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[Defense / Survival] Open Source Project: Troll Wilderness World

Discussion in 'Map Development' started by stonneash, Oct 19, 2017.

  1. stonneash

    stonneash

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    Introduction
    Inspired by jungle trolls reborn and based on Yellowstone National Park, our team presents Yellowstone Survival
    [​IMG]
    source: in-game screenshot




      • Map Preview:
        [​IMG]

      • Mini-map Preview:
        [​IMG]

      • Environment AI System: The AI is based on real world variables and is executed to be accurate to the best of our ability. The AI has been implemented in
        • Individual basis
        • Herds and packs
        • Global regional weather

        Environment Interactions: The player is able to interact with his surroundings to further enhance the exploration factor, Currently the interaction systems implemented are:
        • Custom crafting system: Interacting with a crafting surface like an anvil allows the player to craft Items

        More coming soon!
        Planned features

        Player:
        -Multiboard inventory
        -Punch (or use mainhand item): small cone of damage / use mainhand item


        -Interact
        --Identify: Identify the target of the ability before the interaction with a short description. then>
        ---Craft: Crafts stuff
        ---Harvest destructible: Attacks Destructible and collects an item when destroyed.
        ---collect water: collects water
        ---Animals:
        ----Tame:
        ----Capture:
        ----Scare:
        ---Bed: rests until next morning or (random number between 6-10 game hours, whichever is sooner)
        ---Ally animal: disables wander and issues ally to follow
        ---Item: Picks up item and adds to inventory


      • Coming soon!


      • Project Leader
        stonneash is filling in the positions for the missing departments while maintaing the occupied departments.
      • Lead Scripter
        Chaosy is revolutionizing the map and its systems with wurstscript systems, while contributing to discussion on features.
      • Terrain Artist
        Svetli Volunteered to contribute to the terrain and hot-fix some of the issues we had in the early stages of terrain development.

    • 10/29/2017: - Added Fingolfin 's Trees
      -Tiles rework.
      -Thread rework.
    • All Media
      ezgif-2-334476881a.gif ingame02.png ingame03.png ingame04.png Map Empty Sky View.png valorwip001.png Untitled.png

    • All Tree Models - Fingolfin
     

    Attached Files:

    Last edited: Oct 30, 2017
  2. JesusHipster

    JesusHipster

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    Can't really check the map but I support anything opensource in modmaking!
     
  3. Doomcore

    Doomcore

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    Downloaded. I'll test it now and will send my quick review and feedback :)
     
  4. Maximal

    Maximal

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    I played it for awhile, and although the idea IS interesting, there's too litle to show off now.
    You get 3 arrows from the start, but trying to get my hero to face the right direction got me killed a few times. You should work on this system.
    There's nothing more I can say, since all other features are in development, will keep an eye out.
     
  5. Doomcore

    Doomcore

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    Tested it.
    Good stuff. I think a lot of work must be added here as the ideology of the game is nice.
    It seems to me that it is an action-packed survival, rpg map. Good luck with this.

    You may want to import custom doodads and units (for the wolves too) so it adds up to the theme. :)
     
  6. stonneash

    stonneash

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    Updated ^^^

    game play should be easier.
    the camera is set a little weird in the beginning but if you zoom in or out it fixes itself
     
  7. Lord_Earthfire

    Lord_Earthfire

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    Subbed.
    I will take a look at the map/systems within the next week. The screenshots looks nice, although i think that using the noise tool terrain wise makr it look unnatural-distorted. I would recomnebd smoothing a bit.
     
  8. Sverkerman

    Sverkerman

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    Subbed to your project @stonneash!
    Best of luck, looking great!
     
  9. stonneash

    stonneash

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    That is true, I just havent gotten around to doing the final touch up on the terrain yet. Thank you.

    Thank you!
     
  10. A]mun

    A]mun

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    Subbed, i always liked the original Troll Tribe maps, most of all the Jungle version.
     
  11. Chaosy

    Chaosy

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    That age/breed system has a lot of potential, love it.
     
  12. stonneash

    stonneash

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    Me too, played them a lot with some other survivals

    I hope to better polish it soon

    note: nothing in the map is protected, feel free to swoop around and look.
     
  13. Chaosy

    Chaosy

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    Uh-huh
    Does not look as nice behind the scenes.

    Then again I am spoiled in vjass, maybe it is not that bad for being GUI ;P

    edit: a cool tweak to the grow system would be to increase the size.
    Let's say it takes a pup 10 minutes to become young wolf
    every minute increase size with 5% making it 50% larger at the moment the unit type changes.
     
  14. stonneash

    stonneash

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    I've never really used vjass, but I am willing to if I start hitting the peak of GUI and see an outlet in vjass. people are telling me I should go straight to wurstscript.
     
  15. Chaosy

    Chaosy

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    I wrote a simple aging script.

    Code (WurstScript):

    hashtable hash = InitHashtable()

    function integer.evolveLink(integer evolveTo) returns integer
        hash.saveInt(this, 0, evolveTo)
        return evolveTo

    function unit.evolve()
        real x = this.getX()
        real y = this.getY()
        real facing = this.getFacing()
        player owner = this.getOwner()
        integer id = hash.loadInt(this.getTypeId(), 0)

        this.remove()
        CreateUnit(owner, id, x, y, facing)

    public class Wildlife
        private static real loopSpeed = 1
        private static real expRate = 50
        private static real expLevel = 180

        private real exp = 0
        private unit animal

        construct(unit u)
            getTimer()
            ..setData(this castTo int)
            ..startPeriodic(loopSpeed, function onLoop)

            animal = u

        static function onLoop()
            thistype instance = GetExpiredTimer().getData() castTo thistype
            instance.exp += expRate
            print(instance.exp)
            if instance.exp >= expLevel
                GetExpiredTimer().release()
                instance.animal.evolve()
                destroy instance

    init
        'hpea'.evolveLink('hfoo').evolveLink('Hpal')

        CreateTrigger()
        ..registerEnterRegion(boundRegion, null)
        ..addAction(() -> begin
            new Wildlife(GetTriggerUnit())
        end)

        CreateUnit(players[0], 'hpea', 0, 0, 0)
     
    The interesting part is this:
    Code (WurstScript):
    'hpea'.evolveLink('hfoo').evolveLink('Hpal')
    which says that when a Peasant evolves it becomes a Footman, which evolves into a Paladin
    Makes it really easy to set it up for multiple units. Which is the main flaw of your code, only works for wolves.
     
    Last edited: Oct 21, 2017
  16. stonneash

    stonneash

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    this is wonderful. Would you be so kind to show me how I'd add it to the map because I honestly have no idea, I think I am capable of adjusting it and adding the units myself tho.
     
  17. Chaosy

    Chaosy

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    Well, the problem with Wurst that it is not really compatible with jass/gui, I think.

    You'd have to translate it to vjass or jass.

    the WEX has an experimental implementation of Wurst in the editor, which does not work for me right now.
    If it works to you, I can help you.
     
  18. stonneash

    stonneash

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    if that's the case then how is wurst usable?
     
  19. Chaosy

    Chaosy

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    Things are going a tad off topic so I will post on your profile.
     
  20. Svetli

    Svetli

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