Happy new year to you all!
2014 is the year where Heart of the Night shall be released (at least as a beta).
Because of the positiv feedback and experience we had over the past year and I
like you as community to have certain influence. I will post some kind of monthly
news batch where I gather information about the development. This will include
what we are currently doing, which direction we want to go and what specific
challenges we have to solve.
News 2014 January
Team news
Due to Nazes' personal life changes in case of getting a job and studying at the
same time we had a lack of terrainers. I was able to continue the work but it
stopped me from working on other important points and it got a little bit calm
between me and Crigges during December.
Luckily, jopi decided to join the team as a writer at first, but then it came out
that he is also a brilliant terrainer who even knows some tricks I didn't know
before.
The latest addition to the team is J.PuNkD. He seems to be good at WurstScript
and I hope the team will benefit from his work. How it turns out will be seen in
the February News.
All in all the teamwork is better then ever.
Concept
It is time we share a little bit of the mechanics we want to implement starting
with one of the most important features: The control points.
(Might not be the final design)
They ...
- generate victory points every second
- have healing effects towards allied heroes
- have damage effects towards enemy units
They replace the common known tower mechanic and add new tactical purposes.
First of all, one can not select a capture point by left clicking.
Only right clicks will be detected.
If one wants to capture a control point, one has to be in a specific range and
trigger the process by right clicking on the control point model.
The process of capturing is visualised by two fighting power beams. One from the
tower and one from the hero. During this process the hero channels his power
beam, which gains strength over time and overpowers the power beam from the
control point. Any action which effects the channeling hero will stop the
channeling which leads to greater power balance on the control points' side. If
the clashing center of the power beams reaches the hero, he will receive a great
damage. If the heros' channeling was succesful, the control point will switch
alliance sides.
If the hero was stopped by any action from channeling he can continuing the
channeling just be right clicking on the control point again or he can just
leave the control point range to stop taking damage.
Once captured a control point, it has two different phases which switch if an
enemy unit enters or leaves the range of the control point. The first phase is a
protective one which heals all friendly units in range. The second phase which
is an aggressive one gets activated if an enemy units enters the range. In the
second phase the control point damages all enemy units in range and stops
healing friendly ones.
Minion/creep unit interaction with control points is special as well but will
be further explained in the news that has the concept of creeps in it.
Misc News
Have a look at Crigges' cool side project:
Play Videos in Warcraft: mp4 to w3x converter
A great update for WurstScript is coming this month!
You should subscribe to
this thread
.
The next inWarcraft Funmap Evening is announced for the
4th of January
.
If you want to play funmaps or want your map to be tested from active modders
known for their great projects, you should be there. (It could be fun as well.)