I put a lot of effort into this Alpha. For those unaware, I learned (v)JASS from scratch, and this was my very first Warcraft 3 mapping project/experience.
If you look at the github project, I had very detailed commit messages and organized it logically. I even automatically generated the bibliography :]
I put together
many systems from scratch: custom stat system, custom ability learning system, Dialog system, Catching system,
Quest system, creep spawning system,
boss system, and I created several hundred custom objects, including about
~150 monsters and over
100 abilities
This was
a shitton of work, excuse my French, for a 1st time developer.
ROBBEPOP said:
Sethmachine had experience in map making but missed some important motivation in the final run - that's most often the case where someone abandons a project.
Indeed, I did lose a bit of motivation, but also life got in the way (had to make a living). However, I haven't necessarily abandoned the project. I still host the alpha occasionally and join other players hosting MMRPG I on makemehost.com. They recognize me and do ask when it will be continued.
The problem is I needed additional team members. Specifically for terrain. I made multiple calls for terrainers but had no luck.
I also released the entire code of the alpha map (in more detail below), which would be very useful to any co-developer who has at least some background in programming.
Once I get my life back in order,
I would really love to resume the project.
Project hasn't been active in over a year - looks a bit dead unfortunately.
sethmachine has a pretty detailed dev environment set up, too.
The framework was designed to allow very quick testing and development. I used many macros and Python scripts to glue together files, generate constants automatically, and simplify code. I mean, there's my own internal vJASS APIs for just about everything: making quests, dialogs, bosses, event scripting, etc., all dynamically and on the fly (yes, random quest generation was going to be a thing).
My philosophy is that I believe everything except the terrain should be importable and text based / easily manipulable by scripts.
Every custom object is generated by Lua scripts, which really speeds up development.
The framework is a bit flawed, and if I go back, it'll be the first thing I fix.
But essentially, you can import the whole code and objects into /any/ warcraft 3 map. This means the terrain development can be done separate to the game logic and code. This is just like real web development--the frontend HTML (or JSP or whatever) is created agnostic to the backend services, hence you have front and backend developers.
If the community really desires this map, then members should make earnest attempts to learn (v)JASS and, ideally, work with the GitHub project. That's what I did--I wasn't a mapper but I went for it any way (albeit I have a programming background). I'm more than happy to help set up people (just PM me), and if that's successful I would jump right back into it.