- Joined
- Dec 13, 2018
- Messages
- 2,365
Thanks a lot!When it comes to visuals, imo this is probably the coolest and most unique project wc3 has ever seen. If the gameplay will be good, this will be a masterpiece for sure.
Thanks a lot!When it comes to visuals, imo this is probably the coolest and most unique project wc3 has ever seen. If the gameplay will be good, this will be a masterpiece for sure.
Haha well it's a campaign. Sadly I don't know the release date. May be 6 months, may be 2 years.If this even a map? When is the release date?
I will cheer for you, guys, good luckMay be 6 months, may be 2 years.
Thanks!This is so juicy. I like the looks of it.
Good luck :]
Thanks a lot!Your work is truly amazing. You really craft beautiful terrains. I rarely saw that in maps. You are one the most talented map maker out there. I really hope you will manage to finish your project !
Thank you!This looks insanely Good. Keep up the AWESOME work!!
It looks like a beautiful game / map.
Don't worry they'll be included as humanoids.No catgirls in the bestiary / 10
Thanks!Looks really good and very polished. A lot of work must have been put into it. Great job!
Hey, we have started outlining quests and story, but haven't actually started making them. We're still hard at work with getting the basics (core systems and level design) together.Have you guys already started scripting the story, and are you still using the JRPG dialogue source?
I have been tinkering with the idea of refactoring the JRPG dialogue code now that I have more experience with systems, and after having used it in my own project and seeing some issues. The fixed argument structure is silly and makes complex scene development quite annoying.
However, if you replaced it or are too far ahead with the screenplay that's totally okay with me, and I'll skip the refactor.
The ambient sounds are actually Youtube videos in the background, we haven't worked on the sounds at all yet1. When you are inside the house the outside/ambient sounds should probably be more silent. I think this can be done relatively easily.
I have given this a fair bit of thought already, and is something on my menu. The way I'm going to do it is to have several walk animations for the character model, with different animation nodes/sounds for the different animations. When the character enters the water (checking the terrain at the location of the unit) I will just set the animation tag of the unit to the appropriate tag.2. It would be an immersive touch if it played splashing sounds when the character walks in shallow water. I can think of two ways to do this but both have drawbacks.
Maybe, I haven't tested either so I'm not sure. If so I may be able to do it seamlessly with the passive transformation method which I'm pretty sure doesn't break animations.That was one of my ideas, my drawback would be that it would probably reset the running animation.
I have not tested it but that's what I think would happen.
It will be available for 1.31 and possibly 1.32 if I make a modified version for it.i wonder in what version this map is playable in warcraft?
1.30 ++ ?
and then what is the current map size?
how many "mb" already..