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Everwood - The unique ORPG

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EverwoodBanner1.jpg


Current team:
  • Yohobofire: Terraining
  • RolePlaynGamer: Scripting, modeling
  • Tukki: Scripting
  • Darkenneko_003: Texturing, terraining
  • Thrikodius: Modeling
  • Wolfe Orscythe: Designing

"Everwood" is an ORPG that my team and I have been working on for a long time. Our goal is to bring Warcraft III maps to a new level with this, bringing the entertainment and quality level from MMORPGs to the Warcraft III engine. Ofcourse you cannot bring the MMO feeling to a 12-player map, but you can bring a lot of the features. With this in mind, we have filled "Everwood" with a ton of well-known and liked features from popular MMOs such as "World of Warcraft", "Guild Wars" and ”The Elder Scroll: Oblivion” to bring you the absolute ORPG experience.


List of Everwood features:

  • A well integrated mount system with a wide variety of mounts to aquire.
  • An advanced camera system which allows you to view the hero from all possible angles.
  • In the arenas of "Everwood" you will not only be able to fight friends and foes but also be able to take a look at fights and bet money on them, taking the ideas of ORPG arenas to a new level.
  • A realistic condition system made to enhance the combat aspects of the game.
  • "Everwood" will feature a realistic attachment system, allowing players to see everything they equip on the hero. The attachment system will include weapons, shields, chests, helmets, legs, shoulders. Gloves and boots might get included in later versions. Other equippable slots are ring #1, ring #2, belt and amulet.
  • "Everwood" will feature a wide range of well developed and interesting quests, with multiple tasks to accomplish and people to help while keeping the spirit of MMOs alive with the classical "kill 20 trolls" quests. These types of quests will however be kept to a minimum and there will be a greater focus on unique quest lines.
  • If you get tired of completing quests and fighting mobs then you can make time pass by traveling to the big cities where you can learn professions. Planned professions include: Fishing, mining, smithing, cooking, fletching, alchemying and more.
  • Are you as bored as us with the generic Blizzard item chest for each and every item on the map? All items in "Everwood" will have their own unique and animated item model.
  • "Everwood" will feature not only transparent trees, but also transparent houses. So when you enter a house, you will be able to view through the roof, and when you get nearby a tree you will be able to see through it. This makes every building in ”Everwood” enterable.
  • "Everwood" will include a Full Screen Inventory made only for this map. The inventory will include 50 bag slots, equipment, shop, progress bars and much more.
  • ALL skills in "Everwood" are triggered, and their effect are based on stuff like health, mana, defense, attack range, conditions with many more.
  • "Everwood" will feature a worldmap system, which allows players to add markers to the map.
  • "Everwood" contains a battlefield with AoS like fights.
  • An unique animation systems which will change your animations depending on the weapon you're wielding.
  • "Everwood" features a dynamic world, full of People. Not just computers standing in one sport, or randomly wandering around, these people, Wake up in the morning and decide what to do, they can go for a stroll, go get something to eat, walk the dog, who knows. Stores will open in the morning and close at night, Traveling Merchants will travel from town to town.
  • "Everwood" will feature several unique and dangerous places where only the most noble of heroes dare go. Explore dungeons deep elow the earth, fight several challenging bosses and discover treasures far more worth than entire kingdoms.
  • More than 650 imported models/skins/icons.


Other small features:

  • Custom attack- and defencetypes.
  • Save/load system.
  • Custom hero selection system.
  • Custom experience system.
  • Dynamic health- and manabar system.

Time for some screenshots.


NOTE: The green fog on some of the screenshots has been replaced with a bright blue fog.
HangingBridge.jpg

GuildDoor.jpg

Image4-1.jpg

Image3.jpg

Image2-1.jpg

Image6.jpg

Image9-1.jpg

Undead2.jpg

Undead.jpg

Undead4.jpg





Tukki is currently cooperating with Wolfe to create a new selection of unique and interesting skills. Teasers will most likely get published soon.





The heroes of Everwood can have a variety of mounts to ride, and can ride them using this system. You probably already have seen maps with systems like this, but trust me, you have never seen anything like this. When you choose to ride your mount in Everwood, the hero can actually be seen riding the mount.
MountSystem2.jpg

Bear.jpg

FelStalker.jpg

Wyvern.jpg

Hippogryph.jpg

Phoenix.jpg

FrostWyrm.jpg





Every map nowadays have an attachment system, but nothing like this. Normally you can only see weapons, shields and sometimes helmets on your hero, but in Everwood you can see weapon, off-hand, helmet, chest, legs, boots, shoulders, yes even gloves are shown. Since you can zoom in with the camera system, and because we're perfectionists, we've put a lot of time into correcting the attachments so they display probably on the hero.
BattleMageAttachment.jpg


Everwood features a transparent system, which not only turns nearby trees transparent, but also houses if you enter them. This system gives heroes the opportunity to enter peoples buildings and explore the world of Everwood down to last detail.
TransparentSystem3.jpg


Everwood contains a worldmap, which you not only can view, but also add your own markers.
Worldmap1.jpg


The talk systems is one of my favourite things about Everwood. Basically, it lets you talk to EVERY NPC in Everwood. The talk is very random with a lot of different answers. The talk system is also the key for earning quests, starting trades, getting access to areas, even general talk.

It's not just another stupid talk system, Everwood's is very realistic. When you talk to a NPC, your camera is adjusted so it looks like you're talking to the person in 1. person mode. Your inventory turns into a panel of all the things you can say, and the NPC acts realistic to your words.
TalkSystem1.jpg






RandomItems1.jpg

RandomItems2.jpg

RandomItems3.jpg






Weekly Progress Report
To The Hive Workshop,

Every week, the Everwood ORPG Team will strive to give you a progress report on the upcoming demo and the Closed BETA. So far this week, things have been slowing down quite quickly because of Christmas. From what I know, two of us will be going on vacation for a week or so over Christmas Eve & Day and perhaps even New Year's Eve.

Wolfe_Orscythe
INACTIVE as of the 24th of December - 29th of December
RolePlaynGamer
INACTIVE as of the 22nd of December - January 2010
Tukki
INACTIVE as of the 23rd of December - 26th of December
12th_Exile
INACTIVE until the 27th

This is quite unofficial, but please farewell our respected 2D Artist, Darkenekko_003, who is currently training in the air force. I'd also like to announce the coming of a new member who will be helping us clean up some of the terrain and even expand the map to accommodate a bigger world to explore. Welcome to 12th_Exile, or Kinorhynkar, our BETA terrainer.

With the absence of Darkenekko_003, it is important that we have another 2D Artist to help us with our loading screen, icons and model textures. Even if this is not fulfilled, we will still release the demo and BETA according to plan.

Now, onto business. As I mentioned before, progress has been slowing down and the only member of our team that will possibly be not going for vacation around Christmas is Tukki who will be coding spells and game mechanics while we're gone. He is also working on a video to exhibit the new NPC system and will probably give you some spell teasers, etc.

I will be posting the next report on Wednesday the 23rd before I leave. In that report will be the details of ONE hero, including screenshots and a possible video. So stay tuned! =D




Weekly Progress Report

To The Hive Workshop,

This will be the last progress report you will get until I return (which may be later than December 29). Progress is almost coming to a complete halt with the exception of Tukki who will be working on classes right after Christmas. In the spirit of the holiday season, the Everwood Team has worked hard this weak to release a preview of Everwood’s first class… the Warlock. At the bottom of this report, you will be able to witness the power demonstrated by the Warlock.

Coding Updates
A’ight folks, time for some coding updates! As you probably know, and expect, there will be some cool features in Everwood ORPG that will make a truly unique experience. I have, as a coder in the mod, scripted some of these awesome features. First, there is the NPConversation system, which enables you to talk to nearly everyone inside the map. Another feature is the NPCEvent, which can be used to code complex and cool event behaviors for NPC-characters, such as villagers.

Now you probably want to know if there is a hero reveal in this report; yes, there is! I’m happy to give Wolfe the opportunity to reveal this hero to you, he can be found at the bottom of this post (fools!!). I hope you find him awesome, because, he is…

- Tukki, Coder

Design Updates
As you would all know, we are working very hard to release the demo. Now, this is a tremendous amount of work as we are adding exclusive demo material that will not be included in the demo zone (the starting zone). Lately, my focus has been on items and the first dungeon in Everwood ORPG because a majority of our hero concepts has been finished.

In this update, I would like to reveal to you our stats and sub-stats. There are three main stats and nine sub-stats that allow you to customize what your hero will specialize in and how they are in combat.

Power increases health, health regeneration and attack power.

Endurance – Armour Rating, Block Chance, Power
Strength – Attack Power, Attack Critical Power, Power
Vitality – Base Health Regeneration, Health, Power


Alacrity increases armour, attack speed and attack power.

Reflexes – Dodge Chance, Attack Critical Power, Attack Power, Alacrity
Dexterity – Attack Speed, Attack Critical Chance, Alacrity
Ballistics – Attack Speed, Attack Power, Attack Range [BOW ONLY]


Will increases mana, mana regeneration and attack power.

Intelligence – Spell Power, Spell Critical Power, Will
Focus – Spell Critical Chance, Spell AoE Range, Will
Wisdom – Base Mana Regeneration, Mana, Will


- Wolfe Orscythe, Designer

Terrain Updates
Sadly, there are no terrain updates or screenshots as of yet as 12_Exile is on vacation until the 27th. I hope to display some of his works either next week or in the New Year.

However, I do know that he has finished the interiors and made a few changes to the demo/starting zone.

Requests & Recruitment
Currently, there are no requests. However, we are in need of a 2D Artist with experience and skill willing to dedicate his/her time to creating icons and textures.

Now… drum roll please…

The Warlock
The Warlocks of Everwood were once a benevolent order of mages that policed the use of magic throughout the forest. However, their insatiable thirst for knowledge and total arcane mastery soon led them down a path of corruption. Their dabbling into the subterranean arcane streams developed a lust for power, and soon after an unhealthy fondness for Daemonic Magics. Warlocks are melee spellcasters, capable of utilizing massive amounts of mana to expel those who stand in their path.
Use: Heavy DPS
Armour Class: Light Leather
Weapon Class: Blade
Game Mechanic
Sorcery
Warlocks use sorcery as their game mechanic. Their control over powerful magic allows them to manipulate the two opposites of sorcery. One opposite, fire magic, allows them to unleash havoc amongst their enemies and destroy them quickly at the cost of his own life. The other, cold magic mimics its counterpart but in a lesser form that ensures that, he is safe in the battlefield.

Chain Lightning
ChainCharge.jpg

Beginning the charge...
Rushes at a target, slamming the target with a fistful of lightning dealing X damage and bounces to another target dealing Y% of the original damage.

FIRE MAGIC increases the damage dealt to the second target by X% and the mana cost by Y
COLD MAGIC makes you untouchable until you attack the second target – you cannot be interrupted

Stormhammer
ChainChargeLightning.jpg

As soon as Chain Lightning is cast, Stormhammer will trigger.
Slams a hammer of powerful lightning upon his target, dealing X damage to the target and Y damage to all targets nearby. Triggers after a successful Chain Lightning.

FIRE MAGIC knocks targets back violently, however dealing X% of the damage to himself
COLD MAGIC stuns targets for X seconds and increases the DEX of nearby allies by X

Hellfire
Hellfire.jpg

Launches a missile of terrible hellfire at a target that explodes, dealing X damage to all targets in Y radius.

FIRE MAGIC gives all allied and unallied targets in the area the burning condition
COLD MAGIC conjures a fire elemental in the aftermath with X health that taunts all targets

All spells, mechanics and special effects are subject to change at any time. You will be informed of these changes.

Videos for the Warlock and the NPC system will be placed in this report once Tukki emails me their YouTube links.

Now folks, ‘tis the season to be jolly. We will see you all after Christmas with another progress report on Wednesday 6, 2010!

Merry Christmas all and a Happy New Year!




Weekly Progress Report
To The Hive Workshop,

Well, finally. A new report, sorry for the absence. With school back up, a lot of us are busy and make do with the time we have.

Before I go on with the report, I would like to welcome Oziris; an adequate terrainer who we hope will stay with us for the long run in helping us polish and expand Everwood Forest.
We hope you enjoy this report and look forward to seeing you again on Saturday the 13th of February. I really hoped to introduce a new hero in this report; however, I will be introducing a brief overview of the demo profession: apothecary instead. We also have some reputable people helping us in Everwood ORPG and I will be introducing them to you after the report. ^.^

Coding Updates
Unique, quality and usefulness are the spell-aims for Everwood ORPG. Coding takes time, because some spells are redesigned, some added and some are even removed.
We think that it is better to release these types of spells in the demo, instead of the typical abilities. "Taunt" anyone? Not to degrade taunt or anything as it covers the usefulness requirement pretty good, but really, is it special or does it require some sort of strategy or requirement? Not that it should do anything stupid, but the player should be able to abuse (-?) this effect in some kind of way.
I will give you an example:
Heal - you can easily make the ability a little more fun by adding movement speed to the healed unit, enabling it to run like hell of it wants, or restoring an ally WHILE dealing damage to an enemy.

Coding this far has focused two (maybe three) things:
Paragon: Game Mechanic & Abilities
Blademaster: Game Mechanic & Abilities
NPChat: You can now chat with your fellow, good-hearted NPCs!
In addition, a lot of optimizations and tweaks have been made to the existing code.

- Tukki, Coder

Design Updates
Of late, my main concern has been the quests in Everwood ORPG. In my experience, I have found quests to be quite boring and lacking. For example, the classic “kill x of y” or “find x in y” quests. Of course, these simpler quests matter and will be included, however not in high doses. Rather, Everwood ORPG will include quests based on teamwork, strategy and plot. The following is a list of quest “types” that will be featured in Everwood ORPG:

In Everwood ORPG, you advanced through five tiers. Each tier has a main storyline and quest chain that you follow as you brave the wilds. In the demo, the Tier Quest Chain will feature seven quests including escorts, defenses and boss encounters.


Throughout Everwood Forest, The Bounty Hunter’s Guild has immersed itself throughout the many towns and cities that dot the landscape. In each tier, a bounty hunter will offer you a quest that you will accept or decline. Bounty Quests are possibly the most difficult quests you will have to perform, but they also offer the best rewards. Bounty Quests are unrepeatable.


Dungeons are another feature included in Everwood ORPG, and with them come Dungeon Quests. Dungeon Quests will pretty much require you to retrieve things and face difficult bosses. By performing these tasks, you will be able to explore the dungeons included in Everwood ORPG and face the terrifying things that lurk within them.


Once Upon A Time is the main quest chain in Everwood ORPG. Throughout the tiers, you will perform quests to unravel the secrets of Everwood Forest’s ancient ancestors and the evil that stirs below the earth. These quests introduce you to the rich lore behind Everwood Forest and its demons. Once Upon A Time is unrepeatable.


The apothecary mixes herbs, spices and bodily fluids and ingredients to generate a variety of potions, elixirs, salves, flasks and oils with different effects. An apothecary is a useful and profitable profession to take up, especially when adventurers require your nifty trade for healing, restoration, and enhancement or to bring about suffering with poisons and explosive potions.

In Everwood ORPG, each profession features three sub-professions of which you may specialize in. As you level up, you may choose which sub-profession to take advance through the ranking system as a profitable apothecary.


Alchemy - As an alchemist, you are bestowed with a talent for gathering herbs, spices and other reagents and catalysts with healing properties. Alchemists create healing and mana potions, stat-increasing elixirs and even a potion of immortality.
Infusing - As an infuser, you can salvage items of magical properties and create orbs of pure and untamed power. These orbs, filled with mystical energy, can be infused with other pieces of armor to enhance that weapon or armor.
Witchcraft - As a witch, you cackle at the thought of healing and creating powerful orbs. Rather, you collect reagents of destructive and venomous properties to use on your enemies and destroy them. Witches create oils used by bow-and-arrow wielding classes, explosive elixirs and toxic salves.


- Wolfe Orscythe, Designer

Terrain Updates
Everwood.jpg

Everwood2.jpg

Everwood3.jpg

Everwood4.jpg

Everwood5.jpg

Everwood6.jpg

Everwood7.jpg

Everwood8.jpg


These screenshots are lacking detail that will be added eventually. Also, careful, screenshots are a little big.

- Oziris, Terrainer

Now, as I said before, we have some pretty reputable people helping us in Everwood ORPG.

On class textures, we have 67chrome and helping us with some of our icons is Palaslayer. ^.^




Things that needs to be done before beta stage:
  • Coding - Basically revising, touching up systems, bug-proofing everything.
  • Terrain - Interiors should be finished by now (I hope). Basically polishing off the terrain, making sure it looks good with the custom camera.
  • Heroes - Each hero should have four spells each.
  • Items - Attachment models, etc. for basic item models should be done as well as the scripted item data.
  • Quests - Concepts and coding. There will be one questline and then other individual quests.
  • NPCs - Merchants, creeps, quest-giver data should be done as well as placing them on the map.
 
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This project looks really great.
I have a simple question tho, After reading and seeing so much Content, will it be multi player compatible? Please add that to the descriptions.
You have a few spelling errors in the text as well, might wanna fix those.
The screen shots look great and I'm sure a project such as this requires more attention than what it currently has receieved. I Wish you both the best of luck on your project.
-Calvin
 
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I'm a little confused about how the game camera is going to work. Clearly in some of the screenshots, the terrain is covered by doodads such as trees and parts of buildings.

So, does that mean you are considering more of a first person camera?

Or, is it going to be the standard overhead with some modifications to deal with vision problems?
 
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s[i]n;601996 said:
I'm a little confused about how the game camera is going to work. Clearly in some of the screenshots, the terrain is covered by doodads such as trees and parts of buildings.

So, does that mean you are considering more of a first person camera?

Or, is it going to be the standard overhead with some modifications to deal with vision problems?

the camera system will be a third person camera, centered at the hero. Then you can rotate and zoom the camera and it's still centered at the hero. You can also use the mouse scroll to move the camera up and down, so actually you can customize the camera 100% and view the hero from all possible angles!

Also a thing to notice: Only the 'Ingame Screenshots' were taken with the camera system. The others were taken in the editor.

I have added more to the first post =)
 
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Sorry for double posting..

We have made some updates for the map since last time i posted.

  • Added 9 helmets
  • Added 20 shields
  • Added 5 rings
  • Coded 3 advanced spells

You can see screenshots of the items in the first page. All items added are set up with the equipment system and attachment system. I will soon post some screens of heroes with items equipped/attached.

If you have any ideas for spells please post them, me and Yohobofire would be happy to see someone is interested in the project and helps with ideas. =)
-You will get full credits in the map if you have a good spell idea.
 
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Very, very, very nicely done. I'am happy that you are on our team for worms.
I've heard of a nice aura. I takes (former)hp of fallen units and converts those into health of the user.
 
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wow looks nice. I just hope you continue giving up dates lol. What classes are there?
 
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Sorry to be "negative nancy", but your equipment system seems to be a lot more work than what it's worth.

From what I understand, for one individual item, you will need the actual item, an dummy ability with that items name for the spellbook, then trigger that items stats once equipped (because you are limited with ability bonuses through spellbook). Then create some sort listfile that defines what attachments go with what items, then attach the correct attachment per item picked up. To me, the only way to remotely simplify this is to use ability attachments, but the problem with permanent ones is that they seem to disappear during certain animations on some units.

Anyway, good luck with the map, hope to see it around soon.
 
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don't worry about the equipment system i found a nice way to do it ;) but i have never heard that some attachments dissapear during animations... But i think i have the solution to that in my head now lol...

Well about the classes:

  • warrior
  • ranger
  • pyromancer
  • druid
  • berserker
  • rogue
  • necromancer
  • priest
  • hydromancer
  • shaman

And the aura idea: i'll turn it around saying that the hero gets life for every dying enemy in range. This could be usefull for necromancer =)
 
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Actually we're recruiting a modeller for this project. I just forgot to mention it, but if you are interested and now how to model and can show us some nice work of yours, then feel free to pm me. :D


You must...
  • Not be working on any other project
  • Have average time to work with us
  • Be able to show us some of your previous work
  • Have an interest in this map
  • Be able to make attachments
  • Be able to work with animations
  • Be able to use ingame textures
  • Be able to make low-poly models


I have added a screenshot of the amulets so far at the first post. Thanks for the nice comments btw =)

Here's a link to the terrain thread --> Everwood Promo Screenshots
 
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When are u going to release the map to public?

We dont know probably when the map is finish... Maybe we will release a beta, but it's something we'll need to talk about first..



Ok i'm back from vacation.

Yohobofire has worked on the map a little, and made some terrain. You can see some more screenies at his terrain thread.

Lord-T-Rex has joined the team as a modeler. WELCOME!

We soon have the story ready. We will probably keep it a secret untill the release. =D

Do NOT double-post. Use the Edit button.
~Posts Merged
 
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Ok i'm back from vacation.

Yohobofire has worked on the map a little, and made some terrain. You can see some more screenies at his terrain thread.

Lord-T-Rex has joined the team as a modeler. WELCOME!

We soon have the story ready. We will probably keep it a secret untill the release. =D

Awesome. =]
Fate Orpg, and Everwood are my most 2 anticipated maps to have come out. =]
For RPG's anyways, Keep up the Good Work, Take your Time, and Let us know the updates! x]
and maybe add the Promo Terrain link to your first post. =]
Good Job! Keep Working on it!
-Calvin
 
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Alright, Yohobofire has done a lot to the terrain since last update! He has almost finished the left half of the map, it just need some polishment. You can see a lot of new screenshots at his terrain thread, but i'll also post some of them here. the terrain fog has also been changed to a blue one, because a lot of people hated the green fog. We have the basics of the storyline ready, and what unique features the map will have. If you have an idea of a feature, fell free to post it =)

Yohobofire has also textured the skin we will use for the heroes when they have nothing equipped.

And feel free to come up with ideas of features, quests, spells etc. =D
 
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Alright, Yohobofire has done a lot to the terrain since last update! He has almost finished the left half of the map, it just need some polishment. You can see a lot of new screenshots at his terrain thread, but i'll also post some of them here. the terrain fog has also been changed to a blue one, because a lot of people hated the green fog. We have the basics of the storyline ready, and what unique features the map will have. If you have an idea of a feature, fell free to post it =)

Yohobofire has also textured the skin we will use for the heroes when they have nothing equipped.

And feel free to come up with ideas of features, quests, spells etc. =D

=]
Awesome, I have a great feeling this is going to be one of the best maps out there,
The terrain is very nicely done. But why can't you use transitioning fog per area? Just a thought.
Also, have you seen Toadcop's Chat System? Its very unique and I'm surprised no one has used it.
I can't give to many suggestions for the map, but, Everything is looking great. Keep Working on it!
And Keep up the great work.
-Calvin
 
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=]
Also, have you seen Toadcop's Chat System? Its very unique and I'm surprised no one has used it.

Well, the system is cool, but it takes up some multiboard space that we'll be using for something else. We don't know how we will organice the multiboard, but maybe we will use the entire screen to display a hell of information about everything. most likely we will use THIS system to display the health, energy, experience etc. of all players heroes. =)

Also, i'm modeling a boss for one of the dungeons. I won't tell you what we will use this dungeon for, guess for yourself... =D
 
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Well, the system is cool, but it takes up some multiboard space that we'll be using for something else. We don't know how we will organice the multiboard, but maybe we will use the entire screen to display a hell of information about everything. most likely we will use THIS system to display the health, energy, experience etc. of all players heroes. =)

Also, i'm modeling a boss for one of the dungeons. I won't tell you what we will use this dungeon for, guess for yourself... =D

Understandable.
Looks really Great, =]
Keep Working on it Man! I can't wait for this, If you need any suggestions or stuff I can help I guess.
Keep Up the Great Work!
-Calvin
 
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Something relly bad has happened. Lord-T-Rex is leaving the team, because he is very busy with his life. Now there's only me and yohobofire left, but we will continue with this project. If you are interested in joining the team as modeler, just pm or write at this thread. I'll post the modeler requirements once again.


You must...
  • Not be working on any other project
  • Have average time to work with us
  • Be able to show us some of your previous work
  • Have an interest in this map
  • Be able to make attachments
  • Be able to work with animations
  • Be able to use ingame textures
  • Be able to make low-poly models
 
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Okay Yohobofire has been working the shit out of his ass the last month, and now the terrain is 75% done!

We have thought of a speciel market system. In the human guild there's a market where you can sell and buy different items. But the interesting is, that the value of the different items changes throughout the game, meaning that sometimes it's good to sell uhm ... Fish, and sometimes it's bad to sell fish! What do you guys think of this? =0

(I think i got the idea from another game, cannot remember which one though...)
 
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First thing to say is that Tenebrae has joined our team as modeler. WELCOME TO HIM!

Tenebrae is the maker of the models we use for all our heroes. He's a great modeler and a talented skinner.

Now it's my turn to work with the map and i will code lots of spells ! :thumbs_up:

So from now on i will post something about a newly made spell each day, then you can comment them and give suggestions if you want to...

I will also update my first post each day with the spell and anything else if i make new systems etc.

but let's get started!

Earthquake

This is a skill for the Berserker. The Berserker slams the ground, sending series of earthquakes at target direction. The damage the earthquakes deal is based on strenght.

EarthQuake.jpg
 
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My only comments for now are this: consider another model to base the humans off of. The Emissary/Priest head is way too Elfish. Might I suggest Arthas' head, or maybe even the Paladin's? The Knight might work better, too.
 
Level 9
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My only comments for now are this: consider another model to base the humans off of. The Emissary/Priest head is way too Elfish. Might I suggest Arthas' head, or maybe even the Paladin's? The Knight might work better, too.

Well, actually we wont use that one ingame... We used that model before we figured we wanted to do the attachment system. Now a new model is under construction, Yohobofire has already made the skin (maybe he need to finalise it, i dont know =/ ), and Tenebrae is also working on the animations for the 10 hero models. maybe i'll post a preview of the skin, but i need Yohobofire's permission first.. :grin:

We also use a more "Human-ish" model as the hero model, but as i already mentioned, the models are still in progress.


Awesome,
The Game is progressing and I can already hardly wait, I can't wait to see you finish this up guys,
Come on! Keep up the great work, theres a lot of us cheering you on, just silently, <w<"
Keep it up.
-Calvin

Well, your comments actually means a lot to me :thumbs_up:

Water Blast

This is a skill for the hydromancer. The hydromancer blasts target area, dealing damage to all nearby enemies and knocking them back.

WaterBlast.jpg
 
Level 9
Joined
Apr 5, 2008
Messages
529
One thing I might want to note, knock-back effects are cool, but a little more variation could be nice.

Yea i totally agree. Every map needs some boring spells to..


I)eadnerzhul said:
Nice job. Keep it up!

Uhm, okay, no problem :thumbs_up:

This is your lucky day, guys. I have a bonus screenshot for you. =)

This is a model i have been working on for ... A few minutes lol. If it gets good enough, we will maybe use it as a demon statue in Everwood.

DemonStatue.jpg


Poison Shield

This spell is for the necromancer. I think it's a custom Immolation. 3 balls spin around the hero, dealing damage to everyone they hit. The skill drains mana until it's de-activated. (Like Immolation...)

PoisenBalls.jpg
 
Last edited:
Level 8
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Dec 10, 2006
Messages
544
This is your lucky day, guys. I have a bonus screenshot for you. =)

This is a model i have been working on for ... A few minutes lol. If it gets good enough, we will maybe use it as a demon statue in Everwood.

DemonStatue.jpg


Poisen Shield

This spell is for the necromancer. I think it's a custom Immolation. 3 balls spin around the hero, dealing damage to everyone they hit. The skill drains mana until it's de-activated. (Like Immolation...)

PoisenBalls.jpg

Nice Spell,
but, its spelled PoisOn. Not poisEn. =]
Great Work! =D
 
Level 15
Joined
Dec 12, 2006
Messages
1,664
Well... using slightly modified melee skills isn't necessarily BAD, but it's kind of unoriginal. It looks good, but for future spells, get creative.
 
Level 9
Joined
Apr 5, 2008
Messages
529
I have been very busy the following days, so i haven't had the time to make very creative and cool spells, but it seems i won't be busy the next week, so i think i'll make some creative and cool spells. =)

About Nature Spirits, i just saw this cool SFX that i had to use, and it was designed for the rocket skill.

But feel free to post ideas of some unique and creative spells, i would really appreciate it. And of course you will get credit for it =D

I have some ideas for knockback skills here:
Uppercut: Slash the enemy from below, making him fly a short distance.
Leap Attack: Jump to target point, stunning and damaging nearby enemies.
Power Shot: Shoot an arrow at target direction, knocking the first hit target slightly back.
Slam: Knock all nearby enemies back.
 
I call this spell Natures Spirits.As a freand i will tell u a original spell.I wanted this to creat for my map but hear: U cast a spell at the hero or unit (ground type) wine reises (on him,over him or around him) and holds him for some time he gets poisond and he cant move and then 5 ghosts appear around him and strart to circle around him and they get in the hero or creep 1 by 1 or at the same time and damge the hero or unit and if he is still alive then he will lose his Hp in time becous of the poison! i hope u like it this is a original idea by me ^^
 
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