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Chronicles of Time ~ Campaign V2

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Deleted member 177737

D

Deleted member 177737

NOTE: I had to re-make this thread since apparently they closed the original because it was old.
Also, if you have any ideas or want to suggest something go right ahead!


Need alpha testers to.



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Introduction:

Chronicles of Time will be an expansive and detailed series of maps bundled into campaigns that will create a storyline that spans over many different times in history (in order). Throughout the campaign you will be faced with tough and easy decisions that will change the way the units you control evolve. (I will explain how the evolution system will work later on in the post.)

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Features:

Chronicles of Time will include many many systems, most notably though is the evolution system. The way the evolution system works is that it keeps track of all the main decisions you make during the course of each map. If for example you manage to discover how to read and write the map will transfer that discovery to the next map through a code generated at the end of the previous map. (The code idea is subject to change.) For the second part of the evolution system it will use certain key decisions to figure out what race you evolve into and eventually what storyline you will be placed into.

I've had a lot of time to think over the above idea since I first came up with it and I've realized that what I was thinking is a bit over the top. Of course it will still be present in some form but it will not play a huge role. There simply aren't enough resources at this current time to do what I wanted.

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Campaign Information:

Campaign #1 Plans ~

Campaign #1 starts with a long forgotten age when the earth was covered in snow where only those who could adapt would survive. I'm not sure about the rest of the maps other than map 05 where you will control a group of primative humans in a battle against the neanderthauls.


*****Everything can be changed. It all depends on the resources avalible to create what I want to do; If the resoures aren't there the ideas change.*****


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Map Information:

Currently I am working on misc maps of the first campaign, I've decided to take a mixed approach in map making. What this means is that I'll create whatever map sparks my interest, for example I might go work on map 01 then do a bit in map 02 or fix up a trigger in map 7 etc...

Here are a few screenshots with a short description of what your looking at, and a few videos.





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In the above picture you will see the basic multiboard used on Map05, it simply shows the basic statistic's used in this map.
In the lower right corner you will see a Cheese Icon, Axe Icon, Sword Icon, and Glove Icon.
Cheese=This spell is called "Eat", in Map05 there is a starvation and eating system. To keep your people alive you must feed them whenever the message "Feeding time" pops-up on the screen. (I may add a way to auto-feed the people.)
Axe, Sword, Glove=These three icons are used to turn the man into either a Tree Cutter, Hunter, or a Rock Breaker.







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In the above picture you will see the Child unit you will again notice the Man and Woman Icons.
Man, Woman=These two icons are used to mature the child into either a man or a woman.






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In the above picture you will see the Woman unit, you should also notice the Child Icon.
Child=This icon allows the woman to give birth to a child which can be matured into either a man or a woman.






94916277.png

In the above picture you will see the Fire unit along with the Log Pile Icon.
The fire works like this: If the fire runs out of health you are defeated, so to stop the fire from going out you must harvest wood to feed the fire.
Log Pile=This consumes wood to feed the fire which restores all of it's health.






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In the above picture you will see the neutral Log unit. The player must use a Tree Cutter to chop the log into smaller pieces of wood that can be used for various things. (Only the Tree Cutter can gather wood.)






98373440.png

In the above picture you see a hunter hunting a boar.
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In the above picture you see that the hunter has killed the boar and is now standing over the boar's carcass. The player must tell the hunter to kill the boar carcass unit to gain some of the Food and Hide resources.
20871954.png

In the above picture you will see that the game has told the player how many food and hides that the hunter has gathered, you can also see that the remains of the boar are left on the ground to add a bit of realism to the map.






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In the above picture you will see that I have tried to tell one of my woman units to give birth to a child, but I seem to have an insufficient amount of hides to clothe the child so the woman was unable to give birth.
I have recently decided to limit the population by requiring more fires to be built, so if you try to create a child and you're already at max population an error message will pop up.

(The error messages show up for a variety of reasons, there are many cases other than creating a child where an error message may pop up.)



 

Deleted member 177737

D

Deleted member 177737

that idea of gameplay looks really nice, would love to help with this

If you have any ideas post them all, if you want to do some work on the maps themselves contact me via PM.
 

Deleted member 177737

D

Deleted member 177737

I've just given the woman the ability to create more campfires to increase the population cap. I'll see about adding in a few basic buildings in a bit.
The water idea sounds good, I may add it as another resource, and I'm not sure what to do with the child yet =/
 

Deleted member 177737

D

Deleted member 177737

I'm thinking about adding some form of basic AI in map05 so that your people can gather resources on their own. I'm not sure atm though because in my test it looks as if all the resources on the map would be gathered within the first 15 minutes.

To combat the resources being depleated so fast I am also thinking of adding some sort of respawn for all of the resources with alternating spawns so instead of for example a log worth up to 5 wood it would spawn a different log worth say 20 wood.


Some of the triggers have been fixed and shortened thanks to the help of Chaossy, and I have done a basic color code of every spell that exists at the moment. The layout of map05 has been copied directly from map01 so that you can build uppon the land that you play through in the orevious maps. (This may change eventually)
 

Deleted member 177737

D

Deleted member 177737

This is just an idea, make it take more time to gather a resource so insted of controlling 5 units to pick up things instant maybe it should take one minute to gather this will give you way more time to controll all of your units

I'll keep this in mind, ATM I've gotten the auto-collection system to work (well mostly). I might just scrap it and go your way if I cant get everything running properly.
 
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