2pl - The Altaz Mariners - (Demo only)

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jb
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2pl - The Altaz Mariners - (Demo only)

Post by jb »

I've very excited and proud to announce a new project from Bob The Mighty and myself called The Altaz Mariners. There is currently a Demo version available on the 1.8.x add-ons.

The Altaz Mariners is a 2pl MP Campaign/RPG, including long term quests and non-liner gameplay. While it remains true to basic wesnoth gameplay, there are several innovative features that set it apart.

Rather than use one large map, as all current RPG's do, TAM takes full advantage of the wesnoth MP campaign design. It uses several smaller maps, each connected to a world map.

Here is an exhaustive list of gameplay features.
Spoiler:
While the Demo is only a teaser, there are a full half dozen working scenarios, and each is quite detailed.

Some audio features, such as the intro voice-over, are only available to the host unless all parties download the demo. It is quite MP safe for only the host to have the file, however.

We are also grateful to Bera (aka Bear), who is the lead artist on this project. You can see his work here. If you want to critique or contribute with art, make a post in Bera's thread.
My MP campaigns
Gobowars
The Altaz Mariners - with Bob the Mighty

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zookeeper
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Re: 2pl - The Altaz Mariners MP campaign-RPG

Post by zookeeper »

You should add music=silence.ogg to the [story] [part] which starts the voice-over intro. It got pretty cacophonic when the regular music was playing at the same time...

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jb
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Re: 2pl - The Altaz Mariners MP campaign-RPG

Post by jb »

Updated the Demo to include Zookeeper's suggestions and fixed some typos.
My MP campaigns
Gobowars
The Altaz Mariners - with Bob the Mighty

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FAAB
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Re: 2pl - The Altaz Mariners MP campaign-RPG

Post by FAAB »

It seems really nice.

Some problems though:
- the mariners see their XP back to zero on next scenario. [it seems like if I am levelling a unit in the first scenario, then all mariners keep their XP at scenario 2 :shock: ]
- the loyal units can't be recalled (I don't get the ogres on Dahazi beach).
[edit] I can't reproduce any of these 2 problems in my later tests.[/edit]
- In file ~add-ons/The_Altaz_Mariners_Demo/scenarios/hideout-b.cfg, included file ~add-ons/The_Altaz_Mariners/macros_Demo/macro_hub.cfg should be changed to ~add-ons/The_Altaz_Mariners_Demo/macros/macro_hub.cfg
Last edited by FAAB on October 20th, 2010, 1:08 pm, edited 1 time in total.
We are highly interested in translation for Nightmares of Meloen. Incomplete translations are appreciated too!
So if anyone is kind enough to contribute for a translation, here is the po file to use.

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Re: 2pl - The Altaz Mariners MP campaign-RPG

Post by hockal00gy »

hey in the first scenario where you escape form prison. What are the jail doors in it? I need it for a campaign i am making. Also can i have permission to use them?

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jb
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Re: 2pl - The Altaz Mariners MP campaign-RPG

Post by jb »

Thanks FaaB, I'll take a look when I get some time.


hey in the first scenario where you escape form prison. What are the jail doors in it? I need it for a campaign i am making. Also can i have permission to use them?
Those jail doors are in the default image folder. Of course you can use them.
My MP campaigns
Gobowars
The Altaz Mariners - with Bob the Mighty

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Bob_The_Mighty
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Re: 2pl - The Altaz Mariners MP campaign-RPG

Post by Bob_The_Mighty »

I've uploaded 0.2 of the demo - some small but necessary bug fixes.
My current projects:
2p campaign: The Altaz Mariners
RPG sequel: Return to Trent

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Bob_The_Mighty
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Re: 2pl - The Altaz Mariners MP campaign-RPG

Post by Bob_The_Mighty »

I thought I'd chip in and explain why I think The Altaz Mariners (TAM) will be awesome.

Immersion
Both jb and I are big fans of Fallout, thus we've tried to make this campaign as non-linear as possible without diminishing the role of a good story. Each island will have multiple states (a different scenario file is loaded on a return visit) reflecting the changes that have occured as a consequence of the player's actions. There will be a wealth of interconnecting mini-quests, some unlocking further islands, or affecting NPCs elsewhere, etc. I want to make the players feel that they are moving about in an evolving world. The state of play will be changed by hidden global events; the story broken up by random encounters. Players will also glimpse pieces of larger events unfurling around them, hopefully giving the game a sense of urgency and intrigue.

Gameplay
The terrain of the different islands varies a lot, as will the victory conditions, so each scenario will have an unique feel. Some will be RPG style fights, some squad skirmishes and some full-scale battles. There are also non-combat maps full of NPCs to talk to and various puzzles/problems to solve. Although the actual combat works the same as a standard wesnoth campaign, players do not earn gold from villages. Thus, during every battle players must be prudent about the cash they spend. Gold is earned by carrying out raids, helping NPCs, getting lucky in a gambling den or completing trade-runs (whilst always on the lookout for trading tips and new buyers).

Special Features
- At various points in the campaign players will be treated to cut-scenes with a voice-over. These will be used to introduce important islands or to narrate a development in the story.
- Players will have access to a log (by right-clicking). This records all important infomation the players have learned, either from NPCs or first-hand. The log will store clues, trading tips and info about locations - useful if players have a bad memory, can't be bothered to read dialogue (sadly, it happens) or are continuing from a save game.
- Custom terrain and custom units allows us to stage proper naval battles, with various ship types and sea terrain.

Of course, a lot of the above is not quite there in the demo that we've released. But it does contain enough to give an idea of the epic scope and novel angle of the campaign.

Some of the elements of this campaign may be familiar to people who've played The High Seas. The Altaz Mariners is basically a fully-fleshed realisation of what that scenario was intended to be. It will also be more streamlined and less confusing.

Obviously, this campaign will require a ton of work. jb and I are looking for people to help out: if anyone would like to become a playtester, an island designer or donate some sea-faring artwork - please get in touch!
My current projects:
2p campaign: The Altaz Mariners
RPG sequel: Return to Trent

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Natasiel
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Re: 2pl - The Altaz Mariners - MP Pirate campaign

Post by Natasiel »

Hi guys,

jb asked me for some willingness to help and that I have. I am also a big Fallout fan (completed the first and second game) so I can foresee the whereabouts this is heading.

I'll begin with some random templates, so if anybody got suggestions bring them on.

I'd like to ask either jb or bob if is is possible to add at an island where scenario/random.cfg could be loaded. I think that messing up with the main map would rather be confusing to later synchronize.

Some questions:

As I can see, there is 2 maps (islands) versions: 1 for the initial visit and a second for later revisiting. could there be more? (like 1 on first visit, a second for subsequent travels and a third upon completion, a fourth based on general events, and so on)

Instead of cycling through all the availlable macros at start and getting myself discouraged, what are the "must know" macros? (accessing the journal, modifying the resources, setting states on the map)

And one last thing; how will the campaign adjust later on? (when leaders and units reach lvl 3, gold gets abundant as when the overall islands gets really easy to beat)

Anyway, I'll begin pumping up some stuff then we'll readjust later to better fit the campaign.

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Bob_The_Mighty
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Re: 2pl - The Altaz Mariners - MP Pirate campaign

Post by Bob_The_Mighty »

I'd like to ask either jb or bob if is is possible to add at an island where scenario/random.cfg could be loaded. I think that messing up with the main map would rather be confusing to later synchronize.
Not quite sure what you mean. If you make a random island, It can be plugged into the world map at a later date without much fuss.
As I can see, there is 2 maps (islands) versions: 1 for the initial visit and a second for later revisiting. could there be more? (like 1 on first visit, a second for subsequent travels and a third upon completion, a fourth based on general events, and so on)
Yes, it is possible and I would encourage it.
Instead of cycling through all the availlable macros at start and getting myself discouraged, what are the "must know" macros? (accessing the journal, modifying the resources, setting states on the map)
Lots of the bitty stuff is covered in: {TAM_GLOBAL_EVENTS}
This sets a flashing exit point and deals with exiting the map: {TAM_EXIT X Y}
This places a ship image on the map, sorts out the deck and handles the boarding: {TAM_PLACING_PLAYER_VESSEL X Y}
My current projects:
2p campaign: The Altaz Mariners
RPG sequel: Return to Trent

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Bob_The_Mighty
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Re: 2pl - The Altaz Mariners - MP Pirate campaign

Post by Bob_The_Mighty »

This demo will soon be superceded by a new release. The thread for the campaign is now here.

Please do not post here. All comments about The Altaz Mariners should be moved to the new topic.
My current projects:
2p campaign: The Altaz Mariners
RPG sequel: Return to Trent

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