Question about Wesnoth Engine's capabilities

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Gimmick
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Question about Wesnoth Engine's capabilities

Post by Gimmick »

Apologies if this is the wrong board. I'm looking to recreate an old top-down SRPG (any of you remember Battle of The Youstrass?) since it no longer works in Windows 10, and the company behind the game went defunct long before Vista was released. Wesnoth seemed to pique my curiosity since it was OSS and moddable, but I'm wondering whether I'll have to do extensive customizations to support the "extra" features that just aren't found in most sRPGs these days or whether they're supported out of the box (or with minor tweaks). Here's what I have in mind:
  • Dedicated scenematics whenever a player attacks another As seen here.
  • Auto cutscenes like in the beginning of that video, and the end: https://youtu.be/4s6lEKDawpI?t=360
  • Map, menu and other UI customizations to match the look-and-feel of the game.
  • Square tiles instead of hexagons
Admittedly, I haven't played a lot of Wesnoth. Is this possible, or would it require a lot of modifications? I know that a lot of these features are already present in Wesnoth in some form or the other (e.g. when animations played when an enemy attacks you), but I'm not sure how flexible they are.
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Dixie
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Re: Question about Wesnoth Engine's capabilities

Post by Dixie »

I haven't modded (or played, really) Wesnoth for a while, so take this with a grain of salt, but I think #1 & 4 are impossible, #2 would be quite easy, and #3 would be partly possible, but not all of it and it would require some doing. Hopefully this doesn't deter your too much :)
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Gimmick
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Re: Question about Wesnoth Engine's capabilities

Post by Gimmick »

I see. Well, I'm not too sure at the moment. Hexagonal tiles seem like a decent enough compromise, but no #1 seems like a dealbreaker because of how unique it was (I've not seen any other games like it have that). I guess I'll have to do some research on the matter, and I'm also considering recreating it from scratch using Godot or something...but that's still a ways away considering I haven't finished my other projects yet :whistle: :P
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GunChleoc
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Re: Question about Wesnoth Engine's capabilities

Post by GunChleoc »

The Hero of Allacrost engine might be a better fit for you: http://allacrost.org/

Or its fork Valyria Tear: https://valyriatear.blogspot.com/
Gimmick
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Re: Question about Wesnoth Engine's capabilities

Post by Gimmick »

GunChleoc wrote: February 18th, 2020, 7:10 pm The Hero of Allacrost engine might be a better fit for you: http://allacrost.org/

Or its fork Valyria Tear: https://valyriatear.blogspot.com/
Hmm, thanks for the suggestion but it's not quite what I'm looking for, as they both seem to be RPG games, not necessarily strategy RPGs.
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Heindal
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Re: Question about Wesnoth Engine's capabilities

Post by Heindal »

From what I've seen, you could realize something like Battle of The Youstrass, but without some of the fancy stuff.
The dialogues shown and some of the cutscenes can be realized as playable levels, so this no problem.
Videos and Animations scenes are at least possible, but need a lot of experience.

The best example for what is possible with the ui is "To Land Unknown 3.0" by inferno8.
https://www.youtube.com/watch?v=PJXifvi_6QI

I don`t think it´s possible to change the hexagons to squares, at least I've never seen this anywhere. Maybe it´s possible, but with a lot of experience, or by using clever painted terrain, which allows to make it "look" like squares.

I don`t think it`s possible to add 3D-Animations Attack scenes (but why, if you can already make own attack animations).
You can change the UI of the game, for menus you will however need lua to change them effectively.

Maybe Game-Maker is an option for you, I've made my own projects in quite a short amount of time (even so not everybody likes it :D).
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