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Post by Basse on Feb 16, 2008 20:47:21 GMT
STORYGwyndlegard was a country of farmers and woodlands, a peaceful place where war or other violence rarely occured. It was ruled by a man named Mezenghi, a rightious and friendly king, and the economy was thriving and peace ruling. The country stood unprepared when it was invaded from the west. A strategic, yet barbarian, queen named Xaphira invaded the country with a massive, well equipped army. Mezenghi's men, who hadn't been in battle for over twenty years, was badly trained and the army had to retreat into the eastern part of the country to survive. Xaphira's expansion into Gwyndlegard stopped only when she reached the eastern provinces, Gwynhill and Pumpkindon, where the entire population fought against her well mounted knights and their fierce commander, Tengil. The invasion was stopped but the Gwynhill province was given to Xaphira to make her promise not to attack Pumpkindon, the richest part of the country. Two years has passed since the invasion and the population of Gwynhill is just starting to get used to the foreigners presense, when Tengil's men enter the province to bring men and women to work as slaves in the mines. You play as Immanuel, a sergeant in the old Gwynhill defense. Your girlfriend, Emelie, is one of the women taken by Tengil to work as a slave. This empties Immanuel's source of patiense and he is filled with anger. He swears to do all in his might to resque Emelie and bring her safe back to Gwynhill, and then personally kill Tengil. Immanuel and his closest friends gather a small force from the province and seeks to bring the slaveworkers back to Gwynhill. But as time progresses, your and Traitor Mezenghi's plans start meeting each other and you get more and more involved in mezenghi's rebellion against Xaphira. You end up, after freeing Emelie and the others, fighting Tengil and Xaphira to bring Gwyndlegard back to its former state or glory and peace. FEATURES- A giant map with great variety of design; from snowy hills, waters full of fish and pumpkin fields to open fields, giant fortresses and high mountains.
- A few hours of gameplay, hopefully somewhat challenging
- A combination of styles; RPS, fixed force, build and destroy and stealth
- Spoken dialogue, to some extent - not self made though.
- My hopefully best scenaroio yet
- No data changes, no modpacks, no extremely difficult tricks - a simple map in many aspects, with emphasis on story, humour and design, not awesome tricks
SCREENSHOTSNot many yet, the map is only about 35-40% done. Your hometown in GwynhillA farming townRuins and forestThe entrance to PumpkindonNEW: A Valley ChapelAn almost abandoned village PROGRESSMap: 75% Triggers: 15% Story: 80% (on paper and in my head) Music/Sounds: 90% Ai: 50% (i.e. I have the Immobile Units Ai )Bitmap: Not yet Playtesting: Not started Overall Estimated Progress Done: 30% Download the teaser SWS Exclusively of course.
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Post by Julius CMXCIX on Feb 16, 2008 20:52:00 GMT
Sounds interesting, but I would reconsider most of the names if I were you. Unless you're intending something a little on the twee side, that is. By the way, how on earth did you get 37% completion out of those figures?
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Post by Basse on Feb 16, 2008 20:58:57 GMT
Na, I like the names as they are. I'm still considering changing a few of them but most of the important ones have been set. But yes, it's supposed to be a bit odd, the story is more humorous than serious once you get playing, although the main plot is more of the serious kind.
(35+0+80+70+0) / 5 = 37.
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Post by Julius CMXCIX on Feb 16, 2008 21:01:45 GMT
Okay, it's your choice, and I can see the sort of atmosphere you're trying to make. Even so I think I'm going to have to send "Immanuel" on a suicide mission so I don't have to say his name any more. Why not Henry, or Jim, or some other nice, normal name? Your maths is a bit dodgy. Triggers and Map Design are the most work intensive, while Music and Story matter the least.
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Post by Basse on Feb 16, 2008 21:07:13 GMT
37% looks better Nah, the actual percent isn't that important - it's done when it's done, and that wont be in a very distant future if I can retain my current inspiration. If counting estimated hours of work left, I bet I'm at about 20% right now, if you Traitor the time it takes coming up with the story and resaving sounds as worktime. Is it really that hard to say? I dont have the slightest problem Those names are for minor characters (I have a minor guy named Marvin). Also because I want a total mess of names from different tales and countries
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Post by Julius CMXCIX on Feb 16, 2008 21:09:06 GMT
"Emelie" is horrid too. We use 'Emily' because it looks less painful.
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Post by Basse on Feb 16, 2008 21:11:37 GMT
I guess it's because I'm used to the Swedish spelling. Spelling it Emelie is quite common here. I might change that, we'll see
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Post by Julius CMXCIX on Feb 16, 2008 21:14:01 GMT
Ah, so we have Swedish to blame, do we? Dear God, I hope you do change it, else I probably won't bother rescuing her. Also, does Swedish often use the letter Y instead of I? It makes it look really Welsh, which probably isn't what you intend. Being mean aside, these concerns aren't really all that important, and it'll probably still be great. Although I don't know why you gave the two main characters the worst names. I suppose to my English eye the pronunciation fills me with dread, while in Swedish it's normal. No, no, it's just yucky. Also it's too close to "Emmanuel" in my opinion.
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Post by Basse on Feb 16, 2008 21:36:21 GMT
We dont have that many words were I and Y sound the same, they're very different, but I'd say we uyse I more. Yep Probably, I dont have any problem with them.
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Post by jon. on Feb 16, 2008 23:54:02 GMT
It might be me, but I think there should be more elevation change in the first two shots and a little more eye-candy in the third. Not much, but enough to make somewhat of a difference. Other than that, the names do sound a little like something I would come up with, with the letters scattered around. Otherwise, the main point of it is being fun, and I see the fun in that Shakespeare rip-off humorous story (that is, if you were trying to create another humorous story again). And so, music/sound is supposed to be a big deal because? Sorry if I'm being a little harsh on you. I apologize. Overall, it looks fine, nothing too eye catching or really new (which doesn't matter that much), but it looks good.
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Jatayu
Stormwind Member
Jatayu
Posts: 1,064
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Post by Jatayu on Feb 17, 2008 3:44:04 GMT
Goldstein, anyone?
Anyway, it looks good but a giant map takes ages to make. What happened to ADOC?
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Post by Julius CMXCIX on Feb 17, 2008 11:39:52 GMT
Well yes, there's Goldstein. But I was actually thinking Jesus.
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Post by Basse on Feb 18, 2008 8:13:59 GMT
That will come, the map is still not perfected I am If used wisely, it enhances the game as a whole and brings a great atmosphere to it. You're not. Critisism is good as long as it's constructive, which yours is. I dont think the map will be the main problem, the great ammount of triggers is probably muchy more tedious, but with some good music in my ears I can design for many hours without even noticing getting tired of it. ADOC is abandoned, for now at least. I haven't had any inspiration for half a year now and I dont think I'll get it back in a short matter of time. But if I miraculously get it back, I'll surely finish ADOC. Some day.
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Andan
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Andan
Attempting to design a scenario
Posts: 756
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Post by Andan on Feb 18, 2008 19:42:39 GMT
The Jaguar Gold, ADOC, Jones Blond, Village Rivalry, what else? Well, I guess Julius' quote in your sig has proven it all! Good to hear that the main aspect is the story. I couldn't care less about design or trigger tricks, as long as the scenario has an intriguing plot. Can't wait!
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Post by Basse on Feb 18, 2008 20:48:10 GMT
ADOC is abandoned, TJG and Village Rivalry are on hold and Jones Blond progresses slowly, so I have much time to work on this Thanks for the compliment
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Post by Basse on Feb 20, 2008 19:39:12 GMT
Map design has jumped from 35 to 65 percent and sounds/music to 90 from 70%. Overall, work is going good and I get new ideas for the plot the more I design on the map Also, I have two fresh screenshots that hopefully are good A Valley ChapelAn almost abandoned village
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Post by jon. on Feb 20, 2008 21:08:13 GMT
It might be me, but the almost abandoned village doesn't really have anything eye-catching. It's just lacking something. The other shot is good, although a lot of bushes. Still good, nonetheless.
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Post by Basse on Feb 20, 2008 22:44:58 GMT
It all looks better in a bigger perspective. Thanks for the compliment though
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Andan
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Andan
Attempting to design a scenario
Posts: 756
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Post by Andan on Feb 21, 2008 10:53:39 GMT
For a giant map, a 30% progress in map design is quite a tremendous effort!
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Post by Basse on Feb 21, 2008 11:21:14 GMT
That's the result of having a great deal of inspiration during a break from school
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Von
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VonCorgev
Vene, Vidi, Verse.
Posts: 818
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Post by Von on Feb 21, 2008 11:56:53 GMT
Sorry to hear about ADOC, I should have been a more proactive playtester. However, this is looking really good and I hope you'll get this one completed so we can play it! Nice screenshots too, and just with regards to the latest, 'an almost abandoned village' shot, I'm wondering if maybe a touch of broken road here and there, and possibly a couple patches of rubble and rock would help to give it a slightly more 'abandoned' feel, if you know what I mean? Just another quick comment with regards to the farmlands. I sometimes like to place a farm and then using the 'Delete Object' tool, remove it. As you know this leaves the farmland terrain behind, and you can mapcopy individual tiles and place them where you desire. Personally I think that farms look a tad more appealing when they're not in the common, 'square' sort of shape. Of course this doesn't necessarily make them more realistic, as just about every field you come across that is being used for crops will have some sort of rectangle shape. Anyway I'll stop dribbling now.
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Post by Basse on Feb 21, 2008 12:03:10 GMT
I do, and I would be using it if it wasn't for the fact that it was just lately abandoned because Xaphira set up a base right next to it. Nothing's destroyed but the people there didn't want to risk becoming her prisoners It's not your fault, you did a tremendous job with scenario 4. It's all because my lack of new inspiration, you playtesters did well Thanks for the compliments!
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Von
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VonCorgev
Vene, Vidi, Verse.
Posts: 818
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Post by Von on Feb 21, 2008 12:09:57 GMT
Ah ok. Well then perhaps a they left a broken cart on their hurry to get out of the place. Thanks. Yeah I know what you mean about inspiration. I've been 'working' - I use the term loosely - on a couple projects for over a year now, and while the map design is all done, I really haven't done much with the triggers. However I was thinking about it today and came up with a couple really great (well I think so) ideas on how to work the introduction. All the best with this, and keep us updated!
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Post by Basse on Feb 21, 2008 12:11:42 GMT
I'll update by the end of the day, when I've had more work on the map I'll add that!
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Von
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VonCorgev
Vene, Vidi, Verse.
Posts: 818
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Post by Von on Feb 21, 2008 12:14:50 GMT
It's a pity AoK, didn't have a working cart as well as a broken one. The Trade cart is useful for this but I don't always like it with the villager on top. Something like the Mayan or Aztec one without the villager pulling it would come in very handy on occasions.
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Post by Julius CMXCIX on Feb 21, 2008 18:34:05 GMT
I normally use packed trebuchets as unmanned carts.
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Post by Basse on Feb 21, 2008 23:05:36 GMT
The map is now at 70% and I've just started making triggers, beginning the story. A five minute cut-scene so far. Not much but it's progress at least
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Jatayu
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Jatayu
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Post by Jatayu on Feb 23, 2008 10:22:30 GMT
It's a pity AoK, didn't have a working cart as well as a broken one. The Trade cart is useful for this but I don't always like it with the villager on top. Something like the Mayan or Aztec one without the villager pulling it would come in very handy on occasions. You can use the war wagon without the horse, but that would require the dreaded .dat file
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Andan
Stormwind Member
Andan
Attempting to design a scenario
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Post by Andan on Feb 23, 2008 22:38:35 GMT
You can also use the Aztec trade cart, combined with some dreaded data-editing, of course. ;D
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Jatayu
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Jatayu
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Post by Jatayu on Feb 24, 2008 7:27:12 GMT
You can also use the Aztec trade cart, combined with some dreaded data-editing, of course. ;D No, data editing is not some kind of god who can give you everything. . The reason I mentioned the wagon was that the war wagon's cart and horse are actually separate. The aztec trade cart is not
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