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Author Topic: OotF Arena  (Read 18352 times)

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« Created: April 24, 2016, 10:50:55 PM by moyack »

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OotF Arena
« on: December 24, 2012, 09:48:28 AM »
Version: 1.6
Keywords: Oak of the Firefly, Arena, OotF, sonofjay
Play Mode: Single Player
Category: Arena
Tilesets: Dungeon
Players: Minimum players: 1
Maximum players: 12
Rating: 5
Image/screenshot:
Warcraft III Map
« Created: April 28, 2016, 10:02:11 PM by moyack »
« Last Edit: July 01, 2017, 07:59:07 AM by moyack »
Hello guys, sonofjay here again bringing you a project of mine, which is currently on beta. As far as i'm concerned it is 100% stable with no bugs at all since its just a mini project of mine. Anyway enough of the small talk.

                                                                                                 

Oak of the Firefly: Arena

Oak of the Firefly Arena is a free-for-all brawl type arena. All players are given the same
hero with same spells which means technique, timing and instincts are your only advantage to others.
The objective of the game is to be the first one to reach the set Kill Requirements its either team up with other
players to bring down the toughest opponent or simply kill steal from others without getting a scratch.

Experience a fast pace brawl with other players in a mysterious, dark and hellish terrain which is
designed by me and worked for hours just to deliver the best possible terrain for everyone to experience.


Features:

Fast paced actionA beautiful designed terrain
Cool spells which is implemented for strategical purposesKnockback other players when hitting/damaging them(Currently turned off)

-Fast Paced Action

Being fast paced doesn't mean that the game is just spam spell here spam there and boom you win. Not here, the definition of fast pace for OotF is that thinking your moves fast but using the right move at the right time. Since you don't want your ulti to be deflect by your enemy right?(Yes everyone have a default spell to neglect any damage for 1 second) So think first but be quick.

-A beautiful designed terrain

Probably the best point of OotF, I spent hours to simply create the best terrain that I can produce for everyone's enjoyment, beautiful and attractive (and a friend of mine said its looks a whole different game), but just enough to not distract you for the main goal. To win.

-Cool spells which is implemented for strategical purposes

One might probably ask me, 'why does everyone have the same spell, isn't that boring?' my answer is no, hell no since I really think of what kind of spells will perfectly fit to this type of game, spells that serves its total purpose, 'to be strategical for the whole game but not boring'. Actually it is better to see it for yourself.

-Knockback other players when hitting/damaging them(Currently turned off)

Actually will you believe that this is the core system of the game? It also boost all the spell by adding the knockback effect. And it doesn't only knockback one unit, it knockback every unit that it collide with! Of course it also add a realistic feeling since enemy get knockback everytime you hit them.(normal attack or a spell).

Gallery







The Future of OotF

Q: What will be the the future of OotF Arena?

A: Well i'm looking for a long term project and OotF Arena might be the one, since Chaos Arena is a big bust(but I'm still fixing all the bugs) looks like OotF will be updated for time to time since its a easy to handle project with its simplicity. From the gameplay, terrain.. it just that all the ideas clicked and worked perfectly.

Version 1.1 is currently available on Hiveworkshop, but i'm gonna upload it here sometime tomorrow. Since that 1.1 have no bugs with 5 multiplayer test and tons by myself. It looks like 2.0 will be the next version and will be the 3rd patch for the terrain that will open another area. Items shops will also become available with interesting items with it etc.

Since everything is set and all I need to do is add content OotF Arena is moving on the right direction.

Well there is something that I can't handle myself and its making a intelligent AI, I wonder if the community can help me with it.

Anyway thanks for reading.

Your Site Director, SonofJay

« Last Edit: July 01, 2017, 07:59:07 AM by moyack »
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Re: OotF: Arena
« Reply #1 on: December 25, 2012, 03:15:01 AM »
Added download link. Anyway guys, can you see the screenshots on the gallery section?


EDIT:!!!!!!!

New VERSION is out! 1.2 now have AI SUPPORT!(Took me 2 hours to make the AI)
« Last Edit: December 25, 2012, 06:54:30 AM by sonofjay »
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Re: OotF: Arena
« Reply #2 on: December 25, 2012, 06:14:03 AM »
I still do not get why its called Oak of the Firefly.


gucci mane

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Re: OotF: Arena
« Reply #3 on: December 25, 2012, 07:02:42 AM »
Bloodelf/Sin'Dorei knows the reason, don't want to spoil something so lets just enjoy OotF: Arena. :D
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Re: OotF: Arena
« Reply #4 on: December 25, 2012, 08:23:47 PM »

We can give you full hosting for your projects, a complete page!!

A custom altered melee map where you can play Naga and Demons. Check it out!!
Use Dropbox...

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OotF: Arena
« Reply #5 on: January 03, 2013, 09:00:10 AM »
I've tested the map and it looks nice. Some stuff that you should review are the following:

  • The minimap usage: Is the camera looking in the opposite direction to the normal viewing? because when I move in a direction the camera view moves in the opposite one.
  • The AI: the units work well, they move and attack, but I could see they don't upgrade their abilities, I assume that is a WIP
  • Units got stuck after a while: Suddenly all the enemy units became invulnerable. Is the stuck thing you comment in your map??
  • About this stuck, itshould happen for terrain stuff but not for spells (specially permastuns) I'd suggest to show me the code and I can help you improving it :)

I'll add the replay. Version 1.4.1

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OotF: Arena
« Reply #6 on: January 03, 2013, 10:45:33 AM »
Quote
The minimap usage: Is the camera looking in the opposite direction to the normal viewing? because when I move in a direction the camera view moves in the opposite one.

This is a bad thing that I made before I started the terrain. Please bear with it, i'm planning to remove the mini-map anyway.

Quote
The AI: the units work well, they move and attack, but I could see they don't upgrade their abilities, I assume that is a WIP

Believe me, I only made the ai for 1 or 2 hours or so. It serves it purpose anyway.

Quote
Units got stuck after a while: Suddenly all the enemy units became invulnerable. Is the stuck thing you comment in your map??

What the? I didn't get you there, you mean they become invulnerable? All? Never experienced it but i'm gonna check the replay later. I don't have a copy of the map on my desktop.

Quote
About this stuck, itshould happen for terrain stuff but not for spells (specially permastuns) I'd suggest to show me the code and I can help you improving it

This is a big problem but I thought the '-unstuck' command can solve it since I remove the stuck hero then replace it with a new one then set its hp and level. But its not available for AI yet since they can't type. D: I don't know if there is a way to detect it.

The least that we can do is to re-code the spells. >.<

I'll give you the code of the spells (leap and night glimpse) so you can check them out.

Thanks!
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OotF: Arena
« Reply #7 on: January 04, 2013, 03:31:35 AM »
Hahaha, moyack, the invulnerable thingy that you're saying is that a player already won the game. You didn't set a kill requirement that is why it was automatically set to default which is 10 kills. Hmmm, I think I should make  the announcement of a winner more stand out or maybe permanent so you won't miss it.
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OotF: Arena
« Reply #8 on: January 04, 2013, 08:41:46 AM »
Hahaha, moyack, the invulnerable thingy that you're saying is that a player already won the game. You didn't set a kill requirement that is why it was automatically set to default which is 10 kills. Hmmm, I think I should make  the announcement of a winner more stand out or maybe permanent so you won't miss it.
Definitely, please add a bigger thing to announce the winner :)

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OotF: Arena
« Reply #9 on: January 04, 2013, 10:18:26 AM »
Okay, will do it for 1.5!

Anyway, looks like I haven't announce it yet, but OotF is bound to be updated everyweek(Sunday) adding items, balances, and other stuffs. Which is already proven since it already reached 1.4.1

Actually for this small project, weekly update is already damn long, but I just need to keep distance on updates so its everyweek.

« Last Edit: January 05, 2013, 06:07:48 AM by sonofjay »
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OotF Arena
« Reply #10 on: March 17, 2013, 09:41:44 AM »
« Last Edit: April 14, 2013, 07:59:15 AM by moyack »
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OotF Arena
« Reply #11 on: March 17, 2013, 11:39:58 AM »
Is this support for single player too? Because i'll be lonely without AI in single player mod!

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OotF Arena
« Reply #12 on: March 17, 2013, 11:40:31 AM »
I already made a ai on version 1.2 which is the most latest version atm. Check it out!
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OotF Arena
« Reply #13 on: March 17, 2013, 11:41:03 AM »
Well. the road is just a circle, it's hard to run for your life with only a circle like that, can you make some shortcut road to use more tactic.
- You can use Hardened Skin ability of Mountain Giant to reduced damage taken to 1 instead of using Invulnerable for Deflect. Defend is meaning get a hit but take no damage, it look more convincing than enemy didn't attack you at all.When using defend, you add that ability to that unit for 1 second then removed it when the spell end
- I like the knock back when you get hit, of course when unit have Hardened Skin ability and in defend state, it shouldn't get knock back at all
- The terrain look very good for a RPG map, but not good for arena map because it's quite hard to realize where is your enemy among tons of flame and colorful stone!

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OotF Arena
« Reply #14 on: March 17, 2013, 11:41:53 AM »
-3rd patch for the terrain is coming soon expanding the current area to about 30-70%
-Okay will put that on priority.
-Well my purpose is to bring players to a whole new experience of terrain that probably never seen before on a arena map. And well, i'm always being asked to make a rpg, but its too much for me.(Proof is my drop project 'TSOVE') RPG is just damn big for a one man so let me bring my talent to a more simpler genre that I can finish.

And thanks for the feedback! Hows the ai btw? Also 1.2.1 will be uploaded in a minute, I just tweak the ai a bit since they're not using the ulti on 1.2.
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« Reply #15 on: March 17, 2013, 11:42:34 AM »
Well you should teach the AI using shoot spell from long distance, since it cant lock on at fraraway enemy when using throw spear.

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« Reply #16 on: March 17, 2013, 11:52:26 AM »
Yeah i'm taking that on 'one of the priority for 1.3', the throw spear is the only spell that the  ai can't use.
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OotF Arena
« Reply #17 on: March 17, 2013, 11:53:15 AM »
- Some ally playmode 'll be good.
- Add a checking damage system so you can know which attach hit normal unit and which hit a defend unit!

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« Reply #18 on: March 17, 2013, 11:53:58 AM »
Map updated to 1.3
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« Reply #19 on: March 17, 2013, 11:55:15 AM »
I'll check it out this night :D

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« Reply #20 on: March 17, 2013, 11:56:05 AM »
Hope you haven't download the map yet since I just updated it to 1.4.1!
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« Reply #21 on: March 17, 2013, 11:56:17 AM »

We can give you full hosting for your projects, a complete page!!

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Use Dropbox...

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« Reply #22 on: March 17, 2013, 11:56:51 AM »
Thanks a lot!
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« Reply #23 on: March 17, 2013, 11:57:22 AM »
BTW, update an screenshot here :D

EDIT: Added it for you ;) and updated the download link...

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OotF Arena
« Reply #24 on: April 13, 2013, 03:13:50 AM »
Version 1.5 is now up!

Changelog:

1.5

[System]
-Added a new system [Run/Walk]

Players can now make their 'Knight' run by double clicking at a point. Continuesly drains mana while running.

[Items]
-2 New items added

[Lightning Hammer

The holder will have the ability to conjure an orb that will move in a straight line that will strike any enemy units along the pathway dealing 2*int of the holder. Deals explosion damage once it has travel 1200 range or hits the map boundary dealing another 3*int of the holder as damage.]


[Soul Extractor

Gives its holder to extract the soul of its target. The extracted soul is connected to its owner means damaging the soul is equal to damaging its owner and gives additional 15 damage to its holder.]

-Minor item balancing

[Ghostwalker's evasion rate increased to 15 from 10.]
[Boots of Speed movement speed addition decrease to 40 from 60.]
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