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Risk Unlimited

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I'm sure many people will remember Risk from Warcraft 3, my intention is to recreate Risk from wc3 as it is one of my favorite games of all time. I found that behind its very simple exterior was a wealth of strategy that is a lot harder to put into words than unit counters. Anyway, I have recreated the game with a modified Risk Devolution unit set and it now has almost all the functionality of the game in wc3 (of course with the bonuses of infinite selection and a smoother game engine). I have only kept the game very similar because I want Risk to become popular and I don't want to risk an untried, untested unit set with the popularity system the way it is.

For those who don't know, the aim of Risk is to conquer the whole map (mine being Europe) by expanding as quickly and efficiently as possible, and defeating opposition through means of diplomacy or force. The game is based on the mechanic of capturing countries, to control a country you must own every city in it, and when you control a city you gain income from it. This gives the game its main dynamic, the larger a country is, the more income it gives you, but the harder it is to completely hold against attack.

But of course, I wouldn't just want to make a map thats only an improvement of a wc3 map, when I am happy that Risk's popularity is secure I will start working on "Risk 2.0", (hopefully not like battle.net 2.0). I intend on completely remaking Risk to be as strategically and tactically deep as I can achieve, I'm only going to keep the basics of the game unchanged, cities must be captured to take whole regions, everything else is up for change. So if anyone has any suggestions for a unit set, or any other aspect of the game I would like to hear them.

Not only this but I plan on adding a ranking system to give another level of competition to the game. The ranking system I have in mind is a modification of the Elo ranking system used in chess.

But, alas my map is lacking in popularity, so the best contribution you could give would be to play Risk (only on Europe atm but I have asked mrzwach to publish it in America).

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Yes it is you know why? coz everyone plays same 1g units no one uses the other units wanna see balance check out my map
Risk Modern Warfare its not that popular as Risk evolution i made with priwin.. but still that map is our best

you know i used to work for 7 month developing risk map with priwin but now he dosent wanna do it for sc2

so im looking for new programmer mabe you might wanna do i alredy written some of ideas and sended them via imail
 
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102
In some ways your remark about the one gold units is partially correct, but it was more about the 3 basic units that seem to work perfectly together. I also think that leaving the unit set incredibly simple focuses the game more towards the strategy, such as concentration of power, guessing enemies gold reserves, choosing what targets to attack mid game and making the best use of naval units.

That said, the game has great room for improvement, I would like to see more involvement with terrain, greater depth of unit based tactics and thats before I get any ideas about adding a whole new level to the game such as upgrades and stuff.

In short simple is good, but not too simple.
 
In some ways your remark about the one gold units is partially correct, but it was more about the 3 basic units that seem to work perfectly together. I also think that leaving the unit set incredibly simple focuses the game more towards the strategy, such as concentration of power, guessing enemies gold reserves, choosing what targets to attack mid game and making the best use of naval units.

That said, the game has great room for improvement, I would like to see more involvement with terrain, greater depth of unit based tactics and thats before I get any ideas about adding a whole new level to the game such as upgrades and stuff.

In short simple is good, but not too simple.

Peanut, you got my post about text correct?

EDIT: got some people to test it, backstory is that the text is missing/screwed up/nonexistent, I literally had to add a loading screen. -_-
 
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Peanut, you got my post about text correct?

EDIT: got some people to test it, backstory is that the text is missing/screwed up/nonexistent, I literally had to add a loading screen. -_-

Errr, no sorry? Also I think it might be localisation (I'll see what I can do), or something does anyone know how to do that now its not the Beta?
 
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