Hammerwatch Forum
General Category => Hammerwatch Discussion => Topic started by: Hipshot on September 02, 2013, 12:07:09 PM
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Hi,
So, just to let people know what's ahead, here's a little list of what to expect in the near future and also what to might expect in the distant future.
Near future:
No date for any of these things, will probably not be in the same patch.
An additional upgrade system:
In addition to upgrading your character by using the shops, we are introducing items that can upgrade your stats, like armor, health, damage and mana. These items can also be added to custom maps and be modded to upgrade whatever is in the tweak-data files. These upgrades affects the whole party, not a single character.
(http://zfight.com/misc/images/hammerwatch/2013/september/upgrades.png)
Better chests:
Chests can now drop multiple items, so don't be surprised if you see an apple, a small diamond and a worthless shoe drop out of a chest.
Proper scoring and stats screen:
Myran has added a lot more stats collection to the engine, this allows us to do two things, fix up the end scoring of the campaign and add a real stats screen, with a lot of info, all the things you want your friends to see, so they know how's the guy. This will show the real distance between pro/am.
(http://zfight.com/misc/images/hammerwatch/2013/september/stats.png)
The Survival level:
in the beta, we had a survival level, it wasn't very enjoyable (Linaru made it a lot more fun though) (http://hammerwatch.com/forum/index.php?topic=22.0). Obsolete made his own survival level (http://steamcommunity.com/workshop/filedetails/discussion/122788084/846955554741312035/#c846957263119678059) that we liked a lot, especially that concept of a survival. So, inspired by that one, we are releasing a Survival level, where the goal is to survive to the end and kill the boss, saving will be prohibited on this level and you start with zero lives (however, you can still buy them at the store). Money in this level is represented in the form of crystals shards that can be mined by hitting the larger crystals placed around the level, sometimes a chest or two will also fall down to give you a upgrade or some health.
This level is introducing a whole new theme too, a Dark Steel cave theme, I will release the psds for that theme too, included in the PSD is the raw brown/stone theme that modder can use for their own caves. There won't be any new enemy types on it, except for the boss (which is a caster lich), that will introduce another skill for the lich, some AOE damage thingie.
Steam achievements:
We are adding some more achievements to the campaign and at least one to the survival level, finding the Bonus levels and perhaps also some character bound ones, like getting 800 combo in a row, or something.
Updated campaign levels:
There has been numerous fixes to the campaign, mostly bug fixes - we are not changing any major feature of the campaign. However, we're adding the upgrade system to it (how else would anyone ever notice it?), re-tweaking some things, adding a teleport to the first boss (like the others have). This will break any current save game in the campaign, just so people know that.
Steam Cards:
We are having some more concept art made for the game, this will be used for various things, but most importantly, for Steam trading cards, this might be a while though.
There are other things too, like drop-in-join, masterservers and such, but Myran will have to write more about that - cause I know nothing about it.
Distant future:
Most of these things are really far away.... as it looks now.
New campaign:
We want to release another campaign in the future, set in a totally different location. That's why I've started to draw a desert theme and talking to several artists about creating some new custom enemies and such. This campaign might contain up to two new full size bosses and also minibosses, maybe some more and different puzzles etc, achievements and what not.
Classes:
The Rogue and The Priest, are two classes that has been talked about the most lately. I have no real info about any of them yet, they are only in our head, but you could guess that a Rogue can perhaps throw knifes and backstab for more damage? The Priest will take over the party healing from the Paladin and maybe have a beam attack that damages enemies and heals friends (like the Medic in TF2), these are just ideas and a big job to implement, new graphics etc, so we will see what happens.
PVP:
That would be fun and add a new dimension to the game play, but that's also a big job to fix, we need to rebalance classes, create levels etc.
Editor:
I thought it would be nice to be able to create and play tower-defense in this game, but the editor and game needs to be fixed to be able to handle such things, they are a bit more advanced and also might require some kind of UI-support.
If I think of something, I will add it to this thread. Myran will probably post some more tech things too, about fixes, features etc etc.
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reserved
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A clarification about saves breaking when we update the campaign.. the saves will still work, but they will load in to the old version of the campaign, if you want to with the new version you will need to start from the beginning.
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So after reading the post, i really enjoyed this new. In first, i really hope a biggest editor capacity.
I really enjoyed your idea to add some stats screens and tabs, that could help for customers to set up difficulty and where to set power ups, etc.
For the power up, are they permanent or temporary ?
For the survival map, i'll test it of course, but i really prefer largest campaign with a rich story/background
For Steam achievements, you can be sure i will soon make all of them ;)
For Steam Cards, that's what i was really waiting for, 'cause i already cumulated 120 hours of playing, that's mean lot of cards losted ^^
For your idea about a rogue class, backstab isn't a great idea with the actual battle system, because the ennemies automatically aim the nearest player. As a rogue, you're forced to be near as possible of your target, so you can't do a backstab. Or maybe a combo, like a stunt and next a backstab ?
If you're planing a priest, will the paladin's heal will be removed ?
About the PvP, it's the feature i'm waiting the less. I don't like competitions, i love cooperation instead.
So, i just want to thank you again to giving us news, and to be so near of us, reading our proposals.
Keep going, you have lot of potential with Hammerwatch ;)
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I can't wait for even half those features but the ones I'm most excited about is drop-in-join and I'm guessing masterserver is dedicated server and if it is I'll be running one.
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I think i will set a dedicated server for my custom campaign too, joinable by every-one it could be really great
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Sweet! The new patches look really good and I'm especially excited for the survival update. Keep up the great work!
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Desert theme eh? Did you happen to see the scorpion i posted in the forum? I'll upload my fixed version now that has no glitches :P
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What will happen to current custom maps, and also, ones that are currently in the middle of the making?
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I can't wait for even half those features but the ones I'm most excited about is drop-in-join and I'm guessing masterserver is dedicated server and if it is I'll be running one.
The masterserver is for NAT punchthrough so people wont have to port forward.
What will happen to current custom maps, and also, ones that are currently in the middle of the making?
We will keep backwards compatability, none of these features will break anything, it's just extra stuff you can add to maps if you want.
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Desert theme eh? Did you happen to see the scorpion i posted in the forum? I'll upload my fixed version now that has no glitches :P
I saw the scorpion yes!
The desert location is one of many on my lore world map, that I drew in the beginning of this project, the survival level will be placed on one of those locations too...
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I can't wait for even half those features but the ones I'm most excited about is drop-in-join and I'm guessing masterserver is dedicated server and if it is I'll be running one.
The masterserver is for NAT punchthrough so people wont have to port forward.
Us server administrators get no love!!!
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Desert theme eh? Did you happen to see the scorpion i posted in the forum? I'll upload my fixed version now that has no glitches :P
I saw the scorpion yes!
The desert location is one of many on my lore world map, that I drew in the beginning of this project, the survival level will be placed on one of those locations too...
show us the lore map!
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I feel a guide of light and hope. After i recently lost my windows to a crap virus i've been on linux. The ever so limited open source product called ubuntu. I recently purchased this lovely looking game and i thought i'm going to get hooked, until i tried to play it. That's when i saw the mono problem and fixed it. after that it worked. But all the game did was play Menu music and sit there frozen doing nothing at all. I need guidance unto what i need to do to make it work. i'm using a crappy HP computer with "unknown" graphics card. But if i can run GTA3 and Counter Strike as well as Postal 2 and 3, i think i can play Hammerwatch. any suggestions? please either message me on the forum on email me at "irck.one@gmail.com". Thank whoever takes time to read these btw :D
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I feel a guide of light and hope. After i recently lost my windows to a crap virus i've been on linux. The ever so limited open source product called ubuntu. I recently purchased this lovely looking game and i thought i'm going to get hooked, until i tried to play it. That's when i saw the mono problem and fixed it. after that it worked. But all the game did was play Menu music and sit there frozen doing nothing at all. I need guidance unto what i need to do to make it work. i'm using a crappy HP computer with "unknown" graphics card. But if i can run GTA3 and Counter Strike as well as Postal 2 and 3, i think i can play Hammerwatch. any suggestions? please either message me on the forum on email me at "email removed from quote". Thank whoever takes time to read these btw :D
Linux is only limited to your capabilities otherwise it's unlimited since it is open source. People do compile and add their own tweaks to ubuntu and that is what it is their for. If anything is limited it is apple products. You should really go to the ubuntu forums for that type of help.
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Solandro, you should really post that in a separate thread where we could ask you about stuff without adding noise to this topic. I bet we can make it work with a few terminal commands, just let us help you :)
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Excited for new campaigns.
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These are great, I can't wait to see these in game! I just wonder how they'll go into play properly though.
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I really hope being able to join a game in progress via the server browser is implemented soon. As well, when somebody leaves their character should still collect money that other people pick up, otherwise people will be discouraged from joining in progress because they would be underpowered compared to everyone else. Another thing that might be nice is the ability to see which character class(es) are vacant in a game in progress, and the ability to choose between them if there are multiple, so if you dont like a particular class you won't join a game just to find yourself playing that class.
a couple other things: we need a way for the host to kick people while playing, instead of just in the game setup screen. And if possible, for steam users to see the people they play with in the 'recent players' menu (for friend requests, etc). Despite all this it's still an awesome game though! And I like how you actually need to be good at the game to beat it, unlike many other campaign-style games where you can just keep dieing and trying again forever without any penalties more severe than a loading screen.
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Yeah, the biggest part of adding the join in progress feature is the extra small stuff, like the kicking of people from in-game, getting a lobby when you drop in so you can pick and class and see the other players. All that stuff.
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When is the save-replay feature coming? 8)
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a lobby when you drop in so you can pick and class
Wait, so it will be possible for one class to drop and be replaced with another? What happens to skills then? Will they be converted between classes somehow, or maybe gold given back to let me pick my "build"?
I've never seen a Ranger buying Overgrowth in a co-op campaign, so let's say I'm jumping in as a Warlock to replace a Ranger, I have no money and no Life Steal Nova? (I'm guessing normally that conversion would happen, both being the "defence spell" of their respective classes.)
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a lobby when you drop in so you can pick and class
Wait, so it will be possible for one class to drop and be replaced with another? What happens to skills then? Will they be converted between classes somehow, or maybe gold given back to let me pick my "build"?
I've never seen a Ranger buying Overgrowth in a co-op campaign, so let's say I'm jumping in as a Warlock to replace a Ranger, I have no money and no Life Steal Nova? (I'm guessing normally that conversion would happen, both being the "defence spell" of their respective classes.)
What we are thinking is that if a completely new player drops in they get to pick a class and they will start out with no upgrades but as much money as everyone has collected, so they will be weak until a shop is found.
If the player has already been in the game they will just drop in like you can do now with your character who has everything he had when you left and has gotten any additional money that was picked up.
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a lobby when you drop in so you can pick and class
Wait, so it will be possible for one class to drop and be replaced with another? What happens to skills then? Will they be converted between classes somehow, or maybe gold given back to let me pick my "build"?
I've never seen a Ranger buying Overgrowth in a co-op campaign, so let's say I'm jumping in as a Warlock to replace a Ranger, I have no money and no Life Steal Nova? (I'm guessing normally that conversion would happen, both being the "defence spell" of their respective classes.)
What we are thinking is that if a completely new player drops in they get to pick a class and they will start out with no upgrades but as much money as everyone has collected, so they will be weak until a shop is found.
If the player has already been in the game they will just drop in like you can do now with your character who has everything he had when you left and has gotten any additional money that was picked up.
That sounds logical
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I really like that idea.
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Will it be possible for games to be hosted and played with more than 4 players? Maybe even massive multiplayer maps that aren't directed towards a single goal, but rather open world/sandbox style so upwards of 20-40+ players could all play on the same server?
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Will it be possible for games to be hosted and played with more than 4 players? Maybe even massive multiplayer maps that aren't directed towards a single goal, but rather open world/sandbox style so upwards of 20-40+ players could all play on the same server?
If this was done it would change the objective and game style that the creators wanted to give the game.
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Will it be possible for games to be hosted and played with more than 4 players? Maybe even massive multiplayer maps that aren't directed towards a single goal, but rather open world/sandbox style so upwards of 20-40+ players could all play on the same server?
If this was done it would change the objective and game style that the creators wanted to give the game.
It would open up possibilities for custom games or custom hosted games, etc. DOTA came from WC3, remember? Counter-Strike came from Half-Life right? What's good for the goose is good for the gander.
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Maybe not that many, but i do see the benefits of being able to play with 5 or 6 players.
I recognize lots of times when we had 5 or more players wanting to play, in which case every 4-player-max-games were dropped.
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Thanks for using my idea of graphics for stats Hipshot ;) !
I hope that a timer/chronometer option will be added soon :) !
About the Rogue class : a trap dropping skill would be awesome (that could work just like the arrow traps used by the Thieves of the good old Baldur's Gate II for example). I disagree with back stabs... That would be pointless :/ . A stealth skill would be cool if it costs mana over time with critical damages and chances upgrade. The mobs would also focus other party members if there's any while the skill is used. Throwing knives/shurikens could be cool too.
About PvP : 4 vs 4 games would be awesome, I got some really good ideas for original PvP maps ;) (inspired by some Granado Espada maps for those who know this game) !!
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After I wake up I always had great ideas so I wanted to share some of them. I just invented some of new types enemies in HammerWatch style, these are Trilobites and crawling Amonites..
http://www.creationism.org/images/DenverMuseum/DMNS02L_Trilobite.jpg
http://www.pinktentacle.com/images/ammonites.jpg
Arent they cool? With some cosmic feeling area maybe? And boss would be giant kraken.. not sure about sprites though ;p
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Isn't that last one supposed to be, under water?
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I am glad to read this post however due to the lack of custom maps I would like suggesting putting higher priority on new campaigns.
I know it's not easy to create a large intricate campaign set aside a new theme for it and all the artwork/soundtrack but the lack of campaign maps pretty much the major weakness of the game and getting a few even small ones using the same settings will not be futile, could maybe use the current custom ones as base.
Keep up the good work :)
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Since we are only two, things tend to move a bit slow and in the past few weeks we have been doing a lot of office and company things that has taken our time.
But I will most likely show some desert campaign graphics and so later this week or the start of the next one. We talked to our musicians too, so we will get two, perhaps three more songs to the game too!
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I'm eager for the desert tileset to use in my campaign, but yeah it takes a long time to get one made plus coding all the xml takes a lot of time too.
Plus I'd love to see if we can get a few extra scripting elements made for more complexed puzzles.
Biggest problem Hammerwatch has is getting multiplayer matches together, its always looks empty since obviously you can only join at the start of a game.
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Myran has said that it's easy for us to add drop in to matches, so that feature can be expected in the future.
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Hey, I love the game but can you please fix Steam multiplayer? I got the game to play online multiplayer with friends and it doesn't work. I tried port forwarding and shutting off my firewall but it didn't help. Could you please fix this?
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The devs should fix the problem with hosting from your internet where others on your internet IP can't host or join any others games while you are hosting. And they should bring out the rogue and priest soon.
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I am glad to read this post however due to the lack of custom maps I would like suggesting putting higher priority on new campaigns.
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Keep up the good work :)
I think you should ask if they put more work in the editor so the community can make the maps for them ;)
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Hi, some friends of mine and I bought this game and we really like it, but one thing we'd like to see implemented is an auto-fire feature. :)
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Devron, if you want the autofire "crutch", then look at the Hammerwatch Steam community forum, a guy just recently posted a way to enable autofire. It uses a 3rd party program though so it's entirely up to you.
I personally play with a controller (they way it's supposed to be played!) and have no trouble with bashing buttons as the thumbs pack more punch than the other fingers!
/edit: http://steamcommunity.com/app/239070/discussions/0/648814845342660038/ found the post.
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Thanks, I play with a controller, too. Though I play with my pinky on one of the shoulder buttons (great exercise for guitar players). The controller software supports autofire, too. But in my opinion in this case it's more a nuisance rather than a gameplay feature.
I like how in older games you had autofire but could manually tap the button for shorter delay between attacks. Still a great game. :)
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I'd also appreciate an autofire function. AutoHotKey doesn't work with controllers or joysticks, that was also my first idea. I am playing with a PS3 controller that I bought for Dark Souls when it came for PC, and I used the motioninjoy software for a long time (installed it and then switched to the local version I found on the mij-forums, but I still don't like that UI, so I switched to Better DS3. The latter does everything mij does, except autofire :( - So I end up still using mij just for Hammerwatch and Better DS3 for anything else. I might add that I don't use the thumb buttons, but R1 for the standard attack which can lead to strains after playing Hammerwatch without autofire for 1 or 2 hours :D - this is a good example that shows how different the "problem" can be depending on the chosen "attack method"... using the thumb buttons would be easier as it would be to use the plain default control with cursor keys - pressing up all the time can be done without even moving the fingers, just tap it with the whole hand which is a very lot easier to do over time. And I think it wouldn't be a fault to add this to the control settings tab or as a crutch setting prior to starting a new game (but then it should be possible to change this in single player savegames afterwards) as there are many people requesting auto-fire. Another reason would be prolonging the life of the used controller buttons... my R1 does show some minor wear already, so I just don't want to stress it unnecessarily ;)
And I'm still waiting for a fix for that music loop bug :D
BTW that pinky exercise is a great idea :)
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I'd also appreciate an autofire function. AutoHotKey doesn't work with controllers or joysticks
You could use a game pad and xPadder to map your gamepad to keyboard functions and use xPadders auto fire and toggle ability's. Worked great for Maplestory and other games I had played using the game pad.
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Well, that removes the analogue control. Too bad we can't use a controller and keyboard mappings at the same time :D
Another thing I noticed: Since one of the patches, there are all these stat-upgrades like LP/MP, Damage etc... it would be nice to have a "character sheet" to see the actual stats and skill levels at once, just for information.
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You wouldn't need to map the entire controller... Just your attack key. You can leave the rest of the controls untouched so you can use the controller as normal. With bonus auto-fire on the attack button.
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It's impossible in Hammerwatch to map some actions to the keyboard if "Controller" is selected. So this won't work :D
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Then if you map the controls to the keyboard and use xpadder to control the keyboard I believe it wouldn't have issues working that way. In a bit Ill test it myself and let ya know what happens.
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I wish you guys would update your Humble Bundle links besides the Steam, so ppl like me who have bought it otherwise like in a Humble Bundle could also finally try out the new versions. :'(
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We will do this, it's just that it has taken some time to do it. I expect this to be done in a few days.
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Thank you guys for updating the Humble Bundle links to 1.22 as well. ;D
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PVP:
That would be fun and add a new dimension to the game play, but that's also a big job to fix, we need to rebalance classes, create levels etc.
Though little talked about in this thread. I believe PvP and some sort of persistence should be added into the game. As a new game means back to level one and is slightly boring after a while. Maybe some mode in the future will allow players to save their character's stats when going off into a PvP server. This would give players something to permanently work for/grind for. Also a players overall experience would be able to be measured.
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the problem with persistence is the map editor.. theres nothing to stop a player creating a map with a stack of 70,000 gold on it and a shop of everything then they can max out all their skills
i would love to see some pvp and team pvp settings in the map editor tough so we can create our own pvp mini games and track victorys.
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Guys, you forgot again to update the Humble Bundle links. They are still version 1.22.
Please do not forget that there are still a lot of ppl either not using that abomination called "Steam", or that - like me - have bought your game in a Humble Bundle.
Thanks in advance.
jaZz
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devs question: you have hammer watch on linux and mac but the editor works on neither. could you in an upcoming patch, add editor support for both of those?
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The editor works on both Mac and Linux, but you will need to manually install Mono and X11 to run it. All the .exe files run fine through Mono.
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Can't wait for PvP :)
I would be glad to churn out many arena maps etc:P
but we should have the option for more gamemodes!
like CTF, TDM, a control point based mode, and a destroy the enemy team's magical crystal to win game mode :P
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Hello. Any plans for "permadeath mode" ? I mean "game over = erase save file". Think ADOM.
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might wanna update this even if its with just rough none sure fire ideas, cuz all these features "coming soon" are already in the game