- Joined
- Dec 16, 2007
- Messages
- 5
Currently I've been working on a project map with some friends and though we've gotten a good way through conceptualization, I've realized there are a few flaws in the planning that need to be worked out, but that's for another time.
World play is profoundly basic in scope, upon map start each player has a "selector" unit which can activate shops to buy from them. Also, players will have a set amount of gold that they have from start.
This gold is used at the nearby shops where they can pick from 27 different heroes to use, and though they are by no means balanced in a combat perspective, they all have amazing usefulness throughout the game (IE. The Wizard has very little combat ability but at later levels gains "World Blink" and "World Mass Teleport"). Once the hero is selected, they have used all of their gold and now have one other choice to make.
This choice is what decides how they will play the game; they can chose to be a freelance hero (And in doing so gain a hidden "Attribute Bonus" ability) or they can pick one of the eleven races (Humans, Orcs, Undead, Night Elves, Naga, Dranie, Tuskar, Trolls, Goblins, Bandits, Ogres).
All Techtree requirements have been removed, though it will still be possible to upgrade Town Centers and the like for their further Hit Points. Each race has their own benefits(duh) and though it would make sense for me to say that the races are balanced, they are not either. The goblins for example, are a race where the entire concept is built around being a merchant player who spends most of their time building items from their forges and selling them to other players. While the Ogres are a race of groundbound melee tanks who's units cost a lot of food supply.
Needless to say some races will share certain similarities but there will be plenty of difference as far as function of play is concerned.
It's an empire building RPG yes, and though there are no quests, once I get to actually filling in the details there will be things you can accomplish on the map such as a raid on the Ruined Temple to defeat a demon lord and obtain a powerful artifact that has a use I'll not disclose for the sake of suprise. =p
There will be flying units. And each race (except the Ogres) will have one. The Ogres are instead going to get a mechanical unit that acts as a kind of Anti-Aircraft javelin thrower that shoots rapidly to deal damage against air, though it can't attack ground and will have relativly low health.
Ok... I would like to apologize for the utter lack of updates I have put on here, and the regretable news I need to put out.
Work on the map has been at a halt for quite some time, but now that things are (kind of) mellowed out in my life I have time to get some work done. The map's physical traits are being completely reworked and the unit scale is being dropped to .75 with buildings jumping to 1.5 to add a more realistic feel. Many buildings will still be standard WC3 though so it's only a little better.
Races: The Tuskar were removed from the list and replaced with "High Elves". Their concept is that they are a race of casters and manipulators of mana.
Heroes: List of names is comming soon.
Gameplay: This is still an RTS in the vaguest sense. By the end, empires will have to worry about trigger spawned creep raids that will not only attack the empires, but each other. This should add a feel to the map that it is actually a geographic region instead of a place with "creep camps" scattered about.
New concept work has been done, and with any luck, this map SHOULD have a good ammount of work completed on it by the end of June. And if the planets align perfectly, I may even be able to have it done in July!
Upon completion of this map I plan to release it onto Battle.Net as well as get a website running for possible updates and alternate versions of the game.
All comments and questions are requested as they will help the process of making the game and the more thought I can get into it, the less it will need "tweaking" later.
PLEASE KEEP IN MIND: The quality of this map will more than likely NOT be reflecting the ammount of calendar time I've had to put into it. I work 6 days a week and though I wish I could just complete it, work on the map is painfully slow.
Thank you all for your patience.
World play is profoundly basic in scope, upon map start each player has a "selector" unit which can activate shops to buy from them. Also, players will have a set amount of gold that they have from start.
This gold is used at the nearby shops where they can pick from 27 different heroes to use, and though they are by no means balanced in a combat perspective, they all have amazing usefulness throughout the game (IE. The Wizard has very little combat ability but at later levels gains "World Blink" and "World Mass Teleport"). Once the hero is selected, they have used all of their gold and now have one other choice to make.
This choice is what decides how they will play the game; they can chose to be a freelance hero (And in doing so gain a hidden "Attribute Bonus" ability) or they can pick one of the eleven races (Humans, Orcs, Undead, Night Elves, Naga, Dranie, Tuskar, Trolls, Goblins, Bandits, Ogres).
All Techtree requirements have been removed, though it will still be possible to upgrade Town Centers and the like for their further Hit Points. Each race has their own benefits(duh) and though it would make sense for me to say that the races are balanced, they are not either. The goblins for example, are a race where the entire concept is built around being a merchant player who spends most of their time building items from their forges and selling them to other players. While the Ogres are a race of groundbound melee tanks who's units cost a lot of food supply.
Needless to say some races will share certain similarities but there will be plenty of difference as far as function of play is concerned.
It's an empire building RPG yes, and though there are no quests, once I get to actually filling in the details there will be things you can accomplish on the map such as a raid on the Ruined Temple to defeat a demon lord and obtain a powerful artifact that has a use I'll not disclose for the sake of suprise. =p
There will be flying units. And each race (except the Ogres) will have one. The Ogres are instead going to get a mechanical unit that acts as a kind of Anti-Aircraft javelin thrower that shoots rapidly to deal damage against air, though it can't attack ground and will have relativly low health.
Ok... I would like to apologize for the utter lack of updates I have put on here, and the regretable news I need to put out.
Work on the map has been at a halt for quite some time, but now that things are (kind of) mellowed out in my life I have time to get some work done. The map's physical traits are being completely reworked and the unit scale is being dropped to .75 with buildings jumping to 1.5 to add a more realistic feel. Many buildings will still be standard WC3 though so it's only a little better.
Races: The Tuskar were removed from the list and replaced with "High Elves". Their concept is that they are a race of casters and manipulators of mana.
Heroes: List of names is comming soon.
Gameplay: This is still an RTS in the vaguest sense. By the end, empires will have to worry about trigger spawned creep raids that will not only attack the empires, but each other. This should add a feel to the map that it is actually a geographic region instead of a place with "creep camps" scattered about.
New concept work has been done, and with any luck, this map SHOULD have a good ammount of work completed on it by the end of June. And if the planets align perfectly, I may even be able to have it done in July!
Upon completion of this map I plan to release it onto Battle.Net as well as get a website running for possible updates and alternate versions of the game.
All comments and questions are requested as they will help the process of making the game and the more thought I can get into it, the less it will need "tweaking" later.
PLEASE KEEP IN MIND: The quality of this map will more than likely NOT be reflecting the ammount of calendar time I've had to put into it. I work 6 days a week and though I wish I could just complete it, work on the map is painfully slow.
Thank you all for your patience.
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