Diablo 1
May 31 2008, 7:11 pm
By: Ahli
Pages: < 1 « 2 3 4 5 >
 

May 25 2009, 7:17 pm Decency Post #61



It would also make it pretty much impossible to use hotkeys.



None.

May 25 2009, 7:20 pm Heinermann Post #62

SDE, BWAPI owner, hacker.

Why limit the hotkeys when you can have all of them?
Also, has anyone tested mouse click detection?




May 25 2009, 7:35 pm Morphling Post #63



Quote from Heinermann
Why limit the hotkeys when you can have all of them?
Also, has anyone tested mouse click detection?
No, atleast to my knowledge.



None.

Jul 22 2009, 11:23 pm Ahli Post #64

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

Ok, I think I will use an external bag for potions meaning, you have a few geysirs/mineral patches somewhere that express your potion count.

how many potions can you carry at once (sum of all potions)? -> 15
available potions:
2 healing, 2 mana, 2 rejuvation
(partially & full restoring)

systems to finish till next demo release:
-potion system DONE
-ai system (ai runs to player, maybe ranged enemy tries to run away from the player during melee... but that may be implemented later)
-spawns in lvls
-dodge activation
-death/respawning + punishment triggers DONE
-potion drops DONE
-possibility to throw away items/potions DONE
-selling potions at adria DONE +Pepin for the lazy walkers
-buying potions at adria / pepin DONE

@potion hotkey:
shift + qweasd sounds good to me...

Post has been edited 2 time(s), last time on Aug 21 2009, 2:25 pm by Ahli.




Jul 28 2009, 7:28 pm Heinermann Post #65

SDE, BWAPI owner, hacker.

You could use F5 to F8 or the number keys if the player isn't going to hotkey anything.




Jul 31 2009, 11:50 am Ahli Post #66

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

Quote from Heinermann
You could use F5 to F8 or the number keys if the player isn't going to hotkey anything.
you need the mouse and the WASD keys during battle...
so the potion keys should be easy to use...

Anyway, I already implemented the shift+qawsed keys. I will see it when everything is ready for the next demo.




Aug 5 2009, 12:21 pm Ahli Post #67

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



Would you understand this menu?
I only have 11 lines in the player's display (which are used up with this :D), but I think this would be the best way to handle buying menus in my case...
or any description text suggestions, color suggestions?




Aug 5 2009, 2:16 pm JaFF Post #68



You can have only one item displayed, but have the requirements and durability be separate lines to save strings in numerical displays. This is, of course, entirely up to you.

Other than that, I think it's a very good meny display for what it is supposed to do.



None.

Aug 5 2009, 2:54 pm Ahli Post #69

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

Quote from JaFF
You can have only one item displayed, but have the requirements and durability be separate lines to save strings in numerical displays. This is, of course, entirely up to you.

Other than that, I think it's a very good meny display for what it is supposed to do.
I won't change my single item display system because it would take way to many strings in other variants.

But thanks for the response.
I think my system should work as it is now.

Anyway, I don't know if I will add the "premium items" aka "buyable megic items" to griworld.
I may only add 1 magic item to Wirt that you can aquire (in later versions).
So, you won't see a menu with multiple items that have a prefix AND a suffix.

I just implemented the buying menu at
- Pepin (selling small & full healing potions and small rejuvenation potions)
- Adria (selling small & full mana potions and small rejuvenation potions).

Max. carryable potion count is 15 atm.




Aug 5 2009, 5:34 pm payne Post #70

:payne:

JaFF's method seems better and should save strings, I think :O



None.

Aug 5 2009, 5:45 pm Ahli Post #71

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

Quote from payne
JaFF's method seems better and should save strings, I think :O
No.

Btw, the DUR you see is the standard max durability of that weapon which can be altered with some suffixes.

items: 61
prefixes: 52
suffixes: 73
current DUR (1 to 255 | or indestructible = 999) = value in a mineral field
-> 186 strings + mineral patch name (Durability) = can't do it better with real names as output.




Aug 5 2009, 6:47 pm Madroc Post #72



Jaff, that wouldn't save strings because I'd assume ALL battle axes have the same reqs and durability (unless prefix/suffix of course).

I think that the defiler buying system is good. It might be a little less confusing if you just moved to the arrows, wouldn't it? Well, it's fine if you want.

I just wish this rpg was multiplayer :( I'm pretty sure I'd never play a single player map because it would be just boring as heck to me without other people. I'm sure there are plenty of people who would disagree with me tho.




None.

Aug 5 2009, 7:01 pm Ahli Post #73

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

Quote from Madroc
I just wish this rpg was multiplayer :( I'm pretty sure I'd never play a single player map because it would be just boring as heck to me without other people. I'm sure there are plenty of people who would disagree with me tho.
I wish that I could use EUD inputs in multiplayer, do math calculations inside 1 trigger, do comparisons within 1 condition, have much more Strings and locations...
but I haven't :'(

so I'll have to wait for starcraft2's scumedit ;P
gogo sc2 multiplayer Diablo 1, gogogo
but first I will do this insanity... :)

EDIT:
POTION SYSTEM IS DONE (completly)!

Post has been edited 1 time(s), last time on Aug 5 2009, 11:02 pm by Ahli.




Aug 5 2009, 7:26 pm Decency Post #74



Quote from Madroc
Jaff, that wouldn't save strings because I'd assume ALL battle axes have the same reqs and durability (unless prefix/suffix of course).

Correct. There are no requirement lowering prefixes/suffixes in Diablo 1, I don't think. Some unique armor (Naj's Light Plate might be the only one) has less than standard requirements.

I understand the menu easily enough.



None.

Aug 7 2009, 9:51 am Jiggaboo Post #75



Looking great, can't wait to play it.
How close are you to being done? haha



None.

Aug 8 2009, 4:01 am fritfrat Post #76



I understood the menu after looking at it for 5-8 seconds :) pretty impressive.



None.

Aug 10 2009, 1:26 am Heinermann Post #77

SDE, BWAPI owner, hacker.

I'm going to suggest these for the last time.
+ Do mouse click detection or get rid of WASD for movement.
+ Use numbers or F# keys for potions.

Additionally, you should get rid of that weird defiler thing and start using units for selecting items. Try powerups and resources.
If I played this map, I wouldn't know what to do at all. How am I supposed to join this game and instantly know what keys to push etc.?
The map wouldn't be fun because of its overcomplicated style and not attract many people.




Aug 10 2009, 2:18 pm Ahli Post #78

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

Quote from Heinermann
I'm going to suggest these for the last time.
+ Do mouse click detection or get rid of WASD for movement.
+ Use numbers or F# keys for potions.

Additionally, you should get rid of that weird defiler thing and start using units for selecting items. Try powerups and resources.
If I played this map, I wouldn't know what to do at all. How am I supposed to join this game and instantly know what keys to push etc.?
The map wouldn't be fun because of its overcomplicated style and not attract many people.

Action you need to do during a battle:
- walk
- shot arrows
- take potions
- use spells (not implemented yet)

current controls:
-walk: WASD
-shot arrows: right click with hero selected
-take potions: Shift+QWEASD
-use spells: (planned: select hotkeyed unit and right click on a field)

@potions:
The F5-8 keys are only 4. I would need 6. Which should I put somewhere else?
Or I force everyone to use small potions before full potions. Then I would need to use 3 keys only.

@getting rid of WASD for movement
You just made me think about it.
For arrow shoting I could use [Shift + right mouse click (hero selected)].
For movement I could use a normal right click 1 field next to your hero unit (if there is no enemy in that field. that would result in an attack).
But then, it may be annoying, if you have to go far...


Selling/Repairing:
-Swarm on item = value/costs preview in your gas display
-move on the item field = sell/repair
-burrow to exit
-your money = your mineral display

Buying:
-Move your defiler up or down to scroll (or swarm)
-move to the right = buy (powerup labeled 'Buy' is in that field)
-burrow to exit
-your money = your mineral display
-item costs = your gas display
-selected item is always in the middle of your screen between the red dots

NPC menu:
-move the civilian to a powerup/unit labeled with the action you can perform (talk/sell/repair/buy/exit)

throw item away:
-burrow your Hunter-Killer in that field

get item name + information:
-move the Dark Templar on it

swap items in your inventory:
-burrow both lurkers


I thought I already made it as easy as I could do it.
Now I presented detailed information what's inside.
>> Please make detailed suggestions how I could improve the playability. <<

Thanks in advance.




Aug 20 2009, 4:57 pm Ahli Post #79

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

death penalty:

GOLD:
-char level is 1<= X <= 20: decrease gold amount by X%

-normal difficulty & char level is 20+: 20% loss
-nightmare difficulty & char level is 20+: 30% loss
-hell difficulty & char level is 20+: 40% loss

XP:
-normal difficulty: 1% loss
-nightmare difficulty: 2% loss
-hell difficulty: 4% loss

you won't fall down a char level

does someone see unbalances or has a better suggestion?




Dec 5 2009, 11:28 pm Ahli Post #80

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

Because I have pretty much to do at universitiy, I will never (99% sure) finish this map to the next planned stage (even if it's not THAT much work left till demo v2).
(maybe after my exams in my exam free time if sc2 didn't come out and I may be motivated to work on that. But I guess I will have other interests then.)

If someone is interested in anything about this, I can send you whatever I have.
If you want my raw trigger text files, I can send them to you.
My raw trigger text files aren't complete in English. I may translate a few things for you, if you want that.

See me as a retired mapper. Life caught me.
This was a product of "I have to much time. What should I do now? Oh let's do something complex in SC mapping..." anyway.

I feel a bit sad that I have to let this die. But the complexity may grew to high, even if I already fully integrated many complex systems.
Ai movement on battlefield could be an unsolved problem.

Anyway, I've learned much about math with Starcraft triggers and storing multiple data within single death count with this.
Or I showed how to add thousands of items with only a few strings into a map. I've learned to use static grids and move locations without giving units in them.
I even learned how Lethal_Illusion's FRAGS worked and build my own version of it (which I scrapped because it wasn't good enough for my big battlefield).

Not everything was a waste of time. At least I've learned much crap I mostly won't need in future.

~Ahli




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