- Joined
- Feb 28, 2013
- Messages
- 1,898
Last edited:
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. |
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. |
Terrain looks great and so do the systems. I guess the greatest challenge will be to make the world and characters look alive.
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 but better.
You could also do some events that would happen randomly like some village gathering, ship arriving to port or mugging on the road.
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.
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. |
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. |
You never seize to amaze me with your work.... very nice
Update (02/23/2020) |
More interiors for Faction #2 (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. |
No, only 1.30 and later versions. 1.26 is really old, it doesn't support widescreen and missing alot of new natives.Will this work for v1.26, Sir Strydhaizer?
No, only 1.30 and later versions. 1.26 is really old, it doesn't support widescreen and missing alot of new natives.
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. |
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.
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?
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.![]()
Update (03/07/2020) |
(Video above is a test map, not the actual map of this project, view the actual preview of the map at the first post of this thread) Notes - Dialogs will be changed, most of the dialogs are temporary - Main character dialogs will be randomized - Target unit types are randomized (Hunting) - Target units are randomized (Bounty Hunting, Item Delivery) - Item Types are randomized (Collecting) - Locations are randomized - specified (Package Delivery) |
I'm sorry to hear that. Something similar happened with my desktop where my primary hard drive quit working. So, my map is stuck too.Thank you very much for the compliment, I never though I'll see a day to see someone test my project lol.
I will try to release an update maybe 2-4 weeks from now, project is stucked at the moment because my laptop broke down and I can't get it fixed because of the quarantine.
anufis said:I think you should first ask players who play on older patches. If they care about your project and need 1.30 support, I think that they should tell you about it.
Update (06/09/2020) |
Patch note for 'Alpha Build 121 - The Sandbox Dev Patch'. • Enabled Sandbox Mode, a free-roam LOAP mode where you can (currently): - Tame horses (exclusive in Sandbox) - Screw around, try hurting and murdering soldiers and civilians of a faction and the entire military of that faction will attack you. - Train yourself, you gain shooting skills when you shoot, you gain more stamina when you walk, you gain strength by killing. - Get money by working, find (repeatable) quests, do their tasks and earn money. - Explore the wilderness, encounter bandits, wilds, and monsters. - Keep throwing bone to dogs to tame them (this feature is currently in development but can be used in this patch). - Interact with plants to get seeds (for quests), water collectors to get water (for survival). Attack the trees with melee weapon to get lumber. - Maintain good health by eating (currently there is no sources of food apart from water so just cheat "devheath" to restore stats). - Backstab and steal from civilians by going at their back at night time. - Expanded array of items (some exclusively available in sandbox only). - Improved inventory, items now sort alphabetically and will no longer leave space(s) between items, double click system and also added selection effects. - Carry objects in quests. [And many more that I probably missed] • Other features including: - World patrols, units patrols follow the paths and pick random paths they want to explore. - Save and Load system, you can save your progress and load it anytime. - Major optimization, it was running at 20~30fps, now it is running at 50~60fps (trigger optimizations and pathing blocker optimizations). - Added hero armor destructability (Applies to both sandbox and survival mode). [Full list of features written at the main post] • New survival features - New introduction, your hero will now drop from air unit(s). - High score system, beat your previous record if you can. [More features in survival coming next dev patch]. What to expect next dev patch? - Cave update (possibly introduce 1 boss aswell). - Interiors update (all interiors will be explorable). - Random drop packages in survival mode. - Danger zones in survival mode. - Barricades in survival mode. - Gambling in sandbox mode (currently still disabled and inaccessible). - Possibly crafting feature. - (Fix for locust units becoming visible, including the flashlight in survival) - (Fix for icons in job quests in Quests Window) [Possibly more] Download at the main post. Remember this project is still IN ALPHA/IN-DEVELOPMENT. |
How many waves are there?
Sometimes I press esc to skip the round and spawn two waves enemies.
Melee mode keeps lagging.
Update (06/14/2020) |
Patch note for 'Alpha Build 122 - The Survival Dev Patch'. - Added Danger zones in survival mode - Added Barricades in survival mode - Added Random drop packages in survival mode - Fixed healing items in survival, healing kits now stack - Removed hero health regeneration in survival mode - Made arrows more expensive in survival mode - Fixed autopilot icon, it now shows proper icon - Fixed green quest icons - Fixed warping causing point leaks - Fixed the bug where player can skip at pre-first round - Temporarily removed armor-breaking system - Fixed the bug where sometimes presssing escape to skip the round it spawn two waves of enemies - Fixed collision of one house in east base. Added pathing blockers - Changed some models' team color texture to shaded - Fixed the bug where the hero can throw arrows without a bow in Survival mode when the player return to wave 1 - Removed energy shield in Multiboard, it's an inaccessible item - Updated food descriptions to match the data in the triggers - Fixed the bug where items not getting cleared when player chooses to return to wave 1 in survival mode - Fixed the bug where switching ammo add extra ammo to player (Exploit) - Fixed the bug where player get stucked in cinematic mode when going back to level 1 in survival mode - Fixed the hotkey for dismount should be 'Q' not 'E' - Fixed the death explosion not playing for Steam Tanks in Survival - Fixed the sleeping in survival mode, player shouldn't worry about sleeping in survival mode anymore - Fixed the units at front of the tank not getting knockbacked - Increased time from 15 seconds to 25 seconds before the wave starts in survival mode - Fixed missing barricade info in multiboard in survival mode - Fixed light being visible before spawning in survival mode, also fixed the light not getting Locust/unclickable ability - Fixed the Barricade and Water Icon - Fixed the horse in survival mode getting knockbacked when moving What to expect in future patches? - Fix for stats decreasing way before the player chooses the game mode - Fix for enemies spawning off the map (this rarely happens) - Fix for carry object ability where if the crate collides to the wall both Carry and Uncarry ability gets added to the hero - Fix for Lumber, Seeds, Mail and Notes not being able to go to the full inventory/bag - Add district names - Be able to choose whether to start as melee or ranged in Survival mode - Double Damage Powerup in Survival - Gambling in sandbox mode - Interiors and Cave update (all interiors will be explorable) - Splash Poison Arrow as Type 4 arrow - Hopping - Bosses in caves - TNT in survival mode [Possibly more] Download at the main post. Remember this project is still IN ALPHA/IN-DEVELOPMENT. |