• z0rcery development jerkoff thread [hey y'all!]
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That reminds me of some spells i definitely wanna write. Flesh To Stone: The target is turned to stone for 60 seconds. If killed they will explode into a cloud of rocks and cannot be resurrected. Saving throw negates all effects. After 60 seconds the target will die, unless a paralysis restoration spell is cast. Level 3 spell. Soul Trap: A sphere of dark energy is hurled forward. Any creature that touches it will take 50 damage. If killed by it, the player vanishes to another plane permanently. Level 1 spell. Finger Of Death: The target is slain (not permanently). Saving throw negates all effects. Level 3 spell. Holy Restoration: The target is healed to full, un-paralyzed and any negative modifiers are cancelled for the duration of the spell. Definitely a level 3 spell. Stone To Flesh: The target is un-paralyzed. This would be a level 1 spell. Circle Of Blades: The caster is surrounded by 3 hovering enchanted swords which circle around him and deal damage to nearby enemies. Glyph Of Warding: A shimmering disc springs forward and protects the designated area. The first enemy to approach it will take 50 damage before it disintegrates.
Looks pretty cool...
Allright, i can see you're kinda making a theme of ripping off DnD spells, so i have another request. [url=http://www.dandwiki.com/wiki/SRD:Hellball]The goddamned Hellball[/url] It does 120 damage at average to everyone within a radius of 40 feet, which should be enough to kill anything, and a reflex save only halves the damage, so even if you succeed you will lose a lot of health.
So its like a huge bomb thing that does every type of damage imaginable? I could probably do that. Thing is, i haven't bothered with damage types (ie. fire, acid, etc) simply because i thought it would complicate stuff. But come to think of it i like the idea. Each damagetype would have its own benefits, like in Skyrim. Ice -> Freeze player if saving throw fails. Frozen players are given a saving throw chance every 5 seconds to break free. Ice damage extinguishes fire too. Fire -> Continual damage if saving throw fails. Flaming players are given a saving throw chance every 5 seconds to extinguish. Fire damage melts frozen players. Shock -> Attack speed slowed for 15 seconds if saving throw fails. Acid -> Damage resistance lowered for 15 seconds if saving throw fails.
Give warriors a ball of ultimate courage attack which shoots a ball of concentrated courage at an enemy, overcouraging them so much that they charge randomly at everyone nearby attacking them with their bare hands without using any skills whatsoever.
I have access to GMod Beta so i'm going to try and get spell icons working. I'll post pics when i do it. Also i got a lot done! Certain damage types have effects on players. These work so far: Ice -> Freeze player if saving throw fails. Frozen players are given a saving throw chance every 5 seconds to break free. Shock -> Attack speed slowed for 15 seconds if saving throw fails. Acid -> Damage resistance lowered for 15 seconds if saving throw fails. Poison -> Take 50 damage over the course of 10 seconds if saving throw fails. Also added more abilities. Iron Will (all classes) - You are more likely to make a successful saving throw. Power Shot (archer) - Base arrow damage is upped by 40%. Critical Shot (archer) - +50% headshot damage, -50% limb damage. Focused Shot (archer) - Your arrows arc less.
Since i haven't updated in a while... I've coded saving throws for spells properly. And i've added some cool new spells that make use of them. [img_thumb]http://i.imgur.com/UjzkB.jpg[/img_thumb] Icelance will freeze players that fail their saving throw. [img_thumb]http://i.imgur.com/GYybw.jpg[/img_thumb] Killing a frozen player will make them explode into a cloud of frost and icy gibs. They cannot be resurrected. [img_thumb]http://i.imgur.com/tj9P5.jpg[/img_thumb] This is the Finger Of Death spell. The classic "make your saving throw or die" spell. If you fail your saving throw then you die after 10 seconds. You also have some ~creepy ominous death particles~ [img_thumb]http://i.imgur.com/Ei4U9.jpg[/img_thumb] Fire Aegis. This is probably one of the best self-defense spells, and only the cleric has access to it. The shield will face the nearest enemy so they basically have to destroy it or find a way around it in order to get to you. There's a level 2 shield which breaks after taking 3 hits, and there are several versions of the level 3 shield (fire, poison, ice, acid, shock) which break in 3 hits but also do things to the person attacking them. If you hit an ice shield with your sword then there's a chance you'll be turned to ice, etc. So archers, mages and clerics are the only class that can safely destroy these shields (but mainly the archer - mages/clerics have to take time to cast spells).
I've got everything working in the beta so far. I tried my hand at making a parchment-style GUI look but it looks pretty shitty. So i scrapped it. There are 5 varieties of aegis spells and ward spells (acid, fire, poison, shock and ice). Each has its own effects. [img_thumb]http://i.imgur.com/caKV3.jpg[/img_thumb] The cleric is the only class with access to these spells. What you see in that picture is an acid ward and a fire ward. They hover to where the caster is looking and float there until an enemy gets close or their lifespan runs out. They aren't very useful as offensive spells but they do act as area denial wherever you stick them, like a proximity mine of sorts. I gave cleric exclusive access to them since the Mage should be focusing more on using direct damage spells (and i felt like the cleric needed a little love).
[QUOTE=twoski;33457616]I've got everything working in the beta so far. I tried my hand at making a parchment-style GUI look but it looks pretty shitty. So i scrapped it. There are 5 varieties of aegis spells and ward spells (acid, fire, poison, shock and ice). Each has its own effects. The cleric is the only class with access to these spells. What you see in that picture is an acid ward and a fire ward. They hover to where the caster is looking and float there until an enemy gets close or their lifespan runs out. They aren't very useful as offensive spells but they do act as area denial wherever you stick them, like a proximity mine of sorts. I gave cleric exclusive access to them since the Mage should be focusing more on using direct damage spells (and i felt like the cleric needed a little love).[/QUOTE] Those blobby balls don't look too bad.
They look way better in motion. [lua] function ENT:Draw() self.Size = math.Approach( self.Size, 0.7, FrameTime() ) local size1 = math.max( self.Size + math.sin( CurTime() * 2 ) * 0.2, 0 ) local size2 = math.max( self.Size + math.cos( CurTime() * 2 ) * 0.2, 0 ) self.Entity:SetMaterial( "models/shiny" ) self.Entity:SetModelScale( Vector( size1, size2, size2 ) ) self.Entity:DrawModel() local r, g, b, a = self.Entity:GetColor() self.Entity:SetColor( r, g, b, 255 ) self.Entity:SetMaterial( self.Glow ) self.Entity:SetModelScale( Vector( size1 + 0.01, size2 + 0.01, size2 + 0.01 ) ) self.Entity:DrawModel() self.Entity:SetColor( r, g, b, a ) end[/lua] Also if anyone has suggestions for spells i'll probably consider them. I'm thinking of adding some summoning spells for the mage. ALSO i need ideas for ways to improve saving throws. Right now they are just random chance. I wanna add an element of skill to them. I had an idea where people on the spectator team could play a guessing game to pre-roll some of their saving throws.
Woot, got all the PNGs working. [img_thumb]http://i.imgur.com/AdbeO.png[/img_thumb] [img_thumb]http://i.imgur.com/saFXB.jpg[/img_thumb] [img_thumb]http://i.imgur.com/5pjJz.jpg[/img_thumb]
World of warcraft icons? You have to be more creative that that.
There are currently 75 different icons being used. I don't have the time/resources to make 75 (and counting) icons. If anyone wants to do some then i'll be happy to use them provided they're decent. For now i'm happy just using WoW icons since there's so many of them and generally speaking there's an icon for every spell and ability i can think of.
summoning zombies. i figured zombies would also be the cleric's domain. i'm going to add fire and ice elementals for the mage to summon. [img_thumb]http://i.imgur.com/emSEo.jpg[/img_thumb] These are the materials i think i'll use. Gonna also add some nifty particles too. [img_thumb]http://i.imgur.com/6FD7e.jpg[/img_thumb]
I'm confused about the skill system. Some of the passive skills (for the non-magic classes) have negative side effects, but others don't. Is there a reason for that? Also, the classes seem like they'd be kind of unbalanced in terms of usefulness. We've got the cleric who can juggle healing, buffing, teleporting, and raising the dead, while other classes like the rogue seem to have very little choice as to what their job is on the team. Not trying to hate on your game or anything. I actually had a few abilities in mind, but I need to know more about the skill system and class roles before I can figure out how exactly they'd work.
To be honest, I'd rather have a shitty-looking beta that functions perfectly, rather than a good-looking beta that spends all the CPU time on rendering the looks, lagging the game, and doesn't even keep me hooked on it for five minutes. This is the kind of stuff I want to learn so I can further my own projects.
[QUOTE=Amilo;33532580]I'm confused about the skill system. Some of the passive skills (for the non-magic classes) have negative side effects, but others don't. Is there a reason for that? [/quote] My reasoning for some is that they give too powerful of bonuses (like the 150% damage boost for rogue backstabs) so i counter that with adding a minor downside. Other bonuses (like the permanent 10% damage boost for the berzerker) aren't powerful enough to need a downside. I'm playing it all by feel right now since i have had little time to beta test. I'm not at the balancing stage yet so as soon as i get some testing done i'll be able to figure out what's overpowered and what isn't. [quote]Also, the classes seem like they'd be kind of unbalanced in terms of usefulness. We've got the cleric who can juggle healing, buffing, teleporting, and raising the dead, while other classes like the rogue seem to have very little choice as to what their job is on the team. [/quote] Surprisingly, when i did my first public test, not many people even played as the cleric. Not many people knew that the spellcasting classes are definitely the more versatile since they can choose almost any arrangement of spells. Of course the spellcasting classes are also very weak and while casting spells they are an easy target for combat classes. I'm still working on giving the combat classes more interesting abilities. As it stands they all have the same goal though (kill everyone), it's just a matter of how they use their abilities to reach the goal. Since the cleric only has access to level 1 mage spells, his role is more of a support role. [quote]Not trying to hate on your game or anything. I actually had a few abilities in mind, but I need to know more about the skill system and class roles before I can figure out how exactly they'd work.[/QUOTE] Basically, if you're a combat class you're given a list of abilities and you're allowed to pick any 3 abilities. Spellcasting classes are given a list of spells. You have 10 points to spend on spells. Depending on the level of a spell, it can cost anywhere from 1 to 3 points. So you could, say, buy five level 2 spells, or ten level 1 spells. I'm always open to more ideas, since i haven't been given many. When gmod is updated with all the new features i plan to have a playable beta ready for everyone to test.
Mage: Portal: Create an entry portal where you are standing, and if the entry portal exists, create an exit portal where you are standing. Portal lasts five minutes, acts like a Stargate (can only go in the entrance, going into the exit would gib you.) Level 3 Spell. Gravity: Slow down everyone around you for the duration of this spell. Perfect for ambushes and chokepoints manned by Archers. Must be channeled (can't move, or the spell breaks.) Large radius. Level 2 Spell. Mental Destruction: Causes the afflicted player to see things as if they were on LSD, weed and speed all at the same time, all players and teams look the same, and player runs 30% faster. Replaces all chat with random strings filled with slurs, llamas, and swearing. Afflicted player will die after 2 minutes. Level 3 Spell. Spike Wall: Summons a large wall covered with razor-sharp spikes in front of you, spikes facing away from you. Excellent for blocking off doorways and choke points, and setting up traps. Lasts 4 minutes, or until dealt 1200 damage. Melee attackers suffer damage equal to 10% of their max health every attack. Level 2 Spell. Inferno: Light a circlular area of earth on FIRE. Lasts 30 seconds, damages enemies equal to 2% of their max health every second within the circle, and continues to burn them for 1% of their max health for 10 seconds after exiting the circle. Level 2 Healing can remove this burn. Ice can put the circle out. Level 3 Spell. Boom: Create a sudden flare-up in the hydrogen within a small area, causing a small explosion. Large knock-back, and medium damage. Level 1 Spell. Rogue: Poison: Coats the Rogue's knife in poison, causing a drugged-type effect similar to Mental Destruction, but also causes damage over time equal to 3% of the afflicted player's max health. Grapple: Allows the Rogue to scale walls much higher than he can jump over. Become Spider-man, and get the drop on the enemy! Berserker: Saw-Blade: Sharpens the blade of the Berserker to a razor-sharp state, and adds teeth to the blade. Causes the enemy to bleed, move more slowly, and be incapable of swinging their weapon for 5 seconds. Also causes damage over time equal to 1.5% of the afflicted's max health. Passive. Heavy Sword: Laces the Berserker's sword with hefty amounts of lead, causing it to weigh much more than usual. 35% damage boost, but 15% slower swing speed. Berserker also slows down by 5%. Archer: Harpoon Arrow: The Archer fires an arrow with a special tip into another player, attached to a rope. The Archer is then capable of dragging this player around, based on the other player's strength. If they are a Mage, then they can be pulled around relatively easily. If they're a Berserker, then it's like trying to pull a whale out of the sea. If an Archer can climb a ledge, they can hang the other player and deal damage equal to 10% of the hanged player's health every 5 seconds. If held too long, the Archer drops the player. Ambush: The Archer waits, crouched, for an enemy. The bow is permanently cocked and ready to fire at max, and can be held like this for a maximum of 2 minutes. The arrow fired does +60% damage, flies 30% faster, and can penetrate if shot at the player's head. The bow cannot be fired for a fraction of the time the arrow remained pulled back, and this ability can only be used while crouching and not moving. Drawback time on the arrow is sped up.
Cool ideas, i'll definitely consider them. The inferno spell is on my todo list. Poison is definitely doable, i think i'll do something like: - On hit: Player slowly loses 50 health (saving throw negates). - -10% damage dealt Grapple might be doable too, maybe i'll make it so the shift key makes you stick to walls, and pressing shift when on a wall will make you jump off it. Saw Blade might be overpowered, i think maybe something like acid would accomplish the same thing. If the player fails their saving throw then they are hit by acid which makes their armor 25% weaker. Heavy Sword is actually coded already, although i named it Power Attack. +40% damage and -60% attack speed. Harpoon Arrow sounds somewhat useless and would likely be a pain to code properly. I'll probably skip that one. Ambush sounds neat... Although i think something like "your arrows deal 40% more damage when your bow is fully charged" would be a better idea. Might need to tweak the damage boost or make your charge speed a little slower though, to keep it fair.
So i went and downloaded some Morrowind SWEPs. The models are pretty low-res but they have very good animations so fuck it! The bow now works 100%. I had to go and make my own arrow models since the morrowind ones suck and are backwards for whatever reason. [img_thumb]http://img844.imageshack.us/img844/967/zatempleruins0000.jpg[/img_thumb] [img_thumb]http://img828.imageshack.us/img828/8674/zatempleruins0004.jpg[/img_thumb]
I just did a dump of the abilities since i can't keep track of them all. [code] Archer Bulwark - Your damage resistance is permanently increased by 30% Eagle Eye - Your eyesight is improved and you are able to aim more accurately at greater distances. Focused Shot - The curvature of your shots is significantly reduced. Critical Shot - Your arrows deal 50% more damage on headshots but deal 50% less damage to limbs. Maximized Attacks - Fully charged shots gain a 25% boost to their damage and speed. Penetrating Shot - The base damage of your arrows is increased by 40%. Iron Will - You are more likely to make successful saving throws. Sleight Of Hand - Your attack speed is increased by 40% but your movement speed is slightly decreased. Withdraw - Your backwards movement speed is increased, but your strafe speed is decreased. Berzerker Absorption - You regain a small amount of health for each person you kill. Adrenaline - Your initial movement speed is crippled but you gain speed with each kill. Bull's Strength - Your strength is permanently increased by 10%, improving your effectiveness in combat. Dirty Fighting - On a successful hit, your enemy will have their attack speed or damage resistance lowered by 20% if they fail their Saving Throw. Last Stand - You gain a 50% increase to strength when your health is low. Fortuity - You have a higher chance of landing critical hits. Power Attack - Your attacks deal 40% more damage, but your attack speed is 60% lower. Blood Rage - You gain a 75% increase to strength for 3 seconds whenever you dismember an enemy. Iron Will - You are more likely to make successful saving throws. Stampede - You can briefly sprint forward every 15 seconds. While sprinting you gain 75% more strength but cannot strafe. Weapon Aptitude - Your attack speed is permanently increased by 25, improving your effectiveness in combat. Rogue Backstab - Damage dealt to enemies from behind is increased by 150%. All frontal damage you deal is decreased by 50%. Cat's Grace - Damage taken from falling is reduced by 75% Chameleon - While crouched, you blend in with your surroundings and become nearly invisible. Featherweight - Your movement speed is increased, but your starting health is lowered. Airwalk - Your leg strength is increased, allowing you to leap great distances. Venomous Blade - On a successful hit you will poison your target, provided they fail their Saving Throw. Your attack speed is also 25% lower. Reticence - Your footsteps become completely silent. Iron Will - You are more likely to make successful saving throws. Slither - Your crouched movement speed is increased by 20%. Weapon Aptitude - Your attack speed is permanently increased by 25, improving your effectiveness in combat.[/code] Also the sword and axe models work. Kind of ugly but they work. [img_thumb]http://i.imgur.com/n2nYE.jpg[/img_thumb] [img_thumb]http://i.imgur.com/P3Yxn.jpg[/img_thumb] Probably going to need some new animations for them now.
With update 9 of the beta out, i can resume working on this. I added weapon enchantments for the 3 combat classes. Your weapon suffers a damage penalty but is given special after effects based on the enchantment (ie. ice enchantment lets you freeze people on a successful hit if they fail their saving throw, poison enchantment poisons them, etc.). You can't stack enchantments. [img_thumb]http://i.imgur.com/e9ulA.jpg[/img_thumb] Also got fire elementals working although they look suspiciously like fast zombies. If someone wants to take the poison zombie skin and make it look like molten rock i'd rather use that on a poison zombie model. [img_thumb]http://i.imgur.com/MYnc5.jpg[/img_thumb] As always i'm open to new spell/ability suggestions.
Oh goodie, this is till being worked on. I'll post some ideas when I get home.
So i took a little hiatus, but things are still progressing. [img_thumb]http://i.imgur.com/vhAYu.jpg[/img_thumb] That's a fire elemental, i just took the poison zombie skin and added a few photoshop filters. Looks pretty mediocre right now, i was going for the dark stone with lava veins look. Also added a new berzerker ability that basically makes you super tanky (50% damage resist) but lowers your damage output and attack speed by 30%.
Is the server down?
Yes, as soon as gmod 13 goes live (as in, when the beta is over) there will be a test server running this gamemode! As it stands, the gamemode is 100% playable, it just needs more fleshing out.
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