The Quest of Wesnoth · Alpha [SP RPG for BfW 1.10.0+]
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The Quest of Wesnoth · Alpha [SP RPG for BfW 1.10.0+]
Let me introduce you to ...
The Quest of Wesnoth · Alpha Version
This is a rather early state of my campaign from a player's point of view, but by now I have finished the core engine, which will make adding new stuff much easier. So, here I am, showing you an alpha version of The Quest of Wesnoth. If you have an idea for a better name, please tell me — it's always been more of a working name, and I can't come up with anything better.
This campaign requires The Battle for Wesnoth 1.10.0 or later. It very probably will also work with more recent versions of the 1.9 branch, but I do not want to support those as well.
Story
Features
My credits for this campaign go to the following people:
I do need some help; so, if you like the project, please consider doing one of the following things:
The Quest of Wesnoth · Alpha Version
This is a rather early state of my campaign from a player's point of view, but by now I have finished the core engine, which will make adding new stuff much easier. So, here I am, showing you an alpha version of The Quest of Wesnoth. If you have an idea for a better name, please tell me — it's always been more of a working name, and I can't come up with anything better.
This campaign requires The Battle for Wesnoth 1.10.0 or later. It very probably will also work with more recent versions of the 1.9 branch, but I do not want to support those as well.
Story
Historical context:
- Dynamic map changes, which allows saving of units, items, and everything else
- A flexible quest system (with a quest tracking system)
- An easy-to-user, shiny inventory to manage your items
- A tutorial to explain the specialties of this campaign
- A custom theme, displaying all relevant information
- Of course, writing the story further
- Implementing more dialogues and side quests
- Implementing sounds
- Implementing a shop system
My credits for this campaign go to the following people:
- PandaClaws for writing most of the story, and for (unintended) forcing me to stick to this project
- The developer team, especially Anonymissimus and zookeeper for helping me with my various questions, and even modifying the Wesnoth engine to make it work as I'd like it to.
- artisticdude for a lot of inspiration how things could be done, as well as the female peasant sprite
- Bob_the_Mighty and PapaSmurfReloaded for their RPG Resource Packs
- The Archaic Era add-on, from which I've taken the path images
- Boldek for his Blacksmith sprite
- Kvinkunx for the Barkeeper sprite, taken from the Travelling Tradesmen add-on
- J. W. Bjerk (eleazzaar) for the herbs icon
- vultraz for his weight status icon, as well as all kinds of support
- All the people who helped creating Wesnoth and the power of WML and Lua
- The testers who reported their bugs here in this thread
- Everyone else I didn't name, but whose work I'm using
- The campaign stops once you receive the quest "please wait". Chapter 2 is coming sometimes "soon".
I do need some help; so, if you like the project, please consider doing one of the following things:
- Feedback
I need a lot of feedback; concerning how things work (do you like it? Why? Why not?), regarding bugs, and all other kind of stuff - Text
A very high priority for me is that I need names for the village, for people, and for the pet.
If you'd like to write some more dialogues and/or quests, it would be very appreciated.
Changelog
Last edited by Crendgrim on June 9th, 2012, 6:21 pm, edited 7 times in total.
Reason: Updated the OP with more recent information
Reason: Updated the OP with more recent information
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Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
Two things I've found whose fix would increase the awesomeness of this project even more:
I can't open the questlog. Checking the code for this I found that I had to have the Wesnoth Lua Pack downloaded. It'd be nice if you could set it as a dependancy.
After re-entering my parents' house by accident I wasn't able anymore to leave it. first_time_only=no is missing in the moveto event.
I can't open the questlog. Checking the code for this I found that I had to have the Wesnoth Lua Pack downloaded. It'd be nice if you could set it as a dependancy.
After re-entering my parents' house by accident I wasn't able anymore to leave it. first_time_only=no is missing in the moveto event.
Co-Creator of The Fellowship of the Clay (BfW 1.10) ~~ Maintainer of the German Code of Conduct
How to isolate problematic WML code ~~ WML error messages and their reasons
How to isolate problematic WML code ~~ WML error messages and their reasons
- BlackJack25
- Posts: 78
- Joined: July 26th, 2011, 10:50 am
- Location: Italy
Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
This project seems to be really interesting. Hey Crend, if you need some help with names or dialogues, you can send me a PM. I have a good imagination and I also write fan-fictions, so I can suggest you some names. Good luck
Sorry for some english errors, but I'm Italian ;-)
Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
Ceres wrote:Two things I've found whose fix would increase the awesomeness of this project even more:
I can't open the questlog. Checking the code for this I found that I had to have the Wesnoth Lua Pack downloaded. It'd be nice if you could set it as a dependancy.
I knew I forgot to check something. I actually wanted to make my add-on independent of the WLP, but somewhere I missed something; probably a debug utils include
Humm. Note to self: Never change the mechanics just before a release. I first had the first house independent of the Village, and changed this.Ceres wrote:After re-entering my parents' house by accident I wasn't able anymore to leave it. first_time_only=no is missing in the moveto event.
Thanks for the reports, will be fixed soon.
Alright, be ready to receive a message in a few minutes.BlackJack25 wrote:This project seems to be really interesting. Hey Crend, if you need some help with names or dialogues, you can send me a PM. I have a good imagination and I also write fan-fictions, so I can suggest you some names. Good luck
Crend
EDIT:
Yeah, the bugs were as I expected them to be. Both should be fixed in 0.0.3.
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- Inactive Developer
- Posts: 2461
- Joined: August 15th, 2008, 8:46 pm
- Location: Germany
Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
I guess the others wouldn't mind you editing the WLP too (since you will supposedly find some problems or have ideas for the WLP then). So you could get a sourceforge account for the wesnoth UMC repo, checkout the WLP and put your addon there...Crendgrim wrote:I actually wanted to make my add-on independent of the WLP,
EDIT:
Oops, I read "dependant". Disregard this post pease.
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
My experiences:
Bugs:
In the stables I went up to the attic and when came down I got two Raddins, one standing near the exit and one on the ladder.
I somehow avoided Raddin's pet so now he speaks to a phantom dog or whatever.
When I were going south on the path, the wolf rushed out of the shadows. I killed it, then my heroes started to speak about the delivery man, whom they couldn't see by then...
Music:
I think a playlist of Still Another Wanderer, Breaking the Chains and Gwendolyn from West's Chronicles I would be fine for the world map. East Meets West from West's Chronicles II is an excellent inn-side ((( sorry))) music (I'm also using it for an inn scene in my very secret project). If you don't mind the download size, you could include even more UMC tracks by West - especially the battle pieces are a bit circus-like compared to the mainline tracks thus they fit not-death-serious campaigns better.
For the future, I beg you to involve some recruiting and real battles in the campaign. I hate moving and clicking end turn again and again and again... you can PM me for ideas, but be prepared that the more idiot the idea is, the sooner it comes to my mind.
EDIT: aye, and you should replace Raddin's mother's portrait with a female footpad or a thief... the peasant is not a bit odd.
Bugs:
In the stables I went up to the attic and when came down I got two Raddins, one standing near the exit and one on the ladder.
I somehow avoided Raddin's pet so now he speaks to a phantom dog or whatever.
When I were going south on the path, the wolf rushed out of the shadows. I killed it, then my heroes started to speak about the delivery man, whom they couldn't see by then...
Music:
I think a playlist of Still Another Wanderer, Breaking the Chains and Gwendolyn from West's Chronicles I would be fine for the world map. East Meets West from West's Chronicles II is an excellent inn-side ((( sorry))) music (I'm also using it for an inn scene in my very secret project). If you don't mind the download size, you could include even more UMC tracks by West - especially the battle pieces are a bit circus-like compared to the mainline tracks thus they fit not-death-serious campaigns better.
For the future, I beg you to involve some recruiting and real battles in the campaign. I hate moving and clicking end turn again and again and again... you can PM me for ideas, but be prepared that the more idiot the idea is, the sooner it comes to my mind.
EDIT: aye, and you should replace Raddin's mother's portrait with a female footpad or a thief... the peasant is not a bit odd.
Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
Euh.. whatever that is, I'll track it down. Thanks for reportinglipk wrote:My experiences:
Bugs:
In the stables I went up to the attic and when came down I got two Raddins, one standing near the exit and one on the ladder.
Yes, known bug. Or rather, my silliness. I just forgot to unstore the wolf there (there still is a "TODO" label... ).lipk wrote:I somehow avoided Raddin's pet so now he speaks to a phantom dog or whatever.
Thanks for reminding me! I wanted to reduce the wolves' movement points.lipk wrote:When I were going south on the path, the wolf rushed out of the shadows. I killed it, then my heroes started to speak about the delivery man, whom they couldn't see by then...
Thanks for the suggestions, I'm going to listen and try a bit.lipk wrote:Music:
I think a playlist of Still Another Wanderer, Breaking the Chains and Gwendolyn from West's Chronicles I would be fine for the world map. East Meets West from West's Chronicles II is an excellent inn-side ((( sorry))) music (I'm also using it for an inn scene in my very secret project). If you don't mind the download size, you could include even more UMC tracks by West - especially the battle pieces are a bit circus-like compared to the mainline tracks thus they fit not-death-serious campaigns better.
Regarding recruiting, no / only very limited. It's a RPG after all, not a standard campaign. However, I'm planning to implement something similar to what artisticdude did ("combat mode" and "no-combat mode", with the latter don't forcing you to end your turn each time), but that's a bit more complicated as I have up to three units which may move around.lipk wrote:For the future, I beg you to involve some recruiting and real battles in the campaign. I hate moving and clicking end turn again and again and again... you can PM me for ideas, but be prepared that the more idiot the idea is, the sooner it comes to my mind.
Regarding "real battles" — I spoiler that you'll have a battle big enough only a few missions ahead.
Of course. I didn't do it yet, because I still look for another sprite and such, and the mother isn't that a high priority character yet.lipk wrote:EDIT: aye, and you should replace Raddin's mother's portrait with a female footpad or a thief... the peasant is not a bit odd.
Thanks for the bugs, I'll go hunting.
Crend
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Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
um, what would Hodling look like? I am unable to play this rpg, but am feeling dangerously over productive.Crendgrim wrote: [*]Art
Well, I need sprites for Hodling, and could use also unique sprites for the others.[/list]
Crend
Guys I never thought I'd come back to this forum after 8 years this is wild
Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
Boldek: It's a human blacksmith in a small village. More information isn't set so far, so be productive.
lipk: I uploaded a new version which fixes the two bugs you mentioned. The wolf problem isn't solved yet, I'll have to think about it a bit before doing anything.
Crend
lipk: I uploaded a new version which fixes the two bugs you mentioned. The wolf problem isn't solved yet, I'll have to think about it a bit before doing anything.
Crend
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Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
here yeh go:
- Attachments
-
- TC should work. I hope.
- smith-2.png (2.75 KiB) Viewed 5958 times
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- smith.png (2.79 KiB) Viewed 5958 times
Guys I never thought I'd come back to this forum after 8 years this is wild
Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
Well, maybe I'm doing something wrong, but when I come back to see the blacksmith, he's still asking me for the metal career, when is dead. Is that normal ?
Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
Boldek:
Great, thanks.
That's exactly what I was looking for, even though I didn't knew it.
ydcl:
Well, no. Not really. May you send me a savegame? Or describe exactly what you did? (Did you kill the wolves?)
Crend
Great, thanks.
That's exactly what I was looking for, even though I didn't knew it.
ydcl:
Well, no. Not really. May you send me a savegame? Or describe exactly what you did? (Did you kill the wolves?)
Crend
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Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
The wolves ? I've just see one, and I did all the map. Maybe there is problem, with the another one
Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
But the one you killed? If yes, I probably know why you didn't see the other:
However, I have no idea why the blacksmith still ask you for doing the quest. Please post a savegame if possible.
Crend
Spoiler:
Crend
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Re: The Quest of Wesnoth · Alpha [SP RPG for BfW 1.9.9+]
I've killed one. But the blacksmith, still asking me for doing the quest. Sorry, I forgot how to post a reply.