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[Altered Melee] Realms of Kaelai

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Realms of Kaelai


Current version
Game Features

(Below Features will be implemented before the game is considered beta, until then the game version is considered Alpha.)

Faction based Melee game(s)
Choose between 4 very different factions all inhabiting (or invading) the Realms of Kaelai,
a world which spans over multiple maps with different game modes.

Control Points
Realms of Kaelai will use a very different building system then what vanilla Warcraft III
offered, whereas buildings may only be constructed on "build spaces", a system that might
sound clunky, but works very great with the Warcraft III engine!

Unit Spawning
Real kings do not pay for their soldiers, and neither should you. Realms of Kaelai has a
unit spawn system which interweaves the food resource and a repeating spawn timer.

Faction Replayability
Make game-lasting decisions which will affect your strategy using your faction.

Rock-Paper-Scissor
Every unit in the Realms of Kaelai have different strengths and weaknesses, all which
are emphasized through armour types, weapon types and special abilities. Think modern day
RTS games.

Functioning AI
Don't have any friends to play with? Realms of Kaelai will have a functioning AI.

Lore
Realms of Kaelai is a fantasy world that have a timeline, works written by fictional character
of the world, as well as origin lore of all the different factions and races.
There's also a beastiary in the works.



The Setting


The Scholar's Records

A thorough collection of the written works by different scholars of the realms.

The Race
The race of Men, known as Denos in Dugar tongue, which crudely translates to "hard iron person", are
the crafty pink skinned race inhabiting the region known as Nordrich, so named in the Men's own old
tongue, meaning "the kingdom of the north".

Anatomy
Men are pink of skin, with build much like the Dugars, save less muscle tissue, and have the standard concept
of male and female as the Great People of the Aln. Their bodies have short and sparsely place hair on their
entire bodies, with larger concentration of hair on genitals, face and armpits. Men have two arms, with two
hands attached to each, each with five fingers, whereas two of these are thumbs, much like ourselves. The
same goes for Mens' legs and feet, which have five toes each. The face of Men are stubby, with broad and
flat noses, round chins, short eyebrows and round and short ears.
There are no records of a dissection of a specimen of Men.

Origins
Their origins, as recorded by the Great People of the Aln, indicates they descend from the lesser humanoids
of Bakul, who are native to The Spine. This assumption would further explain their affinity for metal and metal
working, as Bakul also hold this affection for shiny material.

Society
Some might dispute the above thesis in favor of the fact that the Spine have ample amounts of caves facing
Nordrich containing iron ore, and that it would be simple coincidence that inadvertently lead to Men's
fascination for metal. Nevertheless, Men and steel are as dear to one another as Dugar and Ganea.
Despite this fact, it is not the metalworking that has given the race of Men the means to flourish into a
population that arguably could be the largest of the Kaelai realms. The effectiveness of Mens' agriculture
has allowed explosive expansion. Following this expansion, the race of Men have developed a society where
a whole of (currently, might I add) 24 kings rule over land distributed unevenly throughout Nordrich. The highest
title to be held in Mens' society would be that of the High King, Chosen of Bolgar, Ruler of All Men, as I
write this the title is currently held by Harald, King of Denthold. Mens' power of control is in constant flux, with
an intricate web of royal family ties and scheming, all to gain influence. The Kings of Nordrich are also no
strangers to warring against one another, something I find incredibly interesting. The lower caste of
Men are treated with low respect, their lives being much more dispensable then those of "royal blood".

Religion
The Man-God, Bolgar, is the untrue diety of the religion of Men. Created in their image of the perfect man,
their god is often depicted as a giant, bearded man made of iron, in his right hand a giant hammer of the
same material. Their usurper god preaches two fundemental tenets: Always serve the Iron, and always fear
the Iron. Priesthoods of this "Iron God" take many forms (as heretics would when led on stray paths), but the
most iconic would be the Iron Priests, who would be better compared to warriors than priests.
Many questing knights speak of the horrors of the eastern plains, the perils of the harsh Harami desert
and the ruggedness of the Rockspire. But what few ever have witnessed, and even fewer still have survived
to speak of, are the Shadowfolk. Deep beneath our soil they rest, this ancient evil, all but waiting for us to dig
too deep. I encountered one of the beasts when following Lake Eastmores shores through the Eastern
Plains on my way home from glorious conquest in the Belt of Kurrigan. When set up camp and the air was
at its stillest, the humming sound of a chant nothing like them of the Iron God's palms could be heard in
the distance. Convinced heathenism was practiced, with my hammer in hand I set out to confront the heretic.
Reaching the crown of the small hill blocking my view, what stood before me was nothing like I had ever
seen. The disgusting shape of what looked like a frail man, skin as black as the night, eyes red like the
smelting fires, and ears pointy and long, with silky white hair at abnormal length busting out of its scalp.
The creature sat in the light of the moon, praying to its heretic gods, a curved dark blade in hand. I withdrew
to fetch my squire, but at my return, the creature was gone. Rest assured, there's no doubt what I saw
on this night is both an ill omen and a confirmation. The Shadowfolk are real, and they are coming.
Sir Frederich Travis, Knight vassal of King Germund of Ironheim

Geographics

The lands of Kaelai is a vast landmass central to the conflicts regarding several races on the world of Aelar,
bordered with the mountainous region of The Spine to the north, the vast Olondar jungle to the southeast and
the open ocean to the west. Within it lies the great Harami desert to the southwest, filled with its lucious
oasis making it habitable for the native Dugar. Bordering the large desert lies the Belt of Kurrigan, plainlands
once conquered by the Dugar, but its city-states has since largely fallen into anarchy or otherwise destroyed.
The northern grassland of Nordrich are the region inhabited by the race of men, who cultivate vast portions
of the region. Through its border with its origin from The Spines mountainside runs the thick river of Bolgar's
Tear, named so after the god of men. Due south from Nordrich lies the regions of Rockspire and Seer's
Wood, Rockspire being known for its high stone formations and tough inhabitants, while Seer's Wood
is the native lands of the druidic race of the Hunder. To the southeast of Seer's Wood lies Lake Eastmore,
a huge freshwater lake that intrudes on 3 different regions: Seer's Wood, the Belt of Kurrigan and lastly the
Eastern Plains. West of Rockspire lies Fang Bay, a place where lawlessness and debauchery has taken hold.



attachment.php



Factions
Factions

The Dugar

The Dugar are a democratic and crafty faction, but have their great empire slowly falling apart, greatly
diminishing the Dugars once formidable power. Once the rulers of the Harami desert and beyond, their empire
no longer stretches further than to the border of the Belt of Kurrigan.


Bonuses:
Advanced Formations - When a unit is adjacent to another unit, they gain armour bonuses based on tier.
Diplomats - Increases all resource gains produced from community resources by +1. (eg. Trade Post)
Drawbacks:
A Single Eye - All units recieve 15%% increased damage from thrusting and piercing damage types

Units


BTNDugar_Settler.png
Settler

The Dugar Settler is equipped with all the material necessary to lay the foundation for
a new Town Hall. The Settler is consumed in the process of creating a new Town Hall. The
Settlers are very fragile, and should once created be protected by other units.

Dugar_Settler Showcase.png

Dugar Spearman Portrait.jpg
Spearman

The Spearmen of the Dugar are a strong frontline heavy infantry unit, equipped with
a tall spear and a heavy targe, standard plumed helmet and a leather harness. Effective
against most unit types, Dugar Spearmen have great advantage when fighting cavalry or
larger beasts.

Dugar Spearman Showcase.png

Trapper Portrait.png
Trapper

Dugar Trappers are tactical short ranged infantry unit, equipped with lightweight
hatchets, a standard plumed helmet, a chained breastplate held in place with a large,
metallic shoulderguard. The Trapper utlizes heavy weighted nets to entangle and restrain
opponents. Not usable against larger foes.

Trapper Showcase.png

Buildings


Dugar Forum Portrait.png
Forum

Forums are the main buildings of the Dugar, enabling additional build spaces once built, as
well as providing income and food. Forums can produce Settlers, who can construct
additional Forums.


Forum Showcase.png

The Aln

Aln are the mysterious underworld faction of the ash skinned, red eyed people who have refined their society
through the millenias. But in their arrogant splendor, their people are now in decline, their time seemingly
coming to an end. In desperation, the Aln rose from the depths of their home to conquer, in hopes that they
could rebuild, and save themselves from extinction.


Bonuses:
Expertise - All Aln units are specialized.
Slavers - Enables the production of the Slavery community resource building
Drawbacks:
Dying Race - Food production and Food cap is halved

Units

Degenerate Settler Portrait.png
Degenerate Settler

Atrocious amounts of laboring and torture has deformed this humanoid life form
into an alltogether new sub-species simply known as: Degenerate. Degenerates are
the slave workers of the Aln. Degenerate Settler has all the necessary material to lay the
foundation of a new Spire.


Skin by: -Grendel




Reaver Portrait.png
Reaver

Reavers are Aln who through the ritual of battle sheds blood in the name of Karn, the
god of blood and brutality. Equipped with a longsword, lightweight silver ornated
leather armour and a shroud dedicated to the blood god. Reavers are adept at slaying lightly
armoured foes.


Reaver Showcase.png
Dread Archer Portrait.png
Dread Archer

Dread Archers are wicked Aln who utilizes a bow and arrows crafted out of
the roots daring enough to reach down to the dark pits of the Underworld. With deadly
precision, Dread Archers quickly stir fear into the hearts of their opponents firing from
seemingly impossible distances.


Dread Archer Showcase.png


Buildings


Spire Portrait.png
Spire

Spires are the main buildings of the Aln, enabling additional build spaces once built, as well as
providing income and food. Spires can produce Degenerate Settlers, who in turn can construct
additional Spires.


Spire Showcase.png

Model by: -Grendel

The Men

The faction of men are a highly religious and divided feudalistic society, with many rivaling and allied
kingdoms ruling over small and narrow lands throughout the hilly plains of Nordrich.


Bonuses:
Iron Reverence - Iron Mines generate +2 Gold.
Effective Agriculture - Increases food generated from all sources by +1
Drawbacks:
Conscription - Weak lower tier infantry

Units



Men Settler Portrait.png
Settler

The Men Settler is equipped with all the material necessary to lay the
foundation for a new Town Square. The Settler is consumed in the process of creating a new
Town Square. The Settlers are very fragile, and should once created be protected by other units.
armoured opponents.

Men Settler Showcase.png

Hammerman Portrait.png
Hammerman

Hammermen are conscripted heavy frontline units equipped with a large hammer and
plated armour. The giant weapon serves the Hammerman well when facing heavily
armoured opponents.

Men Hammerman Showcase.png

Archer Portrait.png
Archer

Archers are conscripted ranged units, equipped with a yew bow and lightweight
leather armour. Archers are best utilized when allowed to fire from afar.




Buildings


Town Square Portrait.png
Town Square

Town Squares are the main buildings of the race of Men, enabling additional build spaces
once built, as well as providing income and food. Town Squares can produce Settlers, who
in turn can construct additional Town Squares.

Town Square Showcase.png

Model by: MassiveMaster


The Hunder


The hunder are a tribalistic canine people who inhabit the Seer's Wood, so named after their spiritual
and factionalleader. The Hunder notoriously guard their forrests from anyone who would trespass, and are
no strangers to war when their home and way of life is
threatened.

Bonuses:
Guardians of the Forrest - Hunder units gain damage bonuses when adjacent to trees
Forrest Reverence - Enables the production of the Sacred Glade forrest resource building
Drawbacks:
Unorganized - All Gold resource production is reduced by -1

Units


Hunder_Settler Portrait.png
Settler

The Hunder Settler is equipped with all the necessary material to lay the foundation
for a new Home Treel. The Settler is consumed in the process of creating a new Home
Tree. The Settlers are very fragile, and should once created be protected by other units.

Hunder_Settler Showcase.png

Poleman Portrait.png
Poleman

Hunder polemen are quick and lightly armoured infantry equipped with little else but
a barbed pole dipped in a potent poison which slows the movespeed of the affected target.

Poleman Showcase.png

Hunter Portrait.png
Hunter

Hunder Hunters are cunning bow wielders, with the ability to hide in rough terrain. They
are equipped with an botanik bow, and lightweight armor with a cloak. Hunters are best
utilized when allowed to fire from afar.

Hunter Showcase.png

Model by: Mephestrial


Buildings


Portrait Home Tree.png
Home Tree

Home Trees are the main buildings of the Hunder, enabling additional build spaces once
built, as well as providing income and food. Home Trees can produce Settlers, who in turn
can construct additional Home Trees.
Home Tree Showcase.png

Model by: Callahan


Systems

Buildings and Resource

Basics
The game construction system works through control points. With your factions main building as center,
you purchase upgrades to the build spaces that surrounds the main building which enables new units and
other perks.

Resources

The resources of the game are gold and material, both used to upgrade and purchase both units and buildings.
Resources are generated by your main building, as well as by owning neutral "resource build spaces", who are
special build spaces scattered throughout the map, available to anyone playing.

Abilities
I will revisit this category when other more fundamental systems are implemented.

Unit Spawning
I intend for the spawning system to be controlled by the food resource within the game as to prevent
army bloating, as well as restrict spawning amounts. How exactly this will be done hasn't been decided yet,
but will rather be a course of trial and error. One current idea would be to create a "production queue",
think Civilisation 5 but in minutes instead of turns. Another would be unit favorisation, where clicked
units are the ones spawning at the end of a set timer.


2014-07-16:
Thread format:
Changelog started, The Setting Header added, Geographics header added, Factions header added, Systems header added, Sub-heading The Scholars' Records added, Sub-Heading The Dugar added, Sub-Heading The Men added, Sub-Heading The Aln added, Sub-Heading The Hunder, Sub-Heading Building added, Sub-Heading Abilities added, Sub-Heading Unit Spawning added, Sub-Heading Faction Selection added
Thread Content:
Proto text added to all headers, 2 Scholar Entries added(The Setting:Scholar's Records), Map of Kaelai added (The Setting:Geographics), Visual Representation of Town Concept added(Systems:Building), Town Hall System added(Systems:Building)
Model:
Dugar Rider model base complete, Dugar Spearman model base complete, Dugar Axethrower model base complete, Dugar Settler model base complete, Dugar Overlord model edited
Coding:
Town Hall System added

2014-07-17:
Thread Format:
Added Sub heading units
Thread Content:
Dugar Spearman showcased(Factions:The Dugar:Units), Dugar Settler showcased(Factions:The Dugar:Units), Dugar Trapper showcased(Factions:The Dugar:Units)
Model:
Dugar Spearman finished, Dugar Settler finished, Dugar Trapper finished

2014-07-19
Thread Content:
Faction Selection System added (Systems:Faction Selection
Coding:
Faction Selection System added
Town hall system edited

2014-07-19
Thread Format:
Added Sub-Heading Buildings
Thread Content:
Dugar Forum Showcased (Faction:The Dugar:Buildings)
Men Hammerman Showcased (Faction:The Men:Units)
Model:
Dugar Forum Finished
Men Hammerman Finished

2014-07-22
Thread Content:
Men Town Square Showcased (Faction:The Men: Buildings)

2014-07-28
Thread Content:
Hunder Settler Showcased (Faction:The Hunder: Units)
Hunder Poleman Showcased (Faction:The Hunder: Units)
Hunder Hunter Showcased (Faction:The Hunder: Units)
Home Tree Showcased (Faction:The Hunder: Buildings)
Updated factional perks
Updated Faction information
Removed JASS Code from post (uninteresting information that bloated thread formatting)

Model:
Hunder Poleman Finished
Hunder Settler Finished

Coding:
Income Racials added
resource system fleshed out
starting factional info added to all factions

2014-07-30
Thread Content:
Aln Dread Archer Showcased (Faction:Aln:Units)

Model:
Aln Dread Archer Finished


2014-07-31
Thread Content:
Men Settler Showcased (Faction: The Men: Units)
Aln Degenerate Settler Showcased (Faction: The Aln: Units)
Aln Spire Showcased (Faction:The Aln: Buildings
Models attached to this post are all imported to the current map version.
 

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Last edited:
Level 10
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May 28, 2009
Messages
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Modeling Dugar models currently, just finished the Spearman, will start with the Dugar Settler now.

Credit: Base model for the helmet was created by ikillforeyou, so thanks to that guy. Animations are ripped from Wandering Soul's Spearman model, even greater thanks to him. Both here on the hive.

Done with the settler, on to the axethrower.

Done with the Trapper (axethrower), done with modeling for now. All 3 are showcased.

Now included in the current mapversion.
 
Last edited:
Level 10
Joined
May 28, 2009
Messages
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Is this map an altered melee with a risk combination?

My WC3 risk experience has always ended in severe army bloating, which the WC3 engine was neither built for nor feels or looks any good. Multi-selecting a shit ton of units and use the move-attack command isn't gameplay, to me. In this regard, I which my maps to more resemble Melee styled gameplay, where interactive and tactical unit control will be rewarded. So I find it hard to define it as a risk game.

If you want help to understand what type of project I'm currently working on, I'd call it a combination between an altered melee and this, with my own lore.
 
Level 10
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Created a functional faction selection system with a basic queue and player choice announcing, intend to include faction amount restrictions as well as the "random" choice.

Also fixed a crash occurrence triggered by canceling build space upgrades then follow it up with re-queueing the upgrade
 
Level 10
Joined
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Messages
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Uploaded the current mapversion, including a functional resource system, and the hint of an actual information sheet explaining the bonuses of your faction (pick Men to see it in action). Unsure of whether the information should be communicated before the player chooses a faction or keep as is (after). If you want to try out the resource system in action (including human bonus), pick men and walk up to a neutral building space. Purchase a resource building appropiate to its surroundings. Also added a few new units, which will be showcased later tomorrow (today).
 
Level 10
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Messages
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Cleaned up the thread format to a neater layout, added the Aln Dread Archer unit to the game and showcased it. Tier 1 of the units soon complete, missing an aln main building and settler, will then move on to tier 1 buildings. Sorry for having the map in such an unfinished state, but model edits take time and I wish to finish the Tier 1 part of modelling before engaging coding the spawning system as well as heroes and crafting terrain environments.

If you wish to help with anything, PM me or write right here.
 
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