|
Thread: A creature all your own | |
|
ACC
Adventuring Hero
Enemy of the Efreet
|
posted September 08, 2001 02:14 AM |
|
|
A creature all your own
If you can create maps, you should be able to create your own creatures and towns. What do you think?
____________
"If you fight a battle and you flee,
Another day you'll live to see,
but if you gain the victory,
a mighty hero you shall be."
|
|
BlueGreen
Adventuring Hero
Master Of Swords
|
posted September 09, 2001 10:11 AM |
|
|
Too many problems
It would be way too demanding to have the ability to create your own creatures in the game. First of all it would take 3do a very long time to incorporate such a facility in to the game, with the fact that the creatures are now going to be 3D.
Also you would only be able to create neutral creatures, as you would have to create a whole new town for them to belong to.
Also any creatures that you created you would not be able to use online/multiplayer with other people for obvious reasons.
I would love to have the ability to make my own creatures as of such, but it's just not something that can be incorporated in to the game really.
____________
|
|
Shadow_Phoenix
Known Hero
Shadow Ruler
|
posted September 09, 2001 03:35 PM |
|
|
Creating your own creature would unbalance the game, but NWC could make like Cavedog or Westwood, they could make a way for players to download new towns and creatures made by them from their web site, this would give new creatures to everyone without unbalancing the game.
|
|
Odvin
Promising
Famous Hero
|
posted September 28, 2002 01:53 PM |
|
|
In WoG they somehow introduced new creatures... well, you need a resource editor for that, and also a utility for creating the animations for the new creature. When you've done this, connecting your creature to the game isn't such a difficult work, I think.
____________
|
|
Largo_LeGrande
Promising
Known Hero
from the Carribean
|
posted September 29, 2002 10:10 AM |
|
|
I like the idea. They could make a program called "Custom Object Editor" or something! With it you could make custom landscape/adventure objects, artifacts, spells, creatures, towns, skills, heroes... almost everything, maybe extreme modification! But these custom objects would work in those maps only where these objects are imported. I'll have an example of this editor by making an artifact:
1. You open the program and choose file -> new => artifact or open a already made artifact (the ones in the game).
2. It open a screen for the artifact that includes the following:
Object Name: the name that is shown on the campaign and object editor.
Artifact Name: the name that is shown on the game. It can be different than the object name so you could make fake artifacts.
Functions: this is a little "screen" where you can add functions for the artifact. When you make a new function you select in a pop up screen the place (right hand, head, neck...) for the fuction. The function is familiar to the campaign editor scripting so you could make artifacts like "if the holder's base class is priest increase his stats if necromance kill the holder" One of the functions is "cursed" so the artifact cannot be removed by the player.
Decription: write what this artifact does. Remember that you can lie...
Biography: why wouldn't we have biographies to artifacts/creatures/objects/towns/etc. if we have biographies for heroes? The biography would be shown in italic when you right click the artifact in the game.
Adventure Outfit: add a gif (can be animation) what would it look on adventure map.
Artifact Outfit: what would it look on the artifact screen. You could add conditionals here.
Combat Outfit: this is the hardest part. You could tell what would it look on the combat screen. Any ideas how would be make this?
3. Then you save this object.
4. Select a map, open the map propertions screen, select custom objects screen and import this object.
(5.) Add it to the editor pallets.
____________
-Largo has spoken-
|
|
Djive
Honorable
Supreme Hero
Zapper of Toads
|
posted October 01, 2002 07:35 PM |
|
|
Great idea. The last thing about changing the animations may not be feasible though.
Object Name: the name that is shown on the campaign and object editor.
Ok.
Artifact Name: the name that is shown on the game. It can be different than the object name so you could make fake artifacts.
Ok.
Functions: this is a little "screen" where you can add functions for the artifact. When you make a new function you select in a pop up screen the place (right hand, head, neck...) for the fuction. The function is familiar to the campaign editor scripting so you could make artifacts like "if the holder's base class is priest increase his stats if necromance kill the holder" One of the functions is "cursed" so the artifact cannot be removed by the player.
I believe that you would need to restrict this to a palette containing effects that are already in the game. You do need the source code for being able to handle the effect in the game. This palette could be fairly extensive and you could combine a number of functions.
Decription: write what this artifact does. Remember that you can lie...
Ok.
Biography: why wouldn't we have biographies to artifacts/creatures/objects/towns/etc. if we have biographies for heroes? The biography would be shown in italic when you right click the artifact in the game.
There is a message which appears when you encounter the artifact. I'm not sure if this is the same or if you want this in addition to this message.
Adventure Outfit: add a gif (can be animation) what would it look on adventure map.
I believe this would be required. Would be nice with a number of artifact slots that can be used for customized artifacts.
Artifact Outfit: what would it look on the artifact screen. You could add conditionals here.
Ok.
Combat Outfit: this is the hardest part. You could tell what would it look on the combat screen. Any ideas how would be make this?
This I think is not a good suggestion. It would seriously increase the number of animations needed in the game. I'd rather that they made more animations to reflect races than to reflect worn equipment.
Making animations is time consuming and you would probably need to make alternative animations for every existing class and gender to handle this. It's better that the animations continue to use the normal weapons for the class.
____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
|
|
DarkTitan
Promising
Famous Hero
|
posted October 15, 2002 11:25 AM |
|
|
not bad, pretty good idea
They could do it so that it would be a combination of creature parts. Therefore you wouldn't be able to set say 100000 hit points. If you had the wings of the devil you could go to any spot on the combat grid like the devil can. But if you used say the big wings of a black dragon, it could give you extra hit pts. You could mix and match till you found one suitable to your needs at the time.
I don't think making a town is a good idea however. it would involve a lot of work for both you and 3do to do and set up.
Thanx
DT
____________
|
|
Colossus
Tavern Dweller
|
posted May 01, 2003 11:46 PM |
|
|
Customization is KEY
There are many things that will add to the fun of the game (V) but 3 are absolutely KEY. I hope others pick up on this and move it forward since I'm not a big time forum poster.
1) Build the game dynamics around the AI from the start. The stronger the AI, the better the game, period - even if this means limiting features.
2) Boredom - how to combat it? Customization! - towns, heroes, creatures, spells and items in editor. Town customization should include creatures selection and dynamically changing some slots while other slots may be fixed. Players can "bring" creatures to town if visiting hero has creature in party. Costs and prerequisites to build may vary as a function of alignment. Higher levels may take more days or weeks to appear. A strong morale/alignment effect (which H4, by the way, implemented rather well) must apply to effect strategic choices. Magic and leadership skill still offset mixed parties. Town building will become fun again. (Also, allow community to create animations and extend available creatures. Not knowing how tough a creature is until you encounter it will certainly add to the excitement!).
Note that these custimizations are mostly quantitative and thus should be easily integrated into a strong AI. I don't care if in-town building/dwelling view is a little funky or all look the same - I want a fun, dynamic and strategic game. (So don't spend a year on town graphics)
3) Again, the editor. Fully functional, sans errors. Developers should design it and use it. H4 editor bugs etc. were some of the worst, most frustrating aspects of H4.
Summary: Focus on AI and custimization; new features (buildings, spells) are secondary and can serve as basis for strong expansion sales.
|
|
Asmodean
Responsible
Supreme Hero
Heroine at the weekend.
|
posted January 12, 2004 07:30 PM |
|
|
I like the idea of having the customise creature screen with selectable body parts. Could make some real funky looking things on that. The stats wouldn't have to be that hard. You just designate the creature level, and then use sliders to set the stat within parameters. BUT, and here's the crunch. Like D&D and other games, you only get so many stat points. Say fo example, if you slide the speed stat all the way up, then say, defense goes down. If range attack damage goes all the way up, then speed goes down.
Specials like magic immunity also can't be added if for example, the attack is too high, or the speed. Anyway, I think it CAN be done. It SHOULD be done, and when i figure out a possible system for how the towns can be customised I'll post it.
____________
To err is human, to arr is pirate.
|
|
ACC
Adventuring Hero
Enemy of the Efreet
|
posted January 12, 2004 08:55 PM |
|
|
Wow, one of my topics survived all this time.
Good ideas in here, though.
|
|
ThunderStick
Tavern Dweller
Slayer of angels
|
posted September 24, 2004 05:37 PM |
|
|
I think it would be a great idea and very fun. The idea would take time to develope but it is still a great idea.
|
|
DARKMASTER
Hired Hero
|
posted September 24, 2004 09:49 PM |
|
|
You dont realize how much work this is guys.....Making an artifact and how it should react on the envoirement is not easy at all! This would require a great deal of work for The company making the game. It would also cost a great deal of money. In HOMM games every creature had its OWN ability. Almost every creature or artifact would almost need to be its own mod cuz you would need alot of experience being able to do such things.
____________
|
|
B0rsuk
Promising
Famous Hero
DooM prophet
|
posted September 27, 2004 01:40 PM |
|
|
How about a Levitating Potato,
or Sabre-tooth Lime ?
|
|
ZodkayCudimraz
Adventuring Hero
We are Gilraenites
|
posted May 30, 2007 07:57 PM |
|
|
I would really like to see a (wo)man-bird hybrid. Also, they should create a basilisk. Just for fun.
____________
Parelzuurstof: kralen aan een kettingzaag geregen voor gebed.
|
|
Daystar
Honorable
Legendary Hero
Back from the Dead
|
posted May 30, 2007 10:32 PM |
|
|
Woman/man bird hybrid: Angel, Harpy (in Heroes 6, I'll stake a star)
The idea is cool too!
____________
How exactly is luck a skill?
|
|
RabbidCow
Adventuring Hero
Who was bit by a Vampire
|
posted July 14, 2010 05:45 PM |
|
|
This is one of the the coolest ideas that will probaly never happen for 10 years or so. It'd be awesome tho.
____________
It's okay to not like things; just don't be a dick about it. - TotalBiscuit
|
|
Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
|
posted July 14, 2010 07:57 PM |
|
|
rabbid that was about the gratest necromancing I've experiaenced here Xd
aaand the stranegst about it: I KNOW there were younger proposals for exactly this...why did you go all teh way back to such an old thread?
|
|
|