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Time Abyss WC3 l4p

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Time Abyss wc3

OVERVIEW
Time Abyss is a NewGen game design project initiative, formerly represented and developed by Noxrat Gaming studio, which no longer exists if you want to go and google it. Time Abyss was planned to be heavy PvE with NextGen genre, which had long been around never really emerged into what was on the high demand. As a team, we've come to a decision to make that genre and that particular idea come true. Over the course of 2 weeks we've been gathering people we know of so we can begin the feat. The brain of operations, also representing game design team, Azureus Aeterna failed to construct a thoughtful and realistic game design, which would sink a player in a spectrum of all possible emotions. The decision to suspend, that is, temporarily freeze the project was made. The quest now is to return to the power of game design by designing a minor project called ‘Time Abyss wc3’, initially Noxrat Gaming studio’s “Time Abyss: Black Day.” The project will be developed using World Editor for the popular game Warcraft 3, consisting of core game mechanics, interactions, and rules that, in turn, will add up to a finished wc3 game mode, ready to be translated into Unreal Engine for further development and deployment. (or Unity3d, depending on the majority)





GOALS
  1. The purely game-design-related educational project mainly to help advance in game-design and develop working gamerule set for the game.
  2. Introduce to Warcraft community wonderful opportunity to play a well-designed and well-perfected game mode in multiplayer, purely PvE-based high-action survival RPG with exceptional for Warcraft 3 technologies.
  3. Developing a separate framework for highly resizable and self-distributing AI-network that will be stored in a separate file for the purpose of saving space of the map file and producing highly advanced scripts without the need of including them into the file.
  4. Sponsored by Noxrat Gaming studio, project features vacancies for career opportunities to achieve a successful future through Warcraft 3. We’ll teach you how to work with the Unreal game engine, provide paid C++ and Unity courses, issue certificates and recommendations for your career wherever you decide to go after developing this piece.




SPECIFICATIONS
  • Develop multiple areas featuring different modes and different game mechanics as well as a varying ruleset
  • Develop characters, wc3 representation of the character. His/Her abilities, passives and mechanics (in other words toolkit).
  • Develop enemies, enemies AI (routes, routines, general behaviour, teamwork behaviour for human-like enemies).
  • Develop core gamerule set, implement core mechanics, optimise the thing. (Poor performance will demand some optimisation, otherwise skip)
  • Develop a low-level framework for reading an offline file containing scripts for AI. (Not explicit, could be skipped)
  • Participate in the Next Generation game design/platform design project and be communicative. (You will have chat/voice chat at least twice a week with the coordinator)




GAMEPLAY
First steps. The player will initially begin by choosing a character and by doing so he will create a small copy of his own progress on the system. He will be presented with a passive or active mastery set, which the player chooses once a game and can only change at the beginning of the game. The mastery set is a set of extra game rules that define players playstyle and versatility of his actions. Things like scaling tankiness or burst damage after a spell.

The player then is thrown in the environment where they have a particular objective which they need to achieve, such things are surviving for as long as possible, protecting the castle or moving the wagon across the field safely.

For the example, approximate gameplay only. Not to be treated as a milestone. Not a valid final game mode.

Example game. The player spawns in the middle of the Snowy Realm, where the map is covered in snow and lots and lots of trees denying a lot of vision. The fog makes it so players are not able to see further than few meters away from them, the map is completely hidden and is not being revealed as you move around, it remains in the fog of war and is hidden. As the players leave the field of ‘watched’, things seem to change or move around, that is, when they lose vision of a tree or a terrain, it has an unfortunate habit of altering itself. The player is roaming around about getting feeling that things are going crazy with the forest changing all the time… By the time he realizes, creeps spawn and begin approaching the player, or positioning itself for a ranged attack, eventually attempting to kill the player. A player roams to run away from the danger, while kiting the enemies with abilities or ranged attacks, eventually leveling creeps with ground and gaining character level. The level up will follow allowing the player to access 1 more ability and slightly increasing player stats. As the game goes on, the player is capable of using more abilities and gaining higher mobility. Almost all enemies in the game are delay-based high damage dealers, who player is capable of kiting indefinitely, but as the strength of enemies rises, they become more deadly and grow fat, in other words tough. For the scenario, we assume ranged creeps have spawned, working together they constantly reposition themselves after each shot. On the level, the player will be dealt insignificant damage, each time reducing a portion of players health by a bit, but that is if and only if the player is not able to dodge the creep’s projectile and got directly hit by the thing. A very skilled human player will constantly dodge the projectiles and enemy attacks, retaining all of his up almost intact after each wave. Although it sounds easier than it is going to be, dodging projectiles and timed attacks is much-much more difficult as it is on paper, mainly because you have many and all at the same time. To date, full example and detailed gameplay remains unknown and/or hidden from the public for the purpose of safeguarding the project prospects, if you wish to learn more apply by contacting me directly through any of the contacts provided preferably Discord->Hive.






FEATURES
Achievement array
Feeling stuck? Feels like there is no tomorrow and you need to wait for the patch to hook to others? We present achievement array, a mechanics that let you turn your cumulated lifetime game stats into your advantage, securing even hardest levels, amplifying your champion scaling indefinitely. Every achievement slightly rotates the curve, to rescale arithmetic scaling versus enemy geometric scaling. (see attachment)
7e7QYwRtMAs9KgH9Uf1Peim8JvYbALGejQNtTAtj1G4r1OiHoBVl5nDp8jpoCz9V_Dyb8uzhMB1mG-8Wu05rnMAbInUVwQ4O-MAW_byKXKCROGpu-GiTujF5WN5CYm30mZpFEf7K
ebiVOgLbCcE33DS7coxSVEytwv_44kc4juZ_aUG2YB5R11W7FRaTUZwsBCnv_hG5eugMiNMWOAd9NjMfrOpKG1oyqn0PKySD3aGv8NBkkkbYeC2S3HMcSnP2y5aFvSBqfyap3SjR


Mastery set
Ever wondered what made league of legends so great and powerful for what it is? Why do people truly choose to play league of legends over other similar MOBA games? Graphics? Characters? Storyline? Gameplay diversity!
You make your own set and you make your own plays! You choose what masteries will complement your kit, turning you tanky, burst(y) or sustain(y). Ability to define your own capabilities is one of many of our features we offer to the player base.


Non-volatile
If ‘the allow local files wc3’ setting is turned on, the progress will be moved between game instances safely and autonomously. Things like game settings, mastery set preset and cumulated stats are saved along with progress.

Pure PvE-based
Powered by custom-designed artificial intelligence will provide a set of scripts to ensure maximum enjoyability while playing. No rush, no quick decisions necessary, no blame, no flame. Play it against hard difficulty or dominate the easy one, either way, you rule out what you need and what you want, no one can make you feel bad, because the pure purpose of the game mode is to defeat stupid computer opponent.

Versatility
Your champion is a mere toolkit for the realisation of your full potential backed up by mastery set and achievement array. You choose your playstyle depending on the mastery set that you build and how you capitalise your account experience. You make your own games, you are the playmaker who defines the game and bends the rules, toolkits, spines...

Reincarnation
Every game you choose a character again, because you are stuck in a loop, only saving the memories of the battles you fought, like in Groundhog Day movie. The cycle was created so evil could not progress any further, so the heroes will be able to bring peace and prosperity once again.


Apply via discord or hive
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Time Abyss WC3
 
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