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(1) Project Y4: A Total Conversion

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If you'd like to hear about the pain I went through actually getting the maze generator to work (it now does ^-^), then go here.

Now I need to make the actual minigame; I've decided it pretty much will be Assault Rigs -- you'll need to collect a pile of gems without dying and under a time-limit, then return to the Exit square.
 
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Hmmm the mazing thing seems a pretty complicated
When I made a maze generator I just had it brute force the thing
I made a "maze generator" in 1st year of uni, but back then I was daft and just populated a grid with walls and then randomly removed them. Not clever and always resulting in mazes that could not be completed... But hey, when I turned it into a proper game (with pre-programmed levels >_>) it won me a prize.

This algorithm is actually really simple to implement, and there are apparently some tweaks I can make to control how things come out a bit more... But those are for another day.
 
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Bumpidy bump!

I took a week off to play Star Wars: The Force Unleashed, then I took a couple days off work to have a long weekend build-up to the OMD concert tonight.

I'm still quite focused on the node hacking maze, but it's finished in its base form.

The objective is simple: collect the missing encryption keys before the time runs out and you are interrupted by a huge pile of enemies in the real world.

Shown is the first substation you hack; it's a small maze with plenty of time and no hazards. The larger nodes will get larger mazes, and enemies will begin to appear and try to stop you.
 

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Just so you know, this is still going strong.

I've been playing a bit with lighting. Since the dominant light source is going to be Jupiter rather than the sun, I have gone for something a bit duller and more reddish. This has had the glorious result of making the game look a lot more like Quake II.

As you can see from the first picture here, I have also been playing with holographic signage. I've only got a few so far, but I intend to add plenty more.

The middle screen shows the giant explosion you unleash to get into the mine annex. I recently discovered how to make things always render at the front -- so no matter what you are looking at, or the position of the explosion, it always shows the perfect and undisturbed glow. I'm beginning to wonder if I might not abandon explosion particles entirely and fall back on this technique, at least for artillery shells and barrels and the like.

And the last screen is just a bit moody.:ogre_icwydt:
 

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Warcraft IV: Ghost? It's not even started yet.:ogre_hurrhurr:

I just had a nasty run-in with a bug that caused saved games to crash half-way through loading (almost precisely, by the looks of it)... Luckily I fixed the problem (don't use arrays of length 8192), so everything is back on track.:ogre_haosis:

Also, I don't believe I brought this blog entry to the attention of this thread; it details some of the bonus missions I eventually intend to implement.:ogre_icwydt:
 
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Had the day off work, been doing some more work... Though most of this screenshot is functionality that's been in there for a while now.:ogre_hurrhurr:

The undercarriage item with its bonus ability is no longer controlled by the item, but rather by the ability that goes into the 4th position on acquisition. I think this works a lot better because... Well, it fills up that nasty empty slot, and it brings it in line with the QWER hotkeys if you're a pr0-gamer. Because of this, I also changed the main ability icons for screenshot icons rather than pixel-art so they don't jar with the screenshot item icons for the new ability.:ogre_icwydt:

I also completely changed the design of the Barrel Magnet, so it's now a distinctive claw that holds the barrel out front a bit.:ogre_datass:

The cargo hold is also a recent insertion; it actually wasn't engaged for quite some time, but I've decided now that it is definitely necessary. However, it is down to 4 slots instead of 6, and when you die everything in the hold will be left on the wreckage of the old mech -- you'll have to go and collect it again yourself (everything currently equipped stays with you as normal).:ogre_haosis:
 

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Holy molly, that is one hell of an equipment.
Are you ever going to add a potrait?
I have been thinking about this. I think what I might do is outsource somebody to paint me some faces that can go behind the static, just like Deus Ex.

But anything that might require outsourcing is being put off until the very end stages of the project, so you'll have to just enjoy the static for now.
 
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99% of WC3 RPGs are top-down because the entire engine is built around being top-down. There is a certain level of engine-fighting to be had here, but I won't do anything silly like try to make the game 3rd or 1st person; it just isn't worth it. The panoramas are for cinematics only.

Progress is a little bit on hold right now because I got some games for crimbo.:ogre_hurrhurr:
 

Deleted member 177737

D

Deleted member 177737

I can make a music track if/when you need it, just explain what it should sound like. (Best at semi-techno songs)
 
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I can make a music track if/when you need it, just explain what it should sound like. (Best at semi-techno songs)
That's very interesting, because music pretty much is on the "sub-contract later" list. Of course I would like it to be electro-based; I think some things along the lines of Unreal Tournament would be perfect (not necessarily the totally pumping ones).

Then there will need to be intro, outro, normal, cinematic, boss theme... So I'm really not thinking about music right now.

But thank you for the offer. :ogre_kawaii:
 
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Just to show you I'm keeping the dream alive...

I present to you: the fishing mini-game.

In a previous development diary, I spoke of mini-games and variety and Sonic Adventure and how bad Big's fishing mini-game is...:ogre_hurrhurr:

Then I thought to myself: you know, there's a way I can do this. The premise is a huge pool of molten metal, and there are crates floating in it. Possibly hidden, possibly floating. By rotating the crane arm, and moving the hook up and down it, with the arrow keys, you can then attempt to grab things hidden beneath the surface of the lava. Then you'll have to deposit them in a hole I haven't modelled yet.:ogre_icwydt:

Basically, "fun" way to get free loot.:ogre_datass:
 

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I am impressed by your versatility. You've made fantastic maps, like This Wreckage, which I did all of the quests and found most of the 1337 loot for. Anyway, this map looks like it won't be any exception, your maps are excellent for studying and learning myself--which I've just now, in my maturity, begun to do with W3 modding. :p
 
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So I guess the yellow square is a crate?
It's a floating concrete panel. I haven't added the crates yet (except the giant one poking out at the top).:ogre_hurrhurr:

I am impressed by your versatility. You've made fantastic maps, like This Wreckage, which I did all of the quests and found most of the 1337 loot for. Anyway, this map looks like it won't be any exception, your maps are excellent for studying and learning myself--which I've just now, in my maturity, begun to do with W3 modding. :p
I'm glad you enjoy my stuff. Project Y4 isn't going to be as story-deep as This Wreckage, but there should be plenty of... at least different... gameplay elements. It's more mechanical, let's say.:ogre_datass:
 
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Got my first side-mission coming in fast, though it's not actually a side mission -- it's a tutorial.:ogre_icwydt:

Basically, the map is pretty going to be short, so I'm artificially extending it with the tutorial bonus mission that is going to consist of me talking at you a lot while you do small things along a very small assault course. It'll introduce all the fun features like explosive barrels, your abilities and the fact that lava makes you hot enough to spontaneously explode.:ogre_datass:

Shits 'n' giggles all round.:ogre_haosis:

Also: guess what this alternative concrete hands projection is for maximum frustraaaaagetion.:ogre_hurrhurr:
 

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I'm actually really silly; there is a clue in the name of the image.

Working on the tutorial mini-mission has made me discover a lot of holes with the side-scenario setup, and it's highlighted a load of flaws with the texture-selection system (which is supposed to be reasonably generic). At least it's come up now rather than when things are nearly completed, though. I need to break away from my dependence on pre-placed objects...
 
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I'm actually really silly; there is a clue in the name of the image.

Working on the tutorial mini-mission has made me discover a lot of holes with the side-scenario setup, and it's highlighted a load of flaws with the texture-selection system (which is supposed to be reasonably generic). At least it's come up now rather than when things are nearly completed, though. I need to break away from my dependence on pre-placed objects...

Archstone. Nice.

Well, I'm actually most excited for the building and melee aspect of it. I don't know how you're going to pull off Mech RPG gameplay, I know I'd have trouble with that so I'm really interested in how you're doing the equipment/attachments and abilities for your heroes in this conversion.

Please explain to me how you're going to make it interesting and fun. (not being rude)
 
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Archstone. Nice.
No, Arthstone. Some people will know what this is and small pieces of them will turn black and fall off.:ogre_hurrhurr:
Well, I'm actually most excited for the building and melee aspect of it. I don't know how you're going to pull off Mech RPG gameplay, I know I'd have trouble with that so I'm really interested in how you're doing the equipment/attachments and abilities for your heroes in this conversion.
I... Wh... How... I... Wh... I... Bu... :cry:
Wait, what? I thought it was just an RPG.
I thought 'total conversion' referred to the fact that the map looks nothing at all like WC3.
Exactly. It IS a total conversion, in fact it's MORE of a total conversion than some melee faggottry -- because even the gameplay has been changed.:ogre_datass:
 
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No, Arthstone. Some people will know what this is and small pieces of them will turn black and fall off.:ogre_hurrhurr:

I... Wh... How... I... Wh... I... Bu... :cry:

Exactly. It IS a total conversion, in fact it's MORE of a total conversion than some melee faggottry -- because even the gameplay has been changed.:ogre_datass:

Huh. Okay.

I'm just wondering if you're going to use your entire set of models that you made previously and make an entire race as was intended or if you're going for a straight awesome RPG as we have all come to know and love from you.

I'd like to see alternate animation sets for certain weapon and armor pickups, that'd make things VERY interesting. For instance, you pick up an excess rocket pod and the thing is actually on your back and animated--now that'd be cool.
 
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But I still don't know what it does in This Wreckage...
It's a powerful artefact. :ogre_hurrhurr:

I'm just wondering if you're going to use your entire set of models that you made previously and make an entire race as was intended or if you're going for a straight awesome RPG as we have all come to know and love from you.
I don't understand your comment "as was intended". I never intended to make a complete race. Every previous total conversion attempt has been completely NON melee -- from campaign to AoS to sim-space-colony, but never, ever melee. Some of these things may or may not have necessitated some kind of base building facilities that resulted in models being produced that could have been used in a melee format; either way, a "complete race" has always been the furthest thing from my mind.

Any time I made a complete animation suite I was guided only by a desire for versatility. Since I know precisely how Y4 will pan out, that versatility is not necessary and the models are as such "incomplete" in terms of traditional Warcraft units and buildings. When you need a lot of assets and you're making every single one yourself, it's nice to streamline.

TL;DR Project Y4 is an RPG.

I'd like to see alternate animation sets for certain weapon and armor pickups, that'd make things VERY interesting. For instance, you pick up an excess rocket pod and the thing is actually on your back and animated--now that'd be cool.
Yes, models attach to the appropriate parts of models for them and move along with those parts; but that's always been the case for all models ever (and if it wasn't, somebody was not a very good modeller/animator/mapper). Swords, shields, artillery mods and undercarriage units all have associated artwork (as can be seen in all the gameplay screenshots).

If you mean gun attachments actually fire, yes again, shoulder cannons (though they are a feature that may not be in the final) are composed of two seperate attachment models that are each tied to different bones that animate properly in Spell First. The good thing about my style of modelling is that constructing things from attachments is extremely easy and doesn't jar with the rest of the world.

Will there be boobs?
Well, portraits will hopefully one day be static pictures, so I suppose some of those could include boobs. Then again, the chances of reaching a female voice are extremely slim so all potentially female characters are going to be easily hot-swappable for men (i.e. me). :ogre_datass:
 
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