Hammerwatch Forum

Custom mapping and Mods => Custom Maps => Topic started by: Xeronkar on August 27, 2013, 06:12:32 AM

Title: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.5 (last edition : 05/31)
Post by: Xeronkar on August 27, 2013, 06:12:32 AM
(http://image.noelshack.com/fichiers/2013/35/1377791493-panel-hammerwatch.png)

Finally, after some hours of work, we decided to release our custom map.
Named Requiem of Hammerwatch (can be change in the future), you'll play as a hero, or a group of heroes who want to collect 3 orbs. Those orbs are essences of human qualities, but are lost since thousands years... Wars, murders, felony, humans are really corrupted, and you have to solve this, bring the peace on the world.


(http://image.noelshack.com/fichiers/2013/35/1377725655-239070-screenshots-2013-08-28-00004.jpg)

(http://image.noelshack.com/fichiers/2013/35/1377725338-239070-screenshots-2013-08-28-00002.jpg)

(http://image.noelshack.com/fichiers/2013/35/1377899198-239070-screenshots-2013-08-30-00001.jpg)

http://www.youtube.com/watch?v=6kEL7RmydvQ
(Thanks to Bman255 for this great video ! )


Features :
3 dungeons
2 scripted bosses
1 village
1 world-map
Arena
Custom musics (Zelda, Golden Sun... And some other ;) )
english language
Inn system

Coming soon :
More dungeons
More bosses
More villages
Events
French translation
Travelling system (boat, fly, etc...)
Much more



The map is quite hard, 2 players are recomanded.

Actually, we have to stay focus on our studies, but we want to continue this project. We really enjoy to create a such campaign for you, and your entertainment, so don't worry, even if new versions will be appear less frequently, we still working on it !
We're open to all ideas, propositions and critics.
Don't hesitate to report bugs !
You can also follow me on Twitter (https://twitter.com/Eraknor) !

/!\ FOR THE BEST EXPERIENCE, GO IN YOUR GRAPHICAL OPTIONS AND ACTIVATE EVERY SHADER (ESPECIALLY LIGHTS)/!\
Alpha 0.8.5 : Download (https://www.dropbox.com/s/y6jt83hkb75jnks/Requiem%20of%20Hammerwatch.hwm)
(http://www.robotentertainmentfans.com/wp-content/uploads/2013/07/steamworkshop.png)   (http://steamcommunity.com/sharedfiles/filedetails/?id=301598894)


Thanks for reading, and maybe testing :)
This custom is made by me (Xeronkar) and Eternahl.
We'll do our best to keep this campaign up-to-date, and add more and more features ;)

Incoming patchnote :


?/03 : Alpha 0.9 :

- New 3rd dungeon. It actually doesn't fit with our vision of our campaign, and is not fun to play. 10%
- More levels in the arena 0%
- Adding some story line 10%
- New boss 10%
- New town (maybe) 0%


Patchnotes :


22/02 : Alpha 0.8.5 :

- Hotfix to solve a random script problem in the 2nd dungeon
- Some script improvements


21/02 : Alpha 0.8.4 :

- New music in the sanctuary (Credits to : Cain H. for this wonderfull music)
- Some improvements in the 1st dungeon


21/02 : Alpha 0.8.3 :

- Some improvements in the town (NPC's and some textures)
- New level design for the first dungeon (ennemies are no longer stuck in breakables)
- Some modifications in the 2nd dungeon (new traps before the boss and some indications about rune activation's process)
- New Sound Track for the 2nd boss
- Overall english corrections (Thanks a lot to Bman255)
- World map extended
- The first dungeon have a new location


25/01 : Alpha 0.8.2 :
- Fixed the trap bug in the arena, you can now escape after cleaning 3 waves
- Added some rewards for cleaning the arena ;)


03/01 : Alpha 0.8.1 :
- NPC have some speech bubbles (not all of them for the moment)
- Solved graphical bugs
- Totaly new arena system. Please give us more feed back as possible about it !


31/08 : Alpha 0.8 :
- Stanog village : Adding NPCs, new secret area, arena, new shop area system
- Arena : You can now try the first floor of the arena system. Still very soft, but will be improve later
- 3rd dungeon : Adding a new dungeon (only first floor available for now)
- New cloud fog on the minimap
- Story corrections
- Soft improvements to reduce lags in Hoovoo volcano


29/08 : Alpha 0.7.1 :
- Fixed a little bug in description

29/08 : Alpha 0.7 :
- Bug fixes in start level
- Stanog shops heavy improvements
- Boss life doesn't appear anymore in dungeons
- Add dedicated maps for bosses
- First boss map edited
- Little story change
- Other bug fixes and little improvements

Alpha 0.6 :
- Start bug fixed
- Sound loop in valcano level fixed

Alpha 0.5 :
- Bugs fixes

Alpha 0.4 :
- Start level improves
- You can't access to the 2nd dungeon without cleaning the first one
- First boss HP are now correct (2000HP)
- Some other improvements and bug fixes
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch
Post by: Grokitach on August 27, 2013, 09:12:09 AM
As soon as I post the new version of my map, I'll test yours :) !
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch
Post by: Hipshot on August 27, 2013, 12:41:02 PM
Ok, I just dropped in quick and took a peak, looks nice. Gonna play it with Linaru a bit later today and then more properly!
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch
Post by: Linaru on August 27, 2013, 02:18:14 PM

the maps quite good, im hoping alot of that stuff is place-holder images for custom art.

few issues we encountered, multi-player language select buttons didn't work.
your doors areas are too small
check all your levels are inside the same act, otherwise keys will dissapear when you leave a dungeon.
shops are all surrounded by doors?

think your dungeons layout and puzzles need a bit more thought but the lightings where good and as a first draft it was quite nice to play.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch
Post by: Xeronkar on August 27, 2013, 03:45:26 PM
For the language, only english is available for the moment.

your doors areas are too small

We'll fix it

check all your levels are inside the same act, otherwise keys will dissapear when you leave a dungeon.

We'll check that, but i think it's already done

shops are all surrounded by doors?

Doors are just a way to simulate a bar, we'll replace it soon as possible with a better doodad

For the puzzles, it's only the beggining, we'll add some of later :)


@Hipshot, Linaru : Did you clean the 1st and 2nd dungeon ?
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch
Post by: Hipshot on August 27, 2013, 03:56:37 PM
We entered the cave first, took the bronze key, then we exited, entered the flower-mountain, then we used the bronze key to get to the boss (I think). When we killed the boss and went back to the cave we were missing the bronze key for that dungeon (obviously).
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch
Post by: Myran on August 27, 2013, 03:58:08 PM
I played through both dungeons and I really enjoyed it, the first boss died from just one hit though. And also I think the sounds on the volcano level keep stacking up, I guess you start multiple looping sound effects?
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch
Post by: Xeronkar on August 27, 2013, 04:02:27 PM
@Hipshot : Oh, that's not how we thought the progression, keys have to be use in the same dungeon you found them. We'll add a security to block the 2nd dungeon access if you didn't clean the 1st dungeon.

@Myran : Argh !! I shared my debug map ! (the map i use the clean the campaign fast and see if every thing work...). The first boss have 2000HP... :(
Will be fix in 0.4 (maybe in some hours)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch
Post by: Hipshot on August 27, 2013, 04:13:23 PM
Yea, you need to do that or add one more key. But it's better just to block the dungeon if it's gonna be free roam like this. Because, linaru and me didn't find the crack, that's why we went back out, if the gate had been blocked, then we would have looked more the first time. I really thought you were supposed to get back out and then come back there after a while =)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch
Post by: Myran on August 27, 2013, 04:19:18 PM
@Myran : Argh !! I shared my debug map ! (the map i use the clean the campaign fast and see if every thing work...). The first boss have 2000HP... :(
Will be fix in 0.4 (maybe in some hours)
Ah, alright :)
If you're playing the debug version of the game (the Hammerwatch.exe in the editor folder) then the console is enabled, and you can also bind console commands to keyboard keys. I attached my console binding config, if you put it in the editor folder it will enable a few commands to help you play through stuff quickly:
F1: Gives act1 upgrades
F2: Gives act2 upgrades
F3: Gives act3 upgrades
F4: Gives act4 upgrades
F6: Enable godmode, noclip and speeds up the game
F5: Disable godmode, noclip and sets regular game speed
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch
Post by: Xeronkar on August 27, 2013, 04:25:55 PM
Wow ! Thanks a lot, that's will help us a lot to test some events and bosses !

So, we're working on this 2 issues, and we'll upload the 0.4 just after (one hour i think, and it'll be up to date)

Edit1 : We've some problems to keep a variable through multiple maps... We want to detect the death of the first boss, keep this in a variable, a with it, destroy the wall who's keeping the 2nd dungeon entrance

Edit2 : We discoveres the flags, hope it will be the solution.

Edit 3 : Nailed it ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.4
Post by: Xeronkar on August 27, 2013, 05:47:01 PM
Alpha 0.4 realased ;)
Check the patchnote :)

Edit1 : Alpha 0.5 released to fix lot of bugs
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.5
Post by: Mayek on August 27, 2013, 07:42:36 PM
Great work!
This map has clearly ALOT of potential, keep up the good work.
1 problem thou, in the "volcano" (or whatchamacallit) there was this annoying sound all the time like something was burning, was kinda annoying.

But otherwise this seems like a great map 5/5
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.5
Post by: Xeronkar on August 27, 2013, 07:44:07 PM
Thanks you Mayek ! ;)

For this sound problem, we're searching this, it'll be fix in the 0.6 version for sure :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.6
Post by: Xeronkar on August 27, 2013, 08:03:59 PM
Alpha 0.6 released, you can now play after the first level
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.6
Post by: NT1 on August 28, 2013, 10:08:03 AM
keep it up!  I can't wait to play a more complete version of the map.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.5
Post by: Linaru on August 28, 2013, 07:27:28 PM
Thanks you Mayek ! ;)

For this sound problem, we're searching this, it'll be fix in the 0.6 version for sure :)

i believe the sound you are using is from my crumbling castle scene?  i have noticed when this sound is set to loop the disable sound script does not seem to stop  it playing.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.6
Post by: Xeronkar on August 28, 2013, 07:30:36 PM
Oh really ? I didn't made this map, so it's possible, 'cause we learned how to use the editor thanks to your tuto and custom campaign :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.6
Post by: KptnKook on August 28, 2013, 08:37:11 PM
I like it so far.. couldnt see much, since hammerwatch seems to have crashed.. i couldnt find your game aferwards.

maybe you should guide the player more with some directions or minimaps, to give them a basic overview about exits etc.
but i know, you already have that in mind..

i also would love to know how you managed to make the direction-decision for your language setup. that's great, you could be able to add dialogue player decision dialogues into it! i ll check that up right now!

any way to share the source to see how you made this?

keep up the good work..


Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.6
Post by: Xeronkar on August 28, 2013, 08:50:02 PM
Oh it was you Kook.

Yes the game crashed... But it never happened before, we were searching the reason, but didn't find anything.
For the language selection, it's just a prototype, and we'll just add flags to choose texts, it's not working for the moment because we focus our work on other things.

We don't want to share our work for now, because it's still in developement. Maybe we'll share it when the campaign will be better, much complete.


Edit1 : 0.7 coming in some hours :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.6
Post by: Xeronkar on August 29, 2013, 12:14:16 AM
Uploading 0.7

Check the patchnote :)

Edit1 : Uploading 0.7.1 to fix a little bug
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
Post by: Hipshot on August 29, 2013, 11:18:28 AM
Played it with myran last night, we really like the improved town here, that you don't need to teleport to the vendors, that's just no need to do it.
I was thinking, you could really do some more heavy parallax clouds, like real clouds instead of that mist you have now, would be pretty cool if done properly.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
Post by: Xeronkar on August 29, 2013, 02:09:56 PM
Hum nice idea !
I think we'll add it later, now we're working on a 3rd dungeon for the 0.8 ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
Post by: Xeronkar on August 29, 2013, 02:33:44 PM
So, for now, we'll add lot of new features in 0.8. Won't tell much, but prepare yourself, you'll have lot of surprises ;)

Edit1 : I'm wondering if i publish a 0.7.2 version with some features, or wait to finish dungeon for 0.8. What do you prefer ?
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
Post by: KptnKook on August 30, 2013, 02:03:01 PM
the red map stronghold after a while started to lagg... was it because of to much spawning enemies? or the clouds? after a while it was almost unbplayable... did it work out for you?

by the way, music changes everytime you get inside or outside a shop...  but since the players are not distinguishable for the system the music toggles back and forth.. maybe you should have only one song in town, until the players are unrelated to each other. ::)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
Post by: Xeronkar on August 30, 2013, 02:06:13 PM
We're working on this shop issue, and we've just found a solution, it'll be better in 0.8 promess :)
We'll also reduce a little the map lag problem in the volcano, but i don't have any lag
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
Post by: Eternahl on August 31, 2013, 12:28:19 AM
Just because i think it's funny, there's our first village through the editor :

(http://image.noelshack.com/fichiers/2013/35/1377904998-event-stanog.png)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
Post by: Xeronkar on August 31, 2013, 01:21:55 AM
0.8 released !

We've done lot of work on it, so please don't be afraid to give us feed back :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Stumperific on September 01, 2013, 06:15:03 PM
Only feed back I can give is: This is the best fracking mod ever! PLEAAASE finish it... or don't, just keep making more and more until you have an entire world to explore more vast than "Secret of Mana"!
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on September 01, 2013, 06:26:11 PM
Ahah ^^
I'm glad you enjoyed it so much, we'll keep working on it, i really enjoy to make more and more custom stuff, and i want an entire new giant campaign at the end ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: bigdaddyseany on September 03, 2013, 10:03:11 AM
I had a chance to play this last night.  I enjoyed it a lot!  It was fun exploring the village and finding chests!
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on September 05, 2013, 04:32:11 PM
Happy to see your enjoyement :D

We'll continue to work on this campaign, but slowly, because we just go back to our studies, and we'll focus on it
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Clarity on September 08, 2013, 12:42:54 AM
Review: Requiem of Hammerwatch, boy oh boy. This looked like it took a bit of work to make huh? At first I entered the town and my first impression was, "Wow, I have high hopes for this map." I felt like the music and sprites were great, but they aren't yours and were made somewhere else, that really leveled things down for me because I was genuinely hoping for a new and great experience in this game. I liked the fact that there were chests in the forest, but they weren't really secret because of how visible they were and the fact that an NPC just blurts out that there's treasure in the forest and the NPCs have some bad english, I feel you should really review.


The main problem: Eventually I moved on to the first dungeon and as I immediately saw just a swarm of 50 skeletons, I closed the game and began to write this. No. Just no. I see this happen too much in too many maps, that is now just really annoying. HammerWatch in all honesty is a pretty easy game, but a lot of people just aren't that good or make it seem like it is much harder than it is. The main problem with maps and people complaining HammerWatch is easy and then trying to fix it with mobs in numbers is completely wrong. Don't try to make something "hard" by having lots of numbers, that is not the way to go. Having millions of mobs doesn't make it hard, it makes it plain tedious and not harder in anyway. The main campaign is way harder, why? They don't use millions of mobs in every room, they map them out plan where they are trying to make every corner you turn another experience with more difficulty. If you want to make a hard dungeon, make puzzles and consider less mobs with a nice layout making it really difficult.

Rating: 1/5
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on September 08, 2013, 01:01:26 AM
So you just notted the entire campaign on three maps ?

Anyway, you just gone in the wrong side of the village, because it's not the first dungeon, but a start of an arena system, and need loooooot of improvements.
To continue the story, just go to the left, and discover our real work ;)

About bad english, i have a low/average level in this language, and my friend a very low level. So we'll do our best to improve that point, but it can take some time :/

And about custom graphics, we don't have any and i think we'll don't have for the moment, because we just want to improve systems in first ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Clarity on September 08, 2013, 01:06:08 AM
So you just notted the entire campaign on three maps ?

Anyway, you just gone in the wrong side of the village, because it's not the first dungeon, but a start of an arena system, and need loooooot of improvements.
To continue the story, just go to the left, and discover our real work ;)

About bad english, i have a low/average level in this language, and my friend a very low level. So we'll do our best to improve that point, but it can take some time :/

And about custom graphics, we don't have any and i think we'll don't have for the moment, because we just want to improve systems in first ;)

A little clarification on what that was would've been helpful. I will return with another review.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on September 08, 2013, 01:19:03 AM
I placed a NPC who explain it's the arena here :)
But i'll probably add a map only for the arena, or his entrance at least
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Clarity on September 08, 2013, 01:31:32 AM
I placed a NPC who explain it's the arena here :)
But i'll probably add a map only for the arena, or his entrance at least

Review: As I continued the journey I think the first dungeon was well made. I felt happier that this dungeon was in the game. I don't have much time so this is as far as I can go. Overall I felt the first dungeon really hit the spot in terms of level design and it was everything I could have asked for.

Problem: The first boss, as a ranger wasn't difficult at all. I just sat there and fired, then in a few minutes it died. It wasn't able to hit me with anything, it's little minions died instantly and all the boss did is sit there and die in front of me, so I think the boss needs to be fixed for class equality. All I can see is melees having a little trouble with it, that's all. Besides that the boss acted like the first boss in the main campaign so it didn't feel too unique, but it was a great attempt.

Rating: 2.5/5
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on September 08, 2013, 01:56:41 AM
You know there is other dungeons after ?
Once the first dungeon is clean, you can access to the second.

And as a ranger, like a lot of bosses, you don't have problem with bosses in general.
But i remind you it's just the first boss, the easiest of the whole campaign ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Clarity on September 08, 2013, 04:29:58 AM
You know there is other dungeons after ?
Once the first dungeon is clean, you can access to the second.

And as a ranger, like a lot of bosses, you don't have problem with bosses in general.
But i remind you it's just the first boss, the easiest of the whole campaign ;)

Back, I know there's more dungeons afterwards I just didn't have the time to look through it, but overall I feel like you're going in the right path, but you just need updated NPCs, custom sprites and custom music or the HammerWatch music, then you'll be fine.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: RPGMatthew on September 10, 2013, 12:31:21 AM
Very difficult for Paladin.  Of course i'm playing on hard though.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on September 10, 2013, 12:41:29 AM
Yes, that's why 2 players are recomanded :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Heretic on September 10, 2013, 02:50:43 AM
I'll check this out tonight sir! Working on my campaign marathon style :P
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: RPGMatthew on September 10, 2013, 04:01:37 AM
Yes, that's why 2 players are recomanded :)

Going to solo it anyway!  This campaign is really fun. I hope to play the finished project one day.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on September 16, 2013, 07:05:57 AM
The 0.9 will come this week i hope :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Grokitach on September 16, 2013, 08:02:11 AM
Review: Requiem of Hammerwatch, boy oh boy. This looked like it took a bit of work to make huh? At first I entered the town and my first impression was, "Wow, I have high hopes for this map." I felt like the music and sprites were great, but they aren't yours and were made somewhere else, that really leveled things down for me because I was genuinely hoping for a new and great experience in this game. I liked the fact that there were chests in the forest, but they weren't really secret because of how visible they were and the fact that an NPC just blurts out that there's treasure in the forest and the NPCs have some bad english, I feel you should really review.


The main problem: Eventually I moved on to the first dungeon and as I immediately saw just a swarm of 50 skeletons, I closed the game and began to write this. No. Just no. I see this happen too much in too many maps, that is now just really annoying. HammerWatch in all honesty is a pretty easy game, but a lot of people just aren't that good or make it seem like it is much harder than it is. The main problem with maps and people complaining HammerWatch is easy and then trying to fix it with mobs in numbers is completely wrong. Don't try to make something "hard" by having lots of numbers, that is not the way to go. Having millions of mobs doesn't make it hard, it makes it plain tedious and not harder in anyway. The main campaign is way harder, why? They don't use millions of mobs in every room, they map them out plan where they are trying to make every corner you turn another experience with more difficulty. If you want to make a hard dungeon, make puzzles and consider less mobs with a nice layout making it really difficult.

Rating: 1/5

Swarms of skeleton are not hard, they are just fun.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: NekoBaron on September 16, 2013, 08:23:52 AM
Swarms of skeleton are not hard, they are just fun.
Not when the spawners are inside walls and cant be attacked (minus warlock maybe).
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Grokitach on September 16, 2013, 09:20:04 AM
Ah yeah, that's true  :o
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on September 16, 2013, 09:52:21 AM
If you're talking about the 2nd dungeon, that's because you don't have to clean everything, you have to rush&find to the three buttons to open the gates to the boss.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: l59674518l on September 16, 2013, 10:14:12 AM
This map is awesome, I can't wait until the next version is released.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on September 20, 2013, 06:27:04 AM
So, some news on the developement, we're working on a totally new arena system, with waves, a reward system, level system etc.
We're working too on the 3rd dungeon, we're adding more floors on it ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: sssank on September 20, 2013, 03:25:27 PM
played co-op and liked.
found very difficult with pala to clean up the level with "eyes"!
your "travel-floor" is awesome :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on September 20, 2013, 09:53:31 PM
You mean the minimap ? :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Heretic on September 20, 2013, 10:22:03 PM
whats a travel-floor? is that likea portal room?
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on September 20, 2013, 10:42:28 PM
I think he was talking about the start level, or the minimap ^^
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: sssank on September 21, 2013, 01:31:01 PM
Ok, well, I don't know exactly the word in english 'cause isn't my native language, sorry!
I mean the map where you can access to all stages. Where I suppose you make long travel not just explore a dungeon.
You know? :)

Sorry, I'm not that good in english (shame on me).
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Heretic on September 21, 2013, 01:35:45 PM
Oh the world map, duh I get it. Sorry I dunno why i didn't catch that!
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on September 23, 2013, 08:22:11 AM
Sooo, i worked on the new arena system this WE, i'll probably post a screen later today ^^
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: l59674518l on November 05, 2013, 08:00:59 AM
really hope you can get enough time to finish this. This is what I wanted the campaign to be like.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on November 05, 2013, 11:16:41 AM
The project is paused for the moment, we really have lot of work in our private life :/
But we still keep this campaign in mind, and we'll improve it soon as possible
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: l59674518l on November 09, 2013, 07:43:26 AM
ok, I reckon it will be even more awesome once it is finished.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Necrobilis on November 27, 2013, 08:37:26 PM
Please keep this mind blowing project alive. (:
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on November 27, 2013, 08:57:19 PM
Don't worry. I said it will live, so it will. Sooner or later we'll post new updates, maybe for Christmas. This project means a lot for me, because i can see lot of people loving it :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Hipshot on November 28, 2013, 02:43:52 PM
I thought it was pretty cool. But I know the burden of doing large projects like this.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on December 03, 2013, 12:41:31 PM
Yes, that's true Hip. My friend and I are really passionate about indie games, especially when they are developped for players, not for money.
I ever developped games, but never be able to finish them, because i missed some elements like graphics, and I just can't make an unsatisfying project.
Your game is a perfect support to express our creativity, and I don't want to miss my chance :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on December 24, 2013, 01:02:25 AM
So, the 1.2 version came with some graphical bugs. We're working about it, and will improve some following things.

So, for the new 0.9 version :

- Town improvements (especially about NPC's)
- New arena system (New map, new reward system, etc)
- Maybe a new dungeon ?
- New level design for the first dungeon (ennemies are less hard)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
Post by: Xeronkar on January 02, 2014, 12:35:36 AM
So, we decided to share the hotfix to solve graphical about grass.
We also added some improvements on NPC dialogs (not finished yet)

So stay tuned, we're still working on it, you can also try the first try (totaly buged) of the arena, so if you have some advices on it (especially on the level design), we are listening :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Xeronkar on January 03, 2014, 09:44:14 PM
We just released the 0.8.1 version, check the patchnote for more details :)
Hope you will enjoy, and please take time to give a feed back :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Mayek on January 03, 2014, 11:01:17 PM
Awesome... Can't w8 for the whole map! 5/5
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Icegill on January 04, 2014, 02:59:39 AM
Just played the new 0.8.1 version. Absolutely great game overall, I love the content into a new campaign and it looks really good.

One, rather, big bug that I found was that after you complete the second/third stages of the Arena, mobs stop spawning and you are trapped indefinitely in that cube of walls. There is no way to leave other than to quit the game. Then after you load the game once more, you are stuck in the Arena, which ultimately makes you start an entire new game. I hope you fix this as I really would like to play the Arena safely!

Other than this, please continue the great work that was put in. Will continue to play the main campaign! 8)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Xeronkar on January 04, 2014, 03:05:22 AM
Thanks a lot Mayek :D

Icegill : Yes that normal, because i want to add other waves of monsters, then open a hole to an underground boss ;)
It will be set in the 0.9, i promess :D
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: jagetzu on January 04, 2014, 12:45:37 PM
Very nice map but the grammar is kind of sloppy and incorrect. Maybe you should work on that also.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Gammer001 on January 06, 2014, 07:41:10 AM
This map is really good but I have a couple issues:
That first boss requires crazy fast reflexes to melee hit and dodge so tone down the attack speed a bit.
Having enemies in pots and breakables is a good idea at first thought but they just get stuck making easy targets.
The arena is...well it's totally busted. It stops at the third round of bats and doesn't do anything. You can't leave once you enter the path too. Really good map though, keep it up man. :D
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Xeronkar on January 06, 2014, 07:46:58 AM
So !

Jagetzu we're working on it, we maybe found someone to solve this ;)

Gammer001 thanks a lot for your feed back :)
The first dungeon will be nerf in the 0.9 patch, and the boss will too.
We will also working on this, and re-think the level design a little.
For the arena, i gonna publish a 0.8.2 patch to solve this problem. But there is only 3 waves for the moment, i just wanted to test if the arena could work fine :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Keppler on January 06, 2014, 10:44:49 AM
If you need help with grammar then I am a resident English major you can always contact ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Hipshot on January 06, 2014, 11:58:01 AM
Like I said to Pwnography, if you want, you can make the skills as upgrade drops too, so you can for say make a quest where you will be rewarded a skill or such.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Xeronkar on January 06, 2014, 12:55:37 PM
Hum yes, could be interesting, i will think about it, especially if it could fit with my projects about the campaign.
I'm thinking to make a better story, something really immersive, but it's not very easy because we can't know how many players will play, and which role they will choose. I have lot of ideas, but the editor can't allow me to do it like i want. For example, i started a pursuit race, powerfull monster chasing you in huges corriddors, and i have to delete all my work because i can't set the respawn point where i want without teleporting all the team.
Lot of little things like this.

Keppler : Yeah, i'll note your proposition, i'll call you if I need some corrections :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Keppler on January 06, 2014, 08:15:24 PM
I'm thinking to make a better story, something really immersive, but it's not very easy because we can't know how many players will play, and which role they will choose. I have lot of ideas, but the editor can't allow me to do it like i want. For example, i started a pursuit race, powerfull monster chasing you in huges corriddors, and i have to delete all my work because i can't set the respawn point where i want without teleporting all the team.
Lot of little things like this.

I actually thought about a more immersive story when I played your map. I think that you have created a decent base for such a story.
I noticed that the game addresses the hero in singular in your campaign and I actually thought that you could translate it just as well to heroes and it would still be effective and allow for better multiplayer immersion.
One of my ideas was to have a side story to a bigger universe. Let's say if you liked the Lord of the Rings universe you could base the story around a bigger hero from that universe and have the players act out a major part of helping the hero. This way it does not matter whether there is one or many players going through the story and they can have a very significant role in the main hero's story without breaking the immersion!

This is just an idea though!
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Xeronkar on January 07, 2014, 07:34:55 AM
That's a really great idea Keppler :D
I'll probably think about it, i like it a lot ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Paiyn on January 12, 2014, 02:14:24 PM
Played this custom map with my friends yesterday and we had a blast. One thing I noticed that seemed to be missing is a shop to buy Move Speed increase.
Hope the map will only get better, keep up the good work!
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Xeronkar on January 12, 2014, 02:57:14 PM
There's no upgrade for movement speed at level 1 :p
Thanks a lot for your support :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: artemiderus on January 16, 2014, 07:44:46 AM
Just got this map last week and played for a couple hours. I must say I enjoy it greatly, I hope you have received good feedback for your hard work. This game is really great and this map significantly contributes to this community. Playing the most recent version, I didn't really see many issues at all. That first volcanic mountain was a little dark, but I do keep my monitor pretty dark, so it may be a non-issue. Easy to get going and is of a familiar set up, GREAT! Thanks!
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Saffy on January 23, 2014, 01:54:14 AM
This was fun after playing through the first dungeon but the biggest problem was going to the arena and getting permanently stuck requiring me to start the map from the start again as even when I reloaded, i could not leave the arena map. Also it's possible to get out side of the map beyond the tree lines quite easily.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Hipshot on January 23, 2014, 04:38:48 PM
Yea I got stuck in the arena last time I tried it too, a bit annoying.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Xeronkar on January 25, 2014, 02:13:25 PM
So, it's the week-end, gonna fix that today ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
Post by: Xeronkar on January 25, 2014, 03:31:59 PM
There we go, the 0.8.2 version is now uploading ;)

So, i wanted to announce something.

In 3 months, i gonna have some tests to enter in a great Video game school (ISART digitals), and they asked me to bring some projects i'm working on. I'll bring Requiem of Hammerwatch as my main project, and hope the jury will like it as you :)
So, I really want to thank you for your support, because thanks to you, i'll probably make my wishes come true :)
Thanks again.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: King Knuffel on February 11, 2014, 10:51:05 AM
Although the map is very unfinished I like it.

You should change the Keys at the first level because if you got the bronze key and then leave the dungeon to buy some things in town the keys are reset to zero. If you didn´t open the bronze door buy that point that cause you to stuck in the game forever and you have to start it all over because there is no chance to get that key ever again (same to the golden key).
--> change that to trigger butons instead or make the players unable to leave the dungeon before they defeate the boss once they entered it. (or spawn key again if the reenter the dungeon)
I am pretty sure the same problem would appear with the keys in the 3thd lvl but I didn´t tried it there.

Make sure to change that bevore you enter this projekt for your test at the video game scool because there is nothing more frustrating than when you have to start a game all over again because of some bugs an in Hammerwatch you have only one savegame.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Hipshot on February 11, 2014, 11:29:56 AM
Remove the acts from the game, that way you can keep your keys between level changes, or keep all levels in the same act.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Xeronkar on February 11, 2014, 12:26:50 PM
I'll probably use another system to open gates, with more flags and switchs, and less keys.

Thanks for the feed back, i'll look at it :)

Hip : Yes, but the problem is you can use those keys in other situations and other levels :/
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Hipshot on February 11, 2014, 12:33:34 PM
Ah, yes, I see.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: King Knuffel on February 11, 2014, 01:47:44 PM
Sorry my misstake, I lost my keys to the merchant or the worldmap not because they were reseted but it remains still a problem.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Xeronkar on February 11, 2014, 01:50:06 PM
Ooooh, i see, i'll just change the bar skin without using a gate :p
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Bman255 on February 12, 2014, 12:57:15 AM
Hello! I just started doing a "first looks" type video series and I just did your map. I must say, this map far exceeded what I was expecting, even for an alpha. I was very blown away by the amount of custom content already included in this map. The town and shops look amazing, and I was very impressed to see an overworld. I love the concept of open-world games, so the overworld is a very nice and unique touch to Hammerwatch. I didn't have time to play past the first dungeon, but I loved what I saw so far. The one thing I noticed right off the was a text/grammar error. If you wanted, I would be happy to look over text lines for you, and give my input. The other thing that I noticed right away I found absolutely hilarious. You can simply push npc's wherever you want. This moves the model, and the hitbox for the text, but not the text bubble. This isn't really a problem, but you might want to look into making the npc's immovable in the future. Other than that, I really loved the music, sound, and overall design of the town. It looks really nice already. After the town, I had time to play through the first dungeon. I don't really have much input for the first dungeon, as I feel it was well made. The crack in the wall stumped me for a little bit, but this caused me to find the secret room. Which brings me to one thing I noticed about the first secret room. I noticed that the spawner was too close to some barrels and crates, so beetles were spawning inside of them and getting stuck. Again, this was nothing gamebreaking, but you might want to look into it. After that, I loved the small details, like the gold beetles making a different sound on death. The sound really fit the new enemy type. I felt the level design for the first level was very good, although it was a bit short. When I got to the first boss I was amazed to see it was completely new from anything I've faced. The boss fight felt really fun, and I loved the music playing during it. The boss's attack patterns felt both interesting to watch, and dodge. The only thing I noticed was the boss's damage. As a no-upgrades Ranger I was dying in 1-2 hits, but this wasn't really a problem, since it was pretty easy to dodge. Might be something to consider in the future though. In terms of the boss's health, I think it's fine where it is. The boss fight felt fun and not too lengthy to the point of losing interest. If you guys need any more suggestions, opinions, or testing I'd love to help out. Thanks for creating this awesome map!

Edit: Sorry about this being a bit long... I guess I got a bit carried away.  :P
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Xeronkar on February 12, 2014, 04:38:59 PM
Wow, what an amazing feed back :D

I had the curiosity to stalk to your video, and watched it. I really appreciated, it is really motivating to see a video on what we did :D

Did you turn on/off something in your graphical options ? Because I didn't saw any light effect, we worked about it to indicate the right path to take in the 1 dungeon (and for other stuff too). As you can see on the first page of this thread, there is some light effects.

If you have some advices on our english texts, please report them, i'm french and have some work to do on it.
Yeah, i saw you can push NPCs away, that made me laugh too xD But I don't know if i can fix this :/

About the first dungeon, i'm working to re-think the level design about spawners et breakables, but will still in the same idea.

For the boss, damages are intentionaly high because it's very easy to dodge, and if you're playing with 4 player, it became really to easy because only one person is focus by the boss' attacks.

Anyway, thank's a lot for the time you take to record a video and give a so complete feed back ;)

PS : I added an arena system to the right of the town since the 0.8.2, I think that could interest you ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Bman255 on February 12, 2014, 05:05:55 PM
Thanks for watching! My Channel is pretty small right now, but I'm hoping eventually I can bring more attention to the Hammerwatch custom maps.

I did have shaders turned off when I was playing the main campaign. For some reason I feel like it gives more of a "nostalgic" look. I'll be sure to change these when I go for a more in depth playthrough. I'll be checking out both dungeons and the arena for sure, later today.

Also... was that first boss fight music from a "Tales" game? It sounds so familiar, but I can't quite say.

I'll save a spot here, and write down anything about the text I notice:

Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Xeronkar on February 12, 2014, 08:53:01 PM
If you agree, i can put your video on the first page of this thread. Than could bring you some viewers, and make a better presentation for me :)

Ahah, could be a tales of music, but it's a Golden Sun music, adapted for the SSBB game : http://www.youtube.com/watch?v=0eSlsV6ysY4
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Bman255 on February 12, 2014, 10:05:29 PM
The first part of that theme sounds so familiar, I just can't place where I heard it. Oh well, thanks for the link!

I'd be glad if you wanted to put my video on the front page, and I'd also be happy to do anything else video related if it would help out.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Xeronkar on February 12, 2014, 10:33:16 PM
So, sadly I just tried to display an embeded Youtube player, but I can't understand how. I sent an PM to Hipshot to be sure.
I think just posting a link will not attract people to watch the vidéo :/
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Bman255 on February 13, 2014, 05:09:22 AM
Dang... I'd say go ahead and link it if you can't embed. I've been pretty busy today, so I haven't been able to go back over the text. I'll take care of that tomorrow.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Hipshot on February 13, 2014, 12:36:22 PM
You can embed with the
Code: [Select]
[youtube][/youtube] tags, from now on =)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Xeronkar on February 13, 2014, 12:39:09 PM
Aaaah, great, thanks a lot Hip <3
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
Post by: Bman255 on February 13, 2014, 09:36:19 PM
Thanks for posting the video on the front page! It's nice to see of my work make it out there.

Alright, now time for the text:

Consider changing: "I wonder what is this rune" to "I wonder what this rune is" or something similar.

                             "Against some gold, this trainer can make you feel stronger" to "For some gold, this trainer can make you feel stronger" "Feel" might               not be needed either, it could go either way there.

                             "Life is quite hard here, but I just enjoy to be safe here" sounds a bit off to me, it may just be a personal thing. Maybe "Life is quite hard here, but I just enjoy being safe." or "..., but I enjoy having a safe place to live." Others might have some input on this one.

                             "Legends talks about a Spirit Cavern" to "Legends speak of a Spirit Cavern"

                             "I never seen someone with those skills" to "I've never seen anyone with those skills"

                             "This trainer can learn you how to defend yourself and your friends" to "This trainer can teach you how to defend yourself and your friends" Allies could also work in place of friends, either one works though.

                             There's a small typo in the "arena rumor" text. "Heros" should be "Heroes" Also, it should either be "Rumor says" or "Rumors say" personally, I think "Rumors say" sounds better. Still kind of iffy on that even. I'll think about it some more.

                            "Are searching for something?" I think you guys were going for, "Are you searching for something?" here. Just a small typo.

                            "By stepping here, you proved your valor" to "By making it this far, you have proven your valor" As with the other line, something didn't sound quite right here. I'm not sure if I'm fully happy with mine either, might go back and look at it again later.

                           "Thousands years ago, gods created 3 orbs, to contain the world's corruption" to "Thousands of years ago, the gods created 3 orbs to contain the world's corruption"

                            Another "heros" typo in the same paragraph, unless this was intentional?

                          "The world's destiny only depend of you" to "The world's destiny depends on you."

Phew... that was quite a bit. I think I found all of the text up until the end of the first dungeon. I'll add in more if I see them while doing the rest of the game. Feel free to use as much or as little of my suggestions as you want. Some of my phrases may be able to improved as well. Also, would there be an easier way to look over text in the future? I don't mind searching around the game and writing things down as I go, but it did make things take a little longer.

I just had a few other things to add after my gameplay. First of all, I played again with lighting effects on, and it really makes the game look so much better. Great job with those. The other things were just small finicky things. Would it be possible to put indicators for the shops on the map, like in the main story? It's not a big deal, but it would make navigation of the town a lot easier. Also, maybe add a warp shortcut from the end of the first dungeon that leads back to town, for convenience.

How does the arena work? Is it just a one time thing right now?
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2 (last edition : 01/13)
Post by: Xeronkar on February 14, 2014, 12:32:51 PM
Excellent, I am working right now, but I will edit that tonight.
I think there's no quick way to resume all strings in one file, instead of doing it manually. I can do it by myself to make the work easier for you.

Good idea, I will add some indicators to the inn (the only place where i can place some).

There is already one, when you finish the first dungeon, a new bridge appear to quit the map quickly.

For the Arena, yes, it's a one time thing and will stay like this.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2 (last edition : 01/13)
Post by: Bman255 on February 14, 2014, 08:27:09 PM
Ahh, I don't really mind doing it this way. Just wondering if there was another way to save time.

I must have just missed the shortcut back at the end of the first level.

Maybe for the arena have a new "level" available after clearing each dungeon? I like the idea of not having it infinite though, or it would be possible to grind for upgrades.
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2 (last edition : 01/13)
Post by: Xeronkar on February 14, 2014, 08:31:43 PM
Hummmm... I will add some levels on the arena, but I don't know if I will unock them through the story... Especially because of the story (I will not spoil, don't worry)

EDIT : I added your corrections, thanks again :3
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2 (last edition : 01/13)
Post by: Bman255 on February 15, 2014, 01:03:56 AM
Alright, just played through the rest of the game and I really enjoyed it. I just had a few more thoughts for the other two levels.

The second level seemed a bit easy to me. I think it was the lack of enemies. The boss seemed easy as well, as a Ranger with basic damage upgrades. It went down pretty quick, and was very easy to dodge. I haven't tried this with other classes yet, so I'm not sure if it's just the ranger or not. I liked the overall layout of the level, and the lighting effect were really neat. The only problem I had was being able to see the switches for the boss doors. This may have just been the colors on my computer, but I don't normally have a problem with things being too dark.

The third level seemed a lot better in terms of difficulty. Overall I enjoyed the level as a whole, but it seemed to get a bit repetitive. All three sections (I think there were three) of the map were almost exactly the same. It was just find buttons, kill nova, move on, and repeat. Since it wasn't too lengthy it wasn't a real big problem, but it might be something to think about. One thing that could be added is some sort of counter for the buttons. I know the main campaign uses "only x switches remain" or something similar. This wouldn't really be "needed", but it might make the game look a little nicer.

After finishing the other two levels I look forward to playing the rest of the game. Keep up the good work!
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2 (last edition : 01/13)
Post by: Xeronkar on February 15, 2014, 01:10:56 AM
The third dungeon will be deleted, and we'll made another one. It doesn't fit with what we want to give to players : too big, too annoying, nothing fun to sum up.

For the second, i will add a counter for the switches, and totally change the final trap race with harder traps, etc.

There's some secret places in the town, and a secret area in the 2nd dungeon, did you found it ?

Anyway, thanks a lot for playing and giving so lot of feedback, that will help a lot !
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.3 (last edition : 01/21)
Post by: Xeronkar on February 20, 2014, 11:11:11 PM
The 0.8.3 version is here !
Don't forget to check the patchnote ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.3 (last edition : 01/21)
Post by: Lince on February 21, 2014, 02:24:20 AM
Best Hammerwatch map ever
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.3 (last edition : 01/21)
Post by: Ykanns on February 21, 2014, 02:25:47 AM
This the Best Hammerwatch map i Ever Played!
and i played all the maps :)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.3 (last edition : 01/21)
Post by: Xeronkar on February 21, 2014, 04:21:10 PM
Thanks guys for your support, you made a great video :3
I'll post tonight a new patch that will add a new music I had ever used in another game I've made, stay tuned ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.4 (last edition : 01/22)
Post by: Xeronkar on February 21, 2014, 06:29:22 PM
The 0.8.4 patch is now uploading !
I hope you will enjoy it ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.5 (last edition : 03/17)
Post by: Xeronkar on May 05, 2014, 02:52:16 AM
Hello !

Just some news for you, I'm focusing on my studies, but I'll continue Requiem of Hammerwatch soon after that :3
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.5 (last edition : 03/17)
Post by: Bman255 on May 07, 2014, 09:04:44 PM
Hello !

Just some news for you, I'm focusing on my studies, but I'll continue Requiem of Hammerwatch soon after that :3

Looking forward to playing the new updates whenever you have time to work on them!
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.5 (last edition : 03/17)
Post by: Xeronkar on May 25, 2014, 04:00:15 AM
Sooooo, giving some news :D
Good news. (but maybe you don't even care :3 )

After some competitive examination, I've been admited in a  really great video game school, in Montréal. So... well it's maybe the best chance of my life to do what i love to : creating games. I presented Requiem of Hammerwatch to the jury, and it seem they really liked it.
Anyway, if I have this chance, it's thanks to you guys (and girls), everyone of you. By your support, your advices, your passion, i could make a better campaign.

So, what about next ? I will certainly not abandon Requiem of Hammerwatch. I told it before, i'm saying it now, and I will further. I love this game and what I have done too much to abandon it. So don't worry about new content, it's in progress for a new VERY HUGE update to thanks you for your exceptionnal support. I'm working hard on it.

Anyway, thanks again, and please keep this game alive, it worth it ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.5 (last edition : 03/17)
Post by: Bman255 on May 31, 2014, 01:15:31 AM
Congrats on getting into the school! It's awesome how Requiem helped you out with that. The players appreciate all the work you've done on it so far, and it's nice to see it help you out as well. I'm really looking forward to seeing how this map continues to grow. Thank you for continuing to update this map, and take suggestions from the players. Last of all, congrats! 
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.5 (last edition : 05/31)
Post by: Xeronkar on June 30, 2014, 01:57:46 AM
Thanks a lot Bman :3

So, i'm veeeerry busy currently, moving out to another country require a lot of administratives papers, but the project is going fine. I also made about 30% of the 3rd dungeon and i'm still adding some new ideas for the future.

It will take time, also because my occupations than because I want to make good work, but don't worry, I'm progressing ;)
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.5 (last edition : 05/31)
Post by: k0cc4 on July 29, 2014, 09:32:39 AM
Hey mate, tried out the map, enjoyed it quite a bit too!

Here is the videos:
https://www.youtube.com/watch?v=dZrB2KMWN6A
https://www.youtube.com/watch?v=0G0oUQ1k7sY

Great work!
Title: Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.5 (last edition : 05/31)
Post by: Xeronkar on August 17, 2014, 04:20:16 AM
Hey, nice videos ! I really enjoyed watching :)

So, I'm finally back, working on this totally new patch, especially with Workshop ! I'm uploading right now the map, and will continue my work. I think a new version will comme very soon now ;)
And, I think I will make more patches, with less content, but more often.