Hi there! I'm working on a game engine with the goal of recreating & expanding the WC3 modding scene. I've been working on it for a few years now, and I hope you can have a look and say what you think
Updates:
Update 1 - Hot-reloading
Update 2 - UI & starting work on the Level Editor
Update 3 - Terrain Editor
Update 4 - Entity Editor
Update 5 - Script Editor
Update 6 - Pathfinding
I got the idea from having played a countless number of WC3 custom games back in the LAN-party days. I absolutely love the creativity and variation that comes from the old world editor, and I'm not surprised to see that many of them have inspired games of their own (TD’s, MOBA’s, etc). The curious thing to me is that there’s plenty of games that try to recreate specific WC3 maps, but I haven’t really seen an effort into making something that recreates the growing ground for all of those maps. And, *drumrolls* - that’s where my project comes in!
Here's how it looks (WIP):
My project is an engine that lets you make maps similar to WC3 custom games. I will start by making a series of maps myself, probably including a TD and Hero Siege. Just like in WC3, the game will allow any modding of these maps - all maps you play will be downloaded and modifiable. There’ll be the same network play support. However, as opposed to WC3, my engine will be built ground-up with modding in focus. Here's some improvements I plan to bring, when compared to WC3:
I’ve already come a long way with the technical groundwork needed for the engine, but there’s a lot to do before I can release anything. Most of the tools are yet to be written, and then I need to create some actual games. But, as you can see in the screenshots, there’s at least something to show for from all the work so far
Since I’m making this for people like you, who either like playing or making games like these - what would you like to see in a project like this? Is it something you’d be interested in testing when the first alpha versions come out?
If you’re interested, you can follow my progress on twitter: @ollhax. I’ll probably get around to create a website etc once I figure out a name for the project
TL; DR
I’m making a game engine that aims to be a stand-alone version of the WC3 custom map. It will offer better online community support, C# scripting, and a voxel art style. Tell me what you think!
Updates:
Update 1 - Hot-reloading
Update 2 - UI & starting work on the Level Editor
Update 3 - Terrain Editor
Update 4 - Entity Editor
Update 5 - Script Editor
Update 6 - Pathfinding
I got the idea from having played a countless number of WC3 custom games back in the LAN-party days. I absolutely love the creativity and variation that comes from the old world editor, and I'm not surprised to see that many of them have inspired games of their own (TD’s, MOBA’s, etc). The curious thing to me is that there’s plenty of games that try to recreate specific WC3 maps, but I haven’t really seen an effort into making something that recreates the growing ground for all of those maps. And, *drumrolls* - that’s where my project comes in!
Here's how it looks (WIP):
My project is an engine that lets you make maps similar to WC3 custom games. I will start by making a series of maps myself, probably including a TD and Hero Siege. Just like in WC3, the game will allow any modding of these maps - all maps you play will be downloaded and modifiable. There’ll be the same network play support. However, as opposed to WC3, my engine will be built ground-up with modding in focus. Here's some improvements I plan to bring, when compared to WC3:
- Online community: Perhaps the most interesting part for prospective players. You and your friends need a way to find new maps to play, and there’ll be a server browser for that. I hope to have a lot more options for discovery than in WC/SC, including ranked lists (ordered by votes/popularity/release date/etc), features like “Map Of The Week”, and a shuffle function that lets you play through a series of maps without having to return to the browser in between.
- Voxel graphics: I’m not an artist, and I’m guessing most modders aren’t either. Voxel graphics lets you easily create & tweak models and tilemaps. I use MagicaVoxel for creating my models, it’s free and very easy to use.
- Scripting: Instead of a home-grown scripting language, I’m using C# for scripting. This has a long list of advantages, including better performance, better tool support (Visual Studio), more online tutorials and resources, etc. I’m also planning to create a Trigger Editor that will be fine for most of your scripting needs, but you can use C# for more advanced work.
- Deeper modding: You can change more than the map rules. For example, if you want to make modifications to the pathfinding algorithms - or even transform the entire game into a FPS - this is possible through normal map scripting. You won’t have to resort to third-party tools.
- Hot-reloadable assets & scripts: This lets you swap out models and scripts without having to restart the game. When it comes to tweaking & balancing, this makes a world of difference.
I’ve already come a long way with the technical groundwork needed for the engine, but there’s a lot to do before I can release anything. Most of the tools are yet to be written, and then I need to create some actual games. But, as you can see in the screenshots, there’s at least something to show for from all the work so far
Since I’m making this for people like you, who either like playing or making games like these - what would you like to see in a project like this? Is it something you’d be interested in testing when the first alpha versions come out?
If you’re interested, you can follow my progress on twitter: @ollhax. I’ll probably get around to create a website etc once I figure out a name for the project
TL; DR
I’m making a game engine that aims to be a stand-alone version of the WC3 custom map. It will offer better online community support, C# scripting, and a voxel art style. Tell me what you think!
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