| 09-21-2006, 12:24 PM | #1 |
Hello! I'm looking for a talented person to create a turn based provincal movement system with me. UPDATE: I already made the system myself. You can try it out. Introduction My school is finally over and i have some time to start a new mapping project. The map is still in design phase. The map features a turn based world map with provinces and real-time combats when warbands end up in the same province. Every player controls a warband consisting of about 8 units. All warbands have leader (hero) with interesting and unique skills. All units have inventory (i'm planning to use Vex' InvX) all player controlled units will also have some kind of experience system. The map tries to combine strategical turn based elements and the hectic joy of micro-management. This is not my first project. The only big & polished map i've done so far can be found here: http://www.wc3sear.ch/index.php?p=Maps&ID=1644 But i've also made a some spells, items and heroes for various projects. Turn based movement system The system i'm planning is well known from many turn based strategy games. For example Total Wars series (Shogun-, Medieval- and Rome:Total Wars) The world map consists of provinces and army markers. You travel from province to province, buy items, fight neutral warbands on your way and try to get more powerful than other human players. You can also scout the enemy armies in the province map. So you can have an idea who are you challenging. You can also flee from battle. If you lose a battle your units get Knocked Out instead of dying. When all your units are Knocked Out you lose the battle. When a unit gets knocked out there are random effects like leg injury, eye injury, dying and you can also survive without any injuries. Heroes can't die when knocked out. The aim of the map is to complete the final quest, the player who completes it first wins. The quest is fairly simple but requires a powerful warband, so i could say the aim is to have powerful warband. :) The turn based system would include:
Creating the system I don't think the whole provincal movement system would be very hard to make (Even i got quite far!). But my knowledge with GUI is quite limited and my intrestment in coding is abysmal. But I can work in team and i'm hoping somebody can do that and code the system! My role in the system creation would ideally be testing and telling how it should work and all that, i quess you could call it designing. You, the person who codes the system can take all credit of it and distribute it anyway you like. I included a screenshot and demo map (made with WEU) of the system so you could get a better idea what i'm looking for! The demo map features only moving on the world map. I'm also sure it leaks like a basket full of holes, but it's only a demo. ;) If you're interested or have any questions please reply. |
| 09-21-2006, 03:32 PM | #2 |
Very interesting project. Hope it goes well. How will combat be resolved? Just by formula, or combat on the field? |
| 09-21-2006, 03:47 PM | #3 | |
Quote:
The combat will be held in RTS mode (combat on the field). So the combats are like in micro-management maps. Arena is randomized and all your units are moved from your camp area to the arena and the combat will begin. After the combat all your units will be moved back to your camp area. Camp area is a place where you can change equipment etc. It's just a small rectangular area to hold your troops while they're not in fight. |
| 09-21-2006, 03:50 PM | #4 |
Ok. Anything to add strategy to the combat resolution? |
| 09-21-2006, 03:57 PM | #5 |
New attack and armor types. Lots of items with some specialized skills. Skills which are more useful against certain enemies. Variety of units, items, skills and heroes should bring some strategy too. Also Terrain with bridges as chokepoints and other features which offer strategical possibilities. Also a lot of skills to heroes and normal units. That's all i can think of now. But my main concern is the world map system. I really hope i can find someone to help with it. |
| 09-21-2006, 05:02 PM | #6 |
How many players for the map, Personally should be single player campaign.. And Will the players start from an area equal to their's in battle (for example if someone starts from Russia, He would start from the east, just an example). Is this all conducted in one map or in multiable maps? |
| 09-21-2006, 05:12 PM | #7 | |
Quote:
1-12 players, the turns are pretty fast to play. The turns mainly consist of moving your warband by one province and having a fight in the new province if necessary. You can also buy/sell items and change your equipment and use your spend your exp points while waiting for other players. I must admit I didn't quite understand your second question. The map is based in fantasy world. But i call it a world map because the map contains three areas: World map, battle maps (arenas) and every player's camp area. Everything is included in the same map file. |
| 09-21-2006, 05:21 PM | #8 |
Well, Games like this should be one player only and with multimaps.. but anyways What I ment is, In battle mode do we start from the area we moved from to the zone? like There are 2 nations who met from opposite direction in a region (I'm gona use real life countries for example), Let's say Europe and US , Does the European warband starts from the east of the battlefield and does a water seperates them? |
| 09-21-2006, 05:27 PM | #9 |
Ah. No. The Battle map doesn't feature the world map terrain and positions. For example armies come to one province from east and west. The armies could start from North and South in the battle map. It would be just too much work for almost nothing to get right terrain and positions for every battle. At this moment i'm struggling to get the whole system to work at all. :( Why should games like this be only for one player and made with multimaps? Is Soulchess made for one player only or with multiple maps? Basically it features turn based world map (chess board) and RTS battle map too. |
| 09-22-2006, 07:22 PM | #10 |
I know soulchess very well and soul chess actually suites for 4 players because its based of chess boards and small arenas... Edit: Worldmap game play requires really too much mapping and if you take all of these in one map it doesnt come out nice.. |
| 09-22-2006, 08:58 PM | #11 |
I'll make my best to prove your opinions wrong. :) |
| 09-23-2006, 06:39 AM | #12 |
Ok...but just to tell you that 99% of people doing that kinda map multiplayer fail.. |
| 10-02-2006, 06:29 AM | #13 |
Because no one was interested i made the system on my own. Too bad it's in GUI. :) Try it out and tell me if you find a bug. Tooltips suck and there aren't much help texts atm, but i hope you can figure it out. You can move by selecting one of those blue arrows and use their skill called move. When battle occurs just move right to find the enemy. :P Some neutral creeps will spawn every turn. Supports 2 players at this moment. |
