Greetings everyone, and welcome to the development/discussion thread for A Journey Too Kind.
Update
As of November 2014, this project has been put on hold. I realized that this is a bit too much work for my first campaign project.
In the same way Blizzard is cancelling and/or recycling old projects in order to create something better, I decided to re-evaluate A Journey Too Kind, and I realized that I had too high ambitions with this.
Maybe one day I'll return to this project, but not anytime soon.
Introduction
In this singleplayer campaign, you can explore underground caves and fight a lot of monsters. It's essentially a dungeon crawler which features bosses, a level-up system, a shop and an overall hard difficulty (not unfair, but hard).
At the moment, there's nothing playable available, but I've got a short video showing the thing in action (see below).
Development History
The campaign originally started out as an RPG Maker game (yes, BasharTeg isn't the only user in this forum who appreciates this editor) but due to various reasons, I had to put the project on hold.
In April this year, I started re-playing StarCraft II and worked on a new map - it was in this moment that I realized that the game would be doable in the galaxy editor as well.
A few months later, I got myself a custom HUD, some music tracks, a few custom abilities and some custom-made sprites (in addition to the overall gameplay and story plan which is almost complete).
Demonstration
Note: Please forgive the lack of sound effects.
As you can see, it doesn't look like StarCraft II at all. I may use the terrain and special effects from the base game, but the characters and story are completely original.
Since I can't create models myself and couldn't find a modeler, I decided to use 2d sprites instead. I created my own sprite engine based on rrowland's work.
Instead of adapting it as a StarCraft story and using the models from the base game, I decided to stick with my creative vision for A Journey Too Kind, and use 2d sprites which I can edit together myself if necessary.
It may not be flawless, and yes there are no sound effects yet, but at least it's something that works out for me. Way too often, a project fails because it depends on unreliable people - but this way, 90% of the entire work is up to me, so I have only me to blame if it fails :P.
That's All Folks!
There isn't much else to say or show about this project, but I'll keep working on it. In the meantime, feel free to ask any questions you might have!
i am interested in how you made or put the command card on the top left corner??? could that method be used to make custom ui?
btw nice game, its pretty awesum :D
I achieved that by using some custom layout code (see here for getting started on the subject). That moved the buttons to the upper-left corner. The border is an image I display via triggers.
Greetings everyone, and welcome to the development/discussion thread for A Journey Too Kind.
Update
As of November 2014, this project has been put on hold. I realized that this is a bit too much work for my first campaign project. In the same way Blizzard is cancelling and/or recycling old projects in order to create something better, I decided to re-evaluate A Journey Too Kind, and I realized that I had too high ambitions with this.
Maybe one day I'll return to this project, but not anytime soon.
Introduction
In this singleplayer campaign, you can explore underground caves and fight a lot of monsters. It's essentially a dungeon crawler which features bosses, a level-up system, a shop and an overall hard difficulty (not unfair, but hard).
At the moment, there's nothing playable available, but I've got a short video showing the thing in action (see below).
Development History
The campaign originally started out as an RPG Maker game (yes, BasharTeg isn't the only user in this forum who appreciates this editor) but due to various reasons, I had to put the project on hold. In April this year, I started re-playing StarCraft II and worked on a new map - it was in this moment that I realized that the game would be doable in the galaxy editor as well.
A few months later, I got myself a custom HUD, some music tracks, a few custom abilities and some custom-made sprites (in addition to the overall gameplay and story plan which is almost complete).
Demonstration
Note: Please forgive the lack of sound effects.
As you can see, it doesn't look like StarCraft II at all. I may use the terrain and special effects from the base game, but the characters and story are completely original. Since I can't create models myself and couldn't find a modeler, I decided to use 2d sprites instead. I created my own sprite engine based on rrowland's work.
Instead of adapting it as a StarCraft story and using the models from the base game, I decided to stick with my creative vision for A Journey Too Kind, and use 2d sprites which I can edit together myself if necessary.
It may not be flawless, and yes there are no sound effects yet, but at least it's something that works out for me. Way too often, a project fails because it depends on unreliable people - but this way, 90% of the entire work is up to me, so I have only me to blame if it fails :P.
That's All Folks!
There isn't much else to say or show about this project, but I'll keep working on it. In the meantime, feel free to ask any questions you might have!
i am interested in how you made or put the command card on the top left corner??? could that method be used to make custom ui?
btw nice game, its pretty awesum :D
I achieved that by using some custom layout code (see here for getting started on the subject). That moved the buttons to the upper-left corner. The border is an image I display via triggers.
@TheAzureguy: Go
Awesome, Thanks I will try to use this for my rpg map :D.
Thanks so much