Disclaimer: Everything you are about to see is work in progress, entirely consisting of placeholder assets and subject to drastic change and improvement. Do not expect too much fancy UI or polish quite yet.
The Metruh Engine is the most advanced Third Person Multiplayer RPG Engine ever developed for Starcraft 2. Ive been working on and off on this massive endeavour since 2013, though development of it has really kicked into gear again in the last few months.
People got a first glimpse at the engine when I announced "Transformers: Open World", however, it allows for far more than what you have seen so far. I think now is a good time to finally give the engine a proper presentation.
THE PURPOSE
The Metruh Engine will serve as a framework for me to create one of the largest Starcraft 2 mods of all time, a massive multiplayer RPG. Ive been working on this project also since 2013 and it will have a scale and polish only rivaled by "Starcraft: Universe" itself.
While the engine can be used effectively to create all kinds of third person Starcraft 2 games, it was specifically made for that project of mine.
THE ENGINE
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1 - Combat System and Enemy AI
The Metruh Engine features an intricate melee action combat system that can be best described as a very simplified version of Dark Souls like combat. The AI in this system is intelligent, its not just blindly attacking but also reacting to your attacks, dodging them or using special abilities.
The combat is centered around these core pillars:
- Melee Attacks
- Ranged Attacks
- Dodging
- Stunning
- Special Abilities
- Intelligent enemy AI
Enemies telegraph their stronger attacks so you know what you will have to dodge in order to avoid getting stunned, likewise, your more powerfull attacks will also stun enemies. The combat system is easy to learn, but has a good amout of depth to it. Gamechanging special abilities will also completely change the flow of combat, depending on what abilities you are running with.
The combat system is still a work in progress and will see some major improvements in the future. I want it to feel perfect by the end.
2 - Progression System
Character progress is defined by the following things:
- Skill points that you earn by killing enemies/completing quests/doing other stuff. You can spend those points to increase either health, damage or your magical abilities.
- Perk points are earned when you level up. You can spend perks to gain powerful bonuses for your character.
- Acquiring Abilities. The game is designed around powerful abilities which you can gain that will change up how you view both combat and the world as a whole.
3 - Dialog/NPC System
The engine allows for the quick creation of NPCs that you can converse in a dialog system with. The dialog system isnt amazingly complex, but it gets the job done.
When you talk to an NPC, you are presented with a variety of dialog choices. Branching dialog isnt implemented and probably never will be seeing how it doesnt fit into my vision for the game. It is not supposed to be a hardcore RPG, so I dont think branching dialog options are necessary.
NPCs can be easily set up to react to the world around them. You can ask them for rumors, which will give you hints to whats happening out there in the world and find out things you would otherwise miss. This process can be randomized, so that its always rewarding to go after rumors.
The white dialog buttons are quests.
The presentation of the dialog system is due for an update, which I will most likely get on soon.
4 - Quest System
NPCs can give you quests. Quests can be set up to be hand-made, however, Ive also implemented a fully randomized quest system in the engine, meaning you will never run out of quests to complete. However, even randomized quests carry over from session to session, meaning the world will stay consistent even if you relog. This was hell to program, but its well worth it.
Quests will be saved in your questlog, progression in the quest will be noted in the Quest log.
5 - Puzzle and Doors System
The gameplay in the finished game will consist of a variety of activities. Ive created a puzzle system that easily allows me to create platform puzzles where you need to place/push objects on platforms in order to achieve a goal, like opening a door. While completely unique puzzles will still be made for the game, this system is a great starting point to fill the world with interesting challenges besides enemies.
Progress of the puzzles is saved per player, meaning if one player solves a puzzle, that puzzle will appear always solved to him, while other players will still see the puzzles as unsolved.
6 - Character System
Of course, you will be able to create multiple characters (up to six) and your entire progress is saved. Quests (even randomized ones you havent accepted) and progression in puzzles are carried over, ensuring that the world will be in exactly the same state you left it in when you last logged in.
7 - Map System
Using the map, you will be able to see where you are in the world. You will also be able to discover new locations which will then be marked on your map. This system is currently beeing finalized.
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More to come at a later date
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AVAILABILITY OF THE ENGINE
Currently, I have no plans to release the engine to the public, as it was created for my project specifically. However, after that project is done, I might be willing to give out the engine to people who want to create interesting projects with it. That would most likely occur on a case by case basis, though.
TESTING AND FEEDBACK
I am always looking for feedback and capable testers. Feel free to post feedback into this thread, I would greatly appreciate it. If you want to help test the engine, I do regular testing sessions almost every weekend over on the SC2mapster Discord channel.
CLOSING WORDS
The Metruh Engine isnt complete yet, however, it is pretty close to completion now and progress is going fast. I still have to add a few more systems and make some changes to the existing ones, but after that is done, I can finally begin developing it into the game Ive always dreamed of making.
Keep in mind that what you see here in this thread is purely supposed to look servicable for the purpose of testing. The amout of polish and scale that I will try to achieve with the finished product will be something that has not been seen on the Starcraft 2 Arcade ever before. You will believe it when you see it.
0.945937401201391
A great little map with a lot of charm. It does everything well. Especially love the variety in enemy defenses, too many maps it just feels like you're just going through harder varients of the same thing.
Minor gameplay improvements: the defending the objective enemies do need to get upgrades. The second section is just a bit too easy to steamroll, even on brutal.
Minor English improvements are still needed.
0.955893536121673
Thoughts of Chaos is the epic conclusion to The Antioch Chronicles, a large-scale custom campaign. TiC weaves together a narrative made by many different characters from different faction and have them slowly converge until the finale. It features acceptable voice acting (the protoss voices will grow on you, and it gets better in later missions), and quality editor work (terraining, models, etc), as well as a well done and entertaining story (despite the ending being too cliche) by my admittedly low standards.
However, any fun that one would normally get from the story is instead leeched away by 110% mediocre gameplay, which mostly seems like a way to pass the time between story segments rather than engaging and enjoyable.
The gameplay, first and foremost, suffers from slow pacing. There's plenty of long winded backtracking through empty and very weakly defended areas in both macro and micro missions. Here's an example: TiC has a stealth mission, reminiscent of HotS' ship infiltration mission. However, instead of combat, you're greeted with (admittedly well-thought out) puzzles, halfhearted enemy detection patrols (you don't interact with the guards other than just walking out of their zones), and halfhearted kill defenseless, undefended structure to progress. It got to a point where I tried to break the monotony by attacking some random guards and escaping the detectors gaze. This gets back to what I previously said about "waiting x minutes", you're moving through the ship for a certain duration to get to the next puzzle, enjoyable gameplay be damned.
Difficulty, like many aspects of gameplay, didn't seem to get much thought either. "Hard" in TiC means "WoL casual". Many hero units are broken, and with minimal micro they can multiply a small force's effectiveness by tenfold. Many missions can be beat by getting 10-20 units and just steadily rolling across the map. But in two missions it's very, very, hard, unless you understand the correct choices you need to beat the mission (which would require editor diving or some really lucky guesses). Of course, such information is only going to come to you once you lose the mission once. As an example, there's a holdout that features extremely high tech ground units (archons, reavers, ultralisks) with a few air superiority fighters and dropships. Suddenly, on the last few waves, the mission throws the curveball of 2 carriers (capital ships) per wave. Hopefully you built enough anti-air that you couldn't know that you'd ever use. If there had been any hint in an earlier wave, I would have enjoyed the mission. It was on my skill level, a nice terran holdout with some interesting twists. Due to not seeing any indication, I fortified my tank line and suffered, and lost a lot of .
Bosses have HUMONGOUS HP bars, backed up by tiny amounts of damage so that phase transitions, many of which are accompanied a cutscenes or "action pauses", are played a significant duration apart (have to have SOME space between emotional moments). Combine this with high cooldown abilities, and I had trouble staying alert during boss battles, as rarely they did anything cool, interesting, or required effort to dodge.
In closing (TL;DR): DO NOT PLAY Thoughts in Chaos if you're looking for a campaign that gives you something to do. If you must see the story because you've seen the first two (and you should see TiC in that case), use cheats (i.e."move" or "god") or watch Jayborino's videos to avoid interacting with the gameplay as much as possible.
0.955384615384615
There's a severe difficulty spike from the too easy missions of 3-0 to 3-whatever and the excavation (dig too deep or something).
In sins of our fathers, Tempest shield heals an additional 200 shield as well as increasing current+max shield by 200, the tooltip does not mention this.
Breaking down each mission in a bit of detail (memory is fairly shaky):
0.955572289156627
Success breeds jealousy.
0.950796950796951
Everything works as it should it seems. May want to tone down the constant stream of units trying to "rebuild" in favour of better attack waves.
Text scroll could use improvement, if possible. I detest the slow scroll. Put the text up all at once.
0.965962441314554
Okay tried it again after my initial complaints. Manged to beat it on hard with an immortal/archon deathball. Spent solarite on resource income boost first, so quickly got 3 forges+ tech up and running, switched to army-based solarite afterwards. Focussed on teleporting to kill the caves first so I only got 2 dropperlords. Made the game feel a lot easier.
Closing order of caves.
Caves opening on units created is probably too abusable. For example, I purposefully didn't hit the first cap until just before I closed cave 6. On the other hand, caves opening on units created is painful if you lose a lot of units early (zealot heavy strats), setting you back farther. Similarly, players have an incentive to close the stronger caves first.
Some of the caves may need reworking to allow more units to hit them, or so you can put a few immortals off on the side to constantly whittle down hp. Cave 3 in particular.
Bug found: opening both menu's and closing one keeps one menu open but the game unpauses.
0.965882352941177
I have a lot of problems with the maps design. Why do rocks gain 500 hp per cave sealed? There is no warning about caves becoming aggressive when attacked. Attacks scaling from 3 zerglings to 2 ultralisks is not OK when the player does not know about it and tries to seal one off early. The mastery allowing high templar to cost 150/50 instead of 50/150 is utterly broken given a generally larger mineral bank than vespene bank, making high archons be more useful than zealots and stalkers. There doesn't seem to be a natural progression, game is extremely easy, then has a epic difficulty spike requiring huge map control/multitasking when those pesky droplords start heading out. (Why are they damage immune for so long? Why does psi storm only do 1 damage/tick to them instead of 10?)
The best way to play this is to build up as high as you can go before the first base mines out, port to seal off the ovie spawn caves, then win.
Edit (because this does deserve some praise):
The observer hero pairs well with the psi thingy, and does allow some cool tactical maneuvers and can give you multiple points to return to, which is useful on this highly linear map.
All the later caves feel somewhat unique, even if there's too many of them to assign them specific names (There's two dropperlord caves and 3 ling caves, for example)
The auto-researching tech upgrades makes units more exciting faster. However, this does come at a strategical depth cost, as getting these upgrades are too cheap not to get, especially since you need to tech up to unlock your full unit roster.
0.963696369636964
0.960768614891913
Oh. I see the issues Vastan had. For me the base seems to have constructed itself (wonder if Vastan prevented the nexus from being built with hold position)
The final cinematic played for me, may just be Vastan's machine.
1.32767060767688
Problem with looking like alarak cares is that everyone, even his own troops, know that he doesn't. Heck, even Ji'nara knows better than to cross him.
First off, I'm pretty impressed by the new units and the custom voice acting. Was unique to say the least.
The mission isn't lacking as well. Wrathwalkers and vanguards provide spikes in difficulty on demand, and I decided to fight the hybrid and his two lackeys as solo alarak (and won).
For a relatively new hand at the editor, this is a strong first mission, and hopefully once we get into macro missions the fun will remain.
issues:
small issues:
"youareatraitor" and "noitcan'tbe" - feels to fast
"This campaign is placed in time one year after epilogue of Legacy of the Void" -> ""This campaign is placed one year after the epilogue of Legacy of the Void"
"Alarak declined the alliance"
"true strenght" -> "true strength"
"to clear it from trees" -> "clear the trees"
"could damage your force" -> "could damage your forces"
"briefs his forces inside the warchamber"
"confrontation with the Hybrid"
"if anyone other" -> "if anyone else"
"surrending" -> "surrendering"