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Marcher Lords

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Story
Following the ultimate triumph of the Alliance of Lordaeron over Doomhammer's Horde, the scattered refugees of the First War slowly drift back into southern Azeroth after a lengthy exile. However, fortune has yet more trials in store for these hardy survivors, as they are soon to realize that homecoming is not without its own perils. The defeat and pacification of the orcs, far from priming the lands of Stormwind for recolonization, has created a power vacuum into which local warlords and brigands have surged, seizing control of lands and fortresses once held by the noble houses. Compounding this situation, the houses themselves are unable to agree upon rightful ownership, and so two factions, the venerable House of Altmark, and the esteemed House of Nordmark, square off in the border marches east of Redridge. Here, the Marcher Lords ready themselves for battle with both their erstwhile allies and the bandit usurpers, as they seek to bring these fertile lands under their own dominion. The call to arms has been raised!


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Overview
Marcher Lords is a multi-class team-based strategy game taking place in a loosely medievalized setting. My overarching goal was to create an RTS experience built from the ground up to explore some of the unique gameplay possibilities of large team formats, such as leveraging the skill gaps between players as a positive catalyst for immersion and emergent narrative while simultaneously cultivating a (somewhat relaxed) sense of competition. Finally, I really wanted to do something with a richly medieval theme, as sieging and defending castles across a dynamic battlefield is just too awesome. Towards that end, Marcher Lords is absolutely chock full of delicious castle-y goodness!





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Core Features

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"Feudal" Teamplay
Marcher Lords offers semi-autonomous 4v4 teamplay, contrasting frequent periods of solo activity with sporadic cooperative operations, heavily regulating communication (i.e. vision), and offering two distinct player classes to promote a unique style of teamplay.​

Marcher Lord - The idea here is for you, the player, to don the figurative spurs of a feudal lord, spending much of your time carving out a mini-empire of your own, yet ever-ready to saddle up and answer the call-to-arms of your liege lord. Your primary tasks are assembling vast warbands, besieging/defending castles, and battling rival lords and brigands in the field. There are also numerous non-combat activities such as counter-espionage and caravan escort which both encourage player cooperation and strengthen the map's medieval theme. Furthermore, Marcher Lords may freely mix and match three avatar specialization lines (Battlemaster, Horseman, and Engineer) while simultaneously making the choice to focus upon either castle development or mercenary recruitment. Each side may field up to three Marcher Lords.
Royal Castellan - If you wish to serve in a more administrative role, then this is the class for you! As a Castellan, you will be tasked with running trade caravans (daytime), maintaining a spy network (nighttime), and generally helping your teammates coordinate operations more effectively. However, Castellans are not themselves able to field armies, nor are they able to capture their own castles, for the King is ever wary of too much power being concentrated in one person's hands! Both teams are permitted a single Royal Castellan.


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Epic Siege Battles
The map is dotted with castles (of both stone and earth & timber varieties), which offer many opportunities for both swift capture of under-garrisoned fortifications through direct assault, or lengthier sieges of attrition to starve out heavily defended locations. If you chose the former option, you have six siege engines (such as siege towers, rams, and trebuchets) to choose from, which are constructed on-site and supplied by a forward siege camp, while if the situation requires the latter approach, you may enlist the help of covert agents in poisoning water supplies as you tighten your blockade. Just be sure no merchant caravans slip through your lines and resupply the enemy keep!​

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Redesigned Combat System
In order to suit the map's medieval theme, I've totally redone the game's combat dynamics, transitioning onto a system which broadly distinguishes between four semi-historical unit classes. Melee(Infantry), Spear(Infantry), Cavalry, and Ranged troop classes are offered, spread out amongst 26 different unit types (as well as 9 possible hero types) which the player may choose from. Compared to Warcraft 3, the overall combat style places much more emphasis on "macro level microing" of groups of units (as opposed to individual units) through positioning and timing of powerful, short duration abilities. As an example, units from the heavy cavalry sub-class possess a Charge ability, which begins a short period of accumulating momentum. Upon reaching a certain threshold the unit will enter full charge, receiving a very large buff to movement speed, and causing immediate damage and knockback to any enemy formations it comes in contact with. However, this window of opportunity is somewhat brief, meaning charge too early and your troops will tire and return to a trot before reaching their target, charge too late and they won't have enough time to reach a proper speed. My hope is that players find the combat style engaging, appropriate to the setting (i.e. flavorful), and sufficiently distinct from the Warcraft 3 Melee experience.​

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"Cat & Mouse" Espionage
Espionage in Marcher Lords is generally comprised of three facets; reconnaissance, sabotage, and counter-espionage. These tasks are in turn largely handled by Scouts, Spies, and Inquistors, respectively. The Scout spends much of her time camouflaged in the forest, observing enemy troop positions from relative safety and periodically broadcasting her vision to allies, helping them coordinate their activites. Assisting them in a different sort of way, the Spy infiltrates rival castles, seeking to sabotage (reducing armor and vision), poison, or even plant volatile explosives inside enemy structures. Finally, the Inquisitor specializes in putting a stop to all this mayhem by rooting out these agents, as she possesses an uncanny sixth sense (read: paranoia!) for detecting their presence. Lending even more of a dynamic feel to this tense game of cat and mouse is the fact that most stealth abilities are tied to the day/night cycle.​

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Merchant Caravans
The centerpiece of Marcher Lords' trade system is the caravan. Assembling and leading great mule trains, the Merchant hero journeys across the vast marches so that he may hitch his caravan at distant (and ludicrously profitable!) markets, all the while carefully managing the fatigue of his animals by visiting watering holes, making sure they stay well fed, and endeavoring not to overburden them with too much cargo. He must be ever wary of the rising moon however, for a homeward bound caravan returning from a long journey, weary and laden with exotic goods, proves an irresistible target for robbers and bandits who relish the opportunity to go about their nefarious work under cover of darkness.​



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Paranoid Inquisitor

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Caravan Laden with Goods

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Royal Keep (Infiltrated by Saboteur)

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Earth & Timber Fort

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Heavy Cavalry at Full Charge

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More videos coming soon . . . and I don't mean http://www.wowwiki.com/Soon!


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Updated main post with a new splash screen. Any project-related comments or advice for improving the post layout would be greatly appreciated. :thumbs_up:
 
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Well I'm really close to releasing a beta :grin:, and thought it might be fun to upload a few videos demoing gameplay for the Marcher Lord (~General) and Royal Castellan (~Merchant/Spy). If anyone wanted me to cover something specific, feel free to post your request, as I'll probably be recording them within the next few days, possibly tonight!
 
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Lol! It's funny you mention those stairs, since I was just looking the ss and thinking I might redo it. What do you mean by alpha tile though? A transparent terrain brush? I actually want to have the dirt peeking through between the planks for that organic look, and was leaning towards redoing it manually with lots of little planks and angled palisade sections. The super-stretched staircase is more or less a placeholder, however it will be pretty labor intensive to redo all thirty of them and I'll probably just rig up one fort for ss purposes, at least initially. Fortunately, you don't notice them as much in game.
 
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Main post updated with a gameplay trailer! :grin:

Comments/suggestions, anyone? This was my first ever attempt at throwing a video together, and I wasn't quite sure how to best capture the viewer's attention; demoing more subtle gameplay like the caravan and spy systems within a trailer proved challenging, as they aren't inherently flashy.
 
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Any updates or how's is it going ?

I need about one or two days to get the map up to speed for some limited beta testing, but at the moment I'm totally swamped with work at school. It's possible I might have it ready for next weekend though.

This looks great, I hope it will be playable over bnet?

I hope so too! :wink: It's coded mostly in vJASS (good amount of plain JASS as well though), and I've tried to keep lag in mind while designing the systems, but only actual bnet testing will tell us for certain how much more optimization and streamlining is necessary.


Anyways, it's great to see people are interested in the project and as always the comments are much appreciated. :thumbs_up: Also, if anyone reading is available for some closed beta testing, please post here and let me know!
 
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Alright, I'm back and ready to get this baby released! Presently, looking to hold some testing sessions on Northrend this Friday. If anyone wants to suggest a different server/service, however, I'd consider hosting elsewhere. It's fairly polished, and I could probably release it as a beta right now, but we need to play through a few full-house test matches before I'm comfortable there aren't any huge bugs munching on the code!
 
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I wouldnt want to put my name down as a tester because my internet speed seems so sporadic lately but would definitely like to play this over Bnet, I'm so bored of all the usual games being played through MMH at the moment, would be good to try a new, good quality map.
 
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Thanks for the responses and testing interest everyone! I'll be on Northrend in a few hours to host.

@Drunken_Jackal: Incidentally, I've been playing tons of Civ IV this week :wink:.
In Marcher Lords, there isn't a religion system per se, but the Cathedral does have a line of religion-themed upgrades. I had been considering adding a second small selection of mutually exclusive upgrades to that structure which might give off the whole "conversion" vibe. This really only applies to the Merchant/Spy, however, as the Generals don't have any such option; for them the religious benefits would probably take the form of an elite crusader squad or additional ability on the hero. I'd also like to tie it in with a quest of some kind (e.g. carry off relics from x settlements/castles).

There's tons more stuff I want to layer into the game, but thought it would be best at this stage (as it's already fairly complex) to polish up what I have, get it released, and make sure everything plays well before I continue adding more features. Thanks for the feedback!
 
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I'm rescheduling the first testing session for tomorrow in order to finish off some more in-game tutorial stuff. Even though it's a test version, I wanted the experience to be a bit more inviting to newer players.


@Drunken_Jackal: No separate races, but Generals must choose between castle development and mercenary recruitment as they reclaim the land from local brigands. So, player armies tend to reflect that as they become more skewed towards either barbarian or castle troops in their overall composition. Furthermore, Heroes are specialized (with skill points) down three lines: Infantry, Cavalry, or Engineering. This tends to shift your access to these troop types, particularly if you're hiring lots of mercenaries, and on top of that, your Hero will change forms as the game progresses.

As an example, if you place lots of your points into the Cavalry spec as you level up, your Hero will gain a horse and the ability to charge; if you continue to allocate points in this way and also frequently parley with the bandits in order to hire mercenaries, you will eventually become a Khan, wielding a glaive and riding into battle atop a colossal boar. If you had instead plundered barb settlements in order to develop your own castles (relying less on mercs) and gone down the Engineering line, your Hero and army comp would be completely different. As I add more troop options in the future, this "build" diversity should become even more pronounced.

Meanwhile, Margraves (the Red & Blue players) don't even field their own armies, and instead deal in covert agents and trade caravans.
 
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Well I have the test version ready to go, but I don't really know the best the way to go about getting a group together. Are there any popular mapmaking channels on b.net or Garena?
 
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Eventually I would like to add AI, although it will be quite challenging, since much of the gameplay stems from how the players collaborate with one another. Likewise, achieving tactical competence would probably be very computationally intensive (and difficult).

As for playing with 3 players, that would be a little awkward I think, since it's team based and designed for even numbers. Nevertheless, it could still be fun to try if you don't mind the imbalance. I recommend 3v3 or 4v4.
 
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