I am know as Bexy and studies Game Design and Graphics at the University of
Gotland. Me and Echo Studios are currently working on a project that will be
showcased in Gotland Game Conference. It will be judged by a jury of big
household names in the Game Design Business. Gotland Game Conference is
the student version of E3 that our school do every end of each spring term,
open for public.
Our group consist of pure graphics artists and creative game designers, thus
lacking the skills in "programming". We are now looking for YOU who can
realize our game concept in the SC2 editor. The work environment can be
both in Swedish or English.
YOU are skilled in the Galaxy Editor, need artists, game ideas and want to try
game developing for real.
Early mockup of the GUI and the ingame quest editor.
ABOUT THE GAME:
Hero's Call is a quest-simulator with an "ant farm" feel and takes place in a
world with an Indo-Asian theme. The player takes the role as a rule over a
village where danger threatens the village expansion to a great city.
The player has the option to hire (NPC) heroes to peform services for them,
such as bounty, culling and fetching artifacts. Depends on the heroes'
alignment, all quests may be completed differently.
Our game will be an RTS game with an exiting AI where the player
manipulates to his advatage rather than assuming direct control over their actions.
IN SHORT:
The player is the Quest giver, you put up a quest board (Hero's Call).
Heroes are computer controlled that kills and loot. You sell them potions and
weapons. Good heroes will slay evil monsters while evil heroes might bargain
with the same monsters.
We will have custom graphics and voices and a wicked boot on the Gotland
Game Conference.
cbx ( a ) live.se <- Contact the producer for more info about the assignment.
All we lack is YOU! This will be a great opportunity to work
with skilled and talented people and a valuable experience. This will be a first
step into the Game Development business and showcasing a completed
project will give you a major boost. Of course YOU will be proper credited
because the world needs to know YOUR awesomeness.
One of the major problems that the game had was the relative ease of playstyle. The limited control you had over your forces meant that in most fights, all you could do was to sit and watch, waiting for the outcome. This made even the most "difficult" levels a very binary affair, either you had enough stuff, or you didn't have enough stuff. This led to an extremely limited gameplay experience.
How would you avoid this scenario with your proposal?
Yes, we played Majesty (the sequel actually) and just like you said, the gameplay experience was limited, easy and was mostly aimed for casual. While some might enjoy just sitting back and watch the fighting (just like a little ant farm, Settlers 2 is such an ant farm) Majesty 2 still provided little entertainment. The Sims were more entertaining because sometimes your sims could do crazy things and that always kept you on your toes.
We've decided to improve it by adding more things for the player to do and different outcomes of questing. Just like Sims, the heroes can't be controlled, and you merely suggest to them what to do through your quests. We're way different from Majesty because we added hero morals .
Yes, they can be the good, the bad or the ugly.
Majesty 2 offered:
Your city had no other function than to spawn units, upgrades and be requirements for other upgrades.
You made heroes but you could not control them.
Heroes simply went back and forth, sometimes they killed near the quest pointer.
The quest pointer was just a flag on the ground, that could be anything.
The quest making was very limited, just a click on the map and then increase price. You could not edit it afterwards, just delete.
Building and Tech upgrades where the same as any RTS.
They had tax collectors! Ew! BEGONE!
Monsters served no other purpose than being deadly.
Hero's Call will offer:
Our goal is to have a constantly flow of heroes and enemies. The player's goal is to expand and keep his city safe and happy. Enemies normally respawn (Animals may spawn more if they eat others) but with a methodical quest they can be erased from the map.
House type and population generate good or bad reputation and happiness. Keep the people well fed, safe and proud. Damaged houses makes them ashamed, monsters scare them and lack of food will make them starve and die off. Depending on the reputation, the city will attract good, neutral or evil heroes.
Heroes are randomly spawned to increase the feel of a dynamic world. You still can't control them but you can rip them off by buying their loot and sell it back.
Hero's alignment affect how a quest is solved. Sometimes they kill, sometimes they make deals. They also carry back treasure you can buy.
The quest has turned into a quest editor. Edit quest type, kill/collect count, quest rewards, name and text. Or just delete it.
Now you can specify what you want to complete. Mark a unit or area.
Building houses may be the same but Tech upgrades are not! Your hero discovers upgrades through treasure finding and sells them to you. Just craft it and and you know it.
We have no tax collectors, but Inns with booze! Inns and pubs generate a small coin every time and Heroes like to gather round in these. It's also a source for happiness.
All monsters can drop loot or guard treasure.
I'm the Game Designer and Concept Artist on this project, and is always open for feedback.
Ask a question about a feature and I will explain it further.
I've searched on different functions and believe this is doable, but I need to talk with a skilled editor who can tell me what's possible or not.
Ah, so that's what's all the fuzz was about! The mockup screenshot. Haha!
The mockup was never a piece of art, mind you (took about 5 minutes to make). It simply illustrate what the player will see when he's interacting with the functions and the GUI placement, a way to pitch ideas and layout. The original mockup was an ASCII-document. The masses require pictures!
Don't shy away from using mockups! It's a great way to spread ideas.
After reading this topic I have a question. You're a team of "pure graphics artists and creative game designers"; does this mean that you're asking for someone to do the trigger/data work, and you're going to create models and provide ideas, and then showcase it at a convention? How many people are there in Echo Studios?
You call. They come.
Greetings.
I am know as Bexy and studies Game Design and Graphics at the University of
Gotland. Me and Echo Studios are currently working on a project that will be
showcased in Gotland Game Conference. It will be judged by a jury of big
household names in the Game Design Business. Gotland Game Conference is
the student version of E3 that our school do every end of each spring term,
open for public.
Our group consist of pure graphics artists and creative game designers, thus
lacking the skills in "programming". We are now looking for YOU who can
realize our game concept in the SC2 editor. The work environment can be
both in Swedish or English.
YOU are skilled in the Galaxy Editor, need artists, game ideas and want to try
game developing for real.
Early mockup of the GUI and the ingame quest editor.
ABOUT THE GAME:
Hero's Call is a quest-simulator with an "ant farm" feel and takes place in a
world with an Indo-Asian theme. The player takes the role as a rule over a
village where danger threatens the village expansion to a great city.
The player has the option to hire (NPC) heroes to peform services for them,
such as bounty, culling and fetching artifacts. Depends on the heroes'
alignment, all quests may be completed differently.
Our game will be an RTS game with an exiting AI where the player
manipulates to his advatage rather than assuming direct control over their actions.
IN SHORT:
The player is the Quest giver, you put up a quest board (Hero's Call).
Heroes are computer controlled that kills and loot. You sell them potions and
weapons. Good heroes will slay evil monsters while evil heroes might bargain
with the same monsters.
We will have custom graphics and voices and a wicked boot on the Gotland
Game Conference.
PRESS:
http:www.echostudios.tk/- Site
http:heroscall.wordpress.com/- Blog
cbx ( a ) live.se <- Contact the producer for more info about the assignment.
All we lack is YOU! This will be a great opportunity to work
with skilled and talented people and a valuable experience. This will be a first
step into the Game Development business and showcasing a completed
project will give you a major boost. Of course YOU will be proper credited
because the world needs to know YOUR awesomeness.
We can accept more than one.
Sounds identical to an old PC game called Majesty.
http://www.majestyquest.com/
One of the major problems that the game had was the relative ease of playstyle. The limited control you had over your forces meant that in most fights, all you could do was to sit and watch, waiting for the outcome. This made even the most "difficult" levels a very binary affair, either you had enough stuff, or you didn't have enough stuff. This led to an extremely limited gameplay experience.
How would you avoid this scenario with your proposal?
@Eiviyn: Go Glad you asked.
Yes, we played Majesty (the sequel actually) and just like you said, the gameplay experience was limited, easy and was mostly aimed for casual. While some might enjoy just sitting back and watch the fighting (just like a little ant farm, Settlers 2 is such an ant farm) Majesty 2 still provided little entertainment. The Sims were more entertaining because sometimes your sims could do crazy things and that always kept you on your toes.
We've decided to improve it by adding more things for the player to do and different outcomes of questing. Just like Sims, the heroes can't be controlled, and you merely suggest to them what to do through your quests. We're way different from Majesty because we added hero morals . Yes, they can be the good, the bad or the ugly.
Majesty 2 offered:
Hero's Call will offer:
Our goal is to have a constantly flow of heroes and enemies. The player's goal is to expand and keep his city safe and happy. Enemies normally respawn (Animals may spawn more if they eat others) but with a methodical quest they can be erased from the map.
I'm the Game Designer and Concept Artist on this project, and is always open for feedback. Ask a question about a feature and I will explain it further. I've searched on different functions and believe this is doable, but I need to talk with a skilled editor who can tell me what's possible or not.
Im sorry but....
So your group of "game design students" want to create a game using the SC2 engine when they have no idea how to do anything in the SC2 engine?
Youd be amazed at how doing anything in SC2 can become a major endevour.
I suggest you guys sit down and have a try at it before you plan anything.
If you want some help going over whats doable and not doable Id be glad to help. You can reach me on skype as "KageNinpo"
The graphics or art style or whatever that is made my eyes burn... But sounds intersting monkeym8!
This.
Also... with such a beautiful engine that is SC2 why use art that looks like a 2 year old drew it.
The picture is an example of how they want the game's UI to look.
Don't be so rude.
@Eiviyn: Go
I apologize if it came off rude. It was not my intent. The game really does sound interesting and I would play it.
However I want to see the galaxy editor used to its full potential, for this I will never apologize.
@deleted_4551290: Go
@DeepStrike716: Go
Ah, so that's what's all the fuzz was about! The mockup screenshot. Haha!
The mockup was never a piece of art, mind you (took about 5 minutes to make). It simply illustrate what the player will see when he's interacting with the functions and the GUI placement, a way to pitch ideas and layout. The original mockup was an ASCII-document. The masses require pictures!
Don't shy away from using mockups! It's a great way to spread ideas.
@CBX: Go
After reading this topic I have a question. You're a team of "pure graphics artists and creative game designers"; does this mean that you're asking for someone to do the trigger/data work, and you're going to create models and provide ideas, and then showcase it at a convention? How many people are there in Echo Studios?
Depending on the map size i could help u with terrain, so long as map aint to big XD check my signature to find pics of my work