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General Category => Hammerwatch Discussion => Topic started by: Hipshot on February 06, 2014, 10:36:28 AM

Title: Temple of the Sun - some spoilers in here.
Post by: Hipshot on February 06, 2014, 10:36:28 AM
Here's some information about the desert campaign, it's still a while before this is done, but at least you know a little more! This could be seen as a major spoiler both on some graphics, but also how the entire campaign works, so people who really cares should not read below this.



The campaign takes place around and inside the Sun Temple just outside the town Sunspot in the arid desert of Aridara (I'll show you the "HW-world map" sometime in the very very distant future).

Ok, so the primary themes you will be playing inside are, the Desert (h), Temple (g) and Cave (e) settings. You start out in the desert, this is also where all vendors will be located, most npcs and such. Caves uses these zelda-ish flowers instead of barrels and vases, there's much more vegetation and it uses raisable bridges instead of doors. The temple design is compared to the cave more similar to the original hw campaign, it uses much more traps and difficult enemies. These themes are shown below.

(http://zfight.com/misc/images/hammerwatch/2014/february/desert.png)(http://zfight.com/misc/images/hammerwatch/2014/february/temple.png)(http://zfight.com/misc/images/hammerwatch/2014/february/cave.png)

The level progression isn't as linear as it was in the old campaign, it's more free now and you will be returning to levels already completed, later in the game, both by choice and as a requirement, there will not be any such thing as a block that will prevent you from returning to a previous level after you completed a boss - if you forgot something you can go back and get it. The picture below describes it better, where the red ones are natural progression, dark red are shortcuts activated later and blue are teleport shortcuts.

(http://zfight.com/misc/images/hammerwatch/2014/february/progression.png)

The teleports that takes you to back from the hub level needs to be activated from the level you want to travel back to, for example, if you want to go back to the second cave level, you need to find and activate the teleport there, if you don't you will need to walk the long way back through the first cave level. Teleports are activated through a special teleport rune key, you are never required to activate them, but it will make it much easier for you!

Difficulty level is higher, for several reasons, both because it's less levels and also because it's more free. Less levels means that enemies gets more difficult faster and things deal more damage earlier.

(http://zfight.com/misc/images/hammerwatch/2014/february/diframp.png)

The second factor here is how you choose to level up your character, the vendor system in this campaign is completely different from how it was in the original, where you met vendors as you went along and they always became better and better and you could just buy whatever you wanted when you found them. Here you collect minerals that you use to level up the vendors, you are free to level them however you want, so you could just level the damage vendor to level 5 as soon as possible, however, while this will grant you possible excessive damage, it will also hinder you from gaining walk speed, armor, health, mana and combo, so you unless you plan on taking little to no damage, this might be a bad choice, also, money is still a restriction, leveling something to level 5 will most likely keep you from buying all those level 5 upgrades anyway. There's not gonna be minerals to level up all vendors to level 5 and there's not gonna be enough money to buy everything in the game - so it's a bit trail by error here for people playing it the first time (I had a small idea about refunding and reusing minerals, but I don't think it's such a good idea in the end).

The HUD will represent some of these changes, like the mirrors that are part of the quest inside the temple, the teleport rune keys and the minerals used to level vendors, the bronze key has been removed completely.

(http://zfight.com/misc/images/hammerwatch/2014/february/newhud.png)

Some other random information is that it's going to be two bosses, new traps, new enemies with new behaviors, a new bonus level, a stronger story and lore and more randomized sections and parts, new achievements and some easter eggs.



Things not attached to the campaign itself is the two new classes of course, with first and foremost the thief (he was the rogue before), he has smoke bombs and throws daggers, he also gathers more gold than other players, but also spends gold with some of his skills, those skills are really good but you might want to save your money too and not over use them. There's really no information about the priest, other than that I want him to redefine how you heal other characters and also reflect this into scoring, but it's up to myran to design them, the graphics isn't made yet, but it's underway, at least I can show the thief, the design is based upon the Defias from wow.

(http://zfight.com/misc/images/hammerwatch/2014/february/thief.png)
Title: Re: Temple of the Sun - some spoilers in here.
Post by: jagetzu on February 06, 2014, 12:01:03 PM
Looks awesome! Can't wait to play the new levels :)
Title: Re: Temple of the Sun - some spoilers in here.
Post by: NekoBaron on February 06, 2014, 12:04:38 PM
I want that temple set to use for my campaign :p.

The desert set is kind of flat looking colour wise though, would like to see a bit of colour variation.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Enjay on February 06, 2014, 12:47:41 PM
would like to see a bit of colour variation.

I like this for reasons.

That all looks amazing! Looking forward to more assets to have fun with, as well as an excuse to get my friends back together and play more HammerWatch.

With this campaign are you planning on releasing the editor files, like you did with the original campaign? There are some things I already see that I'd be interested in recreating, such as the custom hud elements and such.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Hipshot on February 06, 2014, 01:26:48 PM
There will be more colors to it, with more npcs and probably some tents and whatnot.

You can create a custom hud now if you want and those things you see there and all things connected to them are made out of keys and doors. You can create new keys easily and put them up there.
But to answer your question, when it's realeased, I will most likely release the map files too, so people can watch how things are made.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Enjay on February 07, 2014, 03:23:05 AM
Awesome to know! Thanks for supporting us all Hipshot :D
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Prem on February 27, 2014, 06:12:04 PM
Wow, this looks awesome!  I can't wait to play it.  When do you think it will be complete?  I really like the new class too!  That'll be the first thing I play through as!
Title: Re: Temple of the Sun - some spoilers in here.
Post by: fernandoloco on March 18, 2014, 11:25:23 PM
Awesome job!
Is this official content?. Will also available for those who buy the Steam version? And how will we have it? Monetary DLC?
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Hipshot on March 19, 2014, 10:19:32 AM
This is official content, it will be for free and released for all versions of the game.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: fernandoloco on March 19, 2014, 10:47:41 AM
This is official content, it will be for free and released for all versions of the game.

I... no wait... I... ¡I love you!  ;D

I can not wait to play this, an awesome job.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Flygar Stenen on March 30, 2014, 04:39:55 PM
Do you have any idea of when this will be released? Looks so awesome that I can't wait to do the new campaign AND try out Thief!
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Hipshot on March 31, 2014, 03:44:07 PM
No, I don't. It's being built more like a real rpg campaign with a small quest structure but with in the frames of this game.

For example, right now I'm creating a small quest prefab vendor that requires you to find her lost frying pan, when you do she allows you to purchase potions and such (the regular potion vendor), but she will also sometimes randomly give you a fruit or something that she prepared with the her pan. You don't need to find that pan, but if you don't you won't be able to buy extra lives and potions.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Flygar Stenen on March 31, 2014, 08:02:46 PM
Wow, that just makes me want it even more!

Keep up the good work, and are this going to count as a campaign (for achiement purposes, more specific, "Genocide") and will there be new achievements, because I think that the quest thing really opens alot of achievent possibilities (for example "Complete all Quests in the "Temple of the Sun" campaign).

Hope you don't hit too many bugs so that it will go as smooth as possible :)
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Hipshot on April 01, 2014, 05:31:37 PM
New achievements, new easter eggs and a new bonus level.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Myran on April 02, 2014, 05:40:47 PM
It will also count towards the money and kills achievements though.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Sol Morningstar on April 02, 2014, 10:42:22 PM
ahhhggg I'm dying waiting for the new campaign and Ravenwatch XD lol I wish there was some sort of remote estimate for when it will be finished ; ^; lol but seriously though I love this game, I have gotten nearly my entire gaming community to purchase it and they all love it and I can't wait to see what comes to it next, keep up the amazing work :)
Title: Re: Temple of the Sun - some spoilers in here.
Post by: jaZz_KCS on April 20, 2014, 10:37:49 PM
This campaign looks awesome. Can't wait to play it with my friends. We're gonna check out the new class soon.  :)
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Gimlao on May 22, 2014, 12:55:24 PM
Shouldn't this topic be a "sticky" one ?
Title: Re: Temple of the Sun - some spoilers in here.
Post by: NekoBaron on May 22, 2014, 03:07:36 PM
I'm guessing its not sticky because it has spoilers / unfinished and is only really to give people and idea of what they've been doing instead of announcing its finished or anything like that.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Hipshot on May 22, 2014, 05:04:12 PM
It's not sticky, for the reasons Neko said and it's subject of change, perhaps.

Here's the priest, in the boss_2 level.
(http://zfight.com/misc/images/hammerwatch/2014/may/priest.png)
Title: Re: Temple of the Sun - some spoilers in here.
Post by: doonz on May 24, 2014, 11:41:16 AM
what skills will the priest have?  8)
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Lorencia on May 24, 2014, 01:47:00 PM
Great idea! I like that this campaign difficulty is growing up faster than in the original one. Tilesets are beautiful. As doonz I'm also wondering about priest's skills :) Will it contain teambuffs or something similar?
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Hipshot on May 24, 2014, 02:14:55 PM
Priest is:

Active:

Smite (like a ranged attack that strikes directly)
Holy Beam (a constant beam that damages foes and heals friends)
Cripple Aura (slows and reduces damage on enemies close by)
Draining Field (an area on the ground that deals damage to enemies within and also heals players inside as long as the field deals damage)

Passive:
Mana Shield (reduces damage but also reduces mana)
Health Regeneration (a constant health regeneration, like the modifier)


From now on, the paladin heals within this area:
(http://zfight.com/misc/images/hammerwatch/2014/may/paladin_heal.png)
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Lorencia on May 24, 2014, 03:20:44 PM
Mana shield for priest is really an excellent idea, I like that the most. On the other hand, palladin skill change(healing in specified radius) will surely make  the team stick together even more and cooperate more; that's a neat trick. I have a question though; will the healing radius be longer after the skill upgrades?
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Hipshot on May 24, 2014, 04:17:21 PM
No, the radius is as the outer ring here, all the time.

Yea, what we do now is forcing people to get closer for heal, but I'm not sure it will affect good players that much, since they require less or no extra heal except for the regular food that's on the levels. I'm sure it could be a thing in bossfights, but then again, good players don't really lose that many lives out in the field so they can waste a few ones on the bosses w/o caring.
If the priest and paladin would also give out a buff then I'm sure good players would stick around too.

The only downside from healing others is if you care about score, cause 'damage' dealt as heal doesn't count in the scoring but you take time to heal instead of killing other things.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Lorencia on May 24, 2014, 04:37:26 PM
On the other hand, players sticking out of team and playing as lone wolves incautiously(meant the ones who are dying along all the time while doing it) can't be called good players(and I've meet few people having such a behaviour). Such people will have more reasons to change their behaviour now. The other good thing about radius on paladin heal is that it will now be more difficult to cast this skill. And difficulty, in this case, makes the game more enjoyable.

Yup, just as you've said Hipshot, if the priest and paladin would also give out a buff then I'm sure good players would stick around too. But I bet along with the addition of buffs the game should be rebalanced over again. And rebalancing a game surely ain't easy matter, and dealing with it would take a lot of time. Still, I would be looking forward for addition such as player buffs.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Hipshot on June 10, 2014, 10:22:47 AM
This is a new change to the hud system and game, that let's you toggle hud elements from the game, a much appriciated feature, since it more or less allows you to add texts, icons whatever when ever or where ever you want them. Like I've done here below, this is three quests in the desert, finding the pickaxe, the frying pan and the pump lever, below the pickaxe quest is shown, I also display a small text next to the icon that says updated or complete.

(http://zfight.com/misc/images/hammerwatch/2014/june/quests.png)

1: Start the campaign, quest passive state
2: Found the pickaxe, quest updated
3: Been applied/used, quest completed





This is the menus/gui/hud.xml code for it:

Code: XML
  1.                         <flag anchor="100% 50%" flag="quest_bar">      
  2.                                 <sprite anchor="100% 50%" image="menus/hud.xml:quest-bar">                     
  3.                                         <flag offset="4 26" flag="quest_pickaxe_icon_updated"> 
  4.                                                 <sprite image="menus/hud.xml:quest-pickaxe"></sprite>
  5.                                                 <flag flag="quest_pickaxe_text_updated"><text offset="-40 2" text="quest.updated" font="menus/px-10.xml"/></flag>
  6.                                         </flag>
  7.                                         <flag offset="4 39" flag="quest_pan_icon_updated">     
  8.                                                 <sprite image="menus/hud.xml:quest-pan"></sprite>      
  9.                                                 <flag flag="quest_pan_text_updated"><text offset="-40 3" text="quest.updated" font="menus/px-10.xml"/></flag>
  10.                                         </flag>
  11.                                         <flag offset="6 55" flag="quest_lever_icon_updated">   
  12.                                                 <sprite image="menus/hud.xml:quest-lever"></sprite>
  13.                                                 <flag flag="quest_lever_text_updated"><text offset="-42 0" text="quest.updated" font="menus/px-10.xml"/></flag>
  14.                                         </flag>        
  15.                                         <flag offset="3 26" flag="quest_pickaxe_icon_complete">
  16.                                                 <sprite image="menus/hud.xml:quest-complete"></sprite>
  17.                                                 <flag flag="quest_pickaxe_text_complete"><text offset="-41 2" text="quest.complete" font="menus/px-10.xml"/></flag>            
  18.                                         </flag>
  19.                                         <flag offset="3 39" flag="quest_pan_icon_complete">    
  20.                                                 <sprite image="menus/hud.xml:quest-complete"></sprite>
  21.                                                 <flag flag="quest_pan_text_complete"><text offset="-41 3" text="quest.complete" font="menus/px-10.xml"/></flag>        
  22.                                         </flag>        
  23.                                         <flag offset="3 51" flag="quest_lever_icon_complete">  
  24.                                                 <sprite image="menus/hud.xml:quest-complete"></sprite>
  25.                                                 <flag flag="quest_lever_text_complete"><text offset="-41 4" text="quest.complete" font="menus/px-10.xml"/></flag>      
  26.                                         </flag>                                                                                                                                                                
  27.                                 </sprite>
  28.                         </flag>

Then in the game, I first call upon the event quest_bar with a SetGlobalFlag, that one displays the background, then I just do the rest when something happens in the game.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: MadMan on June 11, 2014, 06:58:34 PM
Wow, that quest HUD will be so useful for my map, i have a tonne of quests in my map. When is this update coming out, any specific dates?
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Hipshot on June 12, 2014, 08:32:09 AM
The HUD change really isn't bound to the desert, it's just a new system and should therefore be released with the workshop and priest-class, I don't have a date for that, but it's before this level at least.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Hipshot on June 24, 2014, 03:41:28 PM
Ok, this is a huge spoiler, but it shows the last boss of the campaign and the area where he will be, w/o lighting.

Don't click here if you care:
http://zfight.com/misc/images/hammerwatch/2014/june/boss_anubis.png

Title: Re: Temple of the Sun - some spoilers in here.
Post by: MadMan on June 24, 2014, 04:43:31 PM
Sorry, but i am not allowed to view spoiler contents.

???
Title: Re: Temple of the Sun - some spoilers in here.
Post by: NekoBaron on June 24, 2014, 05:05:02 PM
I get the same but you can hit quote on the post and find the link that way.
Title: Re: Temple of the Sun - some spoilers in here.
Post by: gfan on June 25, 2014, 02:30:52 AM
Any chance we can get an ETA on when the priest class will be available?
Title: Re: Temple of the Sun - some spoilers in here.
Post by: Hipshot on June 30, 2014, 10:50:54 AM
Why didn't the spoiler tag work?

@gfan, the Priest will be out in the next patch, maybe this week or the next.