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[ORPG] Shadows of Everwood

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Level 17
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Hey guys, just a small update!

Currently 6/9 classes are designed fully. We expect three to be coded for our first ALPHA tests in the next two months. I can guarantee that you will be seeing all nine classes over the next three months. On a relevant note, the Mystic is still scheduled for a reveal on the 5th of May, maybe earlier.

There are some changes going on with the terrain which Oz will showcase when he feels it is at a presentable level. :)
 
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Informative Post auf d00m

To post something productive (aside from the kind words, and random trees), here's sort of what the first page will look like.

I've uploaded some test screenshots (some new ones I hope).
If it looks 'un-meaty' or 'meatless' or 'info-lacking' - don't worry, Wolfe is working on it!

The actual page font will be a little larger than you'll see here since hidden tags reduce font size by some pixels.

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Upcoming

As of 2012-04-10​
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The Team



MEMBER
POSITION

Wolfe
Project Leader, Designer, Writer

Tukki
Lead Coder, Designer, 2IC

Oziris
Lead Terrainer, Designer, Artist

HeroSlayer
Lead Artist

PROXY
Modeller

The_Witcher
Coder
"I'm using a step-by-step process."
- Wolfe

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Project Information

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Introduction

Shadows of Everwood is an open roleplaying game raised from the ashes of Everwood ORPG currently in development by a bunch of happy folks. Shadows of Everwood is a very ambitious project that has been in development for a couple of years, and tries to offer players a different gaming experience compared to that of normal WarCraft III RPGs.

The team is passionate about this project, and although it is just a hobby, we hope to see this through and release something successful. We consider a successful game to be a game that combines the efforts of our team into something that players genuinely enjoy with their friends or even a couple of strangers. Everwood Entertainment wishes to create a game that offers players the opportunity to leave WarCraft III for a while, but not stray too far from it.

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Shadows of Everwood has many features tailored to both challenge and aid the player. We wish to immerse a player in a hand-crafted world, while offering challenging gameplay and the ability to customize their characters. The game itself focuses mainly on group-based player vs. player combat and player vs. enemy experiences which attempt to shed such boring activities like grinding and solo questing. Within the game, you will be faced with difficult challenges and tasks, while being rewarded with items and currency. Shadows of Everwood is its own entity that strives to provide players with an unforgettable gaming experience.

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Story and Setting



In a world where humanity is at its peak, its leaders squabble for power. In the midst of their violent bickering, the empires foundations begin to buckle and chaos ensues. Insecure, weak and vulnerable, the people caught in between the turmoil cry for salvation, to be liberated from those who oppress them, starve them, and rape them of their independence. Those who whisper rebellion now shout in defiance while sinister plots erupt from the silence of the black nights. Now, the one man who kept it all together is dead.

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Welcome to Everwood Forest, a playground for the divine entities of the world. You are one of its human denizens, a member of the empire. You have been driven from your homes, watched as everything you loved burned and witnessed perverted misuses of magic. As the empire collapses, its people suffer greatly. It is left to a new generation of warriors to rise to the challenge, free the people and reveal what lies in the darkness.

It is left to you.


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Classes

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Shadows of Everwood ORPG invite players to choose one of nine classes. Each class is unique in its own right, with varying themes, playstyles and skills. One key aspect of our classes is that they are not designed with a specific role in mind. They are each designed according to functions, covering niches such as ‘versatility’, ‘risk’ and ‘attention’.

Ultimately, how you build your class determines what role you play in a party.


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Wizard: “The cold only stings when you fight it.”

The wizard is a supportive spellcaster who emphasizes versatility, able to devastate ranks of foes with lightning or cure his allies with the soothing powers of water.

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Berserker:“My sword is my tool, my rage in my weapon.”

The berserker is a ferocious opponent on the battlefield who emphasizes attention. Through powerful area attacks, the berserker is able to gain threat quickly and maintain it.

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Pyromancer: “Touch me and you shall watch everything you cherish burn in hellfire.”

The pyromancer is a vicious warlock who emphasizes risk, able to enhance his devastating spells with daemonic energy for a cost.


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Key Features

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Local Save Bank System.

• No more typing in long codes to load your heroes
• Codes saved as files in folders for your convenience
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Custom Interfaces

• On-screen inventories, backpacks, stat and shop windows
• Easy to access via your UI
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Beautiful World

• Explore a world tailored with incredible detail
• Visit shops, travel in the treacherous night or the safety of day, experience dynamic zones
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Dynamic Stories

• Immerse yourself in the civil war, participating in a story where you are the protagonist
• Make conscience decisions with your allies affecting the next chapter of your story
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Fast-Paced Combat

• Fight hordes of treacherous monsters, manning visually stunning spells and actually be challenged
• Experience dynamic combat where positioning and strategy is key


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Super Posts



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Gallery

Terrain

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Gameplay

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Systems

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Supported Projects




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Credits

(in no specific order)
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This Post

Paul Davey - For many of the cool icons.
Dragonson - Member signatures, screenshot border, project logo and delimiters used in this post!
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The Map

A lot of persons. (To be added, of course)
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THANKS FOR READING!

- The Shadows of Everwood Team



As Wolfe mentioned, we (the bunch of happy developers) will start some nice multiplayer tests for ourselves in the coming weeks.
So expect the Gallery section to become more and more populated!

EDIT: Updated "OP-layout" and fixed potential misunderstanding with multiplayer testing
 
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Level 12
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Yea, there was already a closed beta that didn't go well. I think they'll just test with friends and devs until it's relased xD. Besides, this is an ALPHA test. It's not even in beta yet.

Off: Come back when you hit 666.
 
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Yes, the tests will be conducted by developers.

We're planning on having five rounds of testing. The end of April will be our first. We're very hopeful that by Round 2 or 3, we can have a few of you guys to help us out. :)

EDIT: we're also officially supporting projects, so if you have a map you want to be advertised in our main post, PM me and we'll have a chat.
 
Level 17
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The schedule was only drawn up a few days ago, and he hasn't made an appearance on MSN. Oh well, that isn't relevant now.
 
Level 1
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hmm.. another test.. is it harder than written test papers O_O


End of April.. my birthday.. it's not the end of april.. =( =(


hoho.. off topics.. :D
 
Level 5
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Yep, I'm also trying to get all the models finished as quick as possible.

PS: It just was time that I also contribute to the project with some posts lol :p

haha thats greaaaaat :D !

btw what models are u working on? I couldnt speak to any of the team because I havent logged in msn for a long time T_T
Been really busy u_u
 
Level 6
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Thanks! :D

We're still alive, despite the recent lack of info!

I've upgraded and recoded our item generator, although the visual style hasn't changed much.
More info about that later on, though!

The_Witcher will deliver a coverage of the Pyromancer's abilities in a few days.
But until then, you'll have to do with these poor screenshots!

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Level 6
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Okay, center-alignment has been implemented!

Just tried some simple implementation on spinning item models, it seems to be a little tricky.
Will test more when everything else is set up!

Next question! :D

What type of border do you prefer?
(Chose one or give a suggestion.)


#1BorderStyle1.png
#2BorderStyle2.png

Left is WoW-like, while right is WC3-like.
 
Level 6
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Somehow that was the only icon that didn't have a proper alpha background, strange..
But yes, those would be eliminated if we use that border-type.

My personal feeling is that it might look odd to have items and skills with different icon borders.
 
Level 16
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Yea, that's true; but if you get a fancy DGUI spell bar (like I did back ago) with proper bar border and make the spell icons use that border too, it might look damn unique and cool.

Otherwise you can use the ordinary WC3 borders, I'm quite sure a lot of people are tried of the cheap WoW copies all around. They're fine, I used them as well and it was alright.
 
Level 5
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Somehow that was the only icon that didn't have a proper alpha background, strange..
But yes, those would be eliminated if we use that border-type.

My personal feeling is that it might look odd to have items and skills with different icon borders.

we have a wc3 UI, so we should use that wc3 icon border ^^
the style must follow the other icons too, I have the wow icons already organized for axes, boots and such, giving them wc3 borders shouldnt be a hard work

http://www.hiveworkshop.com/forums/tools-560/button-manager-v1-8-2-a-116280/
 
Level 17
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it just says there are upcoming spell releases and what not. wow you have been working on this since 2010 and you still have not released it ? :D are you just going to tease us and keep adding more and more things but never releasing it o_O btw how did you make the backpack like that. did you use rtc or it can be done in vjass. im asking because it looks like the items are in a WoW type backpack which is part of the game interface
 
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