Smart Cookie Entertainment (in other words, I) am joining the Air Force and therefore do not have the time to see my first mod completed. I would like to turn it over to a team that can while I'm in basic training.
Project Details:
This mod, labelled WesCraft, is the conversion of real time strategy into turn based tactics. It is a mixture of Battle for Wesnoth's gameplay with the setting and lore of StarCraft, Brood War, and 2. Wesnoth focuses on hexagonal movement, movement slowed by terrain and halted by enemy unit's "area of control", turn based combat, chance to hit based on enemy maneuverability (determined by its current hex's type), and recruiting from "keeps". Income is via "villages" that are captured by placing units in their hex. Usually, a standard melee game is won by killing the enemy leader, which is the only one allowed to recruit from keeps. And the leader must be on the keep's hex to recruit. The following is a gameplay video of Battle for Wesnoth, so any team wishing to take this up knows generally what it's about:
I also have a few alpha/beta gameplay videos of WesCraft in action on my channel: Drakken255
In its current state, the game is playable, but it is only base gameplay.
Gameplay Changes:
Units now always hit, and instead have a chance to critically hit.
Completely new units with new stats based on StarCraft lore.
Recruiting can now be done without the leader being on that base's keep. The leader must still be alive to recruit, however.
Units no longer slowed by terrain type and their compatibility with it. (Unit-terrain relation isn't planned, either.) Instead, terrain heights have been introduced.
This terrain height will provide advantages for a select few units that no longer have to be adjacent to their target to attack, but still must be within a certain range.
Units can no longer be moved to hexes blocked by any other unit(s). It is such in Wesnoth that a unit may if the blocking units are allies.
Forward bases can be captured to allow that player to recruit there. The capturer must occupy the "keep" of a base to capture. Players can capture enemy forward bases.
Houses, which are seen as the supply structures (supply depot, pylon, overlord), require ten points to capture. The occupying unit's health, rounded to the tenth, is subtracted from that when the unit first occupies it and then at the beginning of each turn it still occupies. This point reduction is calculated after expense and income are calculated.
Forward bases are captured the same way but with twenty points.
What's Already Done
The entire movement system is completed.
The base combat system is completed.
The recruitment system is completed. The system is currently rigged to only recruit Terran units, no matter the selected race, but all main base and recruiting visuals are complete.
The teams & players system is completed, but may need work as StarCraft II has been patched since last Battle.net test. (Mainly game and variant options) Also, the ability to play 1v1 locally is completed.
The income & expense system is completed, but values currently used are placeholder and should be redesigned.
The turn system is completed.
The leveling system is completed but rigged to stop at level 2 (instead of 3) due to incomplete unit design.
The UI is almost completed.
Hexagonal spaces can be shown or hidden on a per-player basis, but there is a bug that delays hiding them by a second or two.
Data and associated visual effects completed for most Terran units.
There are likely things I am forgetting to put here.
What's Left to Do
Resistances and displayed values are not implemented.
Chance to critically hit is implemented, but is not yet affected by anything.
Forward bases, their visuals, and the base capturing system are not yet implemented.
Chat frames must be moved to a better place than the middle of the screen.
All Terran units' values should be redesigned, but it's best not to deviate from the attack graphics, as most are already set up.
All Protoss and Zerg units must be designed, along with their attack graphics.
Special abilities and traits are somewhat outlined but not implemented. Traits might need to be redesigned to be more universal between races.
Conditions such as "Burned" not yet implemented.
Maps must be made for the mod.
AI has not even begun to be thought about, due to the fact that it must be trigger based.
There are likely things I am forgetting to put here.
If you are interested
This is my first mod, and everything in it aside from the current unit design has been done by me alone. Thus, I'm sorry, but I feel compelled to be overly protective of my work and so before any team can continue development, they must agree to a few things:
The team MUST ensure that all maps made for this mod have the following words in the loading sceen: "Original Design: Smart Cookie Entertainment Finished By: {Team Name}"
The team MUST keep their design faithful to my current design.
The team CANNOT post in any place, including Battle.Net, the mod in it's current state under the team's name. They may, however, post it under the name of Smart Cookie Entertainment.
The team MUST maintain the released mod, providing bug fixes, balance fixes, etc.
(joke (sorta)) The team MUST be against SOPA due to the potential for the bill to destroy the mapping community.
Now that we've gotten past me being paranoid, feel free to contact me if the legal stuff above didn't scare you. I really look forward to seeing this being enjoyed by the SC II community. By the way, the team that finishes this will have my utmost respect if they can get Husky to post a video of him playing it. XD
He has clearly put a lot of work into this. It isn't like he made a terrain and types up an idea, and wants someone else to do all the work. as he said, the game is already in a beta stage. There is a lot of work left to do; but the outlines he gives are based more on what is required to complete the game, not what he would like to see done but is too lazy to do.
I agree that it will be difficult for anyone to pick up this map and complete it though. If someone else, who is good with the editor, was interested in making a game of this type, then I am sure that person would love to take over this project and save themselves a lot of work. I don't feel like this is the type of project that someone would pick up because they are bored and want to fiddle with something. You need to accept that with all of the requirements you typed out, someone only has to say "okay" to get your map. So, you should loosen your grasp a bit as there is nothing binding about the agreement you might make with someone. It would be helpful if you just handed them all of your update plans, in detail; and said "this is what the game was designed for."
Thank you for your advice. I did, however, fail to note the design outline I have placed is there to A: keep gameplay similar to Wesnoth, which is what the whole project is for, and B: make teams aware of the fact that the currently implemented systems are VERY complex (at least for me, anyway) and design changes might be very difficult to be properly made.
For example, as of this post, the data changes I made, which create simply nothing more than visuals for the trigger-based combat, consisted of 102 new and modified actors, 80 new and modified effects, 9 new abilities, 13 new behaviors, and 37 new validators. Changing just one laser attack visual to a missile would involve deleting 1-3 old actors and the associated effect, creating the actors and effects for the new missile, then modifying up to 4 other effects to stay within the design conventions I am currently using.
Bear in mind that I'm not asking the team to do it my way. It's no longer my project to make decisions for. I am merely trying to keep them from wasting vast amounts of time to reconfigure the triggers, data, and other things, just to redesign something as simple as which unit attacks first based on a new initiative value. And as you said, GlornII, the outline is more of what is needed to complete the mod.
As for the agreement section, it's me being overly worried the developing team will take all credit for the whole project. For this reason, I will clarify:
is required. That way I am at least known for the project's current progress. And this particular one isn't that hard at all.
is not required, but highly recommended due to the reasons stated above.
is required. It keeps the team from stealing credit from me.
is required AT LEAST until I return from basic training AND find myself with the time to maintain it myself.
is just a bit of dark humor.
On a final note, I have these seemingly high standards set up because I've already seen a turn-based conversion fail (Final Fantasy Tactics-like), and I don't want to see another die like that.
I know without a doubt this is a big project. (Try to recreate only the hexagonal movement, and you'll see what I mean.) I understand that many teams will not take this on because of that, but I am here posting this not to boss around a team because of laziness, but so the community can play what I know can be a great mod that I no longer have the ability to develop.
Ah yes... I see a bit of confusion here... Ok. Battle for Wesnoth is a computer/iPhone game that I have no affiliation with whatsoever. I am trying to make a SC II mod that combines the gameplay of Wesnoth with the setting, lore, and units of StarCraft, Brood War, and StarCraft II. Here is the link to my channel, which has old-ish videos of my mod's gameplay: Drakken255
Hello all,
Smart Cookie Entertainment (in other words, I) am joining the Air Force and therefore do not have the time to see my first mod completed. I would like to turn it over to a team that can while I'm in basic training.
Project Details:
This mod, labelled WesCraft, is the conversion of real time strategy into turn based tactics. It is a mixture of Battle for Wesnoth's gameplay with the setting and lore of StarCraft, Brood War, and 2. Wesnoth focuses on hexagonal movement, movement slowed by terrain and halted by enemy unit's "area of control", turn based combat, chance to hit based on enemy maneuverability (determined by its current hex's type), and recruiting from "keeps". Income is via "villages" that are captured by placing units in their hex. Usually, a standard melee game is won by killing the enemy leader, which is the only one allowed to recruit from keeps. And the leader must be on the keep's hex to recruit. The following is a gameplay video of Battle for Wesnoth, so any team wishing to take this up knows generally what it's about:
I also have a few alpha/beta gameplay videos of WesCraft in action on my channel: Drakken255
In its current state, the game is playable, but it is only base gameplay.
Gameplay Changes:
What's Already Done
What's Left to Do
If you are interested
This is my first mod, and everything in it aside from the current unit design has been done by me alone. Thus, I'm sorry, but I feel compelled to be overly protective of my work and so before any team can continue development, they must agree to a few things:
"Original Design: Smart Cookie Entertainment
Finished By: {Team Name}"
Now that we've gotten past me being paranoid, feel free to contact me if the legal stuff above didn't scare you. I really look forward to seeing this being enjoyed by the SC II community. By the way, the team that finishes this will have my utmost respect if they can get Husky to post a video of him playing it. XD
so whatever team that takes over this project basicallly needs to do what you were going to do... otherwise it will never get finished.
If you are done putting effort into the project, then why are you setting all these standards for the new owners?
You can't give someone something completely and tell them... "btw you have to do it my way".
seems to me that youre not ready to hand it over, and with all these requirements, no one will take it.
"You either are doing it, or you are not": Me
Team Genesis: Founder/Leader
Skype: Grasso2012 or Add me in-game 558
Free Model Developing Program: http://www.autodesk.com/education/free-software/maya
@DarcZaFire: Go
To play devils advocate for a second...
He has clearly put a lot of work into this. It isn't like he made a terrain and types up an idea, and wants someone else to do all the work. as he said, the game is already in a beta stage. There is a lot of work left to do; but the outlines he gives are based more on what is required to complete the game, not what he would like to see done but is too lazy to do.
I agree that it will be difficult for anyone to pick up this map and complete it though. If someone else, who is good with the editor, was interested in making a game of this type, then I am sure that person would love to take over this project and save themselves a lot of work. I don't feel like this is the type of project that someone would pick up because they are bored and want to fiddle with something. You need to accept that with all of the requirements you typed out, someone only has to say "okay" to get your map. So, you should loosen your grasp a bit as there is nothing binding about the agreement you might make with someone. It would be helpful if you just handed them all of your update plans, in detail; and said "this is what the game was designed for."
Best of luck, looks like a decent game.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
@GlornII: Go
Thank you for your advice. I did, however, fail to note the design outline I have placed is there to
A: keep gameplay similar to Wesnoth, which is what the whole project is for, and
B: make teams aware of the fact that the currently implemented systems are VERY complex (at least for me, anyway) and design changes might be very difficult to be properly made.
For example, as of this post, the data changes I made, which create simply nothing more than visuals for the trigger-based combat, consisted of 102 new and modified actors, 80 new and modified effects, 9 new abilities, 13 new behaviors, and 37 new validators. Changing just one laser attack visual to a missile would involve deleting 1-3 old actors and the associated effect, creating the actors and effects for the new missile, then modifying up to 4 other effects to stay within the design conventions I am currently using.
Bear in mind that I'm not asking the team to do it my way. It's no longer my project to make decisions for. I am merely trying to keep them from wasting vast amounts of time to reconfigure the triggers, data, and other things, just to redesign something as simple as which unit attacks first based on a new initiative value. And as you said, GlornII, the outline is more of what is needed to complete the mod.
As for the agreement section, it's me being overly worried the developing team will take all credit for the whole project. For this reason, I will clarify:
On a final note, I have these seemingly high standards set up because I've already seen a turn-based conversion fail (Final Fantasy Tactics-like), and I don't want to see another die like that.
I know without a doubt this is a big project. (Try to recreate only the hexagonal movement, and you'll see what I mean.) I understand that many teams will not take this on because of that, but I am here posting this not to boss around a team because of laziness, but so the community can play what I know can be a great mod that I no longer have the ability to develop.
As for this, what do you mean?
@GlornII: Go The video he posted is one from an actual iPhone game (called Battle of Nesnoth) he is trying to copy for Starcraft 2 (called WesCraft).
Ah yes... I see a bit of confusion here... Ok. Battle for Wesnoth is a computer/iPhone game that I have no affiliation with whatsoever. I am trying to make a SC II mod that combines the gameplay of Wesnoth with the setting, lore, and units of StarCraft, Brood War, and StarCraft II. Here is the link to my channel, which has old-ish videos of my mod's gameplay: Drakken255
WOW , this is sick!! wish i was good enought to take it on. lol
oh wait thats an Iphone game in the vid?
@Selfcreation: Go
Yes. It is a free computer game, or a $0.99 iPhone game.
Attention!
This offer has been retracted. I will finish the project after basic training. Moderators, please delete this thread.