Tuesday, September 2, 2008
The defend the field quest is complete! well, as complete as the other quests anyway. i also managed to make it not freeze the computer every time you tried to complete it. in the end i used a loop system which repeated up to 40 instead of creating a lump sum of just 40 rats. this gave a much better look and stopped the screen freeze. Colin has also finally starterd to decipher how to link levels. Yay! i'm worked on the Graveyard quest now but this time trying to make it work on the main map not just in a minimap. I am currently having problems with rally points, but i will succeed! here a picture of the new "bob the quest giver" renamed Elizabeth for obvious reasons
Wednesday, July 23, 2008
Protect an area
This quest is done and it was some of the first trigger editing I've done. i relied heavily on Colin's code for the Kill something quest and even got it working to a degree. Colin of course spent an hour after me just making it neater, cleaner and more fool proof.
in this quest you have to deliver a rusty farm trough to a farmer and the return to the blacksmith for a reward.
This was actually the quests name for a week or so. Colin did all the Code and managed to make a pretty nice quest. All I did later was change the wording to make it sound slightly less idiotic.
in this quest the player has to talk to the Lumberjack in the town square. He asks you to kill off the bandits who have taken over his favourite tree cutting spot. Return to him for a reward.
Protect an area
I'm still working on this one but basically the quest involves killing all the rats that have infested a field. This quest I have nearly done all on my own. This quest was hard because I first had to make a unit, which can never usually attack (the rat) attack. This involved a lot of fiddling in object editor. I then had to make them spawn in 3 different areas on the map (within the field) and not make the computer crash. The game Warcraft 3 has a flaw. When I told it to wait 2 seconds before spawning the next set of rats, it had a fit. This was because it was to activate the trigger when a unit stepped onto the field. Problem was the game kept on activating the trigger and then trying to re spawn again and again. I fixed this by turning off the trigger the moment a unit stepped onto the field. This quest still has bugs. For instance the rats still try run away and do not attack, even though they can.
This was commented on detail, this was the graveyard map.
This quest involves cleaning a house of rats. i have started level design but its not complete yet.
None of the above quests are fully complete. For instance the most complete (Deliver Something and Kill something) do not have cinematics in pace et, meaning you know you have the quest but you don't know where from. Also there are no rewards in place yet.
Tuesday, July 8, 2008
The graveyard map (below)
In object editor I edited three objects. One was the arch near the entrance which I made smaller and darker to suit the mood.
Another was the tombstones. The only thing I did with the tombstones was to make their minimum and maximum size larger.
Finally I edited the ghost who I renamed Grandma Tabitha, changed from neutral hostile to passive hostile, changed the stats, armor type and made it available on all tile sets for future use.
The trigger editor I am not so used to. For trigger editing I first disabled the automatic starting points. This was to make sure that town-halls wouldn’t suddenly appear in the centre of the map when it initializes. Secondly I disabled enforced victory conditions so that you wouldn’t automatically lose at the start of the game (because you don’t have a town-hall).
I then made my own triggers. This trigger makes it so when the map initializes (the event) the daytime is set to midnight (action)
Trigger in effect
I then went even further and made another trigger where Grandma Tabitha is made invulnerable (action) as the map initializes.
Wednesday, July 2, 2008
Thursday, June 26, 2008
Thursday, June 19, 2008
Two maps have there terrains completed. There is a map whish is just a Consept. I have make a set of tigers to make the maps linked together in a way that seems to work but I think I might have found a map with a better way to link the maps (I will have to look in to it). I have make filters work in warcraft 3. I am putting quests in to the starting town map which Vincent decided. Vincent was putting creeps in to the river map on the 19/6/08 (I will have to talk to him about the difficulty curve for them). Hero models done they need to be imported in the campaign editor. The sound sets for the heroes still need to be made. Some of the creep skins are made. There still need to be more maps made. I need to look in to the triggers for respawning of the creeps.
To do list.
Relook into the triggers for linking of the maps.
Look into the triggers for respawning of creeps.
Import maps into the campaign editor.
Work on a glossary.
Design more maps.
Work how to get the heroes spells to work.
Make up sound sets for the heroes.
Make quests for the town map.
Add creeps to the first forest map.
Make the second forest map in the editor with already made concept.
Talk to Vincent about the difficulty curve for the creeps thought the game.
Put the general project mind map on to the computer.
Work out what will be suitable item for the heroes.
Think of more things to do.
Monday, June 9, 2008
Saturday, May 31, 2008
Thursday, May 29, 2008
Tuesday, May 13, 2008
Monday, April 28, 2008
the leprechaun model is finished. this model is based on the Farseer Hero and will also be a mounted magic user. Project CLOUT has considered using the name Magical Trevor for this hero but have decided that this name is too well known. a picture of the Leprechaun will be in the next post.
Wednesday, April 16, 2008
Thursday, April 3, 2008
Thursday, March 13, 2008
Colin and I (Kelicnite) discussed hero abilities. These are our current ideas on the hero abilities.
Leprechaun will have 6 different sections on moves and these will be destruction, healing, buffs, passive, gold and summoning. Summoning will have scout, water elemental and spirit wolfs. Destruction will have Chain lightning, death and decay, fire bolt, fan of knives. Healing spells will be Healing light, healing wave and tranquillity. Buffs will contain steal buff and bloodlust. Gold spells will be transmogrify and spirits of gold. The passive will only have brilliance aura in its arsenal.
The Thug will have a passive menu of spells and a damage menu. We have not decided on the on the ultimate but the passive abilities are life steal, thorn aura, unholy aura, devotion aura and maybe endurance aura. The damage spells will be stomp and storm bolt
Bowperson will have two spell menus which will be passive (true shot aura and evasion) and arrows (ice, poison, fire, explosive arrow (splash), stun (ultimate).
Thursday, March 6, 2008
Wednesday, February 27, 2008
So far we are thinking of making the character(s) start in a town, then go onto a forest before heading downstream on a boat. This boat trip will eventually lead to a village. After the village the character(s) will cross a desert, pass through a wall, in to another forest before heading to the main evil fortress. The character(s) will then move onto the demon realm for the final quest.
The voice actors have also been confirmed for the main characters. These include the Bowperson, Leprechaun, Thug and main evil character, which has yet to have a name.
Monday, February 25, 2008
We decided to make it that you can should out nine heroes to play with. The nine heroes will be divided in to 3 types Ranged, Melee and Magic.
The three Ranged heroes are the “Bowperson” who is an agility hero, the “Gun Fanatic” who is a strength hero and the “Random Creature” who is intelligence hero.
The three Magic heroes are the “leprechaun” who is an agility hero, the “Techie” who is a strength hero and the “Magical Trevor” who is intelligence hero.
The three Melee heroes are the “Drunken Ninja” who is an agility hero, the “Thug” who is a strength hero and the “Pompous Fool” who is intelligence hero.
We have now decided not to go with 9 characters, each with their own voice, for this would take too much space. we are now restricting it to 3 playable characters and 3 unlockabes (that is if you know the right codes). This restriction will increase the amount of space we can use on other things such as plot developments.
The characters as they stand are a Magical Leprchaun (magic), a Thug (melee), a Bowperson (ranged), Narrator (unknown) and both creators (ourselfs).
We have voice actors for some of the characters though not all.