Quote from payne
Some suggestions are proposed by Mp)Cheese as well. :3
- When someone opens a chest, wherever you are in the map, you hear the sound of the opening chest.
- Implement "Identification Scrolls" too please.
- Prevent players from using a healing potions for about 1 second after their revive (to prevent unwanted wastes).
- Items with "malus" should at least have one bonus, else they really just are useless.
- Why aren't you making it Diablo 2? I want Gloves and Boots!
- Will there be mercenaries?
- Rogues should have a determined number of arrows they can use, requiring them to pick some on the ground.
- An enemy getting hit by a ranged attack should automatically Acquire Target.
- What about using the Zealot Prisoner model instead of the normal Zealot's one? It just looks cooler and, as Cheese says, it fits more the theme of the map.
- Use a different projectile model for the arrows. Suggestion: enlarged hydra spine.
- Whenever the player left-clicks somewhere, a "mouse moved" message appears in the chat box (it looks like this doesn't happen to player 1 since I never saw that).
- Add 'b' shortcut for inventory as well.
- Add 'a' shortcut for stats.
- "Inventory" and "Stats" buttons are hard to notice for newbies. Move them or something?
- That flashing stats button is barely noticeable. Try a color-flash instead?
- When requirements are not met for an item, highlight the requirements that aren't met in red.
- With the "game timer" activated, once it passes to 1++ hour, the stats button overlaps it.
- Will there be any sort of Chest implemented?
- And what about Gems/Sockets?
- When someone opens a chest, wherever you are in the map, you hear the sound of the opening chest.
- Implement "Identification Scrolls" too please.
- Prevent players from using a healing potions for about 1 second after their revive (to prevent unwanted wastes).
- Items with "malus" should at least have one bonus, else they really just are useless.
- Why aren't you making it Diablo 2? I want Gloves and Boots!
- Will there be mercenaries?
- Rogues should have a determined number of arrows they can use, requiring them to pick some on the ground.
- An enemy getting hit by a ranged attack should automatically Acquire Target.
- What about using the Zealot Prisoner model instead of the normal Zealot's one? It just looks cooler and, as Cheese says, it fits more the theme of the map.
- Use a different projectile model for the arrows. Suggestion: enlarged hydra spine.
- Whenever the player left-clicks somewhere, a "mouse moved" message appears in the chat box (it looks like this doesn't happen to player 1 since I never saw that).
- Add 'b' shortcut for inventory as well.
- Add 'a' shortcut for stats.
- "Inventory" and "Stats" buttons are hard to notice for newbies. Move them or something?
- That flashing stats button is barely noticeable. Try a color-flash instead?
- When requirements are not met for an item, highlight the requirements that aren't met in red.
- With the "game timer" activated, once it passes to 1++ hour, the stats button overlaps it.
- Will there be any sort of Chest implemented?
- And what about Gems/Sockets?
I tried to do the chest noise for everyone at a point. Seems like that didn't work. I changed it to opening sound for the player only for now.
@healing potions wasted after death
The current healing button is for testing only. I think I will do something like the belt that you have in diablo 2. I may implement something to avoid health potion usage in town or something like that.
@unidentified items + scrolls of identify
I may introduce that someday. But atm I don't know any good reason for that system to exist.
@mercenaries
I guess no mercenaries.
@monsters getting hit by arrows should aquire a target
done. The monster will be ordered to attack the position of the hero while attacked. I might change that to be more effective when I add the chance to hit reduction for arrow distances (need to save the projectile's spawn point and calculate the distance). Then the monsters would attack where the projectile has been spawned.
@magical items with only malus
You will find way less malus items with raising character level.
@inventory/character screen hotkeys
I and C because I don't know why to use a and b.
@color flashing buttons
Doesn't work. I've no idea what the flash does.
@red requirements if not met
I will have a look at it and try to implement it.
@other arrow model
Very good idea, I just changed it and like it.
@mouse moved message
yes, thx. forgot to disable the output for player 4.
@chest to store more items
I will create something like that. I guess I will do something like a community chest for items for all of your characters. Then I might activate a level requirement for items. Diablo 3 does that.
@gems sockets
I guess not in near future, even if that would cost me only 7 custom values for that type of items.
@gloves and boots
I can still add more item types in the end. But I should add gameplay content instead of new items.
@shared experience & gold
Sharing gold drops and experience sounds very good. Gold based on damage seems cool. I would have to save the amount of dealt damage per player on each unit to calculate that. So I might do that.
@dungeon creation algorithm
I'm not identifying corners. Corners are only Wall tiles. I'm identifying walls, floor, chests, doors, stairs atm.
I've had small rooms/corridors possible before, but I made the smallest room size to be 5 (3 tiles + surrounding walls) to be able to spawn 1 chest or stairs.
I would need to add a possibility system for room sizes which would be superior to random(5, 14).
I could store every room temporary and add monsters & chest spawns better around the rooms areas.
Atm 1 dungeon level size is 52x54, if you want to think about dungeon algorithms.