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[Role Playing Game] The Legend of Van Eastmore

Discussion in 'Map Development' started by sonofjay, Nov 25, 2014.

  1. sonofjay

    sonofjay

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    [​IMG]


    Features
    -Ability based combat system
    -Puzzles
    -Interactive Objects
    -Stats have custom effects(e.g. Coordination increases
    chances of opening a locked chest, door etc.)
    -Custom Stats
    -Custom Equipment Upgrade
    -Detailed terrain
    -Custom story
    -Different looks for the sword you're holding
    -And many more

    https://www.youtube.com/watch?v=x-UoyDjqwvs


    Note
    -Watch the vid on youtube.
    -There is no need to mention the Kick ability tooltip error.
    -Strength, Agility and Intelligence wasn't edited to be
    Fitness, Coordination and Spirit yet.
    -The light was gone for some reason around Van Eastmore.
    -Credits to: Whitewolf8 for playing the map and for making
    and uploading the vid to his channel.


    What is this about?
    The Legend of Van Eastmore or TLoVE is the third attempt of creating my second oldest
    project for Warcraft 3.

    It follows the story of James Van Eastmore who had a tragic past with his Father
    and both brother died in a war, his Mother died due to depression and his Sister missing.
    Why the remake?
    Always wanted to finish this old work, I learn quite a lot here with the
    two previous attempts. After a long break on this project and learning more stuffs
    I think I can finally pull this one now.
    What can we expect on this one?
    It will be a mix of old and new ideas with emphasis on the latter. Partial lore
    of the story like the War between the Gourlan Empire and Dehouthar Empire,
    the Devantia taking over after the war and Helving being the King after his father died
    will remain.

    The new thing is that instead of being a Sand-box type and the character being
    a lowly being slowly climbing to the top of the hill, TLoVE will focus on James Van Eastmore's
    struggle on finding clues to find her sister. The climax of the story was also change
    from being focus on the struggle of helping Helvin to seize the
    Kingdom to the more mysterious, mythological story of dark magic and
    necromancy and what it really is for the world of Vexta.

    The story will be darker, bolder full of lies and conspiracy. James Van Eastmore
    will be on a one tough hellish road to find his Sister.


    Meh, you might not finish it again
    Don't care, I do what I want. But if you'll ask if I dropped
    Darkness Call ORPG, no I didn't.


    Special Thanks To:
    • Whitewolf8 - For creating the vid and for uploading to his youtube channel
    • APproject - For giving me advice concerning puzzles




    Images(Open in new tab)
    [​IMG]
    [​IMG] [​IMG]

    [​IMG] [​IMG]

    [​IMG] [​IMG]


    Following the Progress
    • SonofJay's Playable Terrain- Terrain WIPs will be posted here.
    • News about the project progress will be posted in the thread.
    • The thread will only be edited for layout changes or
      adding important information about the project
    • My Profile - If you have some questions that doesn't really concern the
      project just visit my profile. I want the thread to be clean.
     
    Last edited: Dec 2, 2014
  2. Heinvers

    Heinvers

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    You sexy bitch :D
     
  3. kakuzu

    kakuzu

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    Interesting project , i will follow this
     
  4. Chaosy

    Chaosy

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    this is revamped? why not reopen the old thread?
     
  5. Tickles

    Tickles

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    This definitely looks darker and better than the previous version. The terrain is great, the lore seems intriguing, and the character reminds me of Van Helsing (which is badass). I'm looking forward to getting a chance to play it :psmile:

    Your light problem in the video might be that Whitewolf8's light settings weren't on high, or maybe it's just Warcraft's annoying limit to how many light sources you can view on your screen at once. It would be better if the background of sword icons were black instead of white, because the white stands out too much and pulls away from the dark environment in the current screenshots and video.
     
  6. sonofjay

    sonofjay

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    @Heinvers, Kakuzu, thanks guys.

    @Chaosy
    Its been 2 years since the last post on that thread, it will be awkward specially with those 200+ messages. This way it will be easier to actually track the progress and beside I'm making the terrain, systems/triggers and everything on that utilizes the editor from scratch.

    @Tickles

    Thanks, I hope to keep the quality that way if not better.

    I used Kitabatake's BnG Swordsman.

    I actually attached the light source to the character by the sphere technique. I'm switching to making a trigger for it for less possible bug like this.

    Hmm, I'm actually planning to make all the items look like that, thanks for pointing that it doesn't blend well, save me from reworking all the items if I already made them. :D

    Anyway, how bout this?

    Wip - 1.jpg
     
  7. Tickles

    Tickles

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    Yeah, that goes with the interface perfectly :goblin_good_job:

    Something I realized recently is that importing TGA files for icons allows you to alpha out backgrounds to make the weapons look like they're actual objects placed inside the inventory. Here's an example map in case you were curious about going Diablo style.
     
  8. Heinvers

    Heinvers

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    Pretty <3
     
  9. sonofjay

    sonofjay

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    Hmm, sounds cool, it kinda look awkward without a border though so I added one on this one. What do you think? I also added this black like border to still give that dark feeling it isn't that notice-able much but it looks really different without it.

    WIP - 1.jpg
     
  10. Mythic

    Mythic

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    Subscribing.

    I'm awed by the abilities. <3
     
  11. Heinvers

    Heinvers

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    Is that a jump ability? o.o
     
  12. sonofjay

    sonofjay

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    What? You mean the ability that uses the Attack-Ground icon? No, it is the "Interact" ability.
     
  13. Zunariel

    Zunariel

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    WoW awesome!
     
  14. Mythic

    Mythic

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    Remember to leave highlights/weak glows for the item icons though so they don't blend too much with the inventory.
     
  15. Tickles

    Tickles

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    If you change the inventory slot images (in UI\Console\Human\HumanUITile03) to the background you had before on the sword, items with alpha backgrounds would fit better than having the current backpack icon behind them and still appear as actual objects when dropping, moving or clicking them. The blue backpack images in the inventory are pretty ugly anyway when using such a nice ambient atmosphere.
    That would be an awesome ability to use across cliffs with the alpha tile :plol:
     
  16. sonofjay

    sonofjay

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    @Zunariel, thanks bro!

    @Mythic, hmmm, what do you think? That really is the best that I can do. :C
    With Glow - Without glow
    IconwGlow.png IconwoGlow.png

    @Tickles

    I'll keep the custom UI that I have for now, would be a bummer if it go to waste but unless someone is willing to make the inventory to look like Boody's D3 interface then I'll gladly use it.

    I'm using alpha time on most places but I don't want to add a Jump ability since it is not necessarily needed for the map which will revolves around puzzles and beside I don't want people saying that they can jump out to unnecessary areas like the cliffs in the castle(which is made of alpha tile so they'll be floating).
     
  17. Heinvers

    Heinvers

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    The one without the glow looks better imo.
     
  18. ~Nightmare

    ~Nightmare

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    Lookin' forward to this :D
     
  19. sonofjay

    sonofjay

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    A little update. I finalize the item/inventory system.

    Items will be fix and cannot be drop but they're upgradeable if you find the needed "fragment".

    Slot1: Helmet
    Slot2: Armor
    Slot3: Weapon
    Slot4: Special
    Slot5&6: Potions

    Equipment's have their own specific stat that they give example is that weapon+ 1 gives bonus physical damage and accuracy this will be the same type of stat bonus that the other upgrade will give.

    Helmet
    WIP 1.jpg
    Armor
    WIP 2.jpg
    Weapon
    WIP 3.jpg

    I can't get creative to what stat the Helmet will give, I can go generic with bonus hp but that is kinda lame since armor and weapon have custom stats I can also give it the custom evasion(I'm using a custom one for the abilities but I'm also using it for the default attacking of creeps) that I'm using but it kinda doesn't make sense that you can evade because of a helmet.

    This is an example of a fragment:

    WIP 4.jpg
    ->
    WIP 5.jpg

    @Heinvers, I'll stick with the no-glow then.

    @Nightmare, Me too, I hope I can finally finish this one but the progress was way better than I expected so I'm optimistic.

    EDIT:

    Oh yeah, I have a question, do you guys prefer creeps dropping health orbs(like on my Darkness Call map) or you want me to reset HP after every combat?
     
  20. Tickles

    Tickles

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    I vote health orbs. It gives a sort of realistic sense that enemies leave behind some of their life force for the taking.

    The stat bonuses on equipment and rankings sound pretty cool. Maybe you could call a helmet's evasion 'block' instead? I can imagine a helmet would block a fair amount of disorienting/lethal blows to the head.