• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Everwood - The unique ORPG

Status
Not open for further replies.
Guys you maybe could need my SpellBar system.


spells_2926_screenshot.jpg

 
Last edited:
Guys you maybe could need my SpellBar system.

spells_2926_screenshot.jpg

So, does it show how long it takes to cast a spell, similar to WoW, where it goes from grey to green with the spell's completion?

@ the devs: Will you have floating text for damage? It could make it look a lot more dynamic. Just the classic bang-fade would be awesome, and fairly easy to implement.
 
Level 6
Joined
Feb 10, 2008
Messages
300
I'm pretty finished with the Necromancer spells for the beta build. The Ranger's are on their way, not yet done, though. Grabbed my CoD MW2 copy today, but I'll finish the Ranger today, or tommorrow.

Anachron, this is not an advertisement thread, and please, for your own sake, stop being so childish. Also, what RPGamer said is true, texttags aren't exactly rocket science.
 
Level 9
Joined
Apr 5, 2008
Messages
529
A quick update: The Neromancer and Ranger skills have been completed for the beta, and we're working on the other classes, which have already had their spells designed by Wolfe. Most, if not all, of the spells utility libraries have been coded, so everything remaining is just to code them.
I'll soon recode the Quest System in Zinc and start creating the quests available for the beta, and fix the bugs currently in the map.
 
Level 3
Joined
Nov 16, 2009
Messages
41
Hey, Role Playn Gamer, could you show me how to make the transparent system and the mount system, Credits will be included and +Rep?
 
Level 2
Joined
Nov 15, 2009
Messages
11
O.K. I'm speachless! I'm also doing an RPG at the moment (going to show my ideas later), but this beats all! I was dreaming of this all the time!! AN ATTACHMENT SYSTEM! Boah, I need this too :)

I will defenatly play this!

GL
 
Level 7
Joined
Jul 18, 2009
Messages
272
:fp: Starting with "Bridge to Stratham, the starter city", the screenshots in the first post aren't working anymore.
 
Level 6
Joined
Feb 10, 2008
Messages
300
I started to script some of the NPC system yesterday, and it'll be pretty big. So far I'm currently doing some layouts for a WorldTime system that will more or less control the NPC system.

NPC-controlled units will not stand at some specific point throughout the game, they'll move and do random, and not-so random, things. The events for these random, and not-so random, things will be controlled by, or at least depend on, the WorldTime system.
 
Level 6
Joined
Feb 10, 2008
Messages
300
pretty much, yes.

But it will not stop there :p Some might scream if they see you, while others may start to follow you. Who knows?

(Notice the bolded parts: it's not guaranteed in any way that those things may appear in the map, they are only examples)
 
Level 9
Joined
Apr 5, 2008
Messages
529
X-OMG-X said:
You have to visit your photobucket account lol! :D

Some of the images in the threads first post is uploaded on my account, while some are uploaded on YohoboFire's. I sent a mail to Yohobo concerning the issue, so I hope they'll be working again soom, and if not, I'll upload the screenshots on my own account.

Rainbow Evil said:
Nice. I like Tukki.

Quoted. :D
 
Level 6
Joined
Feb 10, 2008
Messages
300
Somehow the new patch (1.24c) makes my newly coded test maps unable to load in WC3. Development hasn't halted, I'll continue coding stuff, but it'll probably go a lot slower, since testing is disabled.

EDIT: The reason seems to be a flaw in the code, works as of now.

EDIT#2: Made a short video (~10 sec) showing the very basics of the NPC system. Trying to poke RPGamer into posting it on the first page.

EDIT#3: Currently it's a really basic video, so we'll wait until we got some nice features built into it (NPC-Talk anyone?)
Finished the NPCTalk camera module about an hour ago, only the 'real deal' left :p Which, of course, will be a little more complex than the NPC system itself.
 
Last edited:
Level 17
Joined
Nov 4, 2008
Messages
1,603
STATUS REPORT
  • The Everwood ORPG team is preparing you all for your first taste of our project by preparing a demo centred on the starting area
  • Nine unique concepts have been formed to create nine unique heroes with their own play styles and game mechanics
  • The terrain is being detailed and cleaned for your astonishment
  • Tukki & RolePlaynGamer are working to code our systems and spells
  • Professions are being organised and object data is being assembled
  • Everwood ORPG players will now have the opportunity to have male OR female characters

THE DEMO
  • Clean and polished terrain with detail
  • Houses with their own interiors that may be accessed
  • One quest line comprising of five entertaining quests with three other individual quests
  • Nine heroes, each with three spells to introduce you to them and their game mechanics
  • Two professions to be revealed: Apothecary and Runebinding
  • A taste of all of our unique features and systems exclusive to the demo
  • A fun and interactive environment
 
Level 40
Joined
Dec 14, 2005
Messages
10,532
The thread (the first post, that is) doesn't really tell the reader anything other than you spammed a bunch of models from the model section, abused AddSpecialEffectTarget, and took a few screenshots from angles at which the terrain would be viewed ingame. "To the next level" etc may be good buzzwords but they suck for actually describing your map, which I hope is what you want to do.
 
Level 7
Joined
Jun 19, 2009
Messages
277
The thread (the first post, that is) doesn't really tell the reader anything other than you spammed a bunch of models from the model section, abused AddSpecialEffectTarget, and took a few screenshots from angles at which the terrain would be viewed ingame. "To the next level" etc may be good buzzwords but they suck for actually describing your map, which I hope is what you want to do.

you re harsh
 
Level 9
Joined
Apr 5, 2008
Messages
529
The thread (the first post, that is) doesn't really tell the reader anything other than you spammed a bunch of models from the model section, abused AddSpecialEffectTarget, and took a few screenshots from angles at which the terrain would be viewed ingame. "To the next level" etc may be good buzzwords but they suck for actually describing your map, which I hope is what you want to do.

I understand your oppinion and respect it. In my oppinion, the beauty in this map is not the visual, but the amount of detail, and that's our main focus with this map. The screenshots in the first post are all just there to tease people and get them interested in the map, as we want to keep most of our ideas a secret until the map is released.
By the way, AddSpecialEffectTarget wasn't used for any of those screenshots. They're all there to demonstrate how the systems will work, and most of them are more than a year old, so they've all been updated several times.

And why on earth would me make a "nigerian scam"?
 
Last edited:
Level 40
Joined
Dec 14, 2005
Messages
10,532
By the way, AddSpecialEffectTarget wasn't used for any of those screenshots. They're all there to demonstrate how the systems will work, and most of them are more than a year old, so they'll all been updated several times.
I was referring to mounting, equipment, etc.

And why on earth would me make a "nigerian scam"?
Analogy. I was saying the first post sounded like a corny marketing ploy.

--

Basically, I think that you should focus more on gameplay and not useless features. For example, riding systems don't set your RPG apart from others very much, regardless of whether you think they do, unless you make them somehow integral in the gameplay (see Mount&Blade, for example).
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
Currently, we've been focusing on gameplay. However, gameplay can be boring without additional features to give it that... oomph.

"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."
This quote, from our first post, basically says that we have planned to implement many features. However, our goal lately has been to make gameplay as entertaining as possible with and without our custom features.

And if possible, could you please change the title of the thread to Everwood ORPG instead of Everwood - the unique ORPG? A lot of people has blamed us for calling it unique, and we wish to end that and focus this thread on the map development rather than wasting five or six posts explaining what we mean by "unique".
 
Level 18
Joined
Aug 3, 2008
Messages
1,935
to be really honest, the name of this thread SHOULD NOT be changed.

there is a reason why you called it the " unique " ORPG. There is always a reason. Whether the name is true to the product or not, it really does not matter....

why ?

BECAUSE THIS IS THE MAP DEVELOPMENT SECTION

there are almost NO compeleted maps here on this section of the forums. Why should the name fit the map, when the map hasnt even been fully created yet ?
The whole point of having a nice cool name is to grab attention and to set a goal for what you want to achieve. If the title is " the unique ORPG " then what the author intends on doing is making the finished product a UNIQUE ORPG

If purplepoot where to have his/her way, it would be called. " The ORPG "

i mean wow that sure sounds exciteing i want to play that game...the OPRG =O ( heavy sarcasm here )
 
Status
Not open for further replies.
Top