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Diablo - Mortal Shroud, Public Demo released

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Creator: Ahli
Time: Feb 10 2011, 1:00 am

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
(user posted image)

Quote from Ogden the Tavern Owner
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.
  • Find Items and gain Experience while slaying the Creatures of Evil.
  • Increase your Strength, Dexterity, Magic and Vitality
  • Play alone or together with up to 3 friends
  • Read books to learn new spells and improve already learned ones

Hero Classes:
  • Warrior
  • Rogue
  • Sorcerer

Items:
  • 69 Base Items
  • 79 Prefixes (max. 1 per Base Item)
  • 93 Suffixes (max. 1 per Base Item)
  • rare items with 3 or 4 modifiers (Prefix, Suffix)
  • unique items (they are not really unique, in theory they can spawn multiple times a game, but they are usually strong and rare)
  • prefixes and suffixes are slightly more free than before with their occurrence on item types.
  • 6 Potions
  • Wear a Helmet, an Armor, 2 Rings, 1 Amulet 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.
  • Stash your items at Gillian

Enemies:
  • More than 88 monsters are awaiting mortal flesh...
  • Some monsters will be champions with more health and some other specialties
  • 16 main Dungeons filled with different Enemies. Every "New Game" will create 4 different random Enemies in each Dungeon Level.

Changes from the original Diablo/Hellfire:
  • item details, prices, quality levels may have been changed
  • armor penetration works differently
  • some formulas are different now
  • items loose their max Durability before destruction
  • skills
  • rare items
  • random champion monsters

Progress:

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Currently working on:
- zoomed in camera
- unique items
- catacombs dungeon + new monsters' special stuff
- fixing bugs, if I find any and improve existing stuff


Screenshots:

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Video:
EUsc2mapsterMapnight Testing #1
EUsc2mapsterMapnight Testing #2






^ don't trust every detail in that video's commentary

Statement/Feedback for Blizzard (if they ever read this):
Blizzard, raise your bank limit in multiplayer, please! Saving data directly into the bank has the best performance. Triggering compression methods can't be used to save instantly on the fly without huge lags. Also, 8kb/player aren't enough for some multiplayer action RPGs.

Players can handle more than uploading 8kb. If they play sc2 with slow internet, they won't bother much to load longer for these maps.

Also, a great solution would be, if SC2 compresses needed bank files during joining the lobby and decompresses the data after the banks are uploaded to all players during loading screen. ZIP or MPQs are really good at compressing text files. This would allow mapmakers to save a lot of information like multiple heroes.
This means some cool stuff for arcade maps, which already should be good by themselves, is possible. But not being able to save a lot of information between matches for many players would be a big flaw like the current script limit which that mafia map hit.
Just imagine Diablo 3 where you can only save 1 hero. That wouldn't be acceptable for players.

For example:
I'm able to compress a 180kb bank into a 9kb file with ZIP. So I guess you can easily make banks much more powerful using ZIP or MPQ for data transfer.
I really hope that Blizzard adds zipped banks with max uncompressed size of 4mb or something like that.
That would be enough to store pretty much everything and the only drawback would be slightly raised loading times with players with a terrible upload rate. I guess it's acceptable and it would be perfect, if you just draw some progress info about the bank loading onto the loading bar. This way players would have a chance to see its progress and quickly get a drink instead of staring at the screen for a minute.

I didn't test the bank limit myself. I trust Goa's research.
If my map really suffers from such a limitation, the map will state this on tooltips within the map's main menu as it disables loading characters for all players ingame, if one person had a corrupted bank in the bank's cache ingame.



My SC2 Editor problems/annoyances:

+
What I would like to be able to do with SC2 editor...


- actor message send by trigger's function to tint cyclic/jump/... That option is missing.

File Stats:

+
Insanity Box



Known Problems:
Quote from Known Problems:)
- sorcerer and warrior model have a strange appearance in most games (freely moving chest, huge finger, huge shoes while running) [that is an exporter problem because these models are WoW models. So it can't easily be fixed.] It also can result in crashes. Please send the error report to Blizzard with their reporting window that pops up, if the map crashes for you. Blizzard needs to improve the stability within their application and this is how they can gather information about still existing problems.
For example, another warrior in my vision turned green (for me, others in teamspeak didnt see it with a green tint) before it crashed ~20 seconds later.
- the heroes might not play the attack animation, if stunned/after being stunned. I'm not sure why that is happening. I had some actor events inside the map to run the stand animation, but I think I deleted all reference.

If you find a bug:
Quote from If you find a bug
If you find a bug, make a SCREENSHOT and try to write down some info about what happened and what could have caused that in your opinion and everything that might be important or related to that bug, please, and let me know about that bug. ;)

Bugs, I need more info about:
Quote from Bugs I need more info about
  • There seems to be a bug that somehow creates a Zerg egg and creates items on the ground. If you see it, please let me know what happened to other players in the game, if your hero didn't disappear or die.
    If your hero somehow died (for real, so not respawning in town + colored death animation instead of the white one), let me know.

Test it:

On the US Server: version from 10.02.2012 [0.262 Public Demo]. (online: name: "Dia blo - Mortal Shroud")
On the EU Server: version from 10.02.2012 [0.262 Public Demo]. (online: name: "Dia blo - Mortal Shroud")

I am Ahli.634 on EU gateway.

~Ahli
This post was edited 73 times, last edit by Ahli: Apr 12 2012, 2:24 am.

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Post #2     DevliN Feb 10 2011, 1:12 am

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This looks incredible! I'll help test if you want.

Also, I hope this doesn't break any of Blizzard's rules considering how much time you've put into this. :/

:devlin: CURRENTLY WORKING ON :devlin:
Shadowlands | Demonic: Urban Apocalypse
Invasion: Ares | Recon | OMG TEH ZOMBIES!!!
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Post #3     UnholyUrine Feb 10 2011, 1:23 am

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First of all
:facepalm: for copying Diablo after this: World of Starcraft... Eliminated

Secondly, :facepalm: for copying another game...

Thirdly, it looks Awesome.. but question is, is it worth it??? Wouldn't it be better to innovate?

BEWARE!
I'm watching you.. (signature image) .. as you Pee
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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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Quote from DevliN
This looks incredible! I'll help test if you want.

Also, I hope this doesn't break any of Blizzard's rules considering how much time you've put into this. :/
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.

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Post #5     payne Feb 10 2011, 4:13 pm

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Not sure if I understood: can I be tester as NA?

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Post #6     payne Feb 11 2011, 6:42 am

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Those white walls are kind of hard on the eyes. ;o
Also, because of the point of view, we some times miss the entry on some of the dungeon levels. :/
Oh, and I want a "Repair All" button.
And walking away from a char should remove all dialogs. And to interact with a char, right clicking on it should work as well.

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Post #7     Cardinal 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!

Quote from UnholyUrine
:facepalm: for copying Diablo after this: World of Starcraft... Eliminated

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.

Quote from UnholyUrine
It looks Awesome.. but question is, is it worth it??? Wouldn't it be better to innovate?

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:

Code

CLASS 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.

Code

HIT 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.

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Post #9     UnholyUrine Feb 11 2011, 5:23 pm

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Quote
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.

two things
1. Good Point
2. Isn't World of Starcraft the same? Just a fan-created praise to a Blizzard classic.. but with actual innovation? I guess they're scared of creativity...

Remind us to play during mapnight :P

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Post #10     DevliN Feb 11 2011, 7:34 pm

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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).

:devlin: CURRENTLY WORKING ON :devlin:
Shadowlands | Demonic: Urban Apocalypse
Invasion: Ares | Recon | OMG TEH ZOMBIES!!!
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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.

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Post #12     payne Feb 14 2011, 2:40 am

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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?

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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 :)

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Post #14     payne Feb 14 2011, 3:53 am

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Image of 4th mouse button please.

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Post #15     Jack[RCDF Feb 14 2011, 7:47 am

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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.


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Post #16     FaZ- Feb 14 2011, 9:47 am

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My mouse doesn't have 4 mouse buttons. Make mouse3 the default, please, essentially everyone has one of those.

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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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Quote from Jack[RCDF
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.
(user posted image)
That are the original walls...

(user posted image)
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.


Quote from payne
Image of 4th mouse button please.
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.


Quote from FaZ-
My mouse doesn't have 4 mouse buttons. Make mouse3 the default, please, essentially everyone has one of those.
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...

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Post #18     payne Feb 14 2011, 8:05 pm

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... My mouse only has Button 1, 2 and 3. D:
And it's even worse for Mac users.

You should just make it "Left-Click on enemy while Bow is equipped"

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Post #19     Cardinal Feb 14 2011, 8:23 pm

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Or Shift+Mouse1 . Like it was in Diablo?

Gone.
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Post #20     Jack[RCDF Feb 14 2011, 9:30 pm

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Ahli you disappeared from the shoutbox so here's the screenie you requested: (user posted image)
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
(user posted image)
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.

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