If you've ever played the old Warcraft III classic, you might be familiar with some of the fundamental gameplay mechanics. If you haven't, it's fairly simple. This edition of Island Troll Tribes is not by any means a carbon copy of the original. Several aspects of gameplay have been changed, and I come to you thirsty for feedback!
- A brief trailer showing some of the environments. I may have engrished some of the subtitles, *sad face*.
If you have 3DS Max and would like to help me convert a few .WMOs into .M3s, I can compensate you for the trouble!
Introduction
Island Troll Tribes is a survival game where you (a troll) and other players (also trolls) must scavenge the nearby islands for food and supplies. Over the course of the game, you're encouraged to form tribes, build a village and work with others to not only survive the wilds, but ultimately achieve victory through means of PvE, PvP, or economy.
Gameplay
The game begins with your troll starting at a random beach on the map in the morning hours. Unlike the original, there are no preset alliances. All players begin neutral to the other players on the island and may build alliances or declare war.
Tribes
Any player can start a tribe and invite other players to join. Being a member of a tribe has many benefits including shared vision, supplies, shelter and other buildings. Tribes may declare war upon other tribes, or remain neutral with one another. Tribes are important for all 3 aspects of the game: PvE, PvP, and econ.
PvE
One of the most important parts of this game: food. You need to eat or you die. Health and hunger are separate in version (food still restores health, however). Hunger is an important vital that can eventually kill you (albeit slowly). Your primary source of food early in the game will be hunting animals. Bigger animals provide more food, but may take more than one player to slay the beast. Later in the game, mini-bosses and bosses provide useful items, armor, relics and buffs to your tribe. There are 3 Gods, one on each island. They become hostile once you attack them, and upon death will provide you and your tribe a substantial buff.
Killing the Gods may satisfy victory under certain conditions.
PvP
Since we can't all just get along (and killing each other is fun), PvP is an obvious objective that may satisfy victory under certain conditions. Upon death, a player drops some of their equipped items, such as armor and weapons. Items in a player's inventory will not drop upon death. Killing a player (or being nearby when a hostile player is slain) provides a substantial experience gain - plus you can loot the body for food and stuff (mm... troll flesh).
Economy
Some people just want to build stuff. Earlier I mentioned 3 Gods being situated around the island. If you decide you'd rather worship them instead of killing them, you can build temples in their honor to earn their favor. The first tribe to earn the favor of a God has their favor for the rest of the game (unless you try to kill them later.) By that measure, you'll have to protect your Gods if they come under attack; Gods aren't much use to your people if they're dead.
Victory Conditions
The ultimate goal of each match is to win by one of the following:
When all 3 Gods are dead: Victory will be given to the tribe who has killed 2/3 of the Gods. If all 3 are slain by different tribes, the game does not end. Each God differs in difficulty and the rewards for killing them scale respectively.
When there is only one tribe remaining: Victory will be awarded to the last remaining tribe divided by the number of members in it only if at least one player has been killed by another player in the game.
When a tribe has the favor of all 3 Gods: The tribe will be awarded victory. This victory earns the tribe the most experience.
Experience & Advancement
While there aren't levels necessarily, there is an advancement system that carries over from game to game.
Experience earns AP (Advancement Points) which may be allocated during each game. AP may be allocated into stats or talents:
Players begin with 1 AP and earn more as they collect experience. Experience is gained by killing creatures, other players, village building, Godslaying, and winning games. Players may distribute their AP differently in each game.
Stats
Each point provides a significant boost. All players have 1 of each stat by default.
Stats are as follows and are subject to change:
Strength: Each point increases physical damage by 10%.
Agility: Each point increases movement and attack speed by 4%.
Intelligence: Each point increases spell damage by 15%.
Spirit: Each point increases health and energy regen by 1.
Endurance: Each point increases health by 50 and armor by 1.
Additionally, some talents are boosted by your stats. Try not to stack stats or talents over the other; balance is key.
Talents
These are your talent trees, essentially. Class unlocks are found deep within each tree. They are as follows:
Combat - Physical combat tree. Scales well with Strength.
Voodoo - Buffer/Debuffer and healing magic tree, and also tikis. Lots of tikis. Scales well with Spirit.
Elemental - Spell combat tree. Scales well with Intelligence.
Survival - Survivability tree. Scales well with Endurance.
Shadow - Stealthy / Poison tree. Scales well with Agility.
Below are some examples of Tier 1 talents: (Values are completely arbitrary and likely to change. Assume a new player has 250 health.)
Combat
Combat Expertise: Passively increases physical damage dealt, stacks with each strike.
Power Dive: Charges at a nearby enemy and increases damage dealt by 50% for 3 seconds.
Heavy Drive: Smashes a target for heavy damage.
Voodoo
Sentry Tiki: Reveals a large area around the tiki, ignores LoS. (Effective for scouting at night.)
Charm: Gives the target a random charm.
Cursed Ground: Curses the ground at the target area, increasing damage taken by affected enemy units.
Elemental
Bolt: Sends a bolt at the target dealing damage. (Instant cast, cooldown)
Torch: Burns the target for damage. (Cast time, no cooldown)
Inner Fire: Chance on spellcast to restore health and energy.
Survival
Recuperate: Increases health regeneration by 5% of max health for 9 seconds.
Vigilance: Passively increases vision by 5 meters.
Pin: Roots the target in place for 5 seconds.
Shadow
Shadow Strike: Deals 10 damage per point of agility and slows the target by 35% for 4 seconds.
Dexterity: Each point of agility now increases damage dealt by 7%.
Blind: Blinds the target for 3 seconds, rendering them unable to see and reduces their damage dealt by 70%.
More information to come soon!
Side note: there is a key bindings system in the works for skills and stuffs if anyone was wondering how bars were going to work out.
Haha! This one looks good is all I'll say. We all crave fantasy :D
Note to Zaeden: I noticed the camera lags behind the hero. A lot of (big time) maps have this problem and it's very easily solvable! You just need to go into the data editor, cameras tab, and find Default Camera. In there, you'll need to mess around with the Follow values for many of the fields (make it faster/shorter so it doesn't sit behind) like smoothing etc. Well, I'll let you play around since I forget the exact fields haha.
@Nebuli2: Go
Note to Zaeden: I noticed the camera lags behind the hero. A lot of (big time) maps have this problem and it's very easily solvable! You just need to go into the data editor, cameras tab, and find Default Camera. In there, you'll need to mess around with the Follow values for many of the fields (make it faster/shorter so it doesn't sit behind) like smoothing etc. Well, I'll let you play around since I forget the exact fields haha.
Oh god, I love you. I set 'Follow Scroll Limit - 100' and the camera follow motion is incredible; it's night and day!
Omg, the original is my all-time favorite map in any game :D
Hope you progress fast and upload it on EU when done, you will get LOADS of playing time from me and my mates.
Hey folks!
If you've ever played the old Warcraft III classic, you might be familiar with some of the fundamental gameplay mechanics. If you haven't, it's fairly simple. This edition of Island Troll Tribes is not by any means a carbon copy of the original. Several aspects of gameplay have been changed, and I come to you thirsty for feedback!
- A brief trailer showing some of the environments. I may have engrished some of the subtitles, *sad face*.
If you have 3DS Max and would like to help me convert a few .WMOs into .M3s, I can compensate you for the trouble!
Introduction
Island Troll Tribes is a survival game where you (a troll) and other players (also trolls) must scavenge the nearby islands for food and supplies. Over the course of the game, you're encouraged to form tribes, build a village and work with others to not only survive the wilds, but ultimately achieve victory through means of PvE, PvP, or economy.
Gameplay
The game begins with your troll starting at a random beach on the map in the morning hours. Unlike the original, there are no preset alliances. All players begin neutral to the other players on the island and may build alliances or declare war.
Tribes
Any player can start a tribe and invite other players to join. Being a member of a tribe has many benefits including shared vision, supplies, shelter and other buildings. Tribes may declare war upon other tribes, or remain neutral with one another. Tribes are important for all 3 aspects of the game: PvE, PvP, and econ.
PvE
One of the most important parts of this game: food. You need to eat or you die. Health and hunger are separate in version (food still restores health, however). Hunger is an important vital that can eventually kill you (albeit slowly). Your primary source of food early in the game will be hunting animals. Bigger animals provide more food, but may take more than one player to slay the beast. Later in the game, mini-bosses and bosses provide useful items, armor, relics and buffs to your tribe. There are 3 Gods, one on each island. They become hostile once you attack them, and upon death will provide you and your tribe a substantial buff.
Killing the Gods may satisfy victory under certain conditions.
PvP
Since we can't all just get along (and killing each other is fun), PvP is an obvious objective that may satisfy victory under certain conditions. Upon death, a player drops some of their equipped items, such as armor and weapons. Items in a player's inventory will not drop upon death. Killing a player (or being nearby when a hostile player is slain) provides a substantial experience gain - plus you can loot the body for food and stuff (mm... troll flesh).
Economy
Some people just want to build stuff. Earlier I mentioned 3 Gods being situated around the island. If you decide you'd rather worship them instead of killing them, you can build temples in their honor to earn their favor. The first tribe to earn the favor of a God has their favor for the rest of the game (unless you try to kill them later.) By that measure, you'll have to protect your Gods if they come under attack; Gods aren't much use to your people if they're dead.
Victory Conditions
The ultimate goal of each match is to win by one of the following:
Experience & Advancement
While there aren't levels necessarily, there is an advancement system that carries over from game to game.
Experience earns AP (Advancement Points) which may be allocated during each game. AP may be allocated into stats or talents:
Players begin with 1 AP and earn more as they collect experience. Experience is gained by killing creatures, other players, village building, Godslaying, and winning games. Players may distribute their AP differently in each game.
Stats
Each point provides a significant boost. All players have 1 of each stat by default. Stats are as follows and are subject to change:
Additionally, some talents are boosted by your stats. Try not to stack stats or talents over the other; balance is key.
Talents
These are your talent trees, essentially. Class unlocks are found deep within each tree. They are as follows:
Below are some examples of Tier 1 talents: (Values are completely arbitrary and likely to change. Assume a new player has 250 health.)
Combat
Voodoo
Elemental
Survival
Shadow
More information to come soon! Side note: there is a key bindings system in the works for skills and stuffs if anyone was wondering how bars were going to work out.
Even though I wasn't into warcraft 3 much since it was before my time, this sounds very interesting. Looking forward to it.
...Why does it feel like everyone is making this Island Troll Tribes?
@Nebuli2: Go
Haha! This one looks good is all I'll say. We all crave fantasy :D
Note to Zaeden: I noticed the camera lags behind the hero. A lot of (big time) maps have this problem and it's very easily solvable! You just need to go into the data editor, cameras tab, and find Default Camera. In there, you'll need to mess around with the Follow values for many of the fields (make it faster/shorter so it doesn't sit behind) like smoothing etc. Well, I'll let you play around since I forget the exact fields haha.
Oh god, I love you. I set 'Follow Scroll Limit - 100' and the camera follow motion is incredible; it's night and day!
First round o' updates:
Omg, the original is my all-time favorite map in any game :D Hope you progress fast and upload it on EU when done, you will get LOADS of playing time from me and my mates.
I loved this map in Warcraft III so much! Good luck with it here(:
One of the few map I liked in wc3 :P
You have my bless, son!
@Zaeden: Go
Awesome, good to hear!