Dunno's RPG (0.4.1)
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Dunno's RPG (0.4.1)
Introduction and game concepts
Changelog
Screenshots-updated 11.01.2013
The contributors:
mithc: proof reading, play testing and mapping (retired)
Piko555: setup scenario and play testing (retired)
Kanzil: unit descriptions (retired)
AxeFighter: frankensprites (retired)
What you need to know playing this release:
The name of the campaign has been changed to Dunno's RPG meaning you have to download this add-on instead of updating,
This is the first release with plot! No more sandbox.
Heros can attack armies, but they will have to fight alone. Armies now have ridiculously high hp to avoid issues with magical/marksman attacks.
Things I am currently working on:
- Polishing masked gameplay mod
- Adding more scenarios and creating the plot
- Adding more side quests
- Prologue
- Part one
- Side quest caravan robbery
As you can see, a lot of work is still ahead of me, so I'll be extremely grateful for any and every help I can get. From testing to coding and making sprites or maps. If you think you can work on something, please pm me or write in this thread. Any feedback is more than welcome, of course. Thank you!
Last edited by Dunno on July 16th, 2013, 9:57 am, edited 40 times in total.
Oh, I'm sorry, did I break your concentration?
Re: The Non-Linear RPG 0.1
Do you mean just thinking up new quests? I'd be happy to help with that.Things that need to be done:
•More quests (highest priority)
I'd also be willing to help with testing.
Sorta on a break from the forums ATM, have been for a while. If I was doing something for/with you and I haven't recently, that's why, I will be back soon hopefully.
Re: The Non-Linear RPG 0.1
From a historical perspective, when is this set? It's just because 1157YW would be a perfect time, as then you could have Akladia, Aethenoth, Weldyn and Elensefar as the warring states, providing a good link-in with Wesnoth's official history.
High over valleys in the red levelling rays -
In din of crowded streets, going among the years, the faces,
May I still meet my memory in so lonely a place
Between the streams and the red clouds, hearing the curlews, Hearing the horizons endure.
In din of crowded streets, going among the years, the faces,
May I still meet my memory in so lonely a place
Between the streams and the red clouds, hearing the curlews, Hearing the horizons endure.
Re: The Non-Linear RPG 0.1
Well, obviously, I'd prefer if someone could do some coding. But, ideas are also welcome, as long as they are not general stuff. You see, I'm not a native speaker, so something as silly as writing dialogues is very time consuming for me. Thus, if you ever come up with a quest that has dialogues and all, I'll be happy to code it inTheScribe wrote: Do you mean just thinking up new quests? I'd be happy to help with that.
Also, if you're into the "lighter" stuff, you could help me with writing units descriptions, in-game help, some story behind the cities or anything you come up with.
Well at the moment, what I have uploaded is more of a sandbox than a scenario. I do need help, though, with those small quests I've made. I need to know how hard is it to finish them and how much gold and fame do you need to fully conquer a city. I want the difficulty to be set in a way that prevents player from blasting through Wesnoth right away, so they are forced to do some side quests first (in order to gain gold, honor and fame). That will require patience and debugging skill...I'd also be willing to help with testing.
Actually I thought about somewhere near the 380 YW. During the Dark Age. But I'm not insisting, since the scenario is hopelessly contradictory to mainline. I mean, conquering the whole Wesnoth? That just doesn't happenKanzil wrote:From a historical perspective, when is this set? It's just because 1157YW would be a perfect time, as then you could have Akladia, Aethenoth, Weldyn and Elensefar as the warring states, providing a good link-in with Wesnoth's official history.
Then again, I'm not the expert if it comes to the history of Wesnoth, so I might be wrong. Maybe there was indeed time when one could conquer the Wesnoth.
Oh, I'm sorry, did I break your concentration?
Re: The Non-Linear RPG 0.1
There was, Elynia helped Vikren the first conquer the entirety of Wesnoth, just after this time, which is why it's a perfect time to set it in. Anyway, I could help with a few descriptions and pieces of flavor text(PM me).Maybe there was indeed time when one could conquer the Wesnoth.
High over valleys in the red levelling rays -
In din of crowded streets, going among the years, the faces,
May I still meet my memory in so lonely a place
Between the streams and the red clouds, hearing the curlews, Hearing the horizons endure.
In din of crowded streets, going among the years, the faces,
May I still meet my memory in so lonely a place
Between the streams and the red clouds, hearing the curlews, Hearing the horizons endure.
Re: The Non-Linear RPG 0.1
I could help with coding, but I'm not great at it. So, I'll PM you some quest ideas if you want. And I'd be happy to help with dialouge too. Actually, for that matter, I'd be happy to help with any/all of what you listed. Send me a PM with more specifics if you'd like me to help.Dunno wrote:Well, obviously, I'd prefer if someone could do some coding. But, ideas are also welcome, as long as they are not general stuff. You see, I'm not a native speaker, so something as silly as writing dialogues is very time consuming for me. Thus, if you ever come up with a quest that has dialogues and all, I'll be happy to code it in
Also, if you're into the "lighter" stuff, you could help me with writing units descriptions, in-game help, some story behind the cities or anything you come up with.
Sorta on a break from the forums ATM, have been for a while. If I was doing something for/with you and I haven't recently, that's why, I will be back soon hopefully.
Re: The Non-Linear RPG 0.1
I can help with coding.
And some notes about your addon:
Why MP? If only one player can actually play it, it is campaign. Or you are planning support for several players?
If you make horse as "ability" of main character, it will be much more clear than now.
Opening the shop via "moveto" event looks like a bad solution to me.
You can add map of the country (as image) to the list of travel options, and mark each destination point with a number. Add "You are now in ###" to the title of this dalogue.
In blacksmith, you can hide upgrade options, if player have levelled them 4 times.
After peasant have performed a "work", he asks "Yes my master?" with only one option: nevermind. It is annoying.
As long as it is not intended for PvP, player will have a lot of fields. As a result, player will get anoying lag while all fields "produce" gold. May be it is good idea to drop this animation and create report as simple message every turn?
And some notes about your addon:
Why MP? If only one player can actually play it, it is campaign. Or you are planning support for several players?
If you make horse as "ability" of main character, it will be much more clear than now.
Opening the shop via "moveto" event looks like a bad solution to me.
You can add map of the country (as image) to the list of travel options, and mark each destination point with a number. Add "You are now in ###" to the title of this dalogue.
In blacksmith, you can hide upgrade options, if player have levelled them 4 times.
After peasant have performed a "work", he asks "Yes my master?" with only one option: nevermind. It is annoying.
As long as it is not intended for PvP, player will have a lot of fields. As a result, player will get anoying lag while all fields "produce" gold. May be it is good idea to drop this animation and create report as simple message every turn?
Re: The Non-Linear RPG 0.1
Yes, I do intend to make this multiplayer someday. I just want to have it working for singleplayer before working on multi.xudojnik wrote:I
Why MP? If only one player can actually play it, it is campaign. Or you are planning support for several players?
I guess... I'll do that later, it's just aesthetics and I want this scenario to work firstIf you make horse as "ability" of main character, it will be much more clear than now.
Hm, point taken. I think I'll have to add it to the right click menu...Opening the shop via "moveto" event looks like a bad solution to me.
Gee, that sure isn't what I'm going to work on until 1.0You can add map of the country (as image) to the list of travel options, and mark each destination point with a number. Add "You are now in ###" to the title of this dalogue.
Though I'm definitely changing something about travel, maybe store/unstore instead of move unit. It just looks worse than I thought it would right now.
That is because I don't want it to become yet another Survival Extreme in which you have 18-6 ranged with berserk, marksman, feeding and drainIn blacksmith, you can hide upgrade options, if player have levelled them 4 times.
Huh, they are supposed to die after working. And it works for me... I did add the note about additional conditions that have to be met in order to build stuff, though.After peasant have performed a "work", he asks "Yes my master?" with only one option: nevermind. It is annoying.
I don't think I understand, players don't have fields... it's not anl, you can build only castles, keeps and villages.As long as it is not intended for PvP, player will have a lot of fields. As a result, player will get anoying lag while all fields "produce" gold. May be it is good idea to drop this animation and create report as simple message every turn?
Oh, I'm sorry, did I break your concentration?
Re: The Non-Linear RPG 0.1
Sorry for this, I just tried to play your add-on with ANL era.Dunno wrote: I don't think I understand, players don't have fields... it's not anl, you can build only castles, keeps and villages.
Try to use [teleport]Dunno wrote:maybe store/unstore instead of move unit.
The keyword was "hide".Dunno wrote:That is because I don't want it to become yet another Survival Extreme in which you have 18-6 ranged with berserk, marksman, feeding and drain
What do you think about splitting map to the several parts. Navigation from one part to another can be done via signposts on the roads. (See Wesband for example)
This design will reduce time you spend waiting the AI turn and give you flexibility with adding new regions.
I don't understand how to use peasants.
Re: The Non-Linear RPG 0.1
Will do Done. Also, I added [scroll_to] and it looks much better.xudojnik wrote:Try to use [teleport]
Done, I've also hidden horses after you buy one, and the sell option before you buy one.The keyword was "hide".
I've actually thought about this, but making this map took me quite a while and I got this idea too late. Now I'm thinking about having this map as it is, AND adding some more regions like caves and other places for quests.What do you think about splitting map to the several parts. Navigation from one part to another can be done via signposts on the roads. (See Wesband for example)
This design will reduce time you spend waiting the AI turn and give you flexibility with adding new regions.
It's because they don't work. Workers do. For some stupid reason, they are placed on the bottom of recruit list which is misleading. I don't know how to force them to be on top...I don't understand how to use peasants.
Important edit: DO NOT use map settings!!! This is very important, because for some reason, if you check "use map settings" the AI doesn't work! Fog and everything is set on first turn, anyway.
Forgot to mention this before, my bad. Added this note to OP.
Oh, I'm sorry, did I break your concentration?
Re: The Non-Linear RPG 0.1
[teleport] with "animate = yes" automatically scrolls from source point to destination with cool fading (if you do not specify teleport animation).Dunno wrote:Will do Done. Also, I added [scroll_to] and it looks much better.
May be it is better to replace current horse with a new one and modify gold?Dunno wrote:Done, I've also hidden horses after you buy one, and the sell option before you buy one.
It will look like:
Code: Select all
Your horse: rouncy
Horse increases your movement points. You can have only one horse at a time.
Done
10g (+5g): Stubborn rouncy (2 MP)
15g: Sell your rouncy (3 MP)
25g (-10g): Stubborn courser (5 MP)
30g (-15g): Courser (6 MP)
40g (-25g): Spirited Courser (8MP)
Dunno wrote:I've actually thought about this, but making this map took me quite a while and I got this idea too late. Now I'm thinking about having this map as it is, AND adding some more regions like caves and other places for quests.
It is not that late yet.The Non-Linear RPG 0.1
Anyway, special regions for quests is a good idea.
After looking to your add-on code, I found that you can build only if you are 18 hex far from roads. You made it to prevent building inside existent cities? Why 18?Dunno wrote:It's because they don't work. Workers do. For some stupid reason, they are placed on the bottom of recruit list which is misleading. I don't know how to force them to be on top...
I propose you:
add special "city center" tile - unwalkable
allow player to build 18hex far from city center (not from roads)
allow player to build roads without consuming workers
You can't reorder recruitment list. Why do you ever need peasant unit?
Remove those hacks. This is very bad design. I'll try to help you to workaround Ai issue, but everything else should be done without bad solutions.Dunno wrote:Important edit: DO NOT use map settings!!!
Re: The Non-Linear RPG 0.1
Ok, I've passed my driving license exam and now I can focus on this scenario of mine once again
I'm currently finishing diplomacy (signing peace). It almost works now so probably tomorrow I'll upload 0.1.2
I'm currently finishing diplomacy (signing peace). It almost works now so probably tomorrow I'll upload 0.1.2
Hm, you're right that would look better. But for now I'd like to work on things that require most attention, not on aestheticsxudojnik wrote: May be it is better to replace current horse with a new one and modify gold?
I've had another idea. I could make only one (two for multiplayer) void regions that would change via [modify_terrain]. That might take a bit of time but will make a rather good effect, I believe.Anyway, special regions for quests is a good idea.
I'm still thinking on that number. I just put the first thing that came to my mind. As I said, I've barely had time to test things. And I think that your proposition about custom terrain would take more code but wouldn't change much.After looking to your add-on code, I found that you can build only if you are 18 hex far from roads. You made it to prevent building inside existent cities? Why 18?
Because recruits available change depending on one's honor. The less honor one has, the more outlaws and less loyalists one can recruit and vice versa. Peasants can still be recruited with honor a bit lower than 10 (default), while spearmen and others cannot.You can't reorder recruitment list. Why do you ever need peasant unit?
I know. I just have absolutely no idea what's causing this bug. That's one of the reasons this version begins with 0. It's hardly half-way done and some things don't work properly. This hack is for debugging and testing sake, and will eventually be removed (or I hope so)Remove those hacks. This is very bad design. I'll try to help you to workaround Ai issue, but everything else should be done without bad solutions.
Oh, I'm sorry, did I break your concentration?
Re: The Non-Linear RPG 0.1
In this case, I think you will be interested in terrain masks. They are widely used in level creation in Wesband.Dunno wrote:I've had another idea. I could make only one (two for multiplayer) void regions that would change via [modify_terrain]. That might take a bit of time but will make a rather good effect, I believe.
I like that feature, but it require some ingame tutorial.Because recruits available change depending on one's honor. The less honor one has, the more outlaws and less loyalists one can recruit and vice versa.
You can rename Worker as "A worker". Recruitment list is alphabetically sorted.
Do you have .hg repository for this project?
Re: The Non-Linear RPG 0.1.1
Great, I'll download it tomorrow. I'll look at quest ideas after playing it a while, that way I'll have a better idea of what you want.It almost works now so probably tomorrow I'll upload 0.1.2
Sorta on a break from the forums ATM, have been for a while. If I was doing something for/with you and I haven't recently, that's why, I will be back soon hopefully.
Re: The Non-Linear RPG 0.1
What is thatxudojnik wrote:Do you have .hg repository for this project?
Oh, I'm sorry, did I break your concentration?