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[Role Playing Game] Acolyte of Life

Discussion in 'Map Development' started by FeelsGoodMan, Feb 7, 2021.

  1. FeelsGoodMan

    FeelsGoodMan

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    This is a story driven total conversion ORPG campaign, aimed at providing an extraordinarily high quality and enjoyable experience. Meticulous design and countless hours have been invested in making this a truly unique and unforgettable story. A lot of innovative systems have been implemented, and a lot of people are working on this behind the scenes.

    Development started around one year ago with just some random scribbles and ideas, but the project has now grown in size, and many people have contributed to making this project hopefully see the light of day. We are developing the whole campaign in 1.31, and may consider upgrading when/if the latest patch natively supports custom campaigns.

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    The story takes place during the medieval era in an alternative world not so unlike our own. There is no magic in this world, and we have aimed at realism (as far as that is possible in Warcraft III).

    We follow the story of Adevramies, a warrior monk from a monastery of "witch hunters" who are devoted to a religion of fire. They call themselves The Brothers. They are mercenaries, but have their own moral compass and feeling of righteousness.

    Adevramies and the other brothers are frequently sent on missions by their paterfamilias (the head of the monastery) to deal with situations that are seemingly out of the ordinary, and needs to be dealt with.

    The political climate in the capital city is tense. There have been recent protests, and the two biggest political parties are now up for an election to decide who the ruling party will be. The politicians are all mostly corrupt, and have egotistical or dangerous ideals.

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    We wanted to go with an unconventional, yet intriguing combat system and settled on turn based combat as seen in many other JRPG games such as the Final Fantasy series. An innovative combat system with 100% custom UI has been developed to make combat as fast, seamless and enjoyable as possible.

    The combat system itself is built around three enemy lines, and two party lines.

    The enemy lines consists of one front row (can attack the players front row), one back row (can't attack any player rows unless it's a ranged unit), and one ambush row (can only attack the players back row unless it's a ranged unit). The player front row can only attack the enemy front row (not the ambush row or back rows), and the players back row can only attack the enemy ambush row.

    Ranged units are not limited by formation, and can attack anything. The clue is to change your combat formation to best suit your style of combat.

    You will encounter enemies randomly while in hostile areas, and then combat will play out in isolated arenas. Specific encounters such as boss encounters is also supported.

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    The talent system consists of three "paths", where each path contains four clusters. The root node of each cluster is a brand new ability that you can use in combat. When you have activated the final node of a cluster you will have the possibility to move to any root node of the next set of clusters in any path, so you are quite free to build your characters as you please.

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    We decided to go for a dialogue system like in the old JRPG games with scrolling text boxes and facial expressions of the currently speaking character. We plan on making lots of facial expression "cards" for all important, and non-important characters.


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    • Inventory system.
    • Crafting system.
    • Quest system.
    • Shop/trading system.
    • A lot of other small systems.






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    The biggest time sink has been the level design, making the terrain, adjusting models, retexturing and animating a lot of models to fit the terrain. Some of you may have followed the progress in this thread. The goal with this has been to create one of the best looking terrains of this scale ever, and to make a "believable" and vibrant world in an ancient game such as Warcraft III.

    The campaign consists of 7 different zones, all with varied geography and climates. You will find everything from mountains, caves, tropical islands, dark gloomy cult hideouts, nordic fortresses, peaceful countrysides, bustling cities and more, all meticulously thought out and created.



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    The people behind the different key features, in alphabetical order:
    • Deadreyo - UI frame creation in typescript for almost all the systems.
    • Deepstrasz - Manuscript writing, model editing, and music composition.
    • FeelsGoodMan - Level design, model editing + model ripping, animation, texturing, editing UI image files, general design and aesthetics.
    • xYours Trulyx - Advanced Combat System, making spells, enemy AI and encounter system.

    Other notable mentions:
     
    Last edited: Feb 7, 2021
  2. PROXY

    PROXY

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    Oh yes! Finally some more Information. This looks dope. awesome to see some more ambitious projects coming up after so many years <3
     
  3. FeelsGoodMan

    FeelsGoodMan

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    Thanks!
     
  4. YourArthas

    YourArthas

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    Looks great
     
  5. Swatosj

    Swatosj

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    Impressive work, I will give it a try for sure :)
     
  6. Nillere

    Nillere

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    This is super impressive. I'm looking forward to see how it'll develop! Keep up the good work lads
     
  7. Barade

    Barade

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    Wow. How did they create the custom UI? With the new frame natives?!
     
  8. FeelsGoodMan

    FeelsGoodMan

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    Thanks guys!
    Yeah the UI is made with the new UI natives (the ones introduced in 1.31).
     
  9. eejin

    eejin

    Tool Moderator

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    Looks very very cool. Awesome terrains.
     
  10. noob

    noob

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    "The story takes place during the medieval era in an alternative world not so unlike our own. There is no magic in this world, and we have aimed at realism (as far as that is possible in Warcraft III)."
    Proceeds to show images of flashy effects that looks like nothing seen in real life right afterwards(such as the small orbs rotating around a head.).
    I am not sure if this segment of your post was serious or ironical or if you decided afterwards to add magical looking effects and forgot that intent you had at start.
     
  11. Deadreyo

    Deadreyo

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    The trailer looks so much better than I expected :grin: Lets do this boyz
     
  12. FeelsGoodMan

    FeelsGoodMan

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    Thanks!
    Well, it's more intended for the actual world and story. The combat can be flashy and appear magical as long as we have logical explanations for the abilities (rooted in non magical attributes). Also I did leave "as far as that is possible in Warcraft III" in paretheses. We will also be having some slightly oversized animals and so on.
     
  13. deepstrasz

    deepstrasz

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    It's a game. FXs are needed to differentiate between buffs and whatnot. It's easier to realize what's going on. Otherwise, we'd have to use text for everything in some panel when you hover over a specific unit.
    Also, since this is an action turn based RPG, these visual enhancements serve to make everything not look monotonous.
     
  14. noob

    noob

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    I am not sure if I prefer raptors or oversized chickens.
     
  15. FeelsGoodMan

    FeelsGoodMan

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    If it hadn't been so laggy it would be quite nice.
    More like wolves, snakes and so on.
     
  16. Riki

    Riki

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    Wow, this looks awesome!

    Keep up the impressive work. :)
     
  17. Ungoliath

    Ungoliath

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    Really excited for this one! Amazing how much you guys have accomplished within a year.
     
  18. Remixer

    Remixer

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    I was wondering what those terrain screenshots were for quite some time ago... Looks intriguing.

    Also.. as always I am drooling at Mythic's artwork. Heh...
     
  19. impulse

    impulse

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    "There is no magic in this world" dude in the trailer summons a fireball from his hands x)
    joke aside
    Looks nice and new, would love to play this when it is releasad :)
     
  20. deepstrasz

    deepstrasz

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    Imagine it's some oily stuff set on fire, like a Molotov cocktail.
    :D