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[Role Playing Game] ★ Shadows of the Past ★

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Terrain now look like this, more or less...
I still need to edit swamp area, add fog, more envorinment doodads and ofc special and lightning effects.

I will later connect swamp area with level 2 advanced area that will be located next to it, area with ogres and gnolls :)
 

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I finished with abilities, you will find some level easily, but for some you will need to search map to find NPC units that will be able to teach you some ability levels :)

But don't worry all abilities level 1 will be available in camp.
Each class will now start with just 1 ability, you will be able to learn 4 more.

There won't be ability reset in incoming version, but I will add that for sure later.
Test abilities with other classes, you will see how different they are without epic effects and bonus things related to acv level.

New update will come out soon I guess, day or 2.
 
SotP_Orb.png
Progress...
Thursday, Jan 19 2011 21:00
------------------------------------------------------
Guys I made some progress:

-Terrain:
New tiles
New water system effects
New doodads and effects

-Systems:
Basic improvements (Old systems, mostly items)
Book System (new)
Teleport System (Recreated old one)

A lot of small improvements like new models and so on...

http://www.hiveworkshop.com/forums/archive-679/gallery-189946/#post1848397

Enjoy...
 
Level 7
Joined
Feb 27, 2011
Messages
210
SotP_Orb.png
Progress...
Thursday, Jan 19 2011 21:00
------------------------------------------------------
Guys I made some progress:

-Terrain:
New tiles
New water system effects
New doodads and effects

-Systems:
Basic improvements (Old systems, mostly items)
Book System (new)
Teleport System (Recreated old one)

A lot of small improvements like new models and so on...

http://www.hiveworkshop.com/forums/archive-679/gallery-189946/#post1848397

Enjoy...
Book system...Hmmm...:ogre_hurrhurr:
It is through dialogue made ​​of?-_-
 
Sure I will :)

EDIT:

SotP_Orb.png
Progress...
Sunday, Jan 22 2011 01:30
------------------------------------------------------
Area 2 Creeps are added to the system.
- Bandit (Level 4)
- Bandit Enforcer (Level 5)
- Forest Protector (Level 8)
- Forest Guardian (Level 9)
- Kobold (Level 7)
- Kobold Geomancer (Level 8)

Creeps now finally have randomized stats (critical, dodge, bash...).

Terrain has been improved even more now:
110270d1327167867-gallery-7_resize.jpg

110269d1327167406-gallery-6_resize.jpg


More cool stuff coming!
 
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I started re creating terrain again ^_^
More info can be found here: http://www.hiveworkshop.com/forums/shadows-past-678/important-announcement-212100/

Here are some pictures :)

I will remove limitations and boundaries, terrain will be totally unique once when I finish everything. Progress is going well, new creep system is on the way that will handle everything from generating units to item drops when you enter new area.

The_Mirai made awesome progress with SotP history, text size increased 2 times and it's still far from finish, expect it soon as well.

New version should come out on 1.03.2012. so stay tuned :)
 

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Level 10
Joined
Nov 24, 2010
Messages
546
Nice screenies, can't wait to play.
Allthough I found a bugg.
I was playing monk and while I was fighting bear and casted heal he stunned me, game freezed for like 10 seconds and spammed my screen with massages (not sure what they were, it was quite long ago) and after than game continued normally but you should fix that :)
 
SotP_Orb.png
Progress...
Thursday, Feb 23 2011 01:00
------------------------------------------------------
Guys 30% of whole terrain is re-created (pathing blockers are included as well).
Screenshots: http://www.hiveworkshop.com/forums/archive-679/gallery-189946/

New topic: http://www.hiveworkshop.com/forums/...ory-680/units-suggest-your-creep-list-212255/
I'm counting on you ;)

Info about new terrain and gameplay can be found here: http://www.hiveworkshop.com/forums/shadows-past-678/important-announcement-212100/

Have a nice day.
 
Last edited:
Level 4
Joined
Aug 5, 2011
Messages
99
terrain is amazing :D
alot of pathing blockers are missing thow.. u can walk all the way south or east, into that castle thing.
the hotkeys for spellbooks arent marked.
i chose sorcerer and had this lightning strike skill... if i cast it from range it doesnt take aggro, so for bosses i could just hit em from range till they die without em even attacking, also all enemies died from this in a single hit already, which made game a lil too easy.
u can walk through stairs from respawn spot instead of walking on top of em
i only found like 8 different items in total that my class could carry, which is really few.. but there will be more in later vers anyways i guess :p
the quest to kill 20 forest creatures seemed a bit bugged /: it looked like it went up at total random points, not because of kills
 
Level 6
Joined
Mar 26, 2008
Messages
167
I was making a campaign called Shadows of the Past based on a dream I had. Now I'm going to have to rename it. Curse you, -Kobas- *shakes fist*!
 
Level 3
Joined
Mar 24, 2011
Messages
44
hey im kinda new in single player RPG on wc3 so this is my first it looks awesome, ive played it for 10 min and i was stunned it really looks great . oke and now it might be the most stupiest question ever but -save doesnt work what can i do to save my char is isnt that possible at all???
 
SotP_Orb.png
Announcement...
Sunday, Apr 01 2012 21:00
------------------------------------------------------
Hello guys it was a while when I posted some really nice progress news.

I come here to post this HUGE announcement.
Core things are going to change, it's decided.

Terrain finally reached limit, I finally like how it look like.
Time has come for me to move forward fixing gameplay.

Hero classes will be removed.

Yes that's right.
PROXY is working on super cool model that will handle group of animations so I can merge all classes into single one.

But don't worry idea won't be ruined.
Let me explain further.

Magtheridon96 is working on new damage system critical, bash and such things are something common these days so we go even further and add damage classes and resistances as well.

Bugz and Remixer are back and active once again, they are helping me craft idea for new item classes and shits.

And finally I spent 8 hours today making hero stats system.
Here you go small WIP:
attachment.php


It was a while, precisely 1 year when I presented custom warcraft 3 interface and that hero selection system. This thing here has small explanation as well:
JASS:
             //Agility Based
        private static integer SKILL_ATHLETIC     = 1

Increase Movement Speed

        private static integer SKILL_ACROBATICS   = 2

Increase dodge Chance

        private static integer SKILL_MARKSMANSHIP = 3

Add bonus damage when carry bow
Add bonus critical chance when carry bow

        private static integer SKILL_LIGHT ARMOR  = 4

Add bonus armor when carry light armors

            //Strength Based
        private static integer SKILL_BLADE        = 5

Add bonus damage when carry sword/dagger
Add bonus critical chance when carry sword/dagger

        private static integer SKILL_BLUNT        = 6

Add bonus damage when carry axe/hammer
Add bonus critical chance when carry axe/hammer

        private static integer SKILL_BLOCK        = 7

Add bonus armor when carry shield
Add bonus reflection chance

        private static integer SKILL_HEAVYARMOR   = 8

Add bonus armor when carry heavy armors

            //Intelligence Based
        private static integer SKILL_RESTORATION  = 9

Increase spell power when cast heal spells
Increase spell critical chance

        private static integer SKILL_SCHOLARSHIP  = 10

Increase chance to read books on different languages

        private static integer SKILL_DESTRUCTION  = 11

Increase spell power when cast damage spells
Increase spell critical chance

        private static integer SKILL_MYSTICISM    = 12

Increase resistance to elemental magic
Instead of attributes player level up hero stats, and each stat instantly level it's attribute (example blade will level up hero strength).

Items will now require different hero stat to be carried.

I still need to code part where system show hero stats like critical, regeneration rate or item drop chance, but I must wait for damage system first.

Expect more things soon. Stay tuned, cya around.
 
Level 11
Joined
Jul 5, 2010
Messages
779
SotP_Orb.png
Announcement...
Sunday, Apr 01 2012 21:00
------------------------------------------------------
Hello guys it was a while when I posted some really nice progress news.

I come here to post this HUGE announcement.
Core things are going to change, it's decided.

Terrain finally reached limit, I finally like how it look like.
Time has come for me to move forward fixing gameplay.

Hero classes will be removed.

Yes that's right.
PROXY is working on super cool model that will handle group of animations so I can merge all classes into single one.

But don't worry idea won't be ruined.
Let me explain further.

Magtheridon96 is working on new damage system critical, bash and such things are something common these days so we go even further and add damage classes and resistances as well.

Bugz and Remixer are back and active once again, they are helping me craft idea for new item classes and shits.

And finally I spent 8 hours today making hero stats system.
Here you go small WIP:
attachment.php


It was a while, precisely 1 year when I presented custom warcraft 3 interface and that hero selection system. This thing here has small explanation as well:
JASS:
             //Agility Based
        private static integer SKILL_ATHLETIC     = 1

Increase Movement Speed

        private static integer SKILL_ACROBATICS   = 2

Increase dodge Chance

        private static integer SKILL_MARKSMANSHIP = 3

Add bonus damage when carry bow
Add bonus critical chance when carry bow

        private static integer SKILL_LIGHT ARMOR  = 4

Add bonus armor when carry light armors

            //Strength Based
        private static integer SKILL_BLADE        = 5

Add bonus damage when carry sword/dagger
Add bonus critical chance when carry sword/dagger

        private static integer SKILL_BLUNT        = 6

Add bonus damage when carry axe/hammer
Add bonus critical chance when carry axe/hammer

        private static integer SKILL_BLOCK        = 7

Add bonus armor when carry shield
Add bonus reflection chance

        private static integer SKILL_HEAVYARMOR   = 8

Add bonus armor when carry heavy armors

            //Intelligence Based
        private static integer SKILL_RESTORATION  = 9

Increase spell power when cast heal spells
Increase spell critical chance

        private static integer SKILL_SCHOLARSHIP  = 10

Increase chance to read books on different languages

        private static integer SKILL_DESTRUCTION  = 11

Increase spell power when cast damage spells
Increase spell critical chance

        private static integer SKILL_MYSTICISM    = 12

Increase resistance to elemental magic
Instead of attributes player level up hero stats, and each stat instantly level it's attribute (example blade will level up hero strength).

Items will now require different hero stat to be carried.

I still need to code part where system show hero stats like critical, regeneration rate or item drop chance, but I must wait for damage system first.

Expect more things soon. Stay tuned, cya around.

Nice update... btw i played the map did some good quests but i was stuck at the quest with bandits(finding relic was that q?) and VERY NICE TERRAIN!
 
SotPTitle.png

Version 0.5.0.0

The time has come for us to reveal some major progress:
Some core systems have been remade and in the upcoming
versions they should be fully polished and completed.

First of all we have changed the hero pick system.
As you can see below you are now able to choose one of
12 different classes and play the game with the chosen one.

The main character's name is finally announced, behold the
Champion of Light Arkail.

WC3ScrnShot_042112_182427_02.jpg

WC3ScrnShot_042112_182421_01.jpg

WC3ScrnShot_042112_182431_03.jpg


Each class has different primary Skill attributes (that
will more or less effect further hero development) as
well as different ways of role-playing in game.

WC3ScrnShot_042112_185252_07.jpg

WC3ScrnShot_042112_185248_05.jpg

WC3ScrnShot_042112_185250_06.jpg

WC3ScrnShot_042112_185258_08.jpg

WC3ScrnShot_042112_185245_04.jpg


As you can see each skill increase something related
to gameplay, there are 12 skills and they are given to 3 different classes (agi, str and int related ones).

The new damage system brings 5 different damage types,
basic (normal) damage and 4 elemental damage types, each
one acting differently and having its own resistance.

Another cool and unique thing is Item System.
Custom Inventory :)
8 different fields (we have 2 same fields for rings)
and 18 empty spaces, should be enough, eh?

Should I mention different animations for bow, sword,
unarmored...

Also I almost forget SPELLS will be REMOVED, instead
Wand and Staff items will give abilities to hero when
equipped :)
Some legendary staffs or some class related items
can give max 4 abilities :)

WC3ScrnShot_042112_185229_03.jpg

WC3ScrnShot_042112_183205_01.jpg


The Item, Skills and Damage Systems together
change more than 25 different values related to the game.
From critical chance and multiplier to experience rate, gold
drop rate and so on.

This is just 1 small aspect of everything created, expect a full changelog
on release.

Cya!
 
Level 7
Joined
Feb 27, 2011
Messages
210
I'll be frank, this RPG is not fun to play. Because:
1. Quests such as kill 10 boars are not interesting.
2. The gameplay boils down to a dull killing mobs.
3. There are no objects to interact.
4. No dialogue like a TES or Gothic
At the Diablo does not pull. No dinamic. At the Sacred, too. No a beautiful combo and equipment. In the Gothic or Tes too.
 
Level 7
Joined
Feb 27, 2011
Messages
210
I see. But for a single RPG dialogue system is flawed in my opinion. In the last line, I wrote that in this RPG apart from the landscape and careful design is not anything outstanding. And since this is a beta, I'm trying to write an advance that should be added to the map for an interesting game.
 
oh I think I know what it will be. C: dat shit is awesome
Damn it is for sure, I will present even half of it's features to you guys ^_^
But all function calls that actually do something to gameplay will be disabled :)

I will see can I add some main quest today and move story forward.
 
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