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[Aeon of Strife] Heart of the Night

Discussion in 'Map Development' started by bhusta, Nov 5, 2012.

  1. bhusta

    bhusta

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    Hey guys,
    nice seeing a growing interest for this project. :)
    Maybe because both are coliseums? :p
    Haha, you are right after two years one can already call this an old project.

    I just want to let you know of what one can expect for the next months.

    There haven't been a news for quite a while but it's coming again. The topic of the next news will be the concept of the coliseum. Jopi already mentioned that we had a long chat about it and we finally found a concept which everyone agreed most to. Before posting the news we have to formulate it properly, but the news will come still in October or early November.

    The background story will also be finished during that time so I can focus on other tasks.

    Crigges is currently busy preparing the systems for the rest of the team to start with ability/hero triggering, which basically means we could be able to showcase our first hero during December. (#Christmas-Alpha-Testing-Yolo?)

    The terrain screenshots from jopi speak for themselve.
     
  2. deepstrasz

    deepstrasz

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    I wrote bUshes. I did not play League of Legends more than a few matches so I don't quite remember those details. StarCraft II has some line of sight blocking using nature (plants) and environment (rocks). By the way if you think destroyable doodads that block some entrances would be fit for some parts of the map then you could include that.
    Can units walk up on the walls of an arena? That's what would give them a whole view of what is going on inside which would be very advantageous for enemies.
     
  3. Heinvers

    Heinvers

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    Maybe xD

    Great :)

    It seems that the wurst favors greatly your team :D
     
  4. jopi

    jopi

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    @deepstrasz: well this was my fault then, but in the end it's the same, I'm currently not planning to obstruct sight inside the arena.
    On a side note: I've recently found out how to simulate classic wc3 cliffs without actually using them (using walkable invisible platforms).
    I've also thought about implementing it but IMO its to late now because the map would have to be planned with clear (and global) height levels, what isn't the case.

    Regarding your question: No it's not possible to just walk up the wall, but there may be abilities that allow crossing unwalkable (pathing wise) areas.

    EDIT: Actually i have an idea how to make it possible to block sight when you're in the center part of the arena, I'm gonna test it today
     
  5. Kam

    Kam

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    How is this going?
     
  6. bhusta

    bhusta

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    The project was put on hold silently. But we are getting slowly back on the track.
    I always hate to see big projects being abandoned for the reason that creators
    saying that they are being busy, real life is stressful etc.
    But we got to that point. For myself, abandoning is not an option.

    We continue the work very soon.
    For the start, here comes the next chapter. I also modified the second chapter a
    little bit and the upcoming chapter is complete in note form. But I won't continue
    with the story for a while.

    (I would appreciate it if someone could proofread this. ^^) Thank you deepstrasz!

    5. Insights

    There was a battering at the cabin door. Jopish was sitting on his bed
    thinking about what he had experienced during the past week on Greenrock
    Isle. At this point, he was sailing home with the merchant ship he came
    with in the first place.
    "Who's there?", he said.
    "It's me, Kaku. The captain sends me. There is something you need to see on
    deck."
    On deck, Jopish turned to the captain: "What is going on, captain. Home is
    still far away."
    "Kaku, give that man the binocular. Here Pathfinder. Take it and look ahead.",
    answered the captain. Jopish took the binocular and as he was looking in
    the direction the captain was pointing at, Jopish flinched. He could not
    believe what he saw. Some would say that the object at the horizon was a
    small oddly formed island. But for someone who did know it as Jopish, one
    could already vaguely discern the sharp shape. It was the Wargrin. The
    warship made for transporting thousands of men whose crew could raid a whole
    island in one attack. The crew was led by warlord Baoht. Baoht, who said
    that he would wait for Jopishs return.
    "Captain, you'll get your payment a little bit earlier. I am changing the
    ship.”

    "Welcome home, Jopish!", said a loud euphoric voice as Jopish stepped out of
    the elevator. Indeed, the wooden floor marked by countless encounters made
    Jopish feel home. "Good to be back, Beth. We’ll talk later. The time is short
    and I must report to the warlord. Where is he?", Jopish returned. “He is in
    the war room, planning the attack.”, Beth answered. Jopish was perplexed:
    “Attack?” “Yes, on Greenrock Isle. Baoht already gave the orders. Tomorrow we
    will ram the harbor.”, explained Beth. Jopish managed to not show his
    astonishment and replied: “Thank you for that information, we really have to
    talk later.”

    Jopish entered the war room. Standing in the door frame he saw Baoht at
    the great round table taking notes on the world map. His warchief was
    looking vital, radiating an aura of firmness making everyone unfamiliar to
    him unable to estimate his actual age. Although Baoht seemed to be at his
    physical peak, Jopish remembered the rumors about the warchief Baoht raiding
    cities even before Jopish entered the Wargrins crew.
    "Warchief, I'm back from the mission. Requesting to report."
    "Come in Jopish! I was awaiting you impatiently."
    Jopish stepped further into the room.
    "Welcome back, son. Were you successful?"
    "It was informative"
    "You did not get the stone?"
    "No, I couldn't. It was different as we expected."
    Jopish told everything about the people, the king and the memories he inhaled
    and the size of the Heart of the Night. Expecting to see an astonished face
    Jopish got disappointed by Baoht seemingly being unimpressed. Not knowing on
    how to respond to that he changed the subject.
    "Why didn't you wait for my return? And why are you already on the ram
    course?”
    "I received new information, which lead to the conclusion that I can not
    wait any longer for the attack."
    "What is this information? And where did you get it from?"
    "I can't tell you about them, yet."
    "I have a right to hear about the happenings which concern my missions."
    "You have the right to obey and accept my will. It is difficult to
    understand the whole issue without misinterpreting my intention. You need
    sleep. Everything will be revealed tomorrow. You can leave now."
    "Tomorrow is the raid. Are you telling me that our men shouldn't know what
    they are fighting against?"
    "Are you questioning my authority? They know enough for now. Be patient
    and leave now or I will make you leave!"
    "My apologies Warchief Baoht."

    As Jopish left the room his formal smiling was replaced by a serious frown,
    something was different about his master. Baoht changed during the few weeks
    he was on his mission.
    Jopish tried to ignore his frustration and moved on to another task. His
    mates must have been curious about the stories he would have to tell. As
    he enters his own cabin, Beth and Cole were already waiting. It was also
    their cabin because no one except the warchief had a whole room for himself.
    Jopish could already read the curiosity flashing from their eyes.

    In his youth, Beth Blackwater was a trained smith when he had his massive
    shoulders and muscular body from. At least that is the story which he told
    Jopish about himself.
    Cole Bardson was a childhood friend of Jopish and the reason why he joined
    the Wargrin crew.
    Destined to become a bard because of his musical family he flew. Cole wanted
    to become a fighter. Jopish Timin the son of an hunter and the seeress of
    his hometown promised to protect and bring back Cole. Ironically, Jopish
    fastly became one of the higher ranked officers due to his skills inherited
    from both sides of his parents.

    The three friends had a long chat. It went cheerful until they came to
    Baohts behaviour. Beth had to look around and said quietly:
    "Sometimes I think Baoht is crazy. On patrol and coming across his room.
    He is talking but I don't know who he is talking to or if there is someone
    in general. He also ordered the tinkers to build stuff. None of us warriors
    know what they are building. Must be a new weapon. But we are not allowed
    to go down to the construction areas in the lower floors."
    Later on when most of the crew was sleeping, Jopish was still awake. He
    could not sleep. All his thoughts were about what was going on down there
    in the construction halls. As he sneaked out of the room and went to the
    lower floors he was hearing working sounds. 'They are still working?',
    Jopish was mumbling to himself.

    As he entered the construction halls and saw what there was being built, he
    was shocked. He remembers the parts from the memories. They were parts
    from the nightbringer machine. But with modifications. It looked like they
    wanted to fit the nightbringer plans to the architecture of the Wargrin.
    Then Jopish came to a conclusion. They want to make the Wargrin into a
    nightbringer device. “Where does Baoht have the knowledge from?”

    <-- previous chapter
     
    Last edited: Mar 23, 2015
  7. jopi

    jopi

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    Well, I actually started to continue the work on the terrain (atm the arena) yesterday. Some screens should follow soon. After this I will finish the harbour base.
     
  8. deepstrasz

    deepstrasz

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    Edit: Don't mind the fact that I didn't realise I actually edited the quote instead of quoting every line and writing a reply with the proper correction...

    Willkommen zurück!
     
  9. jopi

    jopi

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    So, time for the first screens after the 'winter-pause'.

    At the moment I'm working on the arena. It had some flaws and sightline issues after we decided to turn the map by 90° so this was the reason for some bigger changes. Here is a screen of how the ranks will look like (both the western and eastern part are at the current state, north and south will take a bit longer as they have a different size so I can't just copy and rotate the doodads):
    [​IMG]

    Next is something new, it is a gate from the arena pointing to the central entrace of the harbour base. On the other side of the arena there will be a similar gate pointing to the city base. They might come to use once we work on the arena mechanics, in the worst case they are just some nice piece of detail:
    [​IMG]

    And last is a picture of a gimmicky detail I added to the ship, seems I've watched too much biker shows on TV lately :ogre_hurrhurr::
    [​IMG]

    Obviously everything is still in early WiP state.
     

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  10. deepstrasz

    deepstrasz

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    It looks fine. Progress on!
     
  11. Heinvers

    Heinvers

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    Those are damn good already, good job Jopish ;)
     
  12. vincesanity

    vincesanity

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    This would be great!
     
  13. bhusta

    bhusta

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    What? This project is still alive? Yes, it is.
    Two days ago I started tinkering on the menu again.
    Look at this abomination which shall become the hero pick screen at the beginning of the game.

    [​IMG]


    Atm it is extremly messy and will change drastically.
    At the left side and at the right side one can see the 6 players per team.
    The names will be shown next to the icons as well.

    In the middle one can see 4 elements which will be re-arranged of course.
    The frogs show the 12 heroes which will be in our starting pool.
    The healing salves represent the 6 base abilities which every hero has. (Link to jopis explanation)
    The empty field will show the model of the picked hero.
    And the wide text field will show information about anything which is currently selected.
    Especially with the last point I am struggeling a lot. But I have some ideas.

    So, Heart of the Night is alive :ogre_kawaii:

    Btw, we are still searching for additional team members for the coding area.
     
    Last edited: Jun 10, 2015
  14. jopi

    jopi

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    Hey,

    I've also started to work on the terrain again.

    This time I made some progress on the harbour base. The screens attached
    show some early WIPs of the new buildings. I will keep them in this state for
    now, as I want to finish the rough shape of the area first. Another reason is
    that I then can copy some main parts to the other half of the base, what saves
    me a lot of work. After this I plan to add all the decoration and final touches.
     

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  15. Heinvers

    Heinvers

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    @bhusta that looks very rough-ish p:
    Oh and looking forward to the continuation.

    @jopi my dear fellow awesome terrainer guy, those look fantastic.
    So much detail in every corner even for a wip-ish area.
    It reminds me of how I imagine the Baradin isle in wc3(don't really like the wow variant tbh).

    Keep it up.
     
  16. bhusta

    bhusta

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    I know and the sad thing about it is, that it took me hours to achieve this. :D
     
  17. bhusta

    bhusta

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    Another WIP of the hero pick screen:

    [​IMG]
     
  18. jonbon29

    jonbon29

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    Nice proj. the terrain is really awesome, looking forward to play this.
     
  19. deepstrasz

    deepstrasz

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    This is becoming more interesting bhusta, especially when things are going in all directions (terrain shaping etc.). Yes that is the sad part of life, working on something little takes a lot of time but that shouldn't cover the fact that not doing it would be even worse.
     
  20. bhusta

    bhusta

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    I am currently working on bringing the code into the terrain map.
    The terrain is still under heavy development by jopi but as soon as everything is connected the work on the terrain should be a little bit easier as well.
    It won't take that long anymore until we can start to show how the systems would look ingame.

    Unfortunately, we encountered problems with the tree models made by fingolfin.
    The models are fine, but some custom textures are not liked by the WurstScript import tool for some reason.
    It is a known problem by the WurstScript devs but we can't continue working with those models for the moment.

    Jopi already has some nice alternatives but we are open to your suggestions.