Staredit Network > Forums > SC1 Map Production > Topic: ~:Realm Rpg:~ 2017
~:Realm Rpg:~ 2017
May 20 2015, 10:01 pm
By: zsnakezz  

Sep 26 2015, 5:51 am Oh_Man Post #21

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

Seems cool so far. Only played one player though. Will try and get some people together to play this.




Sep 28 2015, 2:34 pm ScOULaris Post #22



Quote from zsnakezz
I would expect a release within the next week or two.

Awesome. I'll be sure to check it out when the next release drops.



None.

Oct 12 2015, 6:50 pm zsnakezz Post #23



Progress Update 10/12/2015

Mission Progress 5/8

Average playtime 40 - 45 minutes

Number of drivable vehicles - 6

Number of bugs found - 123123904

Number of bugs fixed - 2

+ The Hotel is now completely rigged up like the other buildings.

+ Further modifications to beginning missions are being made.

+ Realm form is complete.

+ 4 new enemies have been created.

+ Reformatted a lot of help texts to be more noticeable and "cool" looking.

~ Re-Organizing various trigger systems to free up some wait time lag.

~ Considering adding a mechanic involved with being out in the rain too long.


Post has been edited 1 time(s), last time on Oct 12 2015, 8:57 pm by zsnakezz.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords. Follow me on twitch at https://www.twitch.tv/zsnakezz

Oct 12 2015, 7:41 pm ScOULaris Post #24



Nice update! Looking forward to playing this.



None.

Oct 25 2015, 5:09 am zsnakezz Post #25



Just wanted to jump in here with a new update.

(This is not a new beta download)

I know my consistency with keeping up with my deadlines is not entirely awesome, but know it is for the best.
Today I thought I would explain the lights you see every now and then.

Currently in BETA the lights serve next to no purpose, turning the lights off does nothing for you.

When I originally planted the lights there, I had 1 in 3 ideas that I wanted to choose from which include;

- The lights being on at night would attract monsters, making them deadly beacons for the player.
~ Technically this is still a possibility.
-OR- The lights would be off initially, and it would be up to the player to turn them on before night time.
~ This is a completely pointless task, and can be done pretty easily.

+ Keeping the lights on will spawn more monsters during night cycles. You will notice during night, the game will tell you (monsters and items repopulated.)
Which is indeed what happens. I also noticed that with all the lights on, you can move outside with relative ease.
So there was no reason to turn them off, because all it did was make the game harder. So this idea puts a yin to a players yang so to speak.
They can effectively tweak the difficulty by adjusting the lights.

~*Mission Update*~

~ As I started Realm, as like many other choices, I had multiple ideas of what the player would go through playing the game.
As a consequence, the missions become increasing difficult to create as I progress. I had a rough idea, but creating it is a different story,
literally. And with the introduction of vehicles, I need to actually create instances in which the player would actually find it good to use one.

I am now entering the "ending" phase or should I say, last third of missions.

~*Multiplayer Update*~

~ Things seem a little quiet for the second player? In release you will be able to read through the same mission dialogues.
I also plan on adding a signal of sorts, to warn the 2nd player that player 1 is about to bite the dust.

~ A commonly voiced concern is p2p communication, due to all the menu systems for player 1.

Right now I'm at a long road with this,
I can change the crap out of wait times for menu's and such, but that only haphazardly deals with the issue.
My second issue is a matter of time, will I even have time to fix this by my actual deadline, I have no clue.

+ Currently I'm thinking of using a "talk mode" Which will remove ALL menu's that provide options for the player.
Since in reality, if someone knows what they are doing, they would know the options A and B exist at certain places.


What do you think of these ideas? Are they worth putting in? Please let me know.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords. Follow me on twitch at https://www.twitch.tv/zsnakezz

Oct 28 2015, 11:44 am ScOULaris Post #26



Thanks for keeping us updated on the map's progress. Still looking forward to it.



None.

Dec 8 2015, 9:53 pm zsnakezz Post #27



Just posing a quick question to those who have used player 2's functionality.

If you could choose between 2 units to add to your army spawn which would one would it be?

Kerrigan ~ Costs 7 power per Kerrigan/crazy pregnant lady.

Zergling ~ Costs 3 power per zergling/howler

I'm personally leaning towards zerglings, but having a more expensive but more powerful unit could be cool, too.

Kerrigan also has abilities that could give player 2 even more functionality in general.

What I might end up doing, is having it be different depending on how player 1 goes about the game.
But then again, I'm super lazy, and I don't want to underestimate just how lazy that is.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords. Follow me on twitch at https://www.twitch.tv/zsnakezz

Mar 28 2016, 9:53 pm zsnakezz Post #28



After a long and thoughtful hideous from production, I have recently started working on and fixing this map again, and it is nearing completion... again.
I basically re wrote the second half of the story 3 times, because the ideas got better, or more efficient in execution etc. For me to say anything was beta or alpha, pales in comparison to the work and thought I have put into the second half of the story, considering it is in fact what's been keeping this thing from being released. For those of you who still care to know what direction this map is going in, here is some info.

Some things to expect.

+ There are no humongous changes to the content you have played thus far, though some things have been added or fixed.

+ There are no humongous changes to sound design, but it is timed slightly better than in beta 8. (less overlap)

+ I made some various terrain changes to some areas of the map, to either help pacing or help divide areas better visually.

+ There is a floating land of wonder that flies over the town.

+ There are some common and non common glitches that I was able to find and fix.

+ Bunch of reformatting of old text ques, most noticeably the strength system.

+ There are vehicles in the map, they work now, after tons of learning and fixing.

+ Item spawn locations, and some enemy spawn locations have been moved for better functionality.
(More item spawns are in commonly used play space instead of in the beginning woods, etc.)

+ There are multiple ways to travel through the town.
-----------------------------------------------------------------------------
Things that I still have to do: Green is finished.

~ Basically "auditing" all the wait times in the map, to make sure they are efficient as possible.
~ Balancing the time spent in normal, raining, or night time conditions.
~ Writing on the last 2 missions.
~ Finish writing for new radios added.
~ Add a "no information" mode, where most action ques for strength status, opening doors, and combat ques are removed.
(This mode will help with communication when playing with a friend.)

~ Agro Mountain. A random area outside that agros the whole map. There is a sign that says "Agro Mountain" When you stand near it, all the enemies
outside will the converge on your location. I could safely say this is suicide, but if someone tried hard enough, they might get some good experience.

-----------------------------------------------------------------------------

Thanks for hypothetically reading this update.

Post has been edited 2 time(s), last time on Mar 30 2016, 11:12 am by zsnakezz.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords. Follow me on twitch at https://www.twitch.tv/zsnakezz

Mar 29 2016, 1:05 pm ScOULaris Post #29



Glad to hear you're still working toward the finish line. Do you mind if I share the current beta in the Brood War UMS Discord channel? It might be a good way to get some feedback from new players.



None.

Mar 29 2016, 1:49 pm Pr0nogo Post #30



There's a Discord for BW UMS? Can you post/PM me a link?




Mar 29 2016, 9:48 pm ScOULaris Post #31



Quote from Pr0nogo
There's a Discord for BW UMS? Can you post/PM me a link?

https://discord.gg/0uCcrGCyFKnmwep9



None.

Mar 30 2016, 6:56 am zsnakezz Post #32



Quote from ScOULaris
Glad to hear you're still working toward the finish line. Do you mind if I share the current beta in the Brood War UMS Discord channel? It might be a good way to get some feedback from new players.

You are more than welcome, beta content is subject to whatever.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords. Follow me on twitch at https://www.twitch.tv/zsnakezz

Mar 30 2016, 9:12 am zsnakezz Post #33



New screenshot of outside portion of the map. Shown on main topic post to view progression, and here as well.





I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords. Follow me on twitch at https://www.twitch.tv/zsnakezz

Jul 3 2016, 4:31 am zsnakezz Post #34



Hello Hello. It's been a dogs age since the last version of Realm.
I have hit some technical difficulties regarding the string limit, so after this version
there will be an audit of strings, and story, among other things.

This is not the full version I intended to share, but contains significant amounts more than the previous version.

I hope you enjoy what is here. I will be working with my schedule to finish this up here.

+ Added Vehicles ~ there are 6 vehicles.
+ Lights now control difficulty during night sessions
+ Multiple zones have been added.
~ Junk yard ~ Realm Zone ~ The Hotel
! Note you start with a lot of minerals, this is for testing purposes only.
+ Multiple new enemies have been added.
+ The missions go almost to the end, but some of them will receive heavy restructuring in the future.
+ Agro mountain has been added
+ Multiple action ques have recieved reformatting.
+ Added a silent mode, turns off door and item texts.
~ This can be toggled on and off in the options menu.

If you wish not to spoil the actual released version of Realm, I would not recommend downloading this version.

Some bugs still exist. This is not the final version.

! You will see a shield battery in the apartment building, this will serve as a clock in full release to control the time.
! Riding into buildings with vehicles may or may not result in interesting bugs, though I did certain things to thwart those efforts.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords. Follow me on twitch at https://www.twitch.tv/zsnakezz

Jul 14 2016, 12:17 pm xnikozx Post #35



This seems pretty cool.
I'll give it a try c:



None.

Oct 18 2016, 5:31 pm zsnakezz Post #36



Officially marking Realm as a learning tool. I won't be focusing my efforts on this map for the next great while. There are some mechanics within this map that were done successfully and might provide insight into other projects. Examples : Escaping a vehicle your occupying upon it's death (automatically); the stat and strength system; different menu functionalities.

Mostly, as I was making this, I realized a lot of puzzles and gameplay expected from an rpg map are just not here.

My goal was not to create a map that was hard to figure out, but a map that provided an atmosphere strong enough to make you forget you were playing starcraft, without using too much
flashiness in execution. To that degree I succeeded (I believe). But I have little interest in progressing further.

So, at least for now and the next good while, this map is officially abandoned until I find a solid reason to continue its development.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords. Follow me on twitch at https://www.twitch.tv/zsnakezz

Oct 19 2016, 4:59 am Oh_Man Post #37

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

;(




Jan 3 2017, 2:01 am zsnakezz Post #38



Updated : Check link for download and details. - http://www.staredit.net/sc1db/file/3531/



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords. Follow me on twitch at https://www.twitch.tv/zsnakezz

Jan 4 2017, 2:51 am ScOULaris Post #39



Glad to see that you're working on this again. I'll definitely give it a shot when I have some time hopefully soon. :D



None.

Mar 30 2017, 9:27 pm zsnakezz Post #40



Just wanted to say I'm almost done fixing and polishing all the systems in the map. I have been stress testing and modifying certain elements to work a bit more seamlessly then before. Current release is broken which is no surprise to anyone, but despite this, the next version will in fact be the full release of Realm Rpg after about 2 and a half years of noodling with the map.

So in terms of where i am in development right now, every unique system involving player interactions is completed aside from one or two things I will do tonight. Things I will be working on the next couple days will be the last 3 missions, and adding one or two more brain involving tasks earlier on in the game.

So, it is almost done, and there is a clear list of things to do and an end in sight.

Take it easy.



I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords. Follow me on twitch at https://www.twitch.tv/zsnakezz

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