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Realm

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Level 4
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[FONT=blacc_.ttf]Realm[/FONT]

[FONT=blacc_.ttf]by Desktop_General[/FONT]




Map Info

Story
The northern mountains, bleak and nearly inhospitable, are home to numerous barbarian tribes. They eke out a living farming the limited arable land, raising small herds of mountain sheep, and hunting. In the past, they were wont to supplement that by raiding the rich southern lands and trading their plunder for vital necessities, but after the construction of the northern fortresses, that was too risky a venture. So, for decades, the barbarian tribes have fought each other in a desperate struggle over scant resources. Finally, a shrewd and charismatic leader has emerged and consolidated the tribes. Now a vast barbarian horde marches southward, bent on seizing the abundant resources of the realm. The realm is ill-prepared for such a massive attack. Royal troops rush to reinforce the mountain stronghold of Highwall, and the king calls upon his lords to aid in the defense. Will all answer the call, or will some see this as an opportunity not to be missed? The actions of all men, both high and low, will decide the fate of the [FONT=blacc_.ttf]Realm[/FONT].

Map Types
Life of a Peasant
Strategy
Aeon of Strife
Role-playing Game

Objective
Defeat the barbarians and unite the realm to win. The realm is united if one alliance controls all regions of the map.

What You Do
Assume the role of a subject of the realm, and undertake the activities of your role. Success will increase your abilities and influence. You can also explore other roles. Just have fun doing whatever you want because all roles affect the outcome of the game.


Features

Magic System
There are various schools of magic, for example, life, death, and nature. Specialize in one, or dabble in as many as you like. Learn standard spells, customize them, or create your own. You can use wands and staves as shooting weapons. Knowledge of magic is necessary for enchanting items.

Equipment System
You can equip up to 11 different pieces of equipment (main hand, off hand, helm, neck, main hand finger, off hand finger, torso, back, gloves, legs, and boots). Most items can be created by players. Pouches, backpacks, and sacks allow you to carry more. There are distinctions between different types of weapons, for example, smaller weapons are faster, and blunt weapons have a chance to stun.

Mounts
You can mount and ride horses.

Quests
There are various traditional quests in the form of jobs, requests, orders, etc. Some belong to a series of quests. If you complete these tasks you will receive a reward of some type. There are also achievements, such as killing a certain number of enemies. Achievements increase your capabilities and might give you access to a new title.

Mini Games
Many professions will allow you to participate in mini games to achieve better results in your profession, for example, herding your sheep past predators or escorting a merchant's wagon.

Automation
Many processes, such as farming, trading, mining, and smithing can be automated as you succeed in your profession and gain followers. This enables you to increase your influence and focus on other things.

Regions
The realm is divided into regions. Lords who control them get income, resources, and other benefits. Player activity in regions affect them.

Map and Units
The majority of the map represents a strategic view of the realm. Cities, towns, villages, and estates are reduced to single buildings, and armies and companies (smaller groups of soldiers) are reduced to single units. Other parts of the map show cities, towns, villages, estates, and battlefields in greater detail and are used when entering them.

Strategic Combat
There is more to battles than killing units. Morale is very important, and units might flee before they are killed. Kills, casualties, fatigue, leadership, and so on, affect morale. Attacks from the flank and rear do more damage, so formations are important. Officers can learn various leadership abilities which affect battles. Units can change equipment and gain battle experience. Units receive bonuses to defense from friendly fortifications. Units heal faster and receive automatic replacements when near a friendly town.

Optional Player Versus Player
PVP is optional. You can't be attacked by other players unless you have a PVP profession, such as lord, engage in a PVP event, such as a battle, or enable yourself to participate in PVP. So, you can play without unwanted interference from other players. There are also battles which aren't PVP but still affect the war.

Do What You Want
Your actions affect the war even if you don't directly participate in the fighting. For example, farming increases the food supply, and merchants benefit the economy.

Help Learning How to Play
This map includes many features to help you learn how to play. There are quest information entries, periodic tips, and help files you can browse with chat commands. However, there are also advanced tutorials which walk you through the first steps of professions while explaining those steps. That enables you to learn a little bit without falling behind. Still, there are players who are too lazy to take advantage of those features who will ask you how to play. To help you with them, there are chat commands you can enter to have the game teach them for you.

Automatic Balancing
The difficulty of the game is automatically adjusted slightly to help restore balance. It becomes easier if there are fewer players, players are doing poorly, or players leave. It becomes harder if there are more players or players are doing very well.


Professions

Farmers grow crops and raise animals. The products of farms can be further processed into goods by merchants.
Merchants profit by buying low and selling high. Often this involves adding value by processing and/or by transporting goods between different areas (trading).
Lords control regions for the king. They are responsible for the administration and defense of their regions. They receive taxes and resources from their regions (some of which are paid to the king).
Fisherman characters harvest various fish and crustaceans from bodies of water.
Hunters track and kill wild animals for meat, hides, or other products.
Miners locate and extract valuable mineral deposits found in rock. Such minerals are useful for making many things including weapons, armor, and jewelry.
Smiths use various metals to make weapons and armor.
Herbalists locate and harvest valuable plants found in the wild. Such plants have useful properties, but they are even more useful for making potions or casting spells.
Alchemists use their knowledge of herbalism and chemistry to process herbs into potions.
Tailors use various types of cloth to make clothing.
Leatherworkers use various types of hides to make leather armor and other items.
Scouts use their knowledge of the wilderness, detection, and stealth to explore the wilderness for information about the enemy.
Soldiers are paid fighters who serve in some military force.
Officers lead soldiers into battle. They have many abilities which can affect the outcome of battles.
Mercenary characters are paid fighters who serve temporarily.
Gladiators entertain the masses by fighting other people to win prizes.
Guards use detection and force to provide protection.
Thief characters use stealth to steal stuff from people, buildings, etc.
Bandits use intimidation and force to rob people.
Pirates use seamanship, intimidation, and force to rob people at sea.
Assassins use stealth, cunning, and force to kill people.
Wizards study magic and gain access to fantastic powers.
Enchanters use magic to imbue items with magical powers.


Under Consideration

These are things that I'm thinking about. Your input is appreciated.

Starting as a Lord
I might prevent new players from starting as lords because it's important that lords know what they are doing. Anyone could still become a lord during the course of a game. What do you think about that? I'll implement some system which will let experienced players become lords quickly. Here are some ideas I have so far:
1) I could add a quest that experienced players could complete quickly to become a lord. For example, they could plot with various NPC to wrest control of a region from a NPC lord. It could involve violence or political maneuvering.
2) If a player becomes a lord during a game, give them a load code which would let them start as a lord in future games.
3) Alternatively, let any player start as a lord. I could have the game replace them with a NPC lord if they leave or are doing poorly. Also, auto balancing would compensate a little bit for a lack of skill.

Barbarian Players
I plan to let players play barbarians. Would including that in the initial version be a lot of work? Would adding it later be much more difficult? What do you think about limiting the number of barbarian players?

More Professions
I will probably add more professions. If you think an important one is missing, please let me know. Any profession ideas are welcome.

Changing the 2nd Finger Slot
Do you think I should change the second finger slot to something else? Possibilities: change torso to chest and add arms, shoulders, and waist (belt).

Role-playing
Although this is a low priority, at some point I would like to add a mode which supports role-playing. For example, if role-playing mode is chosen, it might let players reward each other for good role-playing. It might let players create their own events, enabling them to create their own story. It might even let players be elected Game Master, allowing them powerful control over the map. (These last two ideas seem like they might be difficult to implement.) I don't role-play much in Warcraft III maps, but some players are very interested in doing so. I would like to accommodate them.

Females
I plan to let players play male or female characters. Would including that in the initial version be a lot of work? Would adding it later be much more difficult?

This Map Description
Do you have any ideas to improve this map description? Adding screenshots and videos isn't worthwhile yet. There isn't enough content.


Change Log

The map is unfinished.




Designer's Notes

I strongly believe in accommodating different styles of play. Since PVP is optional, players who aren't interested in fighting other players don't have to do so. However, I still keep them involved by enabling their actions to have an impact on the outcome of the game. This approach allows players to learn small parts of the game and still be effective. Players can learn the game at their own pace and expand into other areas of the game when they are ready. Also, they can focus on the parts of the game they enjoy and ignore the parts they do not.

I've never played a good Life of a Peasant map that had Life of a Peasant or LOAP in the name. The ones I've tried weren't designed very well, and I don't want players to think my map is like those. My map is different because like Life of a Marine or Werewolf - Transylvania, it allows players to undertake the activities of their character in more detail, and it has a clear objective.

Adding schools of magic was inspired by Master of Magic by Simtex. Life, death, and nature are schools of magic in that game, and mithril and adamantium are metals from it. (Those things can be found elsewhere as well, for example, Magic the Gathering and World of Warcraft.)
Adding strategic combat and army/company representation was heavily inspired by Kohan: Ahriman's Gift by TimeGate Studios.
Adding mini games was inspired by Bloody Pirates.



Need help writing a description of your map? map description templates
 
Last edited:
Level 4
Joined
Oct 19, 2010
Messages
71
Version 0.022
completed April 29, 2011


These features include all progress since February 25, 2010. (I know it's not much. There have been a total of about 12 months of inactivity as I have worked on the map off and on, but I'm eager to resume working on it.)


Farmer
Fields or hovels can be built.

Fields can be upgraded to wheat fields, tobacco fields, vinyards, or cotton fields. After the upgrade is complete, the field drops wheat, tobacco, grapes, or cotton and reverts back to a field. The items stack when picked up.

Hovels can be upgraded to farmhouses. Farmhouses can be upgraded to manors.

Made it so farm animals can't be given orders. Created the herd ability which allows the player to herd sheep.
Added the slaughter ability. If it is used on chickens, sheep, or pigs, they are killed and drop meat.
Added the shear ability to sheep. If it's used, they drop wool.


Equipment System
Added a spellbook ability for the equipment system. It allows heroes to equip 11 items in the following slots: main hand, off hand, helm, neck, main hand finger, off hand finger, torso, back, gloves, legs, and boots. Empty equipment slots are displayed. Tested it with new items: leather gloves, leather helm, leather boots, leather pants, leather tunic, sword, shield, helm, and gauntlets. Equip, remove, and swap functions work well, and it adds the correct total amount of armor. The sword and shield display attachment models.


Mining System

I plan to make changes to the following features in the next version.

Chose iron, mithril, and adamantium ore and ingot models and icons. Chose rock chunk models. Added prospect ability which currently just causes a glowing rune to attach overhead the rock chunks.

Added the mine ore ability. When it is used on a rock chunk, there is a chance to get ore. Player must have a mining pick in their inventory to mine ore.
 
The northern mountains, bleak and nearly inhospitable, are home to numerous barbarian tribes. They eke out a living farming the limited arable land, raising small herds of mountain sheep, and hunting. In the past, they were wont to supplement that by raiding the rich southern lands and trading their plunder for vital necessities, but after the construction of the northern fortresses, that was too risky a venture. So, for decades, the barbarian tribes have fought each other in a desperate struggle over scant resources. Finally, a shrewd and charismatic leader has emerged and consolidated the tribes. Now a vast barbarian horde marches southward, bent on seizing the abundant resources of the realm. The realm is ill-prepared for such a massive attack. Royal troops rush to reinforce the mountain stronghold of Highwall, and the king calls upon his lords to aid in the defense. Will all answer the call, or will some see this as an opportunity not to be missed? The actions of all men, both high and low, will decide the fate of the Realm.
Epic ?? :)
Defeat the barbarians and unite the realm to win. The realm is united if one alliance controls all regions of the map.
Starting from scratch with little jobs to reach this is GREAT, but wont it be too long ? I mean, like with LoME, people wont play the game again for the only reason that the "beggining" is long, even if it's very well done. I think you should add 3 beggining : normal, with an advanced job, or already a lord. Btw, will the player be able to work together or they will have to crush each other ? and at the end replace the king :p.
Mini Games
Many professions will allow you to participate in mini games to achieve better results in your profession, for example, herding your sheep past predators or escorting a merchant's wagon.
That's an excelent idea!
Regions
The realm is divided into regions. Lords who control them get income, resources, and other benefits. Player activity in regions affect them.
What will be the factors which will determine the regions ??
Map and Units
The majority of the map represents a strategic view of the realm. Cities, towns, villages, and estates are reduced to single buildings, and armies and companies (smaller groups of soldiers) are reduced to single units. Other parts of the map show cities, towns, villages, estates, and battlefields in greater detail and are used when entering them.
I love this idea! Your game will become a Mount&Blade !!! so great xD
Morale is very important, and units might flee before they are killed. Kills, casualties, fatigue, leadership, and so on, affect morale. Attacks from the flank and rear do more damage, so formations are important.
Are there already existing systems for morale ? it's gonna be very hard to make
I'll implement some system which will let experienced players become lords quickly.
Why not, but as the goal is to unite the realm, if players begin to capture regions while others are still fishing, it's really too unbalanced.
political maneuvering
There MUST be stuff like that !!
Starting as a Lord
I think letting the host choose at the beggining for everyone is the fairest way ... but the quest stuff is rather good too.
Barbarian Players
well I dunno what will be the connection between the barbarians and the players, but if it has to be a little scripted, you should make the first version with barbaria, players I guess. Otherwise do it later of course !
What do you think about limiting the number of barbarian players?
If they have the same goal as the 'normal players', you shouldnt even limit them. It would work with the story: some players with the warlord, others with the king. Even if there are more players in a faction, with internecine strifes, it will be balanced I guess. It will be chaos after 10 min ^^
More Professions
I think for now you have enough. You will anyway find new ones when u'll build the map.
I would like to accommodate them.
Think for yourself first !! It's what I've done for LoME, and it works :) You really should make this game while thinking "I wanna be able to do that, that that".I think your game is already a kindof RPG btw :).
I plan to let players play male or female characters. Would including that in the initial version be a lot of work? Would adding it later be much more difficult?
I can't tell, I don't know the map enough
Do you have any ideas to improve this map description?
You should explain more the relationships between the players and what you really wanna do during the game.
 
Level 4
Joined
Oct 19, 2010
Messages
71
Starting from scratch with little jobs to reach this is GREAT, but wont it be too long ? I mean, like with LoME, people wont play the game again for the only reason that the "beggining" is long, even if it's very well done.
I am concerned about the length of games. I would like the average length of games to be about 1 hour. I'll be shooting for 1-2 hours. Although professions can be stepping stones to something else, they don't have to be. Some players might be happier sticking with their initial profession.
Btw, will the player be able to work together or they will have to crush each other ? and at the end replace the king :p.
Yes. Players can work together. At the beginning of the game there are 2 alliances: the king and the barbarians. Lords can break their alliance with the king (and the realm), but that doesn't mean that players will be in conflict with each other.

For example, if a player is a farmer, his farm might be on land controlled by the king or on land controlled by a rebel lord. It doesn't affect him in any way. As long as the barbarians are defeated, he will win.

On the other hand, if a player is, for example, a lord or a general of the royal army and another lord rebels against the king, then he must remove the rebel lord from power (or be removed from power himself) in order to win. As long as the barbarians are defeated, he will win either way. It just might not be on his own terms.
What will be the factors which will determine the regions ??
A region is just an area of the realm much like a province or a county. Regions might have towns, fortifications, and resources. Capturing regions will probably be handled by capturing some structure such as a castle or something like that. You'll probably have to leave a garrison behind. I'm not sure if I answered your question. Did I?
I love this idea! Your game will become a Mount&Blade !!! so great xD
I've never played that, but I just watched a video of the gameplay. Actually, the gameplay in this Kohan 2 video is more like what I had in mind:
Hopefully you will still think it's great. :)
Are there already existing systems for morale ? it's gonna be very hard to make
I don't think it will be too hard. What I'll do is each group of units will have a morale value. Various events during a battle will cause it to decrease (or maybe increase). Once that group's morale drops to a certain point, it will be forced to flee the battle, and the player will lose control of the group temporarily. Players will never lose control over their heroes, though.
Why not, but as the goal is to unite the realm, if players begin to capture regions while others are still fishing, it's really too unbalanced.
Well, the realm begins the game united. So, uniting the realm is only necessary if a lord rebels against the king. Anyway, the fisherman might have no desire to become a lord, and since he can't be attacked by rebel lords (unless he enables himself to participate in PVP), I don't see a problem (although I could be wrong). The whole system is based on the idea that players can fight each other, but they don't have to do so.

However, if a player's intention is to become a lord and conquer the other players, he will be at a disadvantage if he's fighting experienced lords, but that would have been the case anyway. That player should focus on becoming a lord, so he can learn the shortcut to becoming a lord in future games.
Think for yourself first !! It's what I've done for LoME, and it works :) You really should make this game while thinking "I wanna be able to do that, that that".
That's a good idea.
You should explain more the relationships between the players and what you really wanna do during the game.
Yeah. If I understand correctly, it's very unclear from my description how alliances and conflicts between players work, right?

Thank you very much GolluM_KoMe. :)
 
Level 13
Joined
Feb 8, 2009
Messages
1,193
This is actually really awesome I think if you need any help on terrain I could provide some assistance with that.
 
For example, if a player is a farmer, his farm might be on land controlled by the king or on land controlled by a rebel lord. It doesn't affect him in any way. As long as the barbarians are defeated, he will win.
Ye but I'm not sure someone will be willing to remain farmer during a whole game while others are fighting and thriving by many different ways.
You'll probably have to leave a garrison behind. I'm not sure if I answered your question. Did I?
A part of it. I mainly meant : on what will be based the income etc... that the lord controlling the region will earn ??
I've never played that, but I just watched a video of the gameplay. Actually, the gameplay in this Kohan 2 video is more like what I had in mind:
You don't know M&B ?? xO You absolutly need to play it !! you can download Warband really easily! This is (with Anno 1404 and Total War) the game which inspired me the most for LoME.
Once that group's morale drops to a certain point, it will be forced to flee the battle, and the player will lose control of the group temporarily.
What do you mean by "group" ??
it's very unclear from my description how alliances and conflicts between players work, right?
a bit, but the main "problem" that reaches my mind each time I think about ur map is "what will u truely do during 1h being a fisherman when you know the fate of your realm is the hand of other players". players wont feel they will thrive if they stay in their condition. btw maybe will you find great ways of doing your jobs, with helping the lords a lot, even if once again I don't think people will appreciate working for some others if u see what I mean ^^ (like in the real world in fact xD).
Btw I understand that people cannot be a good lord the first time they play and a tutorial for a second time is really great! but I think then people will always play lord ... which is kinda sad in a way, especially if you made a lot of jobs (systems) that are not used. people look for the 'epic' I guess. But I might be wrong :) (and I might not understand entirely the whole gameplay).

Good luck :)

Questions:
will the farmers (and other workers not lord) be able to have troops ?
will a thriving farmer be able to obtain the control of a village and become vassal?
will a farmer become wealthier than a lord wich looses too many troops and replace him??
how will farmers be able to become lords ?
 
Level 4
Joined
Oct 19, 2010
Messages
71
I'm not sure someone will be willing to remain farmer during a whole game while others are fighting and thriving by many different ways.
I'm not saying players should or should not fight each other. I'm just going to give them a choice.

I've played A LOT of games of Werewolf - Transylvania, and I've seen many players spend 30-60 minutes just fishing or hunting. I've played many games of Founders of the North, and almost every player I ever attacked complained about it (even after 2 hours). So, there are a lot of players out there who enjoy non-combat activities and player versus environment activities (like dungeons).
I mainly meant : on what will be based the income etc... that the lord controlling the region will earn ??
Oh. Sorry. Well, there will probably be a base income for each region, and then player activity will affect it.

I've also considered allowing lords to upgrade their regions in some way. Maybe some similarities to Civilization (roads and city improvements like marketplaces). That's just an idea. I don't have any plans yet, but it sounds pretty good.
What do you mean by "group" ??
In Kohan, units were organized into groups of units called companies which consisted of 7 units. If a company's morale got too low, it would route (flee) and you would lose control of it for awhile. In my map, I'm still not sure how large groups (like armies) and small groups (like a group of 6 bandits) will be related. It would probably be very bad to have a whole army flee, so I'll probably have armies contain multiple small groups (or maybe I will end up not having army units at all).
the main "problem" that reaches my mind each time I think about ur map is "what will u truely do during 1h being a fisherman when you know the fate of your realm is the hand of other players". players wont feel they will thrive if they stay in their condition. btw maybe will you find great ways of doing your jobs, with helping the lords a lot
I don't see a problem because players are free to do what they want. BTW, don't forget that you can have multiple professions. I haven't decided yet, but I think that in the beginning you'll have to choose one profession (you can repick) just to get your starting equipment.
I don't think people will appreciate working for some others if u see what I mean ^^ (like in the real world in fact xD)
Yet, that's what people do in real life. =) It's up to the player. They can do whatever they want.
I think then people will always play lord ... which is kinda sad in a way, especially if you made a lot of jobs (systems) that are not used. people look for the 'epic' I guess. But I might be wrong :)
I'm confident that some people will choose to play in a way that you find hard to believe. I'll benefit a lot by making the map this way:
1) My map will appeal to more players than it would if I didn't give players as many choices.
2) Learning the map will be broken down into smaller, more manageable parts, increasing the chance they will learn how to play, enjoy the map, and choose to play again.
3) Players don't have to compete against each other if they aren't ready (same effects as #2)
Good luck :)
Thank you! I'll need it. =)
will the farmers (and other workers not lord) be able to have troops ?
Yes, but basically you would be getting a 2nd profession.
will a thriving farmer be able to obtain the control of a village and become vassal?
The farmer's farm is actually an estate, so as it develops it is actually like a small village (several houses, buildings, and fields). A farmer would not be able to gain control of a regular town without becoming a lord.
will a farmer become wealthier than a lord wich looses too many troops and replace him??
how will farmers be able to become lords ?
Yes. You can definitely become a lord during the game. A farmer could conquer a region, but if the region is allied to the king, it would break your alliance with the king. However, regions can also be awarded by the king (it will probably involve an investment or quest series of some kind). That's where political maneuvering will come in.

Thank you for asking such good questions. I think our discussion will give people a better idea of what the map will be like. Also, it helped me make some decisions about the design of the map. :)
 
I've played A LOT of games of Werewolf - Transylvania, and I've seen many players spend 30-60 minutes just fishing or hunting. I've played many games of Founders of the North, and almost every player I ever attacked complained about it (even after 2 hours). So, there are a lot of players out there who enjoy non-combat activities and player versus environment activities (like dungeons).
Hum, I guess u're right; I haven t played much games of this kind :)
In Kohan, units were organized into groups of units called companies which consisted of 7 units. If a company's morale got too low, it would route (flee) and you would lose control of it for awhile. In my map, I'm still not sure how large groups (like armies) and small groups (like a group of 6 bandits) will be related. It would probably be very bad to have a whole army flee, so I'll probably have armies contain multiple small groups (or maybe I will end up not having army units at all).
Ah y I understood well but wasnt sure. Btw how will make these groops, triggerly speaking ? (xD)
Thank you for asking such good questions.
Np :)

Btw: how will you "walk" on the map ? like in a Total war/Mount&Blade (only one big unit representing a group) or like in wc3 ??
 
Level 4
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Oct 19, 2010
Messages
71
Ah y I understood well but wasnt sure. Btw how will make these groops, triggerly speaking ? (xD)
Hmmm. Maybe something similar to Bloody Pirates!. In that game your ship is a unit, and your crew members are items it carries. So, I guess when you add a unit to a force (group), it would remove the unit, and an item representing it would be added to the force unit. When force units meet each other or a force attacks an enemy fortification, the units would be unloaded into a battlefield or fortification map. That's kind of what I've had in mind, but I haven't made a final decision.

In battlefield and fortification maps you will probably control only your hero and the banner units of your small forces. So, on the battlefield, you won't be able to micro individual units like you normally can. I don't know if that sounds fun to you or not, but it's pretty awesome in Kohan.
Btw: how will you "walk" on the map ? like in a Total war/Mount&Blade (only one big unit representing a group) or like in wc3 ??
As one big unit representing a group, although heroes can walk around by themselves. I will probably do it that way. An alternative would be to have units representing small groups like in Kohan.

I'm considering allowing heroes to teleport to the action if they have been added to a group, like how World of Warcraft does battlegrounds. It's not very realistic, but it's an awesome feature in World of Warcraft. I probably won't allow it, but I haven't made a decision yet.
 
Hmmm. Maybe something similar to Bloody Pirates!. In that game your ship is a unit, and your crew members are items it carries. So, I guess when you add a unit to a force (group), it would remove the unit, and an item representing it would be added to the force unit. When force units meet each other or a force attacks an enemy fortification, the units would be unloaded into a battlefield or fortification map. That's kind of what I've had in mind, but I haven't made a final decision.

In battlefield and fortification maps you will probably control only your hero and the banner units of your small forces. So, on the battlefield, you won't be able to micro individual units like you normally can. I don't know if that sounds fun to you or not, but it's pretty awesome in Kohan.

As one big unit representing a group, although heroes can walk around by themselves. I will probably do it that way. An alternative would be to have units representing small groups like in Kohan.

I'm considering allowing heroes to teleport to the action if they have been added to a group, like how World of Warcraft does battlegrounds. It's not very realistic, but it's an awesome feature in World of Warcraft. I probably won't allow it, but I haven't made a decision yet.
You really should play Mount&Blade, it should help you find a great way of representing group/town in which they can go etc ...

Btw I can describe it ^^ :
You only control your hero on a non-detailed map. Your hero symbolizes your whole party. The camera follows the hero. When your hero encounter an other or group of units, a conversation is launched which can lead to fight in real time at the place they met. Then a terrain is loaded and the units fight each other (in M&B you only control the hero and can give order to your troops in these battles).
Then if you meet a city, you have different option : siege it, hang out in the street to seek for merchants etc... there's even a tavern and a throne place in each town.
Then it's rather the same with villages (which are associated to the nearest city/castle) which can be plundered instead of seized.
When you hang out in towns/catles/villages, you only control your hero

I hope u understood my explaination xD
 
Level 19
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Oct 15, 2008
Messages
3,231
I've seen a game similar to this, but I find this one having more potential, good job so far, I hope I can help you after my exams on Monday:)
 
Level 4
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Oct 19, 2010
Messages
71
Thank you, everyone, for your interest in this map and your kind words. I appreciate it.

GolluM_KoMe: You really should play Mount&Blade, it should help you find a great way of representing group/town in which they can go etc ...

Btw I can describe it ^^ :
You only control your hero on a non-detailed map. Your hero symbolizes your whole party. The camera follows the hero. When your hero encounter an other or group of units, a conversation is launched which can lead to fight in real time at the place they met. Then a terrain is loaded and the units fight each other (in M&B you only control the hero and can give order to your troops in these battles).
Then if you meet a city, you have different option : siege it, hang out in the street to seek for merchants etc... there's even a tavern and a throne place in each town.
Then it's rather the same with villages (which are associated to the nearest city/castle) which can be plundered instead of seized.
When you hang out in towns/catles/villages, you only control your hero

I hope u understood my explaination xD
You explained it very well. That does sound a lot like what I have in mind. So, I think you'd like that a lot.

I might use only small groups. If I do, players could still have large armies, but they would consist of several small groups traveling across the map. Most battles would take place on the main map, but I would still switch to another map for sieges.

L2love: This is actually really awesome I think if you need any help on terrain I could provide some assistance with that.
Arcisal: Epic map. You should (If you want, of course) assemble a small (and willing) team of map makers to solidify your ideas.
Miss_Foxy: I've seen a game similar to this, but I find this one having more potential, good job so far, I hope I can help you after my exams on Monday:)
Thanks, and thanks for your offers to help. So, you guys think I should assemble a team to work on the map? I was thinking about it, but I was leaning towards completing it by myself. Is that a bad idea?
 
Level 12
Joined
Jul 7, 2009
Messages
1,030
Creating a team isn't a bad idea, neither is it bad to do it on your own. It's just faster if you have a team. Assembling a team has it's drawback too off course. You might recruit some people who aren't as devoted to you or some inexperienced ones. But if your team is willing to work, then be sure to give them credits.
 
Thanks, and thanks for your offers to help. So, you guys think I should assemble a team to work on the map? I was thinking about it, but I was leaning towards completing it by myself. Is that a bad idea?
Hum... a team is a great thing for what you don't know ... like modeling I guess. but, as you have a lot of free time, I think it would be an error. I kinda tried it myself but people never sent back the map when I could work on it myself and it upset me in less than 1 week xD. I think if you can manage terraining/triggers/units, there's noreason to get a team. I did all by myself ... and it works great !! + you learn each part of WE while doing that.
 
Level 27
Joined
Jul 6, 2008
Messages
11,325
Yes, you have to be a real good leader to be in charge of project, else you might end up like Alagremm with his Fall of Draenor, andyou need a team that knows hwat it does and does it on time, else you mist never get what you need from them.
If you need custom resources (Models & such), you can request them on THW.
If youy need help with trrigers or something, you can ask for help on forums.

So I actually doubt you need an entire team.
 
Level 4
Joined
Oct 19, 2010
Messages
71
Version 0.023
completed October 22, 2011


These features include progress since April 29, 2011.


Designer's Note

I really want to finish this map. My dream is make games that people have fun playing, and finishing Realm will make that dream a reality. After Realm, my goal is to make a web-based strategy game. Anyway, even though I'm very passionate about my dream, I've been having a really hard time motivating myself to get started again. One of my main reasons for requesting this thread to be opened is to use it as a motivational tool. So, any encouragement is truly appreciated. Of course, I also want to generate interest in the map and let people know how it's coming along.


Mining System

Deposit Models: Instead of mining ore from rock chunks, players now mine ore from deposits. The model used is one of the rock model variations.

Deposit Spawning: The system chooses the deposit type (currently iron, mithril, or adamantium) and spawns 6 dummy deposits of random size at random points in the test region. The deposits only spawn on rock.

Prospecting: I added the prospect ability. Right now, all that does is replace dummy deposits in the area of effect with deposits the player can see and interact with. Later, players will have to pass mining skill checks to reveal deposits.

Mining Ore: Right now, there is a 40% chance of mining iron ore from a deposit. Later, players will have to pass mining skill checks to mine ore from deposits. When ore is recovered from a deposit, the deposit is removed. Later, a deposit respawning system will be implemented.
 
Level 4
Joined
Oct 19, 2010
Messages
71
Any playable betas there? ^_^

No. Sorry. Although I have a solid vision of what I want the map to be like, I haven't implemented much. You can view my progress in the change log (which links you to the 2 posts I've made with version information). So far, I've mostly been creating systems to implement a couple of the professions.

I plan to wrap up mining, then move on to smithing, which will lead me back to completing the equipment system. I've been giving a lot of thought to how strategic combat will work. If I can decide on some specifics, that would probably be the next logical step after the equipment system because you're going to be able to equip your soldiers with different weapons and armor.

Anyway, after I complete some more, I'll try to make a video to give you guys a peek at what it actually looks like.
 
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