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 The Builds Board.

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Wrathtoruin
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PostSubject: The Builds Board.   Fri Aug 07, 2015 10:31 am

I know we don't have a lot of people active but we still have active people.I feel its been a long time since we have had any current builds on the builds board and I know that everyone is trying to keep some things secret.However I think it would be nice to get some posted to better see trends in what people are using so we can better balance the game and reboot theory crafting.To better help develop the map going into the new game for SC2.

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carefulibite
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PostSubject: Re: The Builds Board.   Sat Aug 08, 2015 3:38 am

Personally I just don't see SC CHA being a thing. No where near the same amount of skill content. Not enough flashy particles to wow people into thinking it has the coolest skills ever. Also there's no compelling story in which players can immerse themself into the game. I mean come on they need a reason for what they're doing, motivation for their character, you know a back story.  Boring unimaginitive boss fights. Broken Armor/MS/ And regeneration mechanics. Last but not least no hats or cool equipment to make heroes look flashier with their yolo bling. PPS no anime boobies bouncing up and down, or bending over showing off their tight asses.  I mean come on if your going to port tentacles we should at the very least have the proper set up for a decent tentacle porn. No weebo's no growing fan base.
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Wrathtoruin
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PostSubject: Re: The Builds Board.   Sat Aug 08, 2015 11:47 am

Glorns is doing a total remake of SC2 Cha for an upcoming contest.Though I do agree that we probably should add a story line and make the boss fights more interesting.

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Glorn2
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PostSubject: Re: The Builds Board.   Sat Aug 08, 2015 2:52 pm

Random, that old version of CHA from 4 years ago is deleted. Like, completely erased from my computer and battle.net. I agree, that version of CHA was rushed, and trash. The new CHA that I have been working on for a while now is WC3 based; using the WC3 assets released for sc2, and a UI made to match WC3. The gameplay looks like an amped up wc3!

Skills have been a problem for me; but I have overcome the 32 skill cap limit of sc2 with a kickass system I made myself. I base many of my skills on wc3 skills, and am making them flashy. Most importantly, the skills in this new game are customizable. You pick your skills, and as you level them you unlock tiers of upgrades. 4 tiers, with 3 upgrade choices at each. This allows players to start with something like frost nova, and scale it to be more defensive by reducing the mana cost, increasing the slow amount or duration, ect, or make it more offenisve by adding a lot of damage, AoE, ect, and there is a misc upgrade which can be offensing or defensive, or somewhere in between (Life regen from damage dealt, increased cost and lowering cd). This is, imo, the crowning feature of new CHA; the ability to customize your skills as the game progresses.

Heroes can also be customized. They all have base stats (Mountain king is similar to his wc3 values) but you can alter their initial stats and stats per level through an interface I created. This allows you to add or subtract stats per level, BAT, movement speed, range, and initial stats. It also allows for a broader variety of play for each hero (which saves me from having to make 120 heroes to cover all my bases).

The game concept is being geared from a PVP arena with some RPG aspects, to an RPG game with some pvp aspects. All bosses will be "staged" fights, most bosses wont even have an attack ability, it will be 100% skills. Rather than competing for kills, the game will be based on "points" earned from killing players, or from killing bosses, being the first to kill a boss grants extra, and more powerful bosses grant more. Duels will be randomized between fighting the other team, and each team competing to destroy a boss the fastest.

Importantly, items will be dull. Not as dull as in old sc2 CHA. Once again, i created my own UI to handle items and inventories, to make it a much easier process. Items will only have a few stats each, and be reasonably generic until end game. Stats can also be purchased, and there is a UI which allows you to setup an auto-invest method; so as you buy points, they are automatically invested for you. This allows people to skip items entirely if that is the way they play. Obviously it will not be the best way to play; but it will make the game much easier to get into.

Base stats (str, agi, int) cannot be increased other than the heroes base stats and stats per level. This makes your base hero more important. This also takes more complexity out of the game.

I really do not have a story laid out; which is a bit of a problem for me. The flow I am trying to go with though is, "You kill monsters for a while, the first boss is a "prismatic boss" who guards the elementals. Once he is defeated by any team, players can fight the elemental bosses. He does not respawn (in that form) once defeated. After all the elementals are defeated, he will make a 2nd appearance, in a new, much stronger form, once again, blocking the path to the "archons" (who go by a different name). Defeat all archons, and pay a (currency from defeating X number of archons) to unlock the fortress of ragnarok, where there are far more bosses. There will be dialog text pop ups and voice play-overs and such. My goal is to focus on the RPG aspects, while maintaining a 1 hour playthrough. As the game progresses, more and more undead monsters spawn, so it is kinda like they are taking over the forest, that is the concept anyway.

"Hats" will be a thing. I will be making a "microtransaction shop" and there will be similar things to wc3 CHA in there. earn points from playing the game, and can spend those points to unlock heroes (unlock sc2 heroes, unique skins for heroes), special aura animations, missile animations, and I havent decided yet if I want to allow for skill animations to be altered. Those would be expensive, because it is a pain in the butt.

My goal to have the core gameplay done is mid to late september. The alpha will start with only 9 skills per house (remember, 12 upgrades per skill though) and 8 heroes per house. I will likely not have the ragnarok fights completed by then, but I will damn well try.

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PostSubject: Re: The Builds Board.   Sat Aug 08, 2015 3:35 pm

Wow lol completely blown away ^_^ sounds amazing.
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PostSubject: Re: The Builds Board.   Sat Aug 08, 2015 4:27 pm

I would like to add, that really, a lot of work i do is done in google docs, just filling in spread sheets, so I can stay on task while i am working in the editor.  It has helped me a lot with the planning process.

If anyone is interested in contributing ideas, I can allow people to alter my stuff, if you want to design some heroes and skills.  It is a little tricky, due to my shorthand and such, but it isnt impossible to figure out.

Here are some links, if anyone is interested.  If you want permission to write in the spreadsheets, lemme know and I can set it up.

Heroes: All of the heroes named here are created, their stats are all done through triggers, and are easy to implement.
https://docs.google.com/spreadsheets/d/1iO5V4rQdqWnxGNxbqiSotx9T0mzl1kgbwurztb5ahmk/edit?usp=sharing

Skills: Not all of these are finished in the game yet, a few arent even started, but many are complete.
https://docs.google.com/spreadsheets/d/17eaqBgTPfWsas5ICqH3FBw9_ADcFw4LBhDOLl_60dxk/edit?usp=sharing
https://docs.google.com/spreadsheets/d/1PDTwsaFLkMkcpoawSRvpOumGPKtEwcDw-5jj2NdVavI/edit?usp=sharing
https://docs.google.com/spreadsheets/d/19APmYMecKhf62LLeW7_ryp1gWOJCBEtoD0xnEGtmq4s/edit?usp=sharing
https://docs.google.com/spreadsheets/d/1cgAUyYopHYuIRpL1r2ut4i2VgSHhB3Eo99vld8xBEjQ/edit?usp=sharing
https://docs.google.com/spreadsheets/d/1hZtqz7DPaN70Es8YZXrtH_AGlORqdTFNsewm9AH0WOI/edit?usp=sharing

Creeps will be done in a spreadsheet also, once I create a good algorithm for their leveling.

Items could be done in a spreadsheet as well, I am still finishing the system for them (Deleted my old system and started from scratch, 80% done)

You can comment in the margins also. Some of the skills need to be completely reworked, and many need to be balanced. Hopefully by september the most basic forms of testing can be done, so I can actually get proper values set in the game.

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PostSubject: Re: The Builds Board.   Tue Aug 18, 2015 1:10 pm

Sounds Exciting!
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