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Creating Director's Cut Map Making Team! Need Members!

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Sverkerman

Hosted Project: BoW
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What you just wrote was based upon the maps which you have played. To think that the combat system which we are creating will be like any other turn based combat system you have seen in any other maps is very discriminating towards me as a project leader, to our coders and our team overall.

In this thread I've promised you maps with an extremely high standard.

Yes, there will be a combat turned system because fighting in 3rd person is not as pleasing.

The turn based combat system will not be like the one you see in the gameboy version of Pokémon if you thought so. It will be almost equal to the ones in the latest Final Fantasy series. This includes movement, positioning to avoid Area of Effect attacks but at the same time retains the strategy part of it. We have of course also included a companion supportive system which enables you to pick up NPC's from any encampment or capital to fight by your side. You can also learn talents in a full screen talent system programmed by the finest of Vjassers to summon mighty companions which will take advantage of your stats in combat. Of course all your companions will follow you in a custom programmed "Follow" order outside of combat to make our product look even more realistic. Of course all of the companions will have custom stats and abilities triggered from your order inside combat.

This is just a tiny bit of what we have FINISHED for our project and even more to come!

This also reminds me of why we are doing this. If anyone on hive mentions "Turn based combat system" these days the people screams of disappointment. That is what we are here to change. Please take that into consideration next time you attempt to give us feedback on our work.

Thank-You

~Silentworm Entertainment
 
Level 14
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And we will have some influence from the Dragon Age 2 game, as far as choices goes and such. We still haven't figured out how that will work, but once we will start making it we will decide how we will implement it.
 
Level 24
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Yes but I think that even though it will take longer time and more voice actors but when it's all done everyone will think it's so much better and diffrent then other maps, and people will notice maps that are diffrent and they will remember them.
 
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Yes because honest what would ou rather see another KoK or a brand new map? The answer is ofcourse a brand new map and I think that Sverker knew when he was planning this project that this game dosent only need to be bad @$$ it also needs to be something diffrent.
 
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Absolutely. We've done pages of lore and our terrainers are working hard. Our inventory system and TBC system is nearly done (or even done im not sure). I cant help atm much because im busy with school but I try to help the coders whenever I can. Im working on the followers a lot ^^
@Tahoma: ill make u some texts to read ;)
 
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I would like to see some results please because this project is interesting.

Thanks for your support! Really it helps.

As my coleagues previously stated we will make a separate thread for this project. We just want to have some parts actually done so we have something to actually show then 3 pictures.

As far as I know the inventory system is completed, also we will have a socket system which is also finished.

Story is being worked out. We established the general direction in which our story will go and we are now going deeper into details and such.
 
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Alot of stuffs going on is a small word to describe it, this is going to be more epic then the time Sauron lost his contact lense.
 
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Level 24
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Ofcourse we can tell why but that dosent mean we dont want to see what you've done so far.
 
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I know lowe, I know and I think every one of us knows, and this is why we've tried to plan most of the main things (except lore which is something we will manipulate till the very end) beforehand, so without the possibilities of a greater change in the systems we can do this smoothly - and with that we can share things. In the end we'll see when we share what we have so far, but we need a full-scale meeting for that and I don't know when we can achieve it.
 
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Well we were promised something at the end of the month which is in two weeks, I'll hope we'll see something then.
 
Level 14
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We are still looking for:

  • Environmental Terrainers,
  • 3D Artists,
  • 2D Artists (Skiners)

Our current project is a Single Player RPG with a Turn Based Combat System.

Application formula here.
 
Level 24
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You have Hagge5 and AL0NE do you really need more 2D artists? And lets not forget to mention the 3 terreiners.
 
Level 4
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As far as I know alone hasn't exactly joined yet and neither have we (I atleast) heard from him. Also as Kanadaj said we will have multiple big maps combined to one enormous map so we need lots of terrainers:p
 
Level 14
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We are still looking for:

  • Terrainers,
  • 3D Artists,
  • 2D Artists (Skiners)

Our current project is a Single Player RPG with a Turn Based Combat System.

Application formula here.
 
Level 16
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Messages
1,406
Yes, there will be a combat turned system because fighting in 3rd person is not as pleasing.

Well, you've got vJASS coders, I bet they'd be able to use DGUI to create a really epic interface. If they do so, they can use invisible squares to fill up the interface - by doing so they can achieve some really epic 3D Risen-style combat.

That's my idea tho', but if youd like to create something popular and coo, I don't think that the turn based combat system is the cool way to go.
 
Level 16
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Dynamic Graphical User Interface. It allows you to create clickable buttons, unclickable "pictures" and texts on the screen, but it takes a locked camera (uses its own camera system, it's really easy to use it) - that's why it is rarely used (and because it's in vJASS)

I was working on a private ORPG project with my friend (he is the lore and tooltip writer of my current AoS project). I'm not good at texturing, neither at modelling and check what I did all alone:


If I was able to do this all alone, without any help, imagine what can your team do!
 
Level 14
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Dynamic Graphical User Interface. It allows you to create clickable buttons, unclickable "pictures" and texts on the screen, but it takes a locked camera (uses its own camera system, it's really easy to use it) - that's why it is rarely used (and because it's in vJASS)

I was working on a private ORPG project with my friend (he is the lore and tooltip writer of my current AoS project). I'm not good at texturing, neither at modelling and check what I did all alone:


If I was able to do this all alone, without any help, imagine what can your team do!

I wasn't around when the basic ideas for this project have been decided upon, but I actually like Turn Based Combat games. As a gamer, it's something I personally would like to play again.

Not sure if the initial aim for this project was popularity on B.net and/or Garena, since Single Player maps are not that popular.

Eitherway as far as news related to the development of the project, I can say for a fact that coding is being taken care off: combat, inventory and other systems, AI, they are all worked on at a decent rate. (Let's not forget modding is a hobby for us).

What we are actually lacking are terrainers. Two of our terrainers have stopped working. One terrainer didn't even start although we accepted and interviewed him. And the other one changed his mind because he didn't like that we didn't have the story completed yet, so he didn't knew how to terrain the areas because they need to look appropriate for the cinnematics as he claimed. He also had communication problems with the project leader Sverkerman.

Okay so I decided to write a preview of our project which is named Paradigm for the moment. Paradigm means 'a pattern' however since 1900 it also means 'a fable' or 'a tale'. I hope you guys will enjoy reading through and we await your feedback and questions.

We are planning to section this SRPG into multiple maps, similar to the Rexxar one in TFT, there will be multiple maps and you will swap through them. That is why we want more terrainers, so we have multiple maps being worked on at the same time. Also the cities will be in a separate map than the environment, so we can have really detailed terraining without making the maps require too many resources. We also want to add elevated terrain in some areas. For example that you can actually enter a cave.


The approach is similar to the Heroes of Might and Magic series, where you have a chess-like grid, and you start on one side, and the opponents on the other side, and between the two of you there are obstacles.

The obstacles are there to give a sense of strategy on the battlefield, so you can actually plan positioning. They spawn randomly on the battle field at the beggining of each battle, so in theory it will take a very long time until you will see the same layout of obstacles as before. We did this for variety and to make the player to adapt to different battles and not feel the battles as 'always the same'. We are also thinking for the obstacles to have line of sight properties. It has not yet been decided though, but it's very possible.

We will have a stat called Initiation. What this stat does, is it allows you to start your turn before your opponent (with the right ammount of course) and it affects each character on the battle field. For example if Hero A has initiation 1 and Enemy B has initiation 2 then Enemy B will start his round before Hero A. However, if we add Hero C to the mix, with initiation 3, then Hero C will be first in round, followed by Enemy B and then Hero A. Currently we are planning to increase your initiation through items only.

Each character will be able to have up to two moves in his round, in order to make the speed of the battles faster. I think at the moment you should be able to reach the other side of the battle field in three-four turns.

We will also have some kind of threat system, however some enemy creatures will be specificly coded so they will ignore threat. We decided to add this especially so bosses would not randomly attack with their meele swing a mage or an archer. I believe the system will be set up so the creatures you are fighting will first check if any target is in range, and then their status on the threat list.

What else can I tell you about fighting... depending on the terrain type where the battle initiates, the system will place you in a battlefield which suits the theme. So for example if we are fighting in some old city ruins, you will fight in an old-city-ruins-looking-like battlefield. If you fight in a forest area, you will fight in a forest theme battlefield.

I think that's all I can tell you about the combat system for now.


We are also planning to have some stats like hunger, body temperture. I cannot tell you much about these since I wasn't around and we didn't talk about these lately either. I guess you could say that we are looking on ways to implement them without slowing the pace of the game too much. I mean it would be really bad if you had to change clothes for example every 20 minutes because you keep changing areas from cold to hot. However we haven't started working on implemeting this yet, when we will start work on it we will think thoroughly on how to implement it.

We also want to have some kind of 'moral choice' system. We are thinking rather then Good/Evil to have choices matter to your companions, similar how Dragon Age2 did it. For example if you have an Orc companion, and you choose to help some Orc tribe, then you will gain your companion's favor. When it's maxed out, your companion could have a special ability activated. Of course, by gaining favor with your Orc companion, it might decrease with your Elf companion simply because Elves don't like Orcs. Don't take it literary, it's just an example.

The story as far as questing goes will revolve around doing jobs for different characters from different tribes/cities. Like for example there is a war between the local trolls and the orcs, and you will choose who to help and in return you will gain reputation with the tribe you choose to help and will decrease with the tribe you chooes to go against. The idea is to make it so that if you choose to go against a certain tribe, that you cannot become friends with them again. That is because as your reputation reaches exalted, you will unlock serious rewards. For example that tribe can teach you a certain type of magic, or a certain type of proffesion. And of course items too. In certain cases we might go as far as you receive a quest to completly wipe the opponent tribe.


We will have them.
I'm not actually keen on what proffesions we will have. All I know is that you will be able to have a proffesion, and depending on your reputation status with the other factions you will be able to craft various things.


The character itself, the one which you play, he at the start will be all around bad at absolutly everything. He will have 3 Main Talent trees.
So we are going with the three archetypes of strong warrior, agile archer/thief, powerfull magician. Each talent tree however has three sub-talent trees. We want to allow the use of hybrid characters. We also want that each archetype can summon his own combat minion. Also we plan on the character unlocking skills depending with which factions he chooses to become friends with. So for example if you choose to help the troll faction, they will help you become more agile, if you choose to help the orcs, they will help you to increase your strenght.


Well, let's say that it's about a world which is still shaping from a politcal point, there are no solid boundries, there are still tribes of races spread across. The number of actual kingdoms or empires is actually small. It's populated by many races, yet the races are not united, but instead are divided into many clans/tribes/cities/groups/etc.

You start off as a young Wood Elf who lives with his tribe in the shadowy woods nearby a heavy human populated area. The humans actually have built there a rather large capital they named Galloth and have expanded with more cities towards the sea, building a port too. For many years this small human kingdom (if it can be called like that) has been stable and developed well within it's area, within it's borders.

However at one point they started to expand forcefully across the sorrounding lands. They invaded the shadowy forest and killed most of the living creatures there, including your tribe. Since your father, the leader of the wood elven tribe, is fighting to protect you, you manage to escape into the wilderness. Your father's last words to you were to grow up into a proud and strong wood elf, to take vengeance against the humans of Galloth for this murder, and to find the origins behind a silver pendant you received from your mother.
 
Level 14
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And here is some Map Concept, they are ment for general outline and point out main points of interest, they were not ment to be too detailed. Would have edited the previous post but I get a database error. Maybe a mod or admin can take a look at it.

Map1
Map2
 
Level 12
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Well personaly I think the idea and output of DGUI is pretty nice, but the requirements and unflexibility sucks. I have used it before and made a WoW smiliar casting bar thing with cooldown etc. You can infact make it work with any camera, its just about changing the World2DGUI formula the right way, through it takes soooo long time, and its boring as hell. Not to mention that it might never succeed.
I'm currently working on the village AI which is going pretty decent/okay atm.
 
Level 14
Joined
Jan 2, 2007
Messages
1,449
We are still looking for:

  • Terrainers,
  • 3D Artists,
  • 2D Artists (Skiners)

Our current project is a Single Player RPG with a Turn Based Combat System. Project Information here.

Application formula here.
 
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