I'm currently working on a story-driven, singleplayer stealth game inspired by the likes of Assassin's Creed, all played in the third person.
You play as a hero named Arykag, a Dark Templar Avenger with no memory of where you just came from. The journey begins in the City of the Judicators, a prosperous but prejudiced port settlement with egotistical, enigmatic overseers. The settlement governors oversee a lavish and advanced city interior, but the entrance to the city is surrounded by decrepit slums and outskirts. The Judicators make deals with Terran mercenaries and colonists for riches and resources in exchange for suppressing the tribal remnants of the Gilae Tribe, a leftover aggressor from the Aeon of Strife that has refused to modernize and commonly inhabits the lower echelons of society, often casteless and hostile towards their caste-bound brethren.
The game consists of two massive, full-sized 256x256 maps (the largest allowed by SC2). One map will feature a fully landscaped Protoss suburban environment, with explorable structure interiors (a citadel and temple) made from scratch using the Editor's tools. The second map will share the lush overgrowth of Aiur's forests with you in the city outskirts where you will be able to interact with tribal people and Terran foreigners. The player can travel between these two maps at will by traveling to adjoining regions. A third map, to be released after the main game goes live, will be situated on an entirely artificial Xel'naga island and feature its own shorter main quest alongside a couple of side quests. However, it is not dependent on the other two to work - rather, non-character data is saved separately as if it was its own DLC.
Gameplay screenshots will be made available as soon as I have a workable game - right now, I'm still creating many of the fundamental mechanics. A lineup of features that are currently in place or WIP: bank file saving, toggling autosave feature, adjustable NPC spawn density (for performance), fast travel, questing, shops, achievements, dodging, blocking, slow-motion, cliff parkour, Leap of Faith, infamy mechanic, cone enemy sight radii, incognito blending-in, enemy awareness system, stealth killing, lore collection, and more...
*This is all made possible by Shadowstorm's TPS engine, which allows for third-person perspective WASD movement and mouse attacking. *Further credit owed to: DaveSpectre, a modeller here responsible for creating the Spearman, Poison Thrower, Berserker, and female Protoss civilians | Thrikodias, for his Protoss civilian (male) model.
Feel free to AMA about future or existing features!
Yes, it's been a long way indeed haha I don't think I could have done this when I first started mapmaking. Good to see you have also expanded the Hammer of Dawn series to a large universe over the years :)
I should take this time to say that newly implemented features since the video:
- Guards
- Instant kill from behind
- Channeled blocking
Once I have the cliff-climbing mechanic, fast-travel, Lore popup, and money system in place I will do another VOD, this time much shorter and brief. Thanks for your interest Edhriano! :)
Hello everyone! It's been a week and a lot has changed. I've had to go back to the drawing board and restructure the map for terrain and technical reasons. Here are some screenshots of what I've been working on - any suggestions for pocket features or terrain changes are welcome!
Very nice looking Protoss cityworld there. Very nice indeed. Also nice video you make for it.
I also have his old map that uses a third person view and I would like to ask you something. What amount of far clip do you use in that video? I also have the issue that far clip can't be too great and as a result I have no skybox...
Also if I may suggest, you can make the time of day blend in over time.
Indeed! I actually have change ToD blend since then. In the video, which is vastly different technically speaking from what I have rn, I am using a ridiculously high farclip to render the whole skybox. Probably in the thousands which is why it's so laggy.
What I have since done is create a dummy unit called Skybox, set its model to the Aiur Skybox scaled down to 0.02, and then set my farclip to 200 with a fog to soften it and give the appearance of a smoother draw distance. This greatly helped performance and the map still looked quite nice.
And attached the dummy unit to your unit I reckon? Aah 200 èh. I've checked what I have used on mine, its 100. I can check what 200 will do for my machine, while testing with still a high end platform enabled. but thanks mate!
Maximum map size is 256x256, so if the player can't see the whole map at once because stuff is in the way I would set between a 125-175 farclip if your map is in third-person.
VOD #2 for TSP is up! I cut the video length down to 9 mins from 24 xD A lot of changes have been made to aesthetics, mostly, and I'm working on completing the upgrades data and menus at the moment.
I'm currently working on a story-driven, singleplayer stealth game inspired by the likes of Assassin's Creed, all played in the third person.
You play as a hero named Arykag, a Dark Templar Avenger with no memory of where you just came from. The journey begins in the City of the Judicators, a prosperous but prejudiced port settlement with egotistical, enigmatic overseers. The settlement governors oversee a lavish and advanced city interior, but the entrance to the city is surrounded by decrepit slums and outskirts. The Judicators make deals with Terran mercenaries and colonists for riches and resources in exchange for suppressing the tribal remnants of the Gilae Tribe, a leftover aggressor from the Aeon of Strife that has refused to modernize and commonly inhabits the lower echelons of society, often casteless and hostile towards their caste-bound brethren.
The game consists of two massive, full-sized 256x256 maps (the largest allowed by SC2). One map will feature a fully landscaped Protoss suburban environment, with explorable structure interiors (a citadel and temple) made from scratch using the Editor's tools. The second map will share the lush overgrowth of Aiur's forests with you in the city outskirts where you will be able to interact with tribal people and Terran foreigners. The player can travel between these two maps at will by traveling to adjoining regions. A third map, to be released after the main game goes live, will be situated on an entirely artificial Xel'naga island and feature its own shorter main quest alongside a couple of side quests. However, it is not dependent on the other two to work - rather, non-character data is saved separately as if it was its own DLC.
Gameplay screenshots will be made available as soon as I have a workable game - right now, I'm still creating many of the fundamental mechanics. A lineup of features that are currently in place or WIP: bank file saving, toggling autosave feature, adjustable NPC spawn density (for performance), fast travel, questing, shops, achievements, dodging, blocking, slow-motion, cliff parkour, Leap of Faith, infamy mechanic, cone enemy sight radii, incognito blending-in, enemy awareness system, stealth killing, lore collection, and more...
*This is all made possible by Shadowstorm's TPS engine, which allows for third-person perspective WASD movement and mouse attacking.
*Further credit owed to: DaveSpectre, a modeller here responsible for creating the Spearman, Poison Thrower, Berserker, and female Protoss civilians | Thrikodias, for his Protoss civilian (male) model.
Feel free to AMA about future or existing features!
KSNumedia's Assets: Custom Models for campaigns and mods!
VOD #1 is available!
KSNumedia's Assets: Custom Models for campaigns and mods!
Welcome back !
Good to see you still mapping and moding !
It's been a long way since this map yes ?
Hope to see more project from you.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
Yes, it's been a long way indeed haha I don't think I could have done this when I first started mapmaking. Good to see you have also expanded the Hammer of Dawn series to a large universe over the years :)
I should take this time to say that newly implemented features since the video:
- Guards
- Instant kill from behind
- Channeled blocking
Once I have the cliff-climbing mechanic, fast-travel, Lore popup, and money system in place I will do another VOD, this time much shorter and brief. Thanks for your interest Edhriano! :)
KSNumedia's Assets: Custom Models for campaigns and mods!
Hello everyone! It's been a week and a lot has changed. I've had to go back to the drawing board and restructure the map for terrain and technical reasons. Here are some screenshots of what I've been working on - any suggestions for pocket features or terrain changes are welcome!
KSNumedia's Assets: Custom Models for campaigns and mods!
Hi there mate,
Very nice looking Protoss cityworld there. Very nice indeed.
Also nice video you make for it.
I also have his old map that uses a third person view and I would like to ask you something.
What amount of far clip do you use in that video?
I also have the issue that far clip can't be too great and as a result I have no skybox...
Also if I may suggest, you can make the time of day blend in over time.
Custom Campaign Initiative
Indeed! I actually have change ToD blend since then. In the video, which is vastly different technically speaking from what I have rn, I am using a ridiculously high farclip to render the whole skybox. Probably in the thousands which is why it's so laggy.
What I have since done is create a dummy unit called Skybox, set its model to the Aiur Skybox scaled down to 0.02, and then set my farclip to 200 with a fog to soften it and give the appearance of a smoother draw distance. This greatly helped performance and the map still looked quite nice.
KSNumedia's Assets: Custom Models for campaigns and mods!
And attached the dummy unit to your unit I reckon?
Aah 200 èh. I've checked what I have used on mine, its 100. I can check what 200 will do for my machine, while testing with still a high end platform enabled.
but thanks mate!
Custom Campaign Initiative
Maximum map size is 256x256, so if the player can't see the whole map at once because stuff is in the way I would set between a 125-175 farclip if your map is in third-person.
KSNumedia's Assets: Custom Models for campaigns and mods!
VOD #2 for TSP is up! I cut the video length down to 9 mins from 24 xD A lot of changes have been made to aesthetics, mostly, and I'm working on completing the upgrades data and menus at the moment.
KSNumedia's Assets: Custom Models for campaigns and mods!