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[ORPG] Shadows of Everwood

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ooh... that AI has really undergone lots of stages (base by me, improved A LOT by tukki, and now you)... good luck on that...

Tukki called it stupid btw xD (Sorry Tukki :p)

It's actually going pretty good :D
Just now, I've found a new method to detect when a unit is fleeing :D

I'm using WAAAAAY too many functions too so I'm pretty scared it might not work in the end >.<

Btw, I see Tukki's pretty active right now :D

I keep getting updates every 4 minutes xD
Infact, while typing this, I recieved 2 new updates xD

Correction- 3 new updates xD xD

If you want to see the WiP code for that AI, check it out in my code map :)
(It won't compile correctly yet, so don't bother :p

EDIT:
Correction- 5 new updated OMG :p
 
Here is the Bestiary, only 3 of them though, will do the rest later. :p
The drawing was on a paper and the colours were in the PS4.
A ogre in the middle, the bear on the left and the small ogre on the right. Dunno myself yet who the small ogre is actually. Wolfe didn't get a chance to explain it to me, or he forgot.
I'll be drawing more ogres and bandits. And next time I'll focus a little on the surroundings, atm this drawing has a "happy" atmosphere. >.<
I also uploaded the original drawing without the PS4.
 

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Level 17
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Ooooh. Lots of activity. I should go away more often. =)

To clarify, I am away due to Easter and will be back tomorrow. Regarding the ogres, the small ones are called Orgs which are sort of like pets for the Grok (big ogres). Grok farm them and give them basic weaponry to weaken the enemy rank. If you are all interested I could go on but not many take interest in lore.

And a bit off-topic, but I did tell Oz but he probably forgot.
 
Level 3
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I'll be completely honest with you guys. I don't give a FUCK 'bout lore. Just make the game cool cause I can tell you that I won't be paying attention to the quests I'm doing except for the main goal.But, You guys are doing awesome so far keep it up!
 
Level 6
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A small update regarding the Event Quest;
  • Boss AI is now ~70% coded with phases, stances and decision-making completed!

EDIT:

  • Boss AI is now 100% completed.

All 9 spells, the 3 stances and his behavior have been coded!
Testing runs have provided minor bug fixes and improvements, so
a full test run will be conducted tomorrow or the day after tomorrow.
 
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I was inactive for a while guys.

Don't worry, I'm working on that AI, and it'll probably be finished tonight :D
I just have to work on those if statements for his behaviors.
His status bonuses per behavior are complete (I finished them in a minute, but after finding a few bugs, I decided to redo them)

I'll keep you guys informed every few hours on what I'm doing..

One more thing:

Go to sleep Tukki >.<
The Dropbox is too active xD
 
Level 2
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I just stumbled upon this project and spent 15min trying to get a grasp of all the twists and turns it seems to have made during development.

All I can say is that I am positivly amazed by the dedication and motivation.

Really looking forward to get my hands on this map =D
*you just made another fan, pre-launch*
 
Level 6
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I just stumbled upon this project and spent 15min trying to get a grasp of all the twists and turns it seems to have made during development.

Yeah, it's been a bumpy ride so far, and I expect that it's going to be even bumpier after the demo release! ;)

I fixed a critical coding error which rendered players unable to accumulate threat,
so hopefully our testing runs with the boss will get a little smoother.

I'm currently updating the new camera with collision detection and improving the Event Quest!

Thanks for your support guys! :)
 
Level 5
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wow this looks neat.
you can sign me up for the testers (if any are needed), because the combination of :
-epicly looking terain
-nice systems (hope you will use the mount idea from the dead project)
-the fact that I am so in a need for a directors's cut orpg
(yea that is my expectation of the rate it will get)
just blew my mind.
so please do not let this be all false hope.

ps. if there is some-kind-of news letter, than sign me up for it
 
Great new guys :)

I finished that Pet AI.

I coded the 4 behaviors and 2 simple spells.

There are a ton of potential bugs I need Wolfe or Oziris or Tukki to test atm.

I'm just polishing it right now and fixing the syntax errors
(With zinc, most of them involve forgetting the semi-colon ;p)

wow this looks neat.
you can sign me up for the testers (if any are needed), because the combination of :
-epicly looking terain
-nice systems (hope you will use the mount idea from the dead project)
-the fact that I am so in a need for a directors's cut orpg
(yea that is my expectation of the rate it will get)
just blew my mind.
so please do not let this be all false hope.

ps. if there is some-kind-of news letter, than sign me up for it

I think anyone is free to be a tester :p
Ask Wolfe (he's the big cheese :ogre_datass: xD xD)

Everything that's going on involving this project is here.
You don't have to follow some lame newsletter :p
 
Level 12
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Great new guys :)

I finished that Pet AI.

I coded the 4 behaviors and 2 simple spells.

There are a ton of potential bugs I need Wolfe or Oziris or Tukki to test atm.

I'm just polishing it right now and fixing the syntax errors
(With zinc, most of them involve forgetting the semi-colon ;p)



I think anyone is free to be a tester :p
Ask Wolfe (he's the big cheese :ogre_datass: xD xD)

Everything that's going on involving this project is here.
You don't have to follow some lame newsletter :p

Wolfe only accepted 8 and they've all been informed. I dont think you can become one anymore
 
Level 6
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I'll clear up this with beta testers and what not.

We're currently working on a closed beta version, and Wolfe's recruited 8 people to help out with testing - which should be in a couple of weeks.
When we've developed that and made it rc-material, we'll go over everything and eventually release it as a demo, free to play for anyone - no need to be a confirmed tester or anything.
After that, well, that's when we gather feedback from you guys and improve the map from there.
We're also going to radically change some aspects, completely remove some, and add brand new features to the map we call 'post demo'.
 
Level 20
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...if you need any more help use the world editor help zone, not a project's thread.

Anyway, on-topic - I do actually have a related question. How much is saved by the load code? I know a lot of RPG's don't save 'everything' for e.g. they'll save your level but you can respend the skill points. I'm assuming quest progress won't be saved for e.g.?
 
Level 6
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Currently it saves: Selected skills, Equipment + inventory + quick slots, Hero level, Selected attribute points, and main quest line/story progress.
Currently it doesn't save: Remaining specialization points, remaining attribute points, hero level progress, hero location, .. and a lot more of stuff related to heroes.
 
Tukki, today my 12 year old brother taught me how you can use patrol to target a unit :D
If you do so, he'll do exactly what you're doing :D

I guess I could take advantage of that to optimize the AI

I did a few tests, and found that I need to fix a looooot of stuff :p

Also, I took 10 minutes of my time to write an armor system specifically for this map :)
 
Level 17
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Mag, keep team discussions to MSN or PMs/VMs, please. Nothing about hiding anything, it just doesn't fit in the thread.

And, if you are curious about any one of our systems, please PM/VM Tukki. Do not post in this thread as it has already been cleaned out by Rui.
 
Level 6
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300
Thanks Tukki, so I presume by the use of the word currently you docplan to have it saving as much as possible in the future?
As much as needed would be the correct term ;)
I'll probably add some pointer to what your closest town is and stuff like that later on.
The save/load module is constructed to only save necessary data, i.e it won't save 'empty' inventory slots, unlearned skills etc.

This means that the code is relatively short when starting a clean character, whereas it may end up quite large (20-25 chars?) if you have filled everything that's possible.
I plan on updating the algorithm, but it'll force players to write stuff like "-load #1 <loadcode>" instead of "-load <loadcode".

And when will be the release? Please release at least just a BETA version for us to suggest more.
To be totally honest with you, all of us would like to give you the map.
It's just that it'd feel bad if we didn't do the map justice, since you're all going to expect some cool stuff, and it'd plain bad if we didn't meet at least some of those expectations.
It's like eating a half-baked cake, because you can't wait until it's finished ;)
 
Level 5
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Tukki, today my 12 year old brother taught me how you can use patrol to target a unit :D

... >.> ... Dude ! I mean lol :p
Not hate-ing.. But its >.> xD

Also i am the HUGE fan of ORPG in Warcraft III TFT- and i can wait for this one to finish ..I also cant wait to see what "Sverkerman" and "jxtanghero" will do with their RPG's but this one seems to be the "Director's Cut", in top.
The terrain from ScrnShts look great..
2D art (icons ... etc u know :) )
System's (Full scrn inventory, spells >< talents .. etc )
It all looks great..
And on "Wolfe" profil it says he is 15 year old..That must be the best thing in his life.Girlfriend's are overrated ^ ^
This is the one project that i R.E.A.L.L.Y. can't wait to be finished..
And every day on this topic i see something usefull, and i learn alot !
P.S. Sorry for bad english :)
 
Level 6
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Nice to hear Burke! :D

Me and Wolfe had a couple of test runs today, and I can't say that they went smoothly x)
However, it brought up many strange behaviors that I've finally fixed!
(We had blackscreens, DCs, leaves and well, a buggy experience)

The actual change log is:
  • Systems
    • Moved array set operation into critical state block; fixing potential disconnection/freeze bug
    • Moved array set operation out of GetLocalPlayer block; fixing a common disconnection bug
    • Coded a new AttachmentSet system that displays set attachments on your hero! (Based on HeroSlayer's work.)
    • Inventory Interface
      • The inventory unit will now display equipped items!
      • The inventory unit's animations will now be updated when equipping/unequipping items!
    • Attribute Interface
      • Made images only show for their appropriate player; they stacked on top of each other, allowing the latest player's images to show, while the other images were hidden
    • Specialization Interface
      • Fixed a couple of logic errors when adding specialization pages; player B's pages were added to Player A's interface
      • Made some icons show up only for the interface owner; some could be spotted by other players
      • Improved script in general, replacing several hashtable calls with arithmetic operations
    • ScrollingBattleText
      • Removed auto-creation of damage texts when two computer controlled units attacked each other
      • Added a recycling feature
      • Started work on dynamic updating
    • Selection System
      • Added automatic cleanup when all players have selected/loaded their heroes
  • Classes
    • Improved automatic hero property setup
    • Added the new hero model!
    • Added the first set!
    • Added the first tier of axes!
  • Other
    • Improved the Event Quest boss AI: Missile abilities will now properly avoid hitting close enemies
 
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Level 6
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A little update; I've just entered the modeling business! x)

Thus, the specialization interface has received a nice highlight effect!
I've also added rotation to left/right arrow keys, and moved distance changing to a -camera dist <200-1500> command, as requested by HeroSlayer!
If you input a value lower than 200, or higher than 1500, it'll be capped to the closest valid value.

Change log:
  • Systems
    • Specialization Interface
      • Added glow effect to talents and abilities!
      • Added select effect to ability pages!
    • Camera System
      • Rotation is now done via left & right arrow keys!
      • Camera distance is now changed by typing: "-camera dist <value between 200 and 1500>"!
    • AI
      • Magtheridon96 has completed the new Bear AI!
 
Level 17
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... >.> ... Dude ! I mean lol :p
Not hate-ing.. But its >.> xD

Also i am the HUGE fan of ORPG in Warcraft III TFT- and i can wait for this one to finish ..I also cant wait to see what "Sverkerman" and "jxtanghero" will do with their RPG's but this one seems to be the "Director's Cut", in top.
The terrain from ScrnShts look great..
2D art (icons ... etc u know :) )
System's (Full scrn inventory, spells >< talents .. etc )
It all looks great..
And on "Wolfe" profil it says he is 15 year old..That must be the best thing in his life.Girlfriend's are overrated ^ ^
This is the one project that i R.E.A.L.L.Y. can't wait to be finished..
And every day on this topic i see something usefull, and i learn alot !
P.S. Sorry for bad english :)
No, lol. I do put my social life on a higher scale than this project, but I am still equally determined to finish it. =P
 
Level 5
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Messages
188
Ok, I've just tested the map, with my model inside and a lot of AWESOME improvements made by my partners. and this is really great, GREAT ._.
However, camera needs to be polished, I wrote down around 10 tips to improve it (tukki is sleeping lol) and I also wrote down the animations that the model requires ;)
Ive done around 12 animations today. This will be awesome :)
 
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