[MiniGame] One in the Quiver (REMASTER)

One in the Quiver (REMASTER)


Hello guys,
I want to show you, my work named One in the Quiver - DotA remaster. This custom game and everything about it (webpage etc.) is still in progress, but the basics are done.

Anyway... something about it:
The idea of this game is my inspiration in other game and I try to improve it and planted it into a DotA custom game. There are 5 heroes and each hero has 1 specific spell for him. They also have their primary spell and ultimate spell, which are same for all.
The game is based on your primary spell. In original it is bow with arrow, but in my DotA remaster it is a shuriken, because arrow looks bad. :-)
Hero has default 20 HP and 3-6 DMG - depends on hero. The shuriken deals 20 damage - it means instakill (unless you have any special rare HP item). Distance of the shuriken is longer the longer it is charged - like a bow.

There are lots of items presented as additinal spell. Yes... and there is 1 important thing. Your inventory is splitted into 2 groups - SAFE (2 slots) & DANGER (4 slots). If you die, 1 of the 4 items (in the DANGER slots) will be dropped and x% chance to drop next item, but it is very small chance. I want to create a game without % change as possible.

Now, I need to create a map for a playing, recolor some models, paint some wallpapers, webpage etc. And very important thing is ending of the game. The game will take approximately 10 minutes and I want to create voting system on the end for repeat a game.

And thats it :-) It is some kind of fighter minigame.

So, If I create something new, so I share it here.
Finished elements: Completly custom GUI, spells, heroes, basic bunch of items, start of the game

I hope you enjoy this idea of my work.
Im sorry for my english if there is something wrong.. that is my weak point a little bit. :)

Comments

  • Posts: 32

    There is a small game view, how it looks. :-)

    enter image description here

  • Posts: 412

    That's some slick UI!

  • Posts: 188

    What he said.

  • Posts: 32

    The first battle arena is almost done!
    I want to create random map selection. It means, map will be random selected from a list of maps before game starts. I'm not sure if it is possible, but I will try. :-)
    oasis_attack

  • Posts: 1,670

    map will be random selected from a list of maps before game starts.

    Unless you map all the maps inside your map (heh), that's not possible.

    The concept of Modding Community doesn't go well together with Competitive Business
    My Project Page || My GitHub Profile ||

  • edited July 2016 Posts: 32

    Okay :/ Thanks for your reply. :-)

  • Posts: 32

    map will be random selected from a list of maps before game starts.

    Unless you map all the maps inside your map (heh), that's not possible.

    Well, I was thinking about it. Map can be scaled up and my arenas can not be big. If the map is in 128x128 grid, I would create approximately 5 or 6 differt arenas.

    Yes, there is a problem with spawns. I have 1 method which works. 10-15 spawnpoints for each map is enough and there is no requirement for different team spawns. So... After you pick a hero, you die (player see nothing). Respawn location is set according to respawn table with vector values. There is table for each map and the location is choosen randomly. If hero die next time, he is respawned randomly again.

    I think it could be ok. But, if you know how to spawn hero with my vector location without die in LUA after hero pick, that would be fine. It's not important because player cannot see deaths - only kills. But there is still hidden number with his death. :/ :P

    And the last thing, I'm not sure about the map, the map can be too large and cause some lags or FPS drop.

    Thank you for your reply. :smirk:

  • edited July 2016 Posts: 32

    I have created a new method of spawning. After you pick a hero, there is a special respawn time just for start of the game. You are spawned in small room (LOBBY ROOM) and after 5 the special respawn time, you are relocated into correct arena. I had a problem with camera target, but i got it. I think it's not the best way, but it works nad I'm satisfied. :)

    JS camera target script:

    "use strict";
    
    // if you want keep camera on target - disable Schedule
    function InitialCameraRelocate()
    {
        var hero = Players.GetPlayerHeroEntityIndex( Players.GetLocalPlayer() );
        InitialCameraRelocate_targetOn(hero);
    
        // set cycle for delay action
        var delay = $.Schedule( 0.5, InitialCameraRelocate );
        var delay_process = $("#CustomEvent_InitialCamera_Delay").GetAttributeInt("delay_process",0);
        //$.Msg(delay_process);
    
        // seconds to relocate
        var start_respawn_time = 5;
    
        // untarget camera after start_respawn_time + 1/2sec. for relocate delay
        if( delay_process >= ((start_respawn_time * 2) +1) )
        {
            $.CancelScheduled( delay, InitialCameraRelocate );
            InitialCameraRelocate_targetOff();
        }
    
        // increment number calculating delay
        var delay_process_incremented = delay_process + 1;
        $("#CustomEvent_InitialCamera_Delay").SetAttributeInt("delay_process", delay_process_incremented);
    }
    
    function InitialCameraRelocate_targetOn( hero )
    {
        GameUI.SetCameraTarget( hero );
    }
    
    function InitialCameraRelocate_targetOff()
    {
        GameUI.SetCameraTarget( -1 );
    }
    
    (function () {
        InitialCameraRelocate();
    })();
    

    Now, i want to create a large map with some arenas. I'm not sure about lags and etc. as I said earlier. Tell me your experience if you have map in 128x128 grid. If it causes fps drop or not in practice. Thank you. :)

  • Posts: 32

    I made a large map for multiple arenas. And there is some preview from lobby room.

    Link: http://imgur.com/a/XimvA

  • Posts: 412

    By the way there is a new method for camera relocation we've discovered: GameUI.SetCameraTargetPosition(vec3 array, float time)

  • Posts: 32

    Okey, thank you :smirk: I will try to rework my function.

  • edited July 2016 Posts: 858

    Keep in mind that, while I have nothing morally against it since LoL (Edit: Not LoL, actually LoI who ripped it from some other source I can't search for) is trash, you should be prepared to replace those assets in the event of a DMCA notice.

    MAKE CUSTOM GAMES GREAT AGAIN

    Finished-
    kv checker - https://arhowk.github.io
    panorama video series - https://moddota.com/forums/discussion/2021/inclusive-panorama-tutorial-quest-box

    My pet project This Cursed World/Crestfallen (name pending)
    https://moddota.com/forums/discussion/986/this-cursed-world-rpg#latest

  • Posts: 412

    What are you talking about, I haven't noticed any LoL assets?

  • edited July 2016 Posts: 858

    It wasn't LoL (the website tries to make itself look alot like LoL so i was confused) (but that game is SUPER chinese so i wouldn't doubt it if those assets are ripped and i just rev searched another ripper lol)

    I only sourced the 1 skill icon (Q) because I didn't feel like digging through all of the rev. search results and it was from that webpage.

    MAKE CUSTOM GAMES GREAT AGAIN

    Finished-
    kv checker - https://arhowk.github.io
    panorama video series - https://moddota.com/forums/discussion/2021/inclusive-panorama-tutorial-quest-box

    My pet project This Cursed World/Crestfallen (name pending)
    https://moddota.com/forums/discussion/986/this-cursed-world-rpg#latest

  • Posts: 32

    I dont know how Lol's spells looks like, because I don't like it. But... All my spell or item icons are from Pinterest and some of them are edited, repainted.
    There is a source: link
    I am careful about this - DotA & LoL. I know, it can be very bad for me if I use something from LoL.
    I use these icons, because they looks good, they are for free and for save some time.
    Anyway, I can paint some new one in the future.

  • Posts: 32

    you should be prepared to replace those assets in the event of a DMCA notice.

    Here is my respository on GiHub with icons. Do you think I cannot use them due to copyright, DMCA, etc?
    /Source link to spellicons is above this post.

  • Posts: 858

    I'm not saying don't do it but that pinterest link is just a collection of stolen spell icons. I don't think it will ever affect you (see Realm of Chaos- that has ripped world & sound assets yet it even got a battle pass) but it's just something to be aware of that it is technically a violation of the SSA

    MAKE CUSTOM GAMES GREAT AGAIN

    Finished-
    kv checker - https://arhowk.github.io
    panorama video series - https://moddota.com/forums/discussion/2021/inclusive-panorama-tutorial-quest-box

    My pet project This Cursed World/Crestfallen (name pending)
    https://moddota.com/forums/discussion/986/this-cursed-world-rpg#latest

  • Posts: 32

    Working on custom hero selection.

    http://i.imgur.com/w4ONSxN.png

  • Posts: 32

    Implementation into the game:
    http://i.imgur.com/HldBN9X.gif
    There is one problem with portrait. WebM format doesn't work for me. This is result:
    http://imgur.com/adQQZP4

    <Movie class='portrait' src="file://{resources}/videos/heroes/npc_dota_hero_jumper.webm" repeat="true" autoplay="onload" />
    


    1 GIF has ~1.5-2MB unlike WebM which has 250kB. Im not sure if it is possible to have custom portrait. Tell me, if someone has this experience.

  • Posts: 412

    Might be your encoding or something? Not sure, look at the default hero webms for an example

  • edited July 2016 Posts: 858

    If you're looking for just the default hero's stand stance, than you can use a DOTAHeroMovie

    also, I love what you have so far! (As long as you have plans to fill that empty space on the sides :) )

    MAKE CUSTOM GAMES GREAT AGAIN

    Finished-
    kv checker - https://arhowk.github.io
    panorama video series - https://moddota.com/forums/discussion/2021/inclusive-panorama-tutorial-quest-box

    My pet project This Cursed World/Crestfallen (name pending)
    https://moddota.com/forums/discussion/986/this-cursed-world-rpg#latest

  • Posts: 32

    Might be your encoding or something? Not sure, look at the default hero webms for an example

    I have base video in .wmv and I use this to convert the video to WebM format (I tried some online converter - result is the same). I try to looking for some default webms, but I find only .usm format in portrait folder via GCFScape. I cannot find any converter for USM.

    If you're looking for just the default hero's stand stance, than you can use a DOTAHeroMovie also, I love what you have so far! (As long as you have plans to fill that empty space on the sides )

    Propably, I use these empty sides for some information tables or preview for team hero selection etc. The game is free for all so far, but I want to create mode for teams in the future and these sides can be used for some additional information. :smirk:

  • Posts: 125

    @Frixs just converted .mp4 to .webm using ffmpeg and it's works in panorama.

  • Posts: 32

    @Frixs just converted .mp4 to .webm using ffmpeg and it's works in panorama.

    The same result again. :/ I also tried DOTAHeroMovie, but nothing appeared.

  • edited August 2016 Posts: 32

    Hi, I'm a little bit bussy this month. However I've created some new functionality like drop & loot system, custom hero selection or rematch functionality.
    If I'm right, there is only team selection screen and more items for deeper gaming experience to do to launch the game into alpha testing.

    There are also some repainted ability & item icons: Gallery of icons :smirk:

  • If it's still helpful for you I used

    ffmpeg -i 2.mp4 -vf scale=512x512,setdar=1/1 -c:v libvpx -crf 10 -b:v 2M -c:a libvorbis test.webm

    to fix the artifacts you have encountered.

  • Well disregard that, you can't use webms from the vpk in the game anyway.