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Goblin's tale!

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Level 11
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Keep it up! A new goblin, you say? Yay!

Indeed. I've redesigned all of the classes, their skills, and general teamwork gameplay more or less from the ground up, including adding one more class to the mix. I've also worked out a custom soundtrack for A Goblin's Tale with Mr. Goblin. Unfortunately, I've been told to keep all the details of the latest progress under wraps for now. :zip:
 
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Level 17
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You know, a game that has been in development for a year, yet in a few days, you've managed to finish one of the heroes and redesign everything. A very welcome accomplishment, indeed.

I'd just like to say one thing to you, Goblin. I understand that you want perfect terrain, but this is the fourth time you've remade it. Caedrus' concepts will be wasted if you take so long deciding on the terrain. All terrains you've made for this map, that have been seen, are excellent and people have expressed their enjoyment when looking at them. Whatever you do, it is bound to look good.
 
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You know, a game that has been in development for a year, yet in a few days, you've managed to finish one of the heroes and redesign everything. A very welcome accomplishment, indeed.

I'd just like to say one thing to you, Goblin. I understand that you want perfect terrain, but this is the fourth time you've remade it. Caedrus' concepts will be wasted if you take so long deciding on the terrain. All terrains you've made for this map, that have been seen, are excellent and people have expressed enjoyed looking at them. Whatever you do, it is bound to look good.

Thanks mate and I appreciate, indeed goblin's tale is going 10 times faster in it's developping and that's because I'm in vacation, which might explain alot.

Concerning the terrain = it's not about the look, it's about the structure of the terrain, I need to find a balance and to include everything without ruining the hole gameplay.

I have to include
-enough place for the fights
-include all the merchants including their surounding (cause it gives them character )
-make the merchants close enough from each other for reducing the traveling time between them.
-make the terrain appealing and unique folowing the Goblin's theme.
-including all the decorations etc related to the lore (indeed Goblin's Tale have a lore now :p)

etc.

all this in 1 single village, indeed this is hard, and it's why I keep remaking the terrain, because I can't manage to include everything the way I want.

I want the village to be small and cozzy/simple and beautyfull with some cool features, making the hole thing ''charming''

For the look, I don't have any problem, but it's the structure I'm laking.... why each time, I keep on remaking the terrain because I know it won't work.

and don't worry, as soon as I get the right structure I won't remake the terrain. :p

thanks all for your comments!
 
Level 17
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Perhaps you could draw some inspiration from real villages, etc.? Or even pictures of villages in games for the structure.

Also, you should elaborate a little on the lore you mentioned. =P
 
Perhaps you could draw some inspiration from real villages, etc.? Or even pictures of villages in games for the structure.

Like If I haven't tought of that already :p

Also, you should elaborate a little on the lore you mentioned. =P[/QUOTE]

Hum Indeed.... I could.. perhaps a small sneak peack wouldn't hurt.
Will give you some info about the lore tomorow. Cause I'll be back at my house with the right documents in my possesions.
 
Well, Mr. Goblin - if you want a compromise between the cozyness of the village, contra the space used in the fights, may i recommend lowering the collision size of all units? or maybe spawn fewer? A fight will take less space, and it might look a bit improbable if you overdo it, but the cozyness will still be there. Otherwise, you could do like a funneling terrain setup, having a very concentrated and cozy town centre, and then make it broaden in the edges of the village, perhaps accompanied by some barricades. And there the fighting will take place. The possibilities are endless, and you can't keep dismissing the terrain, because you can't test it as if it was the way it is in the game. Redo terrain later in the process, is my advice.
 
Well, Mr. Goblin - if you want a compromise between the cozyness of the village, contra the space used in the fights, may i recommend lowering the collision size of all units? or maybe spawn fewer? A fight will take less space, and it might look a bit improbable if you overdo it, but the cozyness will still be there. Otherwise, you could do like a funneling terrain setup, having a very concentrated and cozy town centre, and then make it broaden in the edges of the village, perhaps accompanied by some barricades. And there the fighting will take place. The possibilities are endless, and you can't keep dismissing the terrain, because you can't test it as if it was the way it is in the game. Redo terrain later in the process, is my advice.

I belive I'll folow your advice.. will see what I'm going to do, but I dreamed of a posible design last night, so I'll give it a try. :thumbs_up:

Edit = Check the thread, I added a few stuff, and changed the thread presentation just abit, for more ''reading confer''.
 
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GT7.png

MEDIA RELEASE!
New informations revelead: Villagers' description, Preface, Lore, new setting, new..neW...NEW!!! STUFF!

check first post for more information.

(and fuck the double post rule, just for once)
 
Level 11
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I'm waiting for the classes preview q:

Sure, here's a piece of what I've been working on to whet your appetite. Of course, this is my first draft and subject to change.

Here are the first details about my complete gameplay design overhaul for GT, including one of the redesigned classes.

Gameplay Design



Here's a few details on some of the design concepts that will make GT fun.


A Goblin's Tale is a Hero Defense / RPG hybrid that will feature a great
deal of active teamwork. This is not merely just to say that it involves
complementary class roles such as "Healer" or "Tank," like just about
everything else does, but indeed the players' abilities will chain together
effectively and intuitively and combine to create new and devastating
combos, such as a Rogue using his Grappling Hook to pull a wayward
murloc into an electric wall created by an Engineer, or a Berserker
spreading an Alchemist's poison gas clouds with the wind force of his
bladestorm. And that's just the start of the possibilities... skilled players
will find it easy and intuitive to string together more advanced combos
consisting of several moves from separate players in quick succession
with devastating results far greater than the sum of their parts. Each of
the abilities are carefully considered and possess a wide range of
synergistic possibilities with the abilities of all the other classes.

The murlocs of A Goblin's Tale are not merely hp bags of increasing size
with differing models, as is the unfortunate case with so very many Hero
Defense games. Instead, murlocs will use a great variety of units, each
with their own array of special abilities and their own teamwork
strategies that you will have to counter. Each new enemy type will not
simply be a bigger enemy with more hp or more attack damage... it will
add a new layer to the game's strategy!

But enough about that, here's the first class I'll be revealing to all of you
:wink:

The Steam Warrior


Stemsss.png

(1) Rocket Fist: The Steam Warrior launches his giant steel fist at
enemies, damaging foes in a line and pushing them back a good
distance. Possibly deals extra damage if you push an enemy into a wall.
Useful for putting enemies right where you want them, as well as team
efforts (for example, Rocket Fist can be used to move an Engineer's
turret with its knockback effect)

(2) Pocket Shield: The Steam Warrior tosses a shield generator to a
target ally providing a brief pulse of energy that makes them
invulnerable for a few seconds before the battery shorts out. Useful for
"bouncing aggro," moving enemies off of one target in order to attack
another.

(3) God Hand: The Steam Warrior leaps into the air and slams the
ground with his giant metal hand of doom and squashes murlocs in a
compact area (making them tiny and weak for a short time!).
Additionally, this ability is useful for team combos, and the mighty impact
will disperse ally effects for team combos (making them go out to a
wider area). For example, the wind generated by the shockwave of God
Hand will blow an alchemist's poison clouds all over, affecting more
murlocs!

(Standard) Tenderizer: The Steam Warrior's heavy, blunt blows take
their toll on an enemy, softening up heavily armored targets for the real
DPSers. Each attack from the steam warrior has a chance to lower armor
on a target enemy. Tenderizer can stack with itself.

(Ultimate) Electro-Grasp: Why punch murlocs when you can make the
murlocs come to the punch? The Steam Warrior's fist employs powerful
bioelectric magnets to cause all enemies within range to be pulled
towards a big steel knuckle sandwich at frightening speeds, both pulling
everything to the Steam Warrior and stunning them for a bit (and of
course damage).

_____

Overall

The Steam Warrior is a durable tank that is the master of battlefield
control, able to put the enemy right where he wants them, control who
they're attacking, break enemy channelers, and push and pull units
around.

There is a great teamwork dynamic here. The Steam Warrior has to
"prepare" the most heavily armored targets for his allies with
Tenderizer, he can spread area effects and minimize enemies with God
Hand, he can control aggro and save allies with Pocket Shield, he
outright takes on everything for a while with Electro-Grasp, and Rocket
Fist can push enemies right into allied effects or push allied effects (like,
say, a turret) into the range of new enemies. He doesn't do a lot of
damage directly, but by protecting and supporting his allies he is an
invaluable member of any team!

Will post another class soon. Wouldn't want to spoil everything at once. :thumbs_up:
 
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Level 17
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Caedrus, I'm amazed.

You've delivered a swift update, which everybody loves. I can't wait to see the other heroes, and possibly begin forming my own hero synergies in my own head! Combined with new mechanics designed by you and the creative ingenuity of Mr. Goblin, I am sure Goblin's Tale will be a brilliant map.

But honestly, Caedrus, you are awesome.
 
Oh well.. I might change the look of GOblin's Tale terrain after all, will be aiming more for that ''hawai'' look like I suggested a few post ago.. will allow me to create something less '' warm and hot'' for something more '''cozy and relaxing''
 
Level 11
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Messages
199
Well, here's another of my new class designs from my complete gameplay overhaul for GT. :thumbs_up:

This time, it's The Rogue! His hobbies include slinking from shadow to shadow and stabbing things. Mmm, stabbity.

-Rogue-


Rogsss.png


(1) Smoke Bomb: The Rogue throws a makeshift smoke bomb,
causing a smoke screen tocover the targeted area. Enemy units inside
the smoke screen are blinded, causing them to miss frequently on
attacks. Goblins, on the other hand, use their sly nature to disappear in
the confusion, becoming invisible for a few seconds if affected by the
fog. As is so common with goblin creations, the Rogue isn't too careful
with his ingredients, and the smoke is highly flammable.

(2) Fatal Strike: The Rogue employs his most deadly weapon, an
extremely fast acting nerve toxin that dissolves after only a few
moments of being exposed to air. After taking 2 seconds to carefully
apply the deadly toxin to his dagger, the Rogue's next melee attack will
deal a massive damage bonus, as well as dealing very high poison
damage to the enemy over the next few seconds. The toxin fades if no
attacks are made within 5 seconds.

(3) Grappling Hook: The Rogue grabs a target unit with his grappling
hook and pulls it towards himself, dealing damage if it is an enemy unit.
Can be useful for pulling things like turrets or allies out of harms way,
as well.

(Standard) Opportunist: The Rogue fights dirty, and is an expert at
hitting an enemy while they're down. The Rogue's attacks will deal more
bonus damage to enemies for each adverse status effect affecting them,
such as Mini, Poisoned, Blinded, Bleeding, Sleeping, or Armor Cracked.

(Ultimate) Deadly Shadow: The Rogue becomes a living shadow of
death, becoming temporarily invulnerable and moving to a target enemy
and eviscerating them in a series of swift, vicious slashes dealing
massive damage. If the enemy dies before the Rogue has done his full
damage, he will move on to a new target and continue the attacks until
the full damage is dealt.

-Overall-

The Rogue is an exceptionally fragile but deadly combatant who lurks
around the periphery of a fight, darting in (or pulling enemies out) for
swift elimination of vulnerable or high priority targets. He is not just a
damage dealer, however, but also an effective controller, able to blind or
reposition enemies, as well as help allies retreat or make them invisible.

There is a great teamwork dynamic here. For example, the Rogue could
support and cover a tank with Smoke Bomb while enemies are being
worn down, and have an Engineer ignite the smoke with a Napalm Flask
for a finishing blow. With Fatal Strike, combined with abilities like the
Alchemist's Super Serum or the Steam Warrior's Tenderizer, the Rogue
eliminates priority targets in an instant with a powerful combo finisher.
With Grappling Hook, the Rogue can pull enemies right through a Tesla
Wall, only to have a Steam Warrior knock them back again with a Rocket
Fist. With Opportunist, the Rogue maximizes the effectiveness of all of his
ally's debuffs. Though fragile, with the greatest potential for single target
damage in the game combined with useful battlefield control skills, the
Rogue is a valuable asset for any team!
It's possible that I will be switching "Opportunist" and "Grappling Hook." E.G. Opportunist being the leveled ability, and Grappling Hook being the passive.
 
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Too bad Windu's Goblin Village Defense is no more progressing, so I quess I'll play this. The new thread prezentation is pretty awesome too.

beside the fact that Windu's Goblin Village Defence was Highly inspired by this map? prouving by itself that Goblin's Tale is much more awesome.. :bored:

well I guess = thanks for your interest.
 
Level 11
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Impatient are you? Very well then, here you go: the third class. This time, it's the first of the two healers, The Alchemist! Hope you like my work :thumbs_up:

-Alchemist-

Alchsss.png


(1) Poison Gas: The alchemist tosses a flask filled with a thick, noxious
concoction, which shatters upon the ground and spreads a heavy cloud
of toxic gas which will debilitate any murlocs while they are in the area,
lowering their armor and causing them to take damage over time. The
substance is kinda sticky on wet things, and flammable to boot (so your
allies can light it on fire). Fortunately, goblinkind has built up something
of a resistance to radioactive fallout and similar substances, and is not
affected.

(2) Unstable Elixir: Move over 'tussin, windex, and chicken soup,
there's a new miracle drug in town, and the Alchemist's got it! A dose of
this on a target ally will not only fortify their immune systems and boost
their armor briefly, it will heal mortal wounds! How does this work? It's a
miracle drug, that's how! Further, if the Alchemist takes a moment to
shake up his potion before throwing it, it will explode like a soda pop,
splashing multiple allies in an area with its healing goodness!

(3) Mandragora: The alchemist injects a target murloc with a concoction
that causes unwelcome changes inside of a victim murloc's body,
destabilizing their genetic structure and slowing their move and attack
speed. If the injected murloc dies within 15 seconds, the transmuted
blood of the murloc will cause wild growth where it spills on the soil,
raising an immobile, vicious plant monster that can entangle hapless
enemies who wander near, or even devour weaker "minimized" enemies
whole!

(Standard) Super Serum: The Alchemist injects a steroid-stuffed super
serum into a target allied goblin, filling them with vigor and strength! For
a brief few seconds, all of their special abilities and attacks benefit from
a damage multiplier. Great for team combos!

(Ultimate) Sandman: The Alchemist takes a handful of his specially
prepared sleeping sand from his bag and blows it into the midst of the
enemy, lulling into a sleep filled with vivid dreams.

-Overall-

The Alchemist is a capable healer and buffer who always needs to have
an eye on his allies, removing status effects, restoring mana, healing hp,
or boosting the damage of a critical move. With discretion and fine
timing, the Alchemist not only makes his allies harder to kill, but
significantly more deadly.
 
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Question for the Goblin's Tale folowers.. which icon should I take for the spell of the Alchemist?

(Ultimate) Sandman: The Alchemist takes a handful of his specially prepared sleeping sand from his bag and blows it into the midst of the enemy, lulling into a sleep filled with vivid dreams.

BTNSandman3.jpg
or
BTNSandman.jpg
 
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Level 8
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Messages
342
I do. So:

-If a unit that has a Poison Gas buff is a target of some fire spell, it will start burning, taking damage over time?
-Unstable Elixir is an aoe heal and armor boost?
-Mandragora: What do you mean by "minimized" enemies?
-Super Serum: Are special abilities ultimates are all hero spells?
-Can units be attacked whille under the effects of Sandman?

And also, can standard skills be leveled?
 
Level 11
Joined
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Messages
199
I do. So:

-If a unit that has a Poison Gas buff is a target of some fire spell, it will start burning, taking damage over time?
Yes. The cloud will also explode, dealing instantaneous damage (but destroying the cloud). All cloud spells in the game work this way. Likewise, all cloud spells can have their areas increased by God Hand. Poison Cloud / God Hand / Super Serum on an Engineer / Napalm is one of many examples of a very effective team combo in this game. :thumbs_up:

-Unstable Elixir is an aoe heal and armor boost?
Unstable Elixir is either single target or an AoE of varying size based on whether or not you charge it up (basically, how long you channel it before throwing). The longer you shake up the flask, the bigger the explosion will be. Just like soda pop :thumbs_up:

And yes, it heals AND boosts armor.

-Mandragora: What do you mean by "minimized" enemies?
One of the standard status effect in A Goblin's Tale will be "mini," which will make those affected appear squashed and short (it changes the proportions of their models). This commonly results from enemies being squashed, such as by the Steamwarrior's God Hand spell, or the Mage's Crushing Mass. Among other things, this affects whether the plant decides an enemy is too big to Devour kodo style or not.

Like with the aforementioned fog effects, Mini is another standard effect that has unique interactions. One of my aims with a Goblin's Tale was to create a variety of standard effects unique from those of WC3 (and WC3 mods in general) which facilitated and encouraged active combos between multiple players by having effects interact with each other.

-Super Serum: Are special abilities ultimates are all hero spells?
All hero spells will have their damage multiplied by Super Serum. Try it with things like Fatal Strike, ultimates, or a Napalm chain explosion :)

-Can units be attacked whille under the effects of Sandman?
I'm still debating that.

And also, can standard skills be leveled?
No. You simply start with them, and they do not scale.
 
Cadrus what are you doing on this map?
Sorry I didnt follow this project few months....

Making the gameplay 10 times more awesome..

you see, don't know if you remembered, but it was originaly planned that Goblin's Tale Classes spells would allow combos.. between them and with items that you brought.

although the spells we've concepted (Before Caedrus arrival) were good, but sucky for that kind of gameplay I was looking for.

After 2 weeks of hard work and Debate Caedrus changed most of the spells (with my coatching) to allow the players to REALLY make combos. He's a coder... I'm not.. he knows what is possible .. I don't.

So basicly Chapeau to Him for making such a wonderfull spells concept.

''with abit of my help'' hehe :grin:
 
Level 11
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Cadrus what are you doing on this map?
Sorry I didnt follow this project few months....

I am designing much of the gameplay mechanics now (including having redesigned what was already there pretty much from the ground up). Spells, classes, enemies, stats, balance, flow, etc etc.

I also have become the main trigger coder, and help out with a few other things here and there (for example, I worked with M.G to pick out a custom soundtrack for A Goblin's Tale. For example, this is the battle theme we're currently planning to use: http://www.hiveworkshop.com/forums/pastebin_data/avqq1c/_files/FF_Crystal_Chronicles_Music_-_Monster_s_Round_Dance__Rondo_%2864kbps%29.mp3.)
 
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Awsome music, gives this whole Goblin and "Hawaii" themed map a GREAT feeling/atmosphere.

Hehe thanks.. Caedrus almost killed me, because for 3 hours, each songs he showed me I went = No.. it's not right, it doesn't work. :\

and that's for 3 songs ^^ hehe

I'm happy my choice is loved by the others.
 
Level 2
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I've been following this thread for a few weeks now and it looks very cool. But what exactly is a hero defence? I've probably played one on BNET, but I don't know exactly what it is. I hope it's not like that DotA or AoS stuff
 
It's a game in which the players each take on a role of a hero, and fight through waves of computer controlled creeps (CCC :D), that seek to kill the heroes / reach a certain point. The heroes must then, of course, try to fend off the creeps.

Dota and AoS is a sub genre to hero defense. it's more or less competitive hero defense.

You might recognize games from this genre by seeing some names:
Enfo's, X-hero siege or the like. It's a vast genre. Quite popular as well.
 
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