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[Role Playing Game] Iceborn

Which of the following options would be the most enjoyable for you?

  • Long gameplay.

    Votes: 38 22.4%
  • Complex ability interaction with each other.

    Votes: 15 8.8%
  • Abundance of ability special effects.

    Votes: 7 4.1%
  • Astonishing feel and atmosphere, also a great storyline to follow.

    Votes: 81 47.6%
  • More events where mind is put to the test and less of hack'n'slash.

    Votes: 25 14.7%
  • Something else. (I would be thankful to be informed about it)

    Votes: 4 2.4%

  • Total voters
    170
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Level 31
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Sliding was rather minor, so probably I would not try to fix it, or maybe, I don't know yet.

For past few days I am gathering models for the last Act 4, ripping those myself, some are uploaded on WcUnderground forum. When you can't find anything fitting anymore, rip, edit, reskin by yourself. :)

utz0.png
 
Level 31
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Sliding was rather minor, so probably I would not try to fix it, or maybe, I don't know yet.

For past few days I am gathering models for the last Act 4, ripping those myself, some are uploaded on WcUnderground forum. When you can't find anything fitting anymore, rip, edit, reskin by yourself. :)

utz0.png


EDIT: Yay, unlimited doodads! Here is the very first sight of Act 4. This is just a front of a small fortress / post / camp. This view may be visible during cinematic as an intro view.
mtnt.png
 
Level 31
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I actually intended that, it is not a bug and I even like the look even better when the column is merged with that decoration.

EDIT: Lordkoon has already played the map and he said he was impressed by the game so far. Yet he faced a bunch of problems during the very first Act 1 and due to these problems he could not finish it. Probably the main problems among many were two:

1) First boss was almost impossible to kill, also it was monotonic and boring, and this issue is partly linked with problem number two.
2) Hidden loot force game disbalance. Missing few important chests that are hidden behind objects or placed in a place which makes it hardly noticable may be extremely costly, for example, a whole new spell may be missed or a powerful item. As Lordkoon himself said, mojority would not be able to even go through the very first boss. I just want to point out that inobservance and haste may lead to unsuccess. This problem is rather present in my latest work Seth's Reign and it backfired, because people want an easy walkthrough with fancy spells, but I aim for a different game.

Problably I will have to face many complaints after the release, because it would be too hard to play only because player missed to gather loot. I am not taking puzzles into consideration yet. This map may not be for the majority, I aim for a slightly different game.
 
Level 23
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EDIT: Lordkoon has already played the map and he said he was impressed by the game so far. (...) I aim for a slightly different game.

Well, I have no problem about that kind of gameplay but if the boss is impossible to kill even with complete items, then some fixing should be done. ^^

Also, maybe you can put a slight edge to those who can collect all of these hidden loot so that finding ALL of them isn't really necessary but getting just some of them is essential to at least survive and defeat bosses.
 
Level 7
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Well, I have no problem about that kind of gameplay but if the boss is impossible to kill even with complete items, then some fixing should be done. ^^

Also, maybe you can put a slight edge to those who can collect all of these hidden loot so that finding ALL of them isn't really necessary but getting just some of them is essential to at least survive and defeat bosses.
Like what he said XD make it harder depends on the items u got ;)
 
Level 31
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Yeah, boss has been adjusted already.

Having a slight edge when all loot is collected would be best, yet for that I would have to double the amount of items and basically change the entire system of loot for that to happen. But I want player to look around, I want player to find the hidden item or anything else what is hidden and say *Aha! I found it!*. Some chests contains essential loot, so it would be too complicated to deal with it or I would have to turn everything upside down.

It is not like it is almost impossible to get the loot because it is almost invisible - no. It is just behind a column, or between some structures, it is visible from certain angle or point, only a slight observance and attention is needed.
 
Level 31
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There are 3 main bosses between acts and 2 mini bosses so far. All acts are quite different from each other. First act is more like an intro, it is really short in comparison with the rest. Second act is probably the longest, yet it depends on player if it is the longest, it is based more on action, optional quests, exploring many places. Third act is mainly orientated on puzzles, there will be plenty of those. Last act is action orientated, it will be intense and may remind dota due to two forces colliding in the front line, except it going to have side tasks to complete.
 
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Sounds interesting. :D The concept of having different genre/type of gameplay in each act sounds very appealing to me. Hope I can spot some, if not all of the hidden items though.
Of course it would not differ too much, pretty much everything may spin around RPG action and puzzles, but difference between acts should be noted. I hope you can find those too, not many hidden so well though. :)

Bah, ripping and editing models as well as reskinning takes A LOT of time, everything just doubles, hehe. But I am progressing, started developing a really huge area at once, not like I used to (developing a certain room or spot). I grabbed an area of 128x128, so that's pretty big one. Here is the very early WIP for it below. This is the last area of entire project, so after this place - terrrain is done 100%.
gsef.png
 
Level 12
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Wow. The WIP looks very cool. :) always am a fan of lasers/beams. You had me at the beam from the sky to the shard/crystal(or is it the other way around? haha).

Off-topic:
It just suddenly dawn on me, I don't recall creating the minimap preview along with the sig. So did I made one? o_O sorry for the seemingly forgetful mind of mine. ^^"
 
Level 30
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The terrain looks good but there are some things that could be improved but it seems to be obvious and I do know you'll fix it. But just to state it:

Some of the ground looks rough or sharp and needs to be smoothen
The terrain lacks tile variation

And also this looks weird:

attachment.php


The tile variation here seems off? And there is a black spot near to it which looks off too but maybe not because of the view the terrain is in.
 

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Level 25
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The terrain looks good but there are some things that could be improved but it seems to be obvious and I do know you'll fix it. But just to state it:

Some of the ground looks rough or sharp and needs to be smoothen
The terrain lacks tile variation

And also this looks weird:

attachment.php


The tile variation here seems off? And there is a black spot near to it which looks off too but maybe not because of the view the terrain is in.

Maybe that won't be seen in-game but yea that was wierd.
 
Level 31
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Thanks. :)
You had me at the beam from the sky to the shard/crystal(or is it the other way around? haha).
It is something like a power generator which will be shut down during cinematic. :)
I don't recall creating the minimap preview along with the sig. So did I made one? o_O
You just made a signature and an emblem, but I made preview image myself using the emblem, here it is below. So I don't need you to work on it, I guess it is decent enough, it is based on your work after all. :)

pzzc.png


And also this looks weird:
Hehe, as sonofjay said, it is far from done. It is like 5% completed and all the white tile just show rough lines where terrain may hold place, the final result will be MUCH more different than this obviously and I am not keeping these lines rough or set gameplay on an empty field, that's why I called it an early WIP.
 
Level 30
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We can say that most part of the terrain is filled with scaled rocks and a little of structures but to be honest, I like how creative you are making each of the rocks and structures having different angles (some are straight, some are falling and such...). I guess just try having more tile variation in here but even without that, this looks good.
 
Level 9
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I have a little question on the attack, sir APproject.
So we have to use spells to attack and no normal attack? That is kind of hard for the new War3-comers.(I saw it on your clips, sire)
 
Level 31
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Thanks.

I added some little spots of other tile, but just beneath constructions and still a very few dots, I also added some rubble on ground. I do not try to be offensive, but when people see one tile only, they shout *more tile variation* just because they spotted only one tile, but people rarely consider that more tile variation in certain terrain would only look like mud and having a clean and smooth ground, in this situation everything covered in snow, is not that bad in terms of looks.

No no, terrain is far from complete, this is just a small corner of it.

That's right, nhs325, there will be no attack command at all, this way it will be more interactive and not like clicking right mouse button and waiting until hero kills the enemy. No worries, it is really easy to adapt, even an intro of a game will be based on having a firm grip to this gameplay without attack command button.
 
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After two weeks of extremely slow progress, here comes another bit of the terrain. If basically crystals and lamps with some rubble are not taken into consideration, the entire construction of this terrain foundation is built on 3 models and all require only 1 the same custom skin, it is quite nice when the terrain can be made with so few materials.
1.
ZS0I3o5.png


2.
ThVrSCv.png


3.
wr33kFb.png


4.
X1wH8P8.png
 
Level 31
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Indeed it is alive, yet going really slowly due to the lack of time. I continue to move on with the terrain of the last area, did some work this week, yet nothing much to be shown, because it is hard to pick proper angle for the camera. Also the terrain is a really basic northrend environment, not worth sharing screenies so far. May give an update as soon as terrain is done.
 
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No, I don't see a point for that. Map is nearly finished, it would not be replayable more than twice and it doesn't require that kind of development that hosted project may present, it also doesn't have that much attention from the community in order to keep it alive once it is hosted, there is also no team.
 
Level 31
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Thanks. It is just a regular snow / ground tile while sharp edges are hidden by the doodads.

Terrain is almost finished 100% on the entire map, currently dealing with the last bit of it. End is near, but I hardly find time for it, so it goes rather slow, few hours per week, eh..

EDIT: Terrain is 100% completed now, cinematics and gameplay is left. I may not post updates on those as terrain updates are over. Here are the last screenies of terrain below, 70 screenies of terrain in total, wooh. I may post all WIP screens in the future, there are like 15 in total. It is just to see how map evolved during development. Also all videos and screenies shall be removed from this thread once map is released reducing spoilers, especially videos, these will be shut down. Also a trailer may come up before the release.

Another note, Lordkoon did a great job at testing the map, yet he was able to test only 2 Acts of 4 due to IRL matters that consumes all his time. I may surely give him a proper credit for his indepth review and time spent on it.

I would say Map is 90% completed or even more. Cinematics may take up to 5%. I may announce the date for map's release once I will have a firm grip to knowing that the end is near. Maybe next month if I have the time. Thank you guys for following this through all these months, your support was essential.
1.
hl9z1uX.png


2.
lQtBfsd.png
 
Level 23
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Wow, I just love how you terrain AP. I've been struggling real hard to make those rock look natural when I use them (the dark rocks with snow on top), but you on the other hand, does it flawlessly.

Though I feel that those blue stones stands out too much from the rest of the terrian. :/
And BTW, I see that you didn't use much trees at all (or maybe even none). Did you intend to do that? Like is the lack of trees somehow connected to the story?
 
Level 31
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Thank you, guys.

Yeah, same opinion about these dark blue stones, contrast is rather high. It is weird, but charming too to my mind. :) There are some trees and still very slim and barely noticable. I simply picked this kind of environment to make. Since a lot of action may take place there, trees may block the sight, but mostly it is just a style absent trees.
 
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