Staredit Network > Forums > SC1 Map Production > Topic: Broken Dreams
Broken Dreams
Aug 6 2012, 2:06 am
By: Kusari  

Aug 6 2012, 2:06 am Kusari Post #1





Type: Single Player based.
Story type: Fantasy, Magic, Tragedy, Adventure.


On a damned land, and corrupted by the Ancient Nagin's fiends, two characters lives a story of pain and suffering after their loved dreams couldn't be achieved.
Discover a land, find reasons, take revenge, follow your fate.



Which is the Playing Style:

There are two characters to play with.
Each character has a completely different story, new skills, and a different trama (Somehow stories have many points in common, but each character isn't related between them).

You must complete the Quest campaign in order to win.
There's no time limit or death defeat (When you die, you have a save point).


Which is the fighting mode?

Normal real time. But boss fights will teleport you to a special area.
Bosses also have a special virtual HP, common monsters uses normal HP.
Some places won't let you go away unless are finished (or failed).


Why should we play this?

A well-designed story, like reading a book (The main character quest).
A big map to explore and watch around, with good fields and dungeons.
Special skills for each character, and even some monsters/bosses.
Special Status system, that boosts skills and character performance.
Farming system (to earn consumables).
Fishing system (to earn items).
Day/Night interaction (with skills and gameplay).
Gathering and rescue quests.
Nice OSTs and sound effects for a quality experience.

When will be available?
August 2012. To be in the Oh_Man RPG contest.

Show us some Screenshots or we won't believe you:

Collapse Box



Download?
I'm sick of mapping for now, if you find bugs please tell me. (I know a lot, but strange bugs).

http://www.mediafire.com/?gyvfghyi2f22yv9



If you have comments, or crazy ideas for this map, are welcome.

Post has been edited 2 time(s), last time on Sep 11 2012, 8:03 am by Kusari.



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Aug 6 2012, 3:24 am Oh_Man Post #2

Find Me On Discord (Brood War UMS Community & Staredit Network)

Ooho... looks promising!




Aug 6 2012, 4:57 am Pr0nogo Post #3



The cliffs are really icky, in that last screenshot. Did you do that intentionally or did you miss the Jungle Custom Cliffs map in Falkoner's Terrain Compilation?




Aug 6 2012, 5:57 am Kusari Post #4



i still have to repair many areas, but thanks for those links, I may use some... (i made all the terrain in the Ss's above).



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Aug 6 2012, 10:47 am Oh_Man Post #5

Find Me On Discord (Brood War UMS Community & Staredit Network)

Here is an example of extended cliffs. They blend more or less perfectly.





Aug 7 2012, 11:18 pm 3FFA Post #6



Good luck! I hope you have lots of fun making and testing/playing the map!



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Aug 8 2012, 9:28 pm samsizzle Post #7



Your third screenshot leads me to believe you're using EUD keypresses? Are you using any other EUDs?



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Aug 8 2012, 10:57 pm Kusari Post #8



Quote from samsizzle
Your third screenshot leads me to believe you're using EUD keypresses? Are you using any other EUDs?

For now i'm using only X and Z as commands buttons... not skills or anything. Maybe I could add a third button (Tab ie.), still not sure of it.

I noticed some people is having some problems with EUDs, but I can perfectly replace the eud trigger with a dropship or bunker to fix it.


Currently working on:
Adding and formatting quests texts.
Repairing and comprising terrain paths.



None.

Aug 8 2012, 11:07 pm Oh_Man Post #9

Find Me On Discord (Brood War UMS Community & Staredit Network)

Tab is kinda annoying because it plays with the minimap.




Aug 15 2012, 5:50 am Kusari Post #10



After a small pause i'll bump a little changelog:


CHANGELOG
----------------------------------------------------
Broken Dreams test version 107:


- Terrain paths were comprised to save space for special areas.
- A complete campaign quest text (for dialogs) was finished (1 of 2 campagins, made a 25-30 pages word text, ROFL).
- The first campaign is 30% ready triggered and debugged.
- Skill systems optimized.
- OST music change system redone (now you hear the music of a determinated place, not the scene or quest).
- Repaired and Improved some terrain that was too pixelated (thanks for the tips, and Falconer's compilation).
- Improved a little bit delay counters
- FIxed many grammar fails

--------
Now to work:

- Finish adding Campaign 1 (includes the last 2 scenes)
- To write Campaign 2 (the second character, progress 10%)
- Duplicate redone skill triggers
- To add Status system

-----
In this point game becomes fully playable
-----

To work later:

- Fishing and Farming system.
- Improving terrain details on the second character paths
- Add random quests (both characters)
- Add a small AI and NPC talking

------------------
At this point becomes a entertaining game
------------------

To work later later:

** I don't think I'll have time for this. but miracles are real **
- Divide game between Normal and Insane level.

------------------------------------------------------------
Here changelog ends.



Now I may ask (whoever is reading).

Your opinion about DEFEAT trigger, I personally hate when the game ends suddenly :crazy: . However many games just end if you die, and that's a bit dissapointing on me.
If you know that you got respawn you can abuse death and never be serious about it, and the game becomes easier so... I got a little confused (What would be better, since maps with death-defeat triggers are mostly saved in critical points to avoid defeat).



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Aug 15 2012, 5:59 am Oh_Man Post #11

Find Me On Discord (Brood War UMS Community & Staredit Network)

You can make respawn have penalties like gold or EXP. Personally I find it annoying have to constantly go to the lobby.




Aug 16 2012, 7:19 pm 3FFA Post #12



Also, if you can, I would love it if you made a version without EUD's for my poor little old Mac lol.(Which you can always do after you finish it or something like that, contest takes priority I bet :P)



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Aug 26 2012, 12:57 am Kusari Post #13



Time for some very serious changelog:

CHANGELOG Broken Dreams Test fix version 110:

Our monkeys in the lab went out of cages and destroyed campaign order quests.
Thus, for the end of the contest only the first campaign will be available (hopefully).

My dog barked at my cat, and turned in to the bird to crash item system so is f*cked up:
Collapse Box


I don't know why, I was at the forest stage, but I got lost in the "Forest of blank comment triggers" and I still I'm looking where is my pocket:

Collapse Box



That's for now.
We are working for you.





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Aug 26 2012, 1:26 am UnholyUrine Post #14



Uh oh..

Do you not have backups?



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Aug 26 2012, 1:47 am Kusari Post #15



I was at the version 112, I went back to the 110 because the bugs in quest at version 112 were so inmense that I sh*tted on my pants and went back running.
At 110 I'll have to redo lots of triggers again.

Now currently working fixing everything until the first Boss battle.
After that, I'll add some fun things and perform a streamed "fast run".



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Aug 27 2012, 6:52 am staxx Post #16



For the deafeat trigger, i would propose implementing something that revives you at an inn at the last town you visited. However, when you get to a certain point into the game (final act maybe) i would propose defeat upon death and notify the players before hand if they choose to go past that point they will not be able to save and will lose if they die



None.

Aug 29 2012, 7:07 pm Kusari Post #17



Quote from staxx
For the deafeat trigger, i would propose implementing something that revives you at an inn at the last town you visited. However, when you get to a certain point into the game (final act maybe) i would propose defeat upon death and notify the players before hand if they choose to go past that point they will not be able to save and will lose if they die

thanks for your suggestion.
I didn't incorpore defeat triggers at all, I made it a better way.
Failed Boss battles will force you to start again (the scene) that means, dying won't give you an advantage.
Instead if you die you'll get an exp penalty based on your level. (from lvl 5 and before you'll lose half of the lvl exp, from lvl 6 to 10 you'll lose 30% of the entire lvl). I made it this way because the last levels require a large amount of exp to go on.
(Skills are designed in a way that being maxed causes OP results, that gives you a chance to "build" your character by adding a certain stat for a determinated skill, so I can't allow you to keep your exp too easily).

When there are 2 days remaining:

Version 114:

Contest version was limited to only 1 campaign (there are no time to add a second, sadly).
Official Campaign is debugged to the point is done (step 18 of 40, currently I'm working on it, very fast!) After the bug of 112, I had to start again.
Fishing system and Farming system got their triggers (now I have to just to allow their use).
Boss fight system is quite poor, but isn't bugged for now.
Mobs are spawning and Item shop (with sell and resell are now working).
Some terrain paths still need to be refined (sprites and details).

I'm sure today the game will be triggered to the end, but I don't know if I'll be able to fix everything. Specially skills, I'll trust in the codes I made :><:



None.

Sep 1 2012, 7:17 am Kusari Post #18



Well time is over for contest, so I released the BETA of this map.

Why? Well, I'm a little tired and I want to rest for a while before adding all the remaining content. If you want to see a "sneak peak" you can download it and think playing later on.
Many things aren't done, and the game "stucks" after some 20min. Also, since I'm in a contest I want to make it a honest submission.

Here I go:

Version 119, contest version:

Stat system is working only in the native points (VIT and INT). STR and CON effect is useless for now.
Skill system is working only for LVL 1 skils. Using them on a higher level won't do anything.
Intro movie was added
Item system is complete
Item shops (2) with upgrade, purchase and refund options are complete.
Mob camps aren't complete, some areas are empty. But there are some working fine.
Tutorial was optimized to all features.
Fishing system is only working as ON/OFF but you can't get anything until I add the item.
Farming system was disabled. (I didn't have time to activate it).
Fixed a major bug between Exit scrolls and save points.
Added Hints in early stages (about items and gameplay).
Death penalty was removed (because mobs are still not balanced)


That's for now.
In order to finish I must do click click click because the duplicator isn't working anymore on my map.
After my exams I'll finish this campaign (And maybe add the second one).

Link: http://www.mediafire.com/?r5vt83sjdyb38e3 (Size 13mb).



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