gaining a bonus to experience gain and combat. Certain meds and addictions will tie into this system - as in, you can shrug off being 'sleep-deprived' by taking certain Tier 3 consumeable drugs. But, if you repeat this process you will be in for harsher concequences by the compound effect of no sleep AND addiction.



None.

Nov 1 2010, 12:06 pm payne Post #16

:payne:

Quote from name:Cardinal
@Ahli - the 'drop system' is complicated... I want to stray away from Zerglings and Roaches dropping 9mm ammo... I mean why would they have it in the first place? The way I was thinking of implementing it was something like this:
:lol: Made me think of LoveLess (another member). http://www.staredit.net/206130/

And your 'Sleep' system is yet another system I had proposed to the Crescent Dyne production team, yet they again answered that it was going to drag the players away from the gameplay. Make sure it doesn't become annoying.
I'd personally recommend using a system similar to SpellSword RPG's Food system (:sc1:).



None.

Nov 1 2010, 1:22 pm NicholasBeige Post #17



Does anyone have any idea how long they want the day/night cycle to be? In real time minutes of course...

I was initially thinking 10 minutes per cycle (5 minute days, 5 minute nights). But, obviously players do not have to 'stay awake all night' in game, and 'sleeping' either at a camp or at an outpost will set the time to the next morning instantly.

Quote from name:Brainstorming - Goal Features and Trading
  • Fastest Time to Complete Main Quest (the time it has taken you to complete the 'Main Quest')
  • Highest % of game content completed (main quests, side quests, trivial problems, tasks and jobs completed)
  • Most powerful loot acquired (most valuable/highest tier loot item you have found)
  • Scariest opponent crushed (strongest enemy you have killed)
  • Number of addictions (total and per run)
  • Number of near-deaths (per run through)
  • Favourite Weapon (based on cross-game averages)
  • Favourite Attribute (based on cross-game averages)
  • Most commonly defeated opponent (enemy that you have killed the most times)

This way, players can compete albeit in a single-player environment. Players can save their Hero's - I will offer 3 save-slots per player. I am also considering implementing a 'Trading Map' - which is basically the RPG Marketplace. Where, players join the game, the bank system loads their inventory and they can trade items with other players. Perhaps also 'Leave Notes' for other players? Such as 'Cardinal.903 wanting to buy Holosword fragment' - etc etc...

Anyways, like I said, purely theoretical brainstorming :)




None.

Nov 1 2010, 2:03 pm Temp Post #18



Just a question to why you are using a custom trigger based loot system. The data editor seems to do exactly what you want.



None.

Nov 1 2010, 2:36 pm NicholasBeige Post #19



My bad, it will be primarily data editor based... Fixed OP



None.

Nov 2 2010, 1:16 am payne Post #20

:payne:

Why don't you simply make it multi-player?



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[09:19 am]
Linekat -- cool
[01:56 am]
Oh_Man -- cool bit of history, spellsword creator talking about the history of EUD ^
[09:24 pm]
Moose -- denis
[05:00 pm]
lil-Inferno -- benis
[10:41 am]
v9bettel -- Nice
[2024-4-19. : 1:39 am]
Ultraviolet -- no u elky skeleton guy, I'll use em better
[2024-4-18. : 10:50 pm]
Vrael -- Ultraviolet
Ultraviolet shouted: How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
hey cut it out I'm getting all the minerals
[2024-4-18. : 10:11 pm]
Ultraviolet -- :P
[2024-4-18. : 10:11 pm]
Ultraviolet -- How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
Please log in to shout.


Members Online: IlyaSnopchenko, Linekat