Get a passive every round, some are stackable.
Every 4 rounds fight a boss (only made 3 boss so far).
Survive as long as you can.
Plan to add more bosses and passives.
(The bosses/passives don't look like this anymore.)
I would love to see an objective where you have to destroy spawn locations to stop enemies from spawning in.
Also i think the 4th boss could be a D.va as a colossal titan that has attachable parts and weakpoints that can be broken.
Alright the hud looks a lot better! Just one problem. I see that you’ve set the in world exp bar in the correct place for PC FOV. Console FOV is fixed and in this case, the exp bar is mostly off screen to the left for me.
You could do a hud progress bar and use a bunch of new lines to have it pushed down to where the hero portrait is. This will make it the same for both consoles and PC players
Here's another suggestion for the Hud display for players. You could put your credits, which displays you've created it, onto the top-right side of the screen and use the "Text" feature of the Hud instead of the "Header". This make the text a bit smaller and cleaner to look at. (the server load can also go there as i understand it's for debugging purposes)
For the stats and exp Hud, separate it into 2 different Hud displays.
The stats would be displayed in "text" form instead of "header" and use graphical information (icons) to tell what that general stat is displayed and have the percentage beside it. This could all be positioned on the middle-left side of the player's screen (you could also possibly add the option of turning off/on this info in-game). The exp could be turned into a progress bar that sits on top of your hero's portrait.
The last extra thing for the exp system is to have a brief sound effect and small message that plays every time you level up.
I think if you do all of this, the game will look more appealing and give people an easier time processing information.
Also I forgot to mention a bug after defeating the 3rd boss. For some reason, the reinhardt still has it's boss elements, even though they are removed. This causes them to look super tiny and be invincible.
I think it's time to point this out. The pacing of this game mode is extremely slow which does make the reveal of a boss way more interesting and rewarding but getting to it is again way too tedious. I've only got up to the first 2 bosses due to struggling to be 'engaged'
One thing you could do is every time you level up, every stat is increased by like 1% or 2%. This may help a bit with the pacing a bit as well as making you feel like that you're creating progress.
I have a suggestion. Maybe the bastions could forcibly reload before firing their grenade. It gives a clear visual indicator of when they're about to shoot.
Another suggestion, which is more difficult but would be cool, to see is the bastions walking in a formation if there are 3 or more. A triangular formation would be intimidating to see imo.
You don't have to follow these suggestions but it's something I thought about then because of how super basic they are compared to other enemies.
Thanks, thats good idea. I put the forced reload in before they shoot. The other one I'm still trying figure out how to do it without taking up too much space.
After defeating the first two bosses, the repeated bosses can spawn off the map and insta die.
Some bots seem to spam their primary weapon once they spawn.
The air strike perk can be abused by jumping continuously
No problem. I'll keep on eye on the mode when I can because this mode does have potential. It just needs the right execution.👍
I might as well mention the orbiters. They sometimes fly way too high or too far away which makes it impossible for some heroes to even attack them.
Maybe you could make a formula where they circle around their targeted player with a set distance (radius) and then have a rng wait time for them to go in for the attack.
Its rule ("Rule 3") in this workshop. I throttle the bastion in the direction of a player set to a variable and looped it to check when it was close enough. There is probably a better way to go about it though.
im thinking of a perk that allows enemies that self-destruct to also damage and hack nearby enemies or just let that be a function.
some of the bastions tend to contain the d.va ai at random points for some reason
when i look at your code, it looks very complicated...
how do you structure your codes. do they have an order with small notes or are they in a random order?
I group them by their titles, ex. "rule("[ Dummy Bots -- [ Ai ]" is at the start of anything that deal with dummy bots. Then, following the first part is what the rule does ex. - Intializing or Atk [ Melee ]. I also put [ L ] at the end, so I can keep track of how many loops are running.
the titan could have a burst tactical grenades as its main weapon, its secondary could fire rockets (barrage) every once in awhile or just the rocket itself and special attack to fire a deadly laser (this is similar to the null sector titan in zero hour)
its unfinished phase 3 as it has only 2 attacks and cannot die
and its also gonna be completely reworked so may have to wait for a long time for a remastered boss version of alexander
50 Comments
I would love to see an objective where you have to destroy spawn locations to stop enemies from spawning in.
Also i think the 4th boss could be a D.va as a colossal titan that has attachable parts and weakpoints that can be broken.
Bro is cooking hard with my suggestions! I'm proud of you bro 👍
Alright the hud looks a lot better! Just one problem. I see that you’ve set the in world exp bar in the correct place for PC FOV. Console FOV is fixed and in this case, the exp bar is mostly off screen to the left for me.
You could do a hud progress bar and use a bunch of new lines to have it pushed down to where the hero portrait is. This will make it the same for both consoles and PC players
ah, will do. thanks again !
Here's another suggestion for the Hud display for players. You could put your credits, which displays you've created it, onto the top-right side of the screen and use the "Text" feature of the Hud instead of the "Header". This make the text a bit smaller and cleaner to look at. (the server load can also go there as i understand it's for debugging purposes)
For the stats and exp Hud, separate it into 2 different Hud displays.
The stats would be displayed in "text" form instead of "header" and use graphical information (icons) to tell what that general stat is displayed and have the percentage beside it. This could all be positioned on the middle-left side of the player's screen (you could also possibly add the option of turning off/on this info in-game). The exp could be turned into a progress bar that sits on top of your hero's portrait.
The last extra thing for the exp system is to have a brief sound effect and small message that plays every time you level up.
I think if you do all of this, the game will look more appealing and give people an easier time processing information.
Also I forgot to mention a bug after defeating the 3rd boss. For some reason, the reinhardt still has it's boss elements, even though they are removed. This causes them to look super tiny and be invincible.
I think I fixed that tiny rein thing, now
I think it's time to point this out. The pacing of this game mode is extremely slow which does make the reveal of a boss way more interesting and rewarding but getting to it is again way too tedious. I've only got up to the first 2 bosses due to struggling to be 'engaged'
One thing you could do is every time you level up, every stat is increased by like 1% or 2%. This may help a bit with the pacing a bit as well as making you feel like that you're creating progress.
Done ! thanks again. I lowered the increase in wave count too. What would make it more engaging?
Maybe adding in special events at random waves that make sense for the Omnic Crisis. I could list a few:
I think if these are executed well enough, the gameplay may become more engaging whilst still holding the 'Omnic Crisis' feel to the game.
I have a suggestion. Maybe the bastions could forcibly reload before firing their grenade. It gives a clear visual indicator of when they're about to shoot.
Another suggestion, which is more difficult but would be cool, to see is the bastions walking in a formation if there are 3 or more. A triangular formation would be intimidating to see imo.
You don't have to follow these suggestions but it's something I thought about then because of how super basic they are compared to other enemies.
Thanks, thats good idea. I put the forced reload in before they shoot. The other one I'm still trying figure out how to do it without taking up too much space.
You can’t kill the second boss. It still has its unkillable status on
Fixed it, thanks again !
You could add a dynamic difficulty scale to make it more fair for solo play and still challenging with a full team
Changed it so the damage/Boss health changes with player count.
Feels much better already.
I also discovered some bugs:
After defeating the first two bosses, the repeated bosses can spawn off the map and insta die.
Some bots seem to spam their primary weapon once they spawn.
The air strike perk can be abused by jumping continuously
Fixed the boss thing and the air strike thing. I'm not sure about the bot primary. I tried, but I'm not sure if it fixed it or not. Appreciate you !!
No problem. I'll keep on eye on the mode when I can because this mode does have potential. It just needs the right execution.👍
I might as well mention the orbiters. They sometimes fly way too high or too far away which makes it impossible for some heroes to even attack them.
Maybe you could make a formula where they circle around their targeted player with a set distance (radius) and then have a rng wait time for them to go in for the attack.
How comes the bosses got removed?
They were buggy and I want to start from scratch with the coding.
Well then, I look forward to see where this mode goes later on.
Heya it's been while. I just wanted to know how you did the tracking system with bastions ultimate. What did you do?
Its rule ("Rule 3") in this workshop. I throttle the bastion in the direction of a player set to a variable and looped it to check when it was close enough. There is probably a better way to go about it though.
Well it was very accurate regardless. I will have a look at soon and start the next world war... again...
im thinking of a perk that allows enemies that self-destruct to also damage and hack nearby enemies or just let that be a function.
some of the bastions tend to contain the d.va ai at random points for some reason
bruh you forgot to mention zarya and... a broken mercy unit into the patch notes
when i look at your code, it looks very complicated...
how do you structure your codes. do they have an order with small notes or are they in a random order?
I group them by their titles, ex. "rule("[ Dummy Bots -- [ Ai ]" is at the start of anything that deal with dummy bots. Then, following the first part is what the rule does ex. - Intializing or Atk [ Melee ]. I also put [ L ] at the end, so I can keep track of how many loops are running.
btw im having trouble as a console player trying to navigate through the passive menu. my my movement doesn't really do anything
I'll see if I can figure it out
pog boss 3 is just alexander phase 2 lol
Yeah, I'm gonna remake it in pieces right now. I'll add stuff when i put him together
ya know a mega bastion could be solid for a boss fight as a omnic titan
Yeah, and alot simpler. I'll do that as the first phase
u mean first boss?
yeah
the titan could have a burst tactical grenades as its main weapon, its secondary could fire rockets (barrage) every once in awhile or just the rocket itself and special attack to fire a deadly laser (this is similar to the null sector titan in zero hour)
Bro I tried this omg it's amazing but it crashes on the first boss.
I'll try to optimize things
what happened to alexander boss fight it's broken on the the third stage it won't die PLZ ITS THE MOST AMAZING GAME EVER
its unfinished phase 3 as it has only 2 attacks and cannot die
and its also gonna be completely reworked so may have to wait for a long time for a remastered boss version of alexander
Can you end it at the end of phase 2 plz like the game is just WAY TO MASTERFULLY DONE TO NOT END IT! :3
bruhv it crashes the servers easily with 2 or more people so they wont even pass phase 1 and you do know this is made by ONE person so be patient.
Made it to phase 3 multiple times on Alexander but the boss just wont die at 1 hp, it also rarely crashes.
it crashes with 3 or more people...
how did you replicate the flying of an orbiter from blizzcon 2019 by using d.va?
it looks stunning in my opinion!
thanks ! Low gravity, high speed, and varying the facing speed.
thats alot of projects you just released this week
Cleaning out the old projects