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New Large project Sneak Peak

Level 16
Joined
Jun 9, 2008
Messages
342

Shortlegs

Behold:

Working title - 'Short Legs'.
Shortlegs Preview.jpg


Shortlegs Preview towns.jpg

Shortlegs Preview all mid april 2021.jpg



Inspired by 'Advance Wars'.

-

Even though it's been a year, 'Bugface' is still very much a thing.

Bugface was originally supposed to be a short project as I work on a bigger project.
This? this is an even "shorter" project as I work on Bugface :p.
Seriously though, this is something I actually hope to finish in less than a few months, something simple, compact, but fun.

To do this, I will replace the original units of the factions so that the basic AI can still play with them- though I hope to make something like 12+ nations through customization options.
Then it's a basic campaign and a few melee/multiplayer capable maps.

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SO.

Here it is.

I finally got 3 playable maps for you now.

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Now when I say "Advance Wars", I mean a general art style and aesthetic, also to be found in things like 'Battalion Wars' and that tabletop game 'Rivet Wars'. Mechanics-wise, it maps almost completely onto the Warcraft 3 base, so you need no new AI to run this even against computer players.

Some development stuff can be found here.

All 3 main factions are playable, there is also a bonus faction that can be played but isn't really developped.
Each faction is supposed to come with at least 3 alternate "cultures" (randomly generated at the beginning of each game), though so far I only got that working for the first faction.
I'd say just set your race to "random" and let yourself be surprised!

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I originally planned to just let you go in more or less blind to discover the various features for yourself, but it's probably best if I introduce at least SOME things that are different from regular Warcraft 3.

Resources

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Trees don't do anything- you need "Industrial Production" that is found near Industrial Zones.
Production destructibles regenerate in regular intervals as long as the industries are intact.

Wealth does not come from Goldmines, but Cities, but it's otherwise the same principle. Except...

City Districts

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Each City allows you to buy "Districts" - neutral structures that will spawn on empty "City Tiles".
You can thus upgrade your base with hospitals, more industries, and taxpayers that will make your city live longer.

Naval Units

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Each standard faction has one hero unit that spawns as a battleship. It can obviously only move on water, but each map has enough naval passages to make this a useful feature.

To summon a battleship hero, you need to first explore the map's coastlines for a "Port" structure, which is usually neutral hostile (or already taken by another player) and must first be conquered so you can use it. Use too much artillery, and the port is just destroyed. This of course can also be a valid option if you just want to deny this feature to your enemies.

With that being said

Please give it a try and tell me what you think!

I tested this literally hundreds of times, but there is always the possibility that you find a glitch (though there might be things that LOOK like glitches to you and are really work-arounds that were simply the closest way I found to get this to do what I want).

Even if you find everything running smoothly, there might be features and tech tree decisions that don't really do it for you.

Either way, if you find anything to say, please feel free to share!

Where it goes from here

Depending on what feedback I get, I will continue working on the mod and ideally make a whole campaign.
It took me from Febuary to September this year to get this far, however, working on this basically non-stop, and now I need to take care of ~ my family and my day job ~ again. So let's see what can be done here.

So one of the core aspects of my altered melee project 'Shortlegs' (hope to make a new thread soon for the reboot, got map ready in principle but still tinkering before proposing it for playtesting) is that players interact with neutral structures in a bigger way.

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Goldmines are replaced with neutral cities that can be expanded with "Districts". The cities and districts remain nominally neutral passive, but you get their advantages by building your military base close to them (hospitals that heal, markets that sell items, Garrisons where you can recruit militias, etc.).

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Also at the center of the game are flagpoles, which symbolize control over the province. They are neutral hostile by default, but if you control the area, they flip allegiance to you and fly your color.
Flagpoles give extra supply, restore mana, have support auras, allow you to buy extra units. They upgrade as you increase the value of the province by expanding cities.
Also there is the teeny tiny detail that in the default game mode, you win the game by controlling more than 1/4th of all provinces (still workshopping that condition).

The way you expand the civilian cities is by "buying" expansions at the city (goldmine) and the new district (sold unit) takes up a free slot in the area of the province. Each city has place for 5 districts, though there are also bigger and smaller ones.

Again, the structures are neutral passive, but you gotta 1) pay for their construction and 2) protect them with your military if you don't want your enemies to use them. Flipside is that if you conquer a city, you get the spoils of all the investments your defeated foe has made. In the same spirit, you can flip flagpoles and gain or lose all the advantages that come with flying your color.

All that as background for my question:

How much would you pay, as a player, to optimize your cities? Theoretically, you could speedrun the whole thing by just conquering as many flags as possible and don't give a second thought.
You have incentive to guard the flags so the other players don't grab them right back behind your back, plus there is a "resistance" mechanic where rebels (for the last faction that held the flag) will spawn in recently conquered provinces. But even with that in mind, what would the pleasure/benefit of fully developped cities be worth to you in game resources.

A quick overlook:

So far, all Districts cost a default cost of 250 gold and 250 lumber. Consider that all other costs are like in a standard melee game.

Residential District - Upgrades Flagpole (more supply, more abilities); periodically regenerates gold to city so it doesn't collapse, decreases likelihood of rebellion

Market District - Marketplace for items

Hospital - HP regeneration aura, decreases likelihood of rebellion

Industrial District - Continuously regenerates "lumber" that can be harvested

Glacis - Garrison where you can buy extra military units

Business District - regenerates gold to city so it doesn't collapse, trade gold for lumber and vice versa (pending)

Public Park - positive buffs, decreases likelihood of rebellion (pending)

Metropolis District - combined effects of Residential, Commercial and Business (pending)

What would it be reasonable to charge players, for that?

Personally I just find it a very fun thing to do, but as my map moves from construction and worldbuilding to getting it ready for players, I need to figure out the hard gameplay value.
 

Attachments

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To prove I actually advance on this at a... pace, here's all finished buidlings so far, which also allows for a first faction comparison:
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The main structure of the game is that your faction represents an "army" extracting financial resources from nearby towns ("goldmines") while lumber is replaced by "industrial production" extracted from nearby industries, though the exact mechanic fro that is still pending.
 
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Trees are for decoration /destructible scenery now.

Your basic resources are wealth gathered from towns (or brutally extracted, depending on the faction) and Industrial supplies/hardware harvested from Industrial zones. Industrial supplies regenerate as long as the industrial zones are intact, but you can destroy the industry of your enemy to get them in trouble.

Towns are not too different - you can do a couple of things to make sure your town regenerates its wealth faster than you can harvest it, but if you mess up the balance, the town will collapse into ruins and spawn rebels that will attack you.
 
I absolutely adore this concept, and I am loving the general aesthetic of the buildings and their visual relation to the units. I am curious about this "basic campaign" you mentioned, can we get a minor teaser as to its narrative concept? I suppose i'm just dying to know more about what these little guys are all fighting over!

Overall this looks excellent!
 
I absolutely adore this concept, and I am loving the general aesthetic of the buildings and their visual relation to the units. I am curious about this "basic campaign" you mentioned, can we get a minor teaser as to its narrative concept? I suppose i'm just dying to know more about what these little guys are all fighting over!

Overall this looks excellent!
I try to keep it as simple as possible - I have a very rough story line and any complexity comes as I elaborate. One problem with all my projects so far is that I wanted to do so many things and got lost. This time I try to start minimalistic and see whatever I can add.

The focus will not so much be on individual characters as the nations themselves and their relationships to one another.

The rough outline is, you have a set of continents in crisis after the breakdown of international order, with the various nations competing for resources or trying to reclaim lost territories. Their motivations will be informed by their past history:

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Dungeon -type nations originate from the southern hemisphere; they believe they are the center of civilization. In the first age of colonization, they conquered almost the entirety of the northern continents before weakening as the second age began. Now, in the third age (Present Day, where the campaign is set), some greedy Dungeon nations spread out to conquer and purge once again.

Rampart -type nations are all that is left of the original native populations on the northern continents of the first age. In the second age, they were pushed back into harsh territories in the tundras, mountains, jungles and deserts while the newly founded Bastion -type nations controlled most the good or strategic land. Now, in the third age, many Rampart nations try to benefit from the chaos to go on raids and maybe rebuild their old countries.

Bastion -type nations are former Dungeon colonies on the Northern continents that gained their independence and became powerful states in the second age. In the third age, they both defend themselves from Dungeon attempts to take them back as colonies and from Rampart-type nations that try to reclaim their native lands.

All very much work in progress of course. This is just a starting point, first draft stuff.
 
I might be spamming the previews, but I always say, if I get hit by a bus tomorrow, at least there will be visual proof of what I have "accomplished" :P

Anyway, each faction will have access to naval "hero" units. They have powerful extra long-range artillery attacks, but as you have probably guessed, the trade off is that they can only move on water. To summon your fleet in the first place, you need to capture one of the neutral "port" structures on the map.

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quick question, thought purely cosmetic:

which one of these two color shemes should be the "standard" one, which one reserved for, say special campaign units? Got any opinion on that?

The way this goes is, I will now seriously prepare the demo, as I have kinda all basic units done now, but I keep wanting to redesign stuff

Shortlegs Dreadnaught color sheme compariosn.jpg
 
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quick question, thought purely cosmetic:

which one of these two color shemes should be the "standard" one, which one reserved for, say special campaign units? Got any opinion on that?

The way this goes is, I will now seriousl prepare the demo, as I have kinda all basic units done now, but I keep wanting to redesign stuff

View attachment 384714
One generic or common unit, smaller.

One on the right could be boss-type or commander ship-type leading the lesser ones.
 
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