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Ent Seed: Life of the Forest

Discussion in 'Map Development' started by Darkholme, Jun 1, 2008.

  1. Darkholme

    Darkholme

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    [​IMG][/url]
    OK. the origin of Ent Seed: Life of the Forest is from Ent Seed. A Hive member named Ezikielth started Ent Seed. He was gone for a long time, and we disagreed on how the project should be designed in a bunch of areas.

    Essentially I thought I could do better at running it.

    I had done too much work to simply leave it, so I left, and took my work with me. With my work, I started this (new) project, with me as main designer.

    Map Type: Altered Melee
    Players: 8-10
    Alliances: Undecided. Probably as Melee, maybe by ent type.

    Intro

    EntSeed: Life of the Forest is a map where different kinds of plants vie for control of the forest.

    I. Gameplay

    Base Constuction ---- You begin the game with a Unit that looks like a wisp. It does not move, it's the spark of life. with it, you decide which kind of ent you wish to create. There are four types.
    [​IMG]
    Maple Fast but more Fragile - like Archers and Melee Scouts
    OakTough and Slow - like Golems
    Willow Mysterious and Wondrous - like Druids
    Swamp Dark and Gloomy - Plant equivalent of undead. life drains and poisons etc.

    Once you have chosen your army, the Spark of life becomes a sort of sproutling for the army you selected. Now, you find a suitable location for your main base, and set down your roots, building your tree of life.

    With your tree of life comes Your hero. You only get one hero, but you can choose which of 3 types of hero you want to use, depending on which army you play as you will have a different set of 3.

    Your Tree of Life can build 2 separate builder units. A Sapling, and a Wisp. The saproling is the builder for all the plant like creations, and the wisp builds the spirit things. Every army is divided into plant and spirit (the names may change but the divisions are staying)

    II. Game Mechanics

    Alright.
    First, the resources.
    Water and Minerals - Water is gathered via roots, which are structures you can build out of saplings. they provide a certain amount of water per second. Much like mining a gold mine, but you don't need a mine, and you don't run out of water. Units and buildings not only cost resources to build, they also slowly devour your resources once you have them too. So the more buildings you have, the more sources of income you need.
    Hero Revival - Heroes in this map with be revived at one of the four resurrection stones, Controlling the resurection stones is beneficial both because of it's strategic location as well as the fact that it gives all of your units in the area an aura. Depending on which stone you're at you will get a different aura. If you control a stone then your hero will always respawn at that stone. A Stone is controlled when a stationary building is next to it. if there is an enemy building in that same range, neither of you get the benefits of controlling it until one of the buildings is destroyed.

    Undecided Stuff.

    I may go with an Idea I proposed on the project regarding all Ent units functioning on timers. so like a hero lasts 10 minutes before dying and respawning, and if he lasts the whole 10 minutes he gains a level. It may even be the only way to gain levels. this is not yet implemented, so far it's just an idea.

    Some system rewarding you based on territory, or how much space you cover may be made as well. perhaps faster resource collection if your collectors aren't too congested. we shall see what happens.
     
    Last edited: Jun 24, 2008
  2. Volvox

    Volvox

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    Glad to see this project back on tracks. If you need a forest terrain and have no ideas, i can lend a hand.
     
  3. NearbyHermit

    NearbyHermit

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    Well this one promises ,but personally I love Keeper.

    And may I ask where did you get those pics?
     
  4. uzi8

    uzi8

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    You dont mean to use WoW exports, do you?
     
  5. Huurka

    Huurka

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    I read somewhere that he is NOT gonna use these models in the picture.
     
  6. Ezikielth

    Ezikielth

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    I may be working on this yet again with full diligence.
     
  7. Kwah

    Kwah

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    Very nice. . .

    If you need help I can do Gui and units.

    So just PM me. . . I am ready
     
  8. Darkholme

    Darkholme

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    WoWmodelviewer. They were a fast way for me to show what the armies should look like.

    Not planning on using WoW exports, no. just for demonstrational purposes. I mean, I wouldn't be AGAINST WoW exports, but the models lack certain needed animations and then there would be the whining factor if I put it up here, so no.
     
  9. varsaigen

    varsaigen

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    I can create the spells. Seeing the heroes allows me to brainstorm spells for each based on appearance and race.
     
  10. Darkholme

    Darkholme

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    makes sense, but we haven't decided what the heroes are all going to look like yet beyond what the races look like above.
     
  11. NearbyHermit

    NearbyHermit

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    Well,couldnt you remodel the original Warcraft ent models?
     
  12. varsaigen

    varsaigen

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    Good point. But its what to change that's the problem. For the swamp ents, maybe add a little bit of dark fog (or whatever it is) seeping out if the wood? Or miscelenious twigs and branches.
     
  13. Ezikielth

    Ezikielth

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    Ok, I know this is darkholmes post but Im VERY involved in the maps creation. Of course we thought of just "remodeling" The original ents, however... space is not out friend. Due to the massive amount of custom content needed for this map we will need to use very few models and rely heavily on skins. Also, we are just trying to make the game work with its mechanics for the time being we dont care about models because the mechanics, triggers, techtrees, and balancing are the important parts that we need to finish first. We want to make the game work before we add the nice and shiny bits.
     
  14. Darkholme

    Darkholme

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    As Ezikielth said, the initial plan was to use all custom models, but new models take up like 400kb each or more sometimes, sometimes a bit less, but the point is we need to come up with roughly 40 units to pull off this map.

    as for the design of those 40 units, there are presently 3 people working on different designs for them.

    Hawk900, Uzi8, and Ezikielth are all working on army designs. In case we use all of them, Uzi8 is working on Maple Ents, Hawk900 is working on Oak Ents.

    Varsaigen is on Hero design, though we may need another person working on that.

    Volvox is standing by, but has offered to do the terraining.

    I intend to do Willow Ents, but that will be starting tomorrow night.

    This is a generic army outline
    [​IMG]

    Resources

    The resources are water and minerals. Water is collected by roots, which are defensive structures built by the ent builders. A wisp collects minerals. presently from tree. perhaps another unit for resource gathering will be made but at present ill keep wisps collecting minerals.

    Units

    The Optional slots dont have to be that number, a slightly more spirit based or more ent based techtree works as long as it makes sense with the army.

    The Siege unit does not have to be ranged. just the biggest damage dealing units in the army.

    Between spirit and ent there needs to be at least 2 casters, with 3 spells each.

    Every Ent unit upgrades twice, like trolls, from an upgrade building of some kind (which could be another defensive structure or a unit if you wish.

    Heroes
    1 Ent hero should be equivalent to 3 normal heroes. Cause you're only going to get to pick one.
     

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    Last edited: Jun 3, 2008
  15. Kwah

    Kwah

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  16. Darkholme

    Darkholme

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    I considered implementing something similar but only in regard to heroes. I don't think the regular units should get stronger based on time like that, but I was thinking maybe heroes could have a life cycle. they would live 10 minutes. if they survive 10 minutes they instantly respawn (at your base instead of a respawn point) with a chunk of experience.

    as for growing, presently hero size is based on level. as a hero gains levels they get bigger. that's already done and scripted.

    so as for using your idea, sortof. lol.

    and the main post has been updated.
     
  17. varsaigen

    varsaigen

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    i like the idea. I havn't seen anyone make a proper lifecycle for anything. Good luck on that. :D
     
  18. Darkholme

    Darkholme

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    An update. Ezikielth is out. Just as I couldn't work under him in EntSeed, he apparently can't work under me in EntSeed: Life of the Forest.

    It's cool though.

    As for what that means about Life of the Forest, it means we're out an Ezikielth.

    but the project is still going.
     
  19. varsaigen

    varsaigen

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    lol. wow. Anywayz, Good luck.
    I like the new title. It adds more zest. :p
     
  20. Darkholme

    Darkholme

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    you still in for hero design? I'm gonna have you make the easiest of the heroes first, who should also be the 'staple' hero.

    The Tough Oak hero. levels from 1-30.

    I'm not sure what the system should be for the spells. I'm thinking either 5 as the total number and have them scale more, or 6 total with scaling.

    Basically a massive tought oak tree who is as powerful as three human heroes (cause you get one and they get three)