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Project EURICA (For Patch 1.30/1.31)

Discussion in 'Map Development' started by Strydhaizer, Jan 26, 2020.

  1. Strydhaizer

    Strydhaizer

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    Last edited: Oct 17, 2020
  2. Strydhaizer

    Strydhaizer

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    Update (01/29/2020)


    I'm finally done with waypoints and unit spawns, it's time for me to bring in more features, and finish the interiors, then I'll release an Alpha. :)
     
    Last edited: Feb 1, 2020
  3. Strydhaizer

    Strydhaizer

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    Update (02/02/2020)


    Finally done 3/4ths of Thieves system, I will be showing another exploration video next time I upload, with thieves system implemented at the main map, populated villages, dynamic unit patrols, unit spawns etc.

    I will now be designing the interiors.


    Video: Project Eurica - Part 18 (Thieves System) by Strydhaizer
     
    Last edited: Feb 2, 2020
  4. Duke

    Duke

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    Terrain looks great and so do the systems. I guess the greatest challenge will be to make the world and characters look alive.
     
  5. Strydhaizer

    Strydhaizer

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    Thank you. :) Actually I had this idea of making the world work like an ecosystem (creeps kills creeps) tried to implement it but the map lagged so hard I decided to drop it. Also tried having large population for every city (like a hundred or half) but game limitation is holding me back with those ideas sadly.

    But I am still trying to come up with something, so far what makes the world alive is that the units actually travel around the map (thanks to 'Uncle' for improving my triggers in that part), the population of every base will still make you feel like it's a village (around 20-30 civilians per bases), the creeps wander around and they will sometimes 'unintentionally' attack bases, and the wandering guards also attack mobs that they will come across in their paths while travelling.

    Hopefully I can do make it as alive as TKOK (Edit: Actually FOTN not TKOK) but better.
     
    Last edited: Feb 2, 2020
  6. Duke

    Duke

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    Sounds good. Movement of mobs on the map is important for sure. You could also do some events that would happen randomly like some village gathering, ship arriving to port or mugging on the road.
    I think that lower population isn't such an issue.
    Gotta say I envy your progress and conviction. I already managed to start and drop three projects since screens from your projects started appearing in media section.
     
  7. Strydhaizer

    Strydhaizer

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    Thanks for the ideas. The mugger idea was already part of the thieves system I made yesterday, but the ship/boat idea sounds good I'll consider that. :)

    You shouldn't envy, you just have to create a plan first before you initiate the development, I learned/realized that myself in my experience lol. I dropped 5+ projects in the past (90% had a complete playable terrain) because I went to terraining first before thinking of how things will work. I realized that I only made a map but didn't know why I made it, it ended up having no gameplay at all (just a terrain).

    Update (02/03/2020)


    Interior Designs (sneak peek)

    Note: Interiors are smaller than what it looks like. The white dividers are placed intentionally around interiors so the player will not see other house interior when exploring indoors. It will be tinted black so it will be invisible ingame.

    The two platforms in the second and third image is a throne.





    Update (02/04/2020)


    More interiors (sneak peek)

    Note: Interiors are smaller than what it looks like. The white dividers are placed intentionally around interiors so the player will not see other house interior when exploring indoors. It will be tinted black so it will be invisible ingame.


     
    Last edited: Mar 6, 2020
  8. Strydhaizer

    Strydhaizer

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    Update (02/11/2020)


    I'll just post here so I can bump up this thread, but there are alot of updates I did in the map during the past week of this thread inactivity.

    • Systems optimization. I had tons of trouble in game performance when I put all the systems altogether in the main map, especially the missile systems and the spawning system since it both involve creating of units which is a huge stress to the game. I decided to add fade-to-black loading screens where all spawning units will spawn within or under 5 seconds, this will not be obvious as this fade loading screen will only happen during map initialization and during hero's sleep.
    • During hero's sleep world inventory items (villagers, patrols and soon the chests) will also reset.
    • Fixed unit spawns (stationary guards and plants) are done, like what's mentioned above the units will only respawn during hero's sleep
    • Patrols however will be spawning indefinitely, patrols will spawn regardless if the hero decides to sleep. This is to keep the world alive.
    • Villagers are now in place.
    • Faction units is finally finalized.
    • The bullet now flies straight instead of having a fixed height based on the terrain.
    • Relationship levels are made functional.
    • Accuracy level is now functional.
    • Finished 50% of the interior of the buildings.
    • More inventory items.

    Video: Project Eurica (8 Months of Development) - Part 19 by Strydhaizer posted 4 minutes ago



    I really want to make this project a campaign, so I can add more maps to this project since this idea was the original intention of this project. I want to make the hero travel in a very large world, although the problem is that campaign is not (yet?) available in Reforged, and the only way to be able to travel from one map to another map is by making this project a campaign.
    • I want to add desert map, a small island that was previously seen in Eurica: The Caribbean [see my signature], and a sea map where the player can play pirate battles.
    • These areas can be travelled by talking to harbormasters in every map, and then you will be sailing the seas, a load screen will pop up, and a new map will load.

    I fear that only few people will actually get to try my project if I made this project a campaign (This idea will actually make this project exclusive only to those who play old version of the game). What do you guys think?
     
    Last edited: Feb 11, 2020
  9. EnterpriseReforged

    EnterpriseReforged

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    You never seize to amaze me with your work.... very nice
     
  10. Strydhaizer

    Strydhaizer

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    Hello, thank you, really appreciate it. :)

    By the way guys I updated the main thread, I am currently working on the wave survival that was previously seen in my old project Eurica: The Caribbean v.1.10.1x but now much better. See more information at the main post. :)
     
  11. Strydhaizer

    Strydhaizer

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  12. Strydhaizer

    Strydhaizer

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    I will be releasing an alpha version of the map in the next few days but only wave survival mode available in mode options (I temporarily disabled sandbox mode since it is still in development). Hopefully you guys will try it out :D.
     
    Last edited: Feb 24, 2020
  13. Sparky123

    Sparky123

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    Will this work for v1.26, Sir Strydhaizer?
     
  14. Strydhaizer

    Strydhaizer

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    No, only 1.30 and later versions. 1.26 is really old, it doesn't support widescreen and missing alot of new natives.
     
    Last edited: Feb 24, 2020
  15. Sparky123

    Sparky123

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    That's a shame then.

    Even though you may be right about some new features, 1.26 is more than enough for anything.
    Widescreen is irrelevant to me, I don't use it.

    I will soon upload a new single-player map, I hope you give it a try, cuz mine will work for your 1.30 :)
     
  16. Strydhaizer

    Strydhaizer

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    Update (02/25/2020)

    PHASE ONE RELEASED! (Get alpha version via PM)

    - Play the survival mode like the ones in Eurica: The Caribbean v.1.10.1x! Now with expanded map, more customizability and more challenge.
    - More information posted at the map information/description.
    - Sandbox mode as well as the interiors are temporarily disabled/inaccessible until the author (me) finishes the development.

     
    Last edited: Mar 6, 2020
  17. Strydhaizer

    Strydhaizer

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    It sucks that people just download the map straight up without actually leaving comment (I'll really appreciate it even if it's hate comment), it's demotivating. I'm dropping the public download temporarily, put it back up again when I finish the map, maybe I'll get some comments when it's finished, but you guys can still private message me if you want to alpha test my map.
     
    Last edited: Feb 26, 2020
  18. Sparky123

    Sparky123

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    I get that. It really sucks.
    Hope you get more feedback.
    I can't test it, but I'm curious what does it use that 1.26 can't support?
    How much time would it take to make an 1.26 version?
     
  19. Strydhaizer

    Strydhaizer

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    Sadly it's not possible because my map is using the new natives introduced in 1.30, downgrading it will break some systems in the map.

    Thank you for the support though, really appreciate it. :)
     
  20. Sparky123

    Sparky123

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    So what, as long as the meat of the game is still there.
    I'm just saying, if its about changing a few triggers, it shouldn't be a big deal.