Diablo - Mortal Shroud, Public Demo released
Post #1
Ahli
Feb 10 2011, 1:00 am
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Nothing yet! Almost done. Very powerful, very strong.
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D I A B L O - Mortal Shroud ![]() Opinions: Gameplay:
Hero Classes:
Items:
Enemies:
Changes from the original Diablo/Hellfire:
Progress: Currently working on: - skills and classes - fixing bugs and improving existing systems - more unique items - missing catacombs quests Screenshots: Video: most recent: older: EUsc2mapsterMapnight Testing #1 EUsc2mapsterMapnight Testing #2 ^ don't trust every detail in that video's commentary File Stats: Known Problems: If you find a bug: Bugs, I need more info about: Goodies: Concept of my mouse UI in sc2. A few words about my randomized dungeons. Play it: On the NA Server: version from 12.05.2013 [0.407 Public Demo] (online: name: "Dia blo - Mortal Shroud (AM)") On the EU Server: version from 12.05.2013 [0.407 Public Demo]. (online: name: "Dia blo - Mortal Shroud") On the SEA Server: version from 12.05.2013 [0.407 Public Demo]. (online: name: "Dia blo - Mortal Shroud") On the KR Server: version from 12.05.2013 [0.407 Public Demo]. (online: name: "Dia blo - Mortal Shroud") I am Ahli.634 on EU/NA. Follow me on twitter. This post was edited 123 times, last edit by Ahli: May 12 2013, 9:32 pm. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #3
UnholyUrine
Feb 10 2011, 1:23 am
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;)
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First of all
for copying Diablo after this: World of Starcraft... EliminatedSecondly, for copying another game...Thirdly, it looks Awesome.. but question is, is it worth it??? Wouldn't it be better to innovate? |
Post #4
Ahli
Feb 10 2011, 1:50 am
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Nothing yet! Almost done. Very powerful, very strong.
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Of course I'm breaking a rule with that because I'm using their content. But anyway, the map is property of Blizzard (in sc2 eula).
Unless someone stops me, I will continue. Due to the map space limit, the talk sounds won't be inside. Same goes to many monster sounds, maybe. But atm I'm building everything up to support some sort of offline version that could contain everything. So I will never reach the perfection of an original product. And still, only the graphical content, dialogs, names and other copied/rebuild content could be replaced with new content more or less easily. Anyway, Diablo 1 is super old and Diablo 3 is on its way. Blizzard stopped patching it a long time ago and never fixed all devastating bugs (dupes). @unholy I'm planning to change and improve the game like I've already changed some data. And the name won't be "Diablo 1". I need another one. Nothing happened with egodbout's Tristram map except that he hit a limit edit: Interestingly I've like 0 fps loss, if I'm playing that map on bnet... superstrange! Anyway, testing and feedback wanted... edit: Unfortunately the missing GUI bug is happening on bnet, too. So sometimes you can't see the normal GUI after hero creation/loading and can't create hotkeys... just regame then, pls. This post was edited 3 times, last edit by Ahli: Feb 10 2011, 2:46 am. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #6
payne
Feb 11 2011, 6:42 am
Post #7
NicholasBeige
Feb 11 2011, 11:19 am
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Ahli is on EU - like me. So I'm pretty sure (unless he will allow someone else on NA to publish it) that you won't be able to play it online.
I've helped test it a few times - needs some polish but the progress is really good, keep at it Ahli! Blizzard don't care about EU - and if this gets noticed, he'l only get more attention for it . And as he stated, this map is property of Blizzard due to the EULA, and anyone who plays Starcraft 2 - or has any clue about Blizzard - will know that Diablo 1 was a Blizzard game to begin with. In my opinion, it's just fan-created praise to a Blizzard classic.This is the only problem I have... I hope Ahli will put in some new spell tree's, talents etc - maybe new hero classes too. Even more and different quests and monster types. But the Diablo 1 system he has so far is great! ![]() ![]() ![]() ![]() ![]() ![]() Gone.
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Post #8
Ahli
Feb 11 2011, 5:15 pm
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Nothing yet! Almost done. Very powerful, very strong.
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SENners can publish it privately on US to play it together (e.g. in map night).
@Spell trees I'm really thinking about that because the Warrior didn't rely on the skills except teleport. But I love the random book findings. So I may will have 2 systems. Some arcane magic bolstered through books found inside the labyrinth and some class based spells/abilities. (I don't want to copy runes on abilities like it may be in Diablo 3. Still I like Blizzard's idea with finding stuff that helps specific spells.) This also opens new possibilities of a support unit like some sort of Paladin (I think it's the paladin in every new game who does that). Short summary: - finding books for arcaine magic will be inside in some future version. - new useful abilities for melee players would be cool, ideas are welcomed. - new ability system may lead to new classes (because the difference between classes isn't insanely large atm) classes atm: CodeCLASS BASED STATS W = Warrior, R = Rogue, S = Sorcerer clvl = Character level, CtH = Chance to Hit (think: attack rating value, not actual percent because defense and clvl differences modify the actual chance), mlvl = character level of the enemy (monster) W: bonus CtH: - melee: 20 - bow: 10 - spell: 00 [bow isn't 0 because melee was difficult in D1 vs archer monsters] R: bonus CtH: - melee: 00 - bow: 20 - spell: 00 S: bonus CtH: - melee: 00 - bow: 00 - spell: 20 W: starting stats: STR: 30 - DEX: 20 - MAG: 10 - VIT: 25 R: starting stats: STR: 20 - DEX: 30 - MAG: 15 - VIT: 20 S: starting stats: STR: 15 - DEX: 15 - MAG: 35 - VIT: 20 W: max stats (naked): STR: 250 - DEX: 060 -MAG: 050 - VIT: 100 R: max stats (naked): STR: 055 - DEX: 250 -MAG: 070 - VIT: 080 S: max stats (naked): STR: 045 - DEX: 085 -MAG: 250 - VIT: 080 (this is a subject to change, if I've the gameplay far enough for late game) W: Chance to Critical: clvl % R: Chance to Critical: 0 % S: Chance to Critical: 0 % (I just fixed a bug where the value is set. Now it will be displayed in stats screen.) W: base melee weapon damage: (clvl * STR) / 100 R: base melee weapon damage: [clvl * (STR + DEX)] / 200 S: base melee weapon damage: (clvl * STR) / 100 W: base bow damage: (clvl * STR) / 200 R: base bow damage: [clvl * (STR + DEX)] / 200 S: base bow damage: (clvl * STR) / 200 W: blockchance%: DEX + 200 / (19 + clvl) - 2 + [2 * (clvl - mlvl)] R: blockchance%: 4 * sqrt (DEX) + [2*(clvl - mlvl)] S: blockchance%: DEX + [2*(clvl - mlvl)] (only with equipped shield, max chance is capped at 75%) W: block time: 0.1 - Fast block time: 0.05 R: block time: 0.2 - Fast block time: 0.1 S: block time: 0.3 - Fast block time: 0.1 W: hit recovery time: 0.3 R: hit recovery time: 0.35 S: hit recovery time: 0.4 (fast hit recovery = -0.05, faster ... = -0.1, fastest = -0.15) W: small Healing Potion range: [maxHP/8 * 2] to 3 times that value R: small Healing Potion range: [maxHP/8 * 1.5] to 3 times that value S: small Healing Potion range: [maxHP/8] to 3 times that value W: small Mana Potion range: [maxMP/8 * 1] to 3 times that value R: small Mana Potion range: [maxMP/8 * 1.5] to 3 times that value S: small Mana Potion range: [maxMP/8 * 2] to 3 times that value Hit recovery stuns + bow attack time are visualized with the timer bar appearing. CodeHIT RECOVERY: You can only go into hit recovery, if the damage is bigger than your clvl. If the received damage is bigger than 12.5% of your current life, you will go into hit recovery. If it is lower, you have 50% chance to go into hit recovery. A Monster goes into hit recovery, if: damage > mlvl + 2 e.g.: the Zombie you can find in the first level has mlvl=1, so you stun it with 4 and more dealt damage a note to current monsters: You can't see the difference between the 4 subtypes of a monster class right now. e.g.: A unit named Zombie has the stats of one of the subclasses which are Zombie, Ghoul, Rotting Carcass, Black Death. Zombies can appear in dlvl (dungeon level) 1-2, Ghouls in 2-3, Rotting Carcass in 2-4, Black Death in 3-5. They have different CtH, mlvl, life ranges, AC (armor class), damage, resistances and give a different amount of experience. This post was edited 1 time, last edit by Ahli: Feb 13 2011, 12:07 am. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #9
UnholyUrine
Feb 11 2011, 5:23 pm
Post #10
DevliN
Feb 11 2011, 7:34 pm
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SOMETHING STATUS GO
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I don't see what the World of Starcraft thing has to do with anything. Blizzard is fine with that map being made, as they've said multiple times. They liked the idea enough to fly the mapmaker out to Blizzard's HQ in Irvine. Either way there's a whole topic for that in the SC2 General forum, I don't mean to beat a dead horse.
When I asked about breaking the rules, I mainly meant about recreating an existing game in SC2. Because its a Blizzard game, they may have less of an issue with it (though I've read elsewhere that they aren't too keen on importing models from other Blizzard games yet, but that may change). |
Post #11
Ahli
Feb 11 2011, 8:11 pm
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Nothing yet! Almost done. Very powerful, very strong.
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It's possible that you can't permanently enter a dungeon level because of a chest in the way where your hero should be moved to and the displacement sends you into the area that takes you back to the level above.
Monsters can block it, too, but all monsters will wander around so the block should be temporary. I plan to make the dungeon entrances/exits with right clicks somehow (somehow with ability on stuff). But I'm currently adding a check for diagonal places for dungeon objects in the random dungeon generation system. edit: I've fixed the non showing UI bug (you have to come back to the main menu to activate it). Hiding it multiple times makes the ui not appear with one "show". I've added a diagonal stairs check while dungeon creation. edit: fixed some bugs and made the loading a little bit faster. This post was edited 3 times, last edit by Ahli: Feb 13 2011, 1:01 am. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #12
payne
Feb 14 2011, 2:40 am
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Addicted to SEN Games -Add more!-
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Tested with 4 players your localized version.
Everything was fine. Some stuff to consider changing: - Hold Position should have a Potion icon and be placed somewhere in the bottom line. It should also -not- stop the attack of players. - A 'b' or 'i' hotkey for the inventory pl0x? - Please make the walls shine less. @.@ - Some of the players seemed to be confused about the interaction with NPCs. Right-clicking a NPC should make you interact with him. - Attach Text Tags on NPCs. Informations like "Healer" or "Blacksmith" would be the best. Forget about their names for the Text Tags. - Make NPCs wander a round a bit? - Add a "Repair All" option pl0x. - Using "Alt" to show items' names wouldn't work 100% of the times. Don't know why and in which particular situations. - Letting the players move their hero while talking to a NPC would be great: as soon as it moves while a dialog is opened, close the dialogs. - Make the "Stats" button flash when we level up? - Prevent Team Kill. D: We were all Warriors. Was I right to tell them the 2 other classes weren't functional? ![]() ![]() ![]() ![]() ![]() ![]() |
Post #13
Ahli
Feb 14 2011, 3:18 am
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Nothing yet! Almost done. Very powerful, very strong.
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@H key
I'm using the grid, so I've nothing on H by default. @Inventory/stats hotkeys yes, I should do those. @right click interaction That's how I want it to be atm. Need to see how to implement that... maybe with some ability... need to test stuff when I've time @text attachements on NPCs & wandering around great idea, will do that @repair all where to place it in the window? ;S If I mess with that new ui style file stuffs, I could make the usable screenspace much bigger... The game still has to be able to be played with lowest resolution. @walls shine less need a wall model anyways or something like that. But I don't know how I could make it less shine. @alt didnt work It shows only the names of items in an area around the hero. I didn't make the area to big. @move hero while dialog is opened May cause to much lag depending how I implement it. I've mainly disabled it to prevent bugs with item buying and selling because I have to use orders to efficiently transfer items into the inventory or out of it. You can hit ESC to close dialogs, too. @prevent teamkills I can do that @stats button flashing at level up should be possible @playable classes Warrior and Rogue are playable. First level may be super easy for Rogues since the units have low HP and bows do normal damage (monster type doesn't effect the damage). You can play Sorcerer, too. But there are no spells. You would just have a much harder time to survive. You can shoot arrows with the 4. mouse button (first side button). Thx for the feedback ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #15
Jack[RCDF
Feb 14 2011, 7:47 am
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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I'll throw up a wall model once I install max. You'll have to show me a picture of how dirty and oldschool you want the wall though.
![]() ![]() ![]() ![]() ![]() ![]() Red classic. I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF. If it is important to you, you will find a way. Otherwise, you will find an excuse. -Unknown Magnificent! Perhaps you shouldn't be on SEN as much, too... Better than the iPad! |
Post #17
Ahli
Feb 14 2011, 4:16 pm
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Nothing yet! Almost done. Very powerful, very strong.
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![]() That are the original walls... ![]() diablo 2's walls... Maybe something into that direction. Important is that I can make whole walls with the aligned wall models and that they won't hurt your eyes... A grey square would do it, too. http://www.egg-tech.com/blog/images/mouse%20buttons.jpg (img: failed to get size) link because of fail size My Razer Deathadder has button 4 and 5 reversed in relation to that pic. My 4th button is the front side button clickable by the thump. I'm adding mouse3 to the event then (I guess everyone has a scroll wheel, else: it's 2011, stop living in 1995). Mouse 3 isn't that good to click it often... ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #19
NicholasBeige
Feb 14 2011, 8:23 pm
Post #20
Jack[RCDF
Feb 14 2011, 9:30 pm
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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Ahli you disappeared from the shoutbox so here's the screenie you requested:
![]() It isn't textured yet and there's a couple more things to do. It's 152 polies, which is pretty low, but I'll increase the pillar quality so it looks better, which will put it up a bit. EDIT ![]() Better render for showing how the pillars aren't that great quality. This post was edited 1 time, last edit by Jack: Feb 14 2011, 9:39 pm. ![]() ![]() ![]() ![]() ![]() ![]() Red classic. I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF. If it is important to you, you will find a way. Otherwise, you will find an excuse. -Unknown Magnificent! Perhaps you shouldn't be on SEN as much, too... Better than the iPad! |
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for copying Diablo after this:
.. as you Pee
. And as he stated, this map is property of Blizzard due to the EULA, and anyone who plays Starcraft 2 - or has any clue about Blizzard - will know that Diablo 1 was a Blizzard game to begin with. In my opinion, it's just fan-created praise to a Blizzard classic.




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