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[Role Playing Game] Acolyte of Life

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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. - Done
  • Crafting system. - Done
  • Quest system. - Done
  • Shop/trading system. - Done
  • 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:
  • Deepstrasz - Manuscript writing, model editing, and music composition.
  • FeelsGoodMan - Level design, model editing (porting, animating, texturing), editing UI image files, general triggers and UI system creation, general systems.
  • Yours Truly - Advanced Combat System, making spells, enemy AI and encounter system, SFX and animations.

Other notable mentions:


 
Last edited:
Level 7
Joined
Aug 9, 2009
Messages
274
This is super impressive. I'm looking forward to see how it'll develop! Keep up the good work lads
 
Level 14
Joined
Sep 28, 2011
Messages
968
"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.
 
Looks very very cool. Awesome terrains.
Thanks!
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.).
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.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
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.
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.
 
Level 14
Joined
Sep 28, 2011
Messages
968
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.
I am not sure if I prefer raptors or oversized chickens.
 
Thanks again guys!

How many hours did you work on this so far?

Power!
How many hours, haha, I have no idea. Let's say an average of 5 hours per day for a year. Taking holidays, small breaks and other things into consideration let's say 200 days then. That means around 1000 hours.
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
That amount of skills/abilities in the talent tree preview is insane! Not to include the other classes. Considering you have a custom combat system which means that every single ability must be coded from scratch (I suppose). That would be crazy load of work.

I haven't seen a turn-based game with a talent tree feature before, not that I have played a lot of turn based games. Can every skill be upgraded or is it just skill learning/unlocking kind of a deal? Looking forward to how it will play out.

The level designs look neat. But man, it's a long and rough way ahead for the triggering/coding department.

I can't help but appreciate that the community is still going strong and ambitious projects keep popping up despite blizz and the classic team seem to be falling apart. I wish you guys best of luck!
 
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Level 4
Joined
May 19, 2020
Messages
319
Epic work! It's my impression or this gameplay recalls the classic: Heroes of Might and Magic ...
I am a fan of HOMM and by the summary of you, this seems to be one of the best proposals already made in recent times here for Hive!

It would be too petulance on my part to say that I would prefer it to be a job done with the whole new graphics engine and its HD Reforged models, because the human designer himself has a very good medieval theme ...
But I understand that the environment in the WOW style, perhaps it would be easier to give it with a greater variety of ornaments, doodads, ambiance ... I must not belittle this precious work just by style.
In the near future ... maybe releasing a Demo version, we can add more suggestions to help enhance this magnificent project!
 
That amount of skills/abilities in the talent tree preview is insane! Not to include the other classes. Considering you have a custom combat system which means that every single ability must be coded from scratch (I suppose).
If all of those nodes were actual abilities it would indeed be an insane task to do all of them from scratch. Only the first nodes in each cluster is an ability, so each class has got 12 abilities. The other nodes enhances the ability of their cluster. Nodes can only enhance abilities from their own tree, not other trees. See screenshot for reference (the nodes in the blue rows are the root/ability nodes);
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I haven't seen a turn-based game with a talent tree feature before, not that I have played a lot of turn based games.
I'd say most turn based combat games does have some form of leveling/skill system, but there are many different variations.
But man, it's a long and rough way ahead for the triggering/coding department.
We all have a rough way ahead of us :p When I'm done with the level design I will move on to work on other things as well, such as spells (unless they're done at that point), quests, models and so on.
I wish you guys best of luck!
Thanks!
 
Level 12
Joined
Feb 5, 2018
Messages
521
Wow this is so amazing im gonna quit all my projects in shame and in failure. Not really thought, just super jealous! :D

Awesome work! Terrain, UI and custom models fit well and are well presentend.

This is what the editor is meant to do, create a whole new game.

I will most definetly try this one out! I would rate this 6/5. Absolutely stunned when I browsed trough the terraining images.
 
After a year-long hiatus, I came back to see this beautiful gem. Truly amazing visuals that even Gaias Retaliation ORPG can't compete with. I feel obliged to buy Reforged just to try your creation my dude, keep up the good work!
Thanks a lot, however you don't need to buy Reforged since this is made in version 1.31 on the classic asset mode ;)
 
Level 3
Joined
Jul 22, 2017
Messages
30
Hello, this is awesome, one of the best terrains I've ever seen. May I ask you if you have the Doodad Limit? I saw you just posted that you did the UI with the new natives. Although I would like to try many things with the new version, my map is far above the doodad limit and I couldn't find a way to bypass it.
 
May I ask you if you have the Doodad Limit?
This consists of 7 maps and I think I have reached the doodad limit in every one of them :p Now I'm trying to be more careful with the doodads, so I am combining models to save doodad space.
I couldn't find a way to bypass it.
You can combine models. You should really look into it since it makes a world of difference.
 
It has been a little while since the last update, so here goes.

Pirate island terrain is done with the exception of the pirate cave. That leaves the following level design yet to be done;

  • Huge cave zone (not the pirate cave).
  • Interiors for the city and mountain.
  • Pirate cave.
  • Other adjustments.

Island walkthrough:
 
Looks great, but everything is terribly still. Animated doodads add incredibly much to make the terrain stand out. You should look into animating some things like grass, bushes and trees.
I'm afraid that's a bit out of my scope of abilities, but I may look into it at some point.
 
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