Mod Projects => Mod Showcase => Topic started by: TwinkleToes on January 03, 2015, 08:21:07 am
Title: My next class concept
Post by: TwinkleToes on January 03, 2015, 08:21:07 am
Disclaimer: if any non developer wants to download, this is not a packed mod file and is only a folder containing the raw data, this is to be run by people who know how to use GUTS, and can test within the editor.
hey guys, so ive been working on this thing on/off for a couple of months, i would love to speed up my pace but the world is an unfortunate place, anyways.. im essentially showcasing a concept of the mechanics ive developed for this class, hopefully if some of you guys digg in to the files you can decipher my techniques ;D this thing is still in an embryonic stage. 1 tree is done and ive chipped away abit on the 2nd tree. so here goes..
PRESENTING THE SHADOW MASTER (still deliberating on the name)
COMBO SYSTEM
so what is the main gimmick of this class? it uses an unorthodox spell system involving gathering resources with hits from your basic attacks. this "combo system" allows you to rack up combo points as you fight. and expend them as finishing blows, represented as your spells
some spells dont cost any points but those are mainly toggle spells or strong utility spells with long cooldowns, all primary damaging spells use a certain amount of combo points!
what im attempting to do with this class is suppress the spam fest that these kinda games turn into. there are balance issues with using auto attacks but ive tried to address those in the skills and passives that this class offers.
- your basic auto attacks now always consumes mana, equal to 1% of your maximum weapon damage, what this does is make the skills cost something more tangible and scale up as you get stronger, since combo points are so easily obtained, another fail-safe ive added is that when you run out of mana/drop bellow a certain level you can no longer gain combo points, this relationship between mana and combo points creates a situation where you still pay mana for using skills, but you have to use basic attacks 1st..
-certain passives allow you to enhance your basic attacks, but... these passives are, in a way semi active, for the price of enhanced auto attacks you spend additional flat mana each time the effect is procced, if you run out of mana the passive effect deactivates, these passives are there to fill in the mundane task of using basic attacks, and allow you to dish out damage weather you use skills or not. all of these restrictions are based around the fact that basic attacks allow you to leech life and mana, which should even out these drawbacks once you get these stats. SKILL TREES
ive limited the spells to use certain weapon types so each tree gives a distinct feeling to it, there are some skils which are universal and can be crossed over with the other trees so the customization is still there
-the 1st tree is the meele based agile fighter archetype, ive tried to make it feel like a berserker and assassin mixed together, the combo point costs are moderate but not too high, so you can get a flow going as you meele down monsters with basic attacks and use finishing spells to devastate large areas basically your a ninja :D
-the 2nd tree is focused around ranged combat, with single target ranged weapons, cannons and shotguns are not particularly encouraged by this tree. anyway. this tree focuses on big pay off attacks and long range crowd control, the combo point costs will be large to encourage frequent use of basic attacks and repositioning to get the right moment to unleash your skills.
-for the final tree i plan on adding a new dimension of mechanincs involving minion management and manipulation along with the combo point system, this final tree will be the namesake of the class(shadowmaster) the minions will be your own shadows which can be manipulated by the skills in the 3rd tree, this tree will focus on mobility, magic damage and use of minions to sway fights in your favor.
if any of you guys somehow read up to this point i commend you ;D anyways have a look and see what you like, but.. again this class is not done yet, only 1 skill tree has all of its spells and passives(the 1st one) still.. have a go and tell me if you like it.
GOOGLE DRIVE DOWNLOAD (https://drive.google.com/file/d/0B901Do9wUodbNl9HclVRaElvam8/view)
Direct attachment bellow
Title: Re: My next class concept
Post by: Phanjam on January 03, 2015, 10:15:11 am
This is very intriguing Twinkle! I requested access so i can playtest ;)
Title: Re: My next class concept
Post by: TwinkleToes on January 03, 2015, 10:56:52 am
??? sorry bout that phan, i think i linked it without putting access to the file on google drive, ive re linked it so it can be shared also in case i screwed that up i also put in a direct attachment
Title: Re: My next class concept
Post by: gytfunke on January 03, 2015, 12:44:15 pm
Sounds like great fun. Especially looking forward to the 3rd tree's skills.
Title: Re: My next class concept
Post by: Phanjam on January 03, 2015, 05:57:12 pm
Hey NP Twinkle ;) I went for your uploaded file. Will give feedback as soon as I've played it enough to get a feel
Title: Re: My next class concept
Post by: Phanjam on January 04, 2015, 03:12:47 am
Hi Twinkle! The charge bar art isn't rendering right, makes it hard to see what combo-points I've got.
Title: Re: My next class concept
Post by: TwinkleToes on January 04, 2015, 06:18:51 am
did you try it in the editor 1st?
also try putting the mod you created as the priority maybe some files are bugging out because of overlaps.
Title: Re: My next class concept
Post by: Kva3imoda on January 05, 2015, 05:56:03 am
The charge bar art isn't rendering right, makes it hard to see what combo-points I've got.
For me it is working properly.
TwinkleToes, magnificent work, interesting mechanics, beautiful special effects. I really like this Shadow master. Hmmm... Maybe you'll take my Faceless model for this class? :-\
Title: Re: My next class concept
Post by: Kva3imoda on January 05, 2015, 06:09:44 am
That I can do myself. Now I'm working on it, but there are some problems. Again! >:(
(http://i.imgur.com/GxbUfzD.png)
Title: Re: My next class concept
Post by: TwinkleToes on January 05, 2015, 12:02:00 pm
cool :D, if you get the whole wardrobe thing done i can design an outfit to go with the model, i have some experience in that from when i was doing mods for LoL 8)
Title: Re: My next class concept
Post by: Kva3imoda on January 05, 2015, 05:06:13 pm
cool :D, if you get the whole wardrobe thing done i can design an outfit to go with the model, i have some experience in that from when i was doing mods for LoL 8)
Well, I was planning to use a standard wardrobe as you know it is working fine. Need to do a lot of boring and simple operations, but it is possible. But also it is possible to do something special. I'm glad you like my idea, because I do a lot of interesting concepts, but people can not play it. It's sad that I can`t complete my work, but a complex mod can solve this problem. Unique class with a unique appearance - it's really cool, I've always dreamed about it, but I'm weak in a class creation.
Title: Re: My next class concept
Post by: Kva3imoda on February 08, 2015, 04:08:59 pm
Hey Twinkle.
Is there any progress? I thought that maybe I prepare the Faceless for you? I'm stuck in the TT Knight, but my suggestion is still valid. :)
Title: Re: My next class concept
Post by: TwinkleToes on February 12, 2015, 04:21:21 pm
hey kva, sorry for the late reply but progress is pretty slow, since i have other things to take care of :( im still up to almost completing the 2nd tree.
Title: Re: My next class concept
Post by: Zanadube on March 15, 2016, 06:11:34 pm
I like... :) anyone hash this out yet?
Title: Re: My next class concept
Post by: TwinkleToes on March 15, 2016, 08:45:41 pm
i actually did alot of it but my HDD ended up bombing on me and i lost like a week of work lol, got kinda defeated and left it alone, but i may come back and finish it off, really depends on how busy i get. since ive got a full time gig now
Title: Re: My next class concept
Post by: Zanadube on March 15, 2016, 10:54:47 pm
Ouch!!! that blows! well priorities!
no ones done anything else with it since?
I really like the idea of making a less spammy style character that uses a combo of Combat and summons... My True Ranger idea is basically the same thing... Nature magic, summon animals, bow and melee skills.
Title: Re: My next class concept
Post by: TwinkleToes on March 16, 2016, 05:58:04 am
yea hasnt been touched in a while lol
the base mechanic is still intact and the skills for the 1st tree so its not that bad
the hardest part was creating the underlying mechanics since it required me to really stretch GUTS to its limits in terms of character and skill creation download the file i attached in the OP and see how it is inside the editor, its not cooldown based at all and feels very different from playing anything else
Title: Re: My next class concept
Post by: Zanadube on March 16, 2016, 12:55:19 pm
I did :) havent had a chance to get into it yet but im learning about all this. Getting involved here is really inspiring me :) Thanks for that!
Title: Re: My next class concept
Post by: TwinkleToes on April 02, 2017, 01:57:15 am
eyyy, ive been very slowly chipping away at this in my free time :D almost done with the 2nd tree, ill just chuck this pv out so some of you folks get excited about particles again 8) http://i.imgur.com/OX7tGYV.gifv
Title: Re: My next class concept
Post by: Anarch16sync on April 02, 2017, 04:32:41 am
@TwinkleToes the particles you make have no equal around here, is the double bow like an X a reference to Varus? ;)
I'm glad you're still around, your particles are some of the eye candy of the forums :D
Title: Re: My next class concept
Post by: TwinkleToes on April 02, 2017, 04:58:22 am
ey, thanks :D and yea, partly from Varus and the other inspiration is from Maplestory lol
Title: Re: My next class concept
Post by: Phanjam on April 02, 2017, 08:13:39 am
Necros like this are ALWAYS welcome Twinkle! :D Those FX literally blew me away! ???
Hey since we're kinda in a dry spell atm, would u like any help with this? Im good for about an hour per day of modding ;)
Title: Re: My next class concept
Post by: TwinkleToes on April 02, 2017, 04:45:34 pm
hmmm, i have no idea how anyone can help lol, since i make stuff up as i go, my skill modding tends to be pretty complicated, for this particular project its more complicated than usual because of the underlying mechanics.
but if anyone wants, i can chuck out the raw files i have now, and you guys can look through it, to get a better idea of what im going to make up lol.
Title: Re: My next class concept
Post by: Phanjam on April 03, 2017, 05:13:51 am
Well, if you want to share your work-in-progress with a smaller range of people (like just the active members), I made you a board for this project over on Trello (https://trello.com/b/ZZhMfyXn/twinkle-s-shadow-master-working-title). It's okay if you don't want to use it - it doesn't take up much resources over there anyway ;)
Title: Re: My next class concept
Post by: TwinkleToes on April 04, 2017, 11:18:41 am
ey, thanks :D ill use it for the sake of depositing secure copies online dont want another HDD crash to halt progress like before.
Title: Re: My next class concept
Post by: doudley on April 04, 2017, 10:18:36 pm
eyyy, ive been very slowly chipping away at this in my free time :D almost done with the 2nd tree, ill just chuck this pv out so some of you folks get excited about particles again 8) http://i.imgur.com/OX7tGYV.gifv
:o
Is it possible to have this kind of skill but makes the character hover backwards instead of stationary, like with berserker's dash skill (I forgot its display name) that a layout allows the character to move while holding down its skill button? :)
Title: Re: My next class concept
Post by: TwinkleToes on April 05, 2017, 12:45:28 am
very possible but going backwards wont be as smooth, since you'll need to a layout that forces you backwards instead of enabling <BOOL>MOVES_TO_TARGET:true like whats used for the berserker's savage rush
or you could design the skill to move forward but fire backwards a custom animation/s will have to be implemented for the whole concept though, so it doesn't look janky.
Title: Re: My next class concept
Post by: Phanjam on April 05, 2017, 02:28:27 am
or you could design the skill to move forward but fire backwards a custom animation/s will have to be implemented for the whole concept though, so it doesn't look janky.
Yup, that would be cool! Back-firing while hovering would be a hit! ;D
I'm a big fan of real robot mecha shows, so I easily get jaw-dropped when I see bombarding skills like this. But don't kid me, I cannot compose a skill like you've shown here. :P
very possible but going backwards wont be as smooth, since you'll need to a layout that forces you backwards instead of enabling <BOOL>MOVES_TO_TARGET:true like whats used for the berserker's savage rush
or you could design the skill to move forward but fire backwards a custom animation/s will have to be implemented for the whole concept though, so it doesn't look janky.
What if you somehow had an invisible/dummy target, spawn it behind you so you can still use <BOOL>MOVES_TO_TARGET:true ? Might need to be the target of a second skill (started at the same time) since I guess a skill cannot have 2 tagets lol!
Title: Re: My next class concept
Post by: TwinkleToes on April 06, 2017, 05:15:37 am
or just make the spawner fire backwards lol no need for any invisible dummy shenanigans
Title: Re: My next class concept
Post by: TwinkleToes on April 16, 2017, 04:11:49 am
since you guys helped me out on the gunbot model thing i figured i should show what has come of it lol the skill isnt 100% done yet. but its core mechanics and aesthetics are all in place
http://i.imgur.com/c2oZYY0.gifv
the gunbots have 3 attacks a quick grenade launch salvo of homing rockets and a burst of machine gun fire
its not really clear in the gif but the bots will only attack after you do and will turn themselves off after you stop attacking.
Title: Re: My next class concept
Post by: Phanjam on April 16, 2017, 05:06:09 am
HOLY GUACAMOLE TWINKLE THAT IS SO FREAKING AWESOME!!! Is that a secondary cast_from_target proc in there? The one that spirals away?
Title: Re: My next class concept
Post by: TwinkleToes on April 16, 2017, 05:12:29 am
thanks :D nah thats just one of the missiles going ballistic lol sometimes they miss their target and spiral out of control
Title: Re: My next class concept
Post by: Kva3imoda on April 17, 2017, 05:35:54 am
Twinkle, my suggestion with The Faceless still valid. ;)
Title: Re: My next class concept
Post by: Kva3imoda on April 17, 2017, 05:44:08 am
Something like that:
(http://i.imgur.com/lhRBSvf.jpg)
Title: Re: My next class concept
Post by: TwinkleToes on April 17, 2017, 05:53:17 am
wow, sick! if the models are ready i can implement them and test it out
still have the 3rd tree and icons left to do.
Title: Re: My next class concept
Post by: Kva3imoda on April 17, 2017, 06:03:56 am
if the models are ready i can implement them and test it out
Well, technically it's ready. I already use it in my mod. But I redid only 10-15 sets of the wardrobe. In addition, we need to decide how to implement a Faceless-wardrobe for vanilla.
Anyway, we have plenty of time yet. :D
Title: Re: My next class concept
Post by: doudley on April 18, 2017, 07:04:45 pm
the gunbots have 3 attacks a quick grenade launch salvo of homing rockets and a burst of machine gun fire
Now that's a definite mecha action going on there!!
Master Twinkle, your new class is becoming too hyped for me, I hope for more stuff like this and I hope I'll be able to experience using this mod soon! ;D
Title: Re: My next class concept
Post by: TwinkleToes on April 18, 2017, 09:19:19 pm
XD, thanks for the honorific lol once i finish polishing up this 2nd skill tree ill post the folder here so you guys can test it out.
Title: Re: My next class concept
Post by: Sch123 on February 02, 2018, 07:56:15 pm
Has the ShadowMaster class finished be made? Because I'd love to play with this Class. :D