Well Desert Strike was always popular.
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Apr 15, 2018Posted in: Project Workplace
Did a graphics test to see how far I can push Starcraft 2s graphical capabilities for this project. This is all rendered ingame:
Apr 7, 2018Crainy posted a message on So, turns out Starcraft 2 played a major part in turning my life around. And thank you to this community.Posted in: General Chat
Let me tell you a story. In the beginning of last year, I was in a hell that I would wish upon noone. Grave personal and job-related troubles brought me down into a major depression and I was inches away from offing myself, which thankfully was prevented by my best friend. Since then, I completely rebuild myself as a person and to my surprise, Starcraft 2 and this community played a large part in this.
After the job-related troubles hit hard I really didnt know into what direction I could go and it was hard to see a light at the end of the tunnel. To my surprise, it was Starcraft 2 of all things that played a huge role in finding a new great job, which is the last thing I would have expected. Those of you that know me know that I never expected to get anything more out of my mods/maps then fun. I never wanted to use them as jumpstart into the gaming industry or make money from them.
So, here I was in a job interview for a really nice IT-company. I had used some of my mod work in my resume and in the interview itself I showed them the trailer for my mod "Psionic Warfare: Total Destruction". They were majorly impressed. Comments like "That looks like it was done by a professional studio" were said. I got the job and later on they told me that Psionic Warfare was a major deciding factor in me getting it.
Getting that job, together with great support from friends and family all helped me get back on track and go forward. And without this community, I could have never reached this level of quality with my mods.
So thanks alot to every single one of you. Starcraft 2 and this community means alot to me,
Feb 24, 2018Posted in: Project Workplace
A huge amout of new stuff has been developed since my latest update on the forums, heres a look at the latest completed feature, which is underwater gameplay:
Im especially proud of this little feature, the water effects actually get applied when you pan the camera beneath the water surface:
You can also jump into the water from any point, though the animations are not finished for this yet:
Oct 30, 2017Crainy posted a message on [TPS] Starcraft: IMMERSIVE ROLEPLAYING (Trailer included)Posted in: Project Workplace
Just played. Wow, looks amazing. Really appreciate the detail and all... I just wish it had more features- perhaps they'll be implemented later on?
Some basic things like inventory, shop, items, etc... I know you say its not about fighting but if you implemented that I think it'd be 10x more fun.Thanks, Im glad you like it. Though there will never be these kinds of gameplay features in this. Its a roleplaying game, not an RPG.
Oct 29, 2017Crainy posted a message on [TPS] Starcraft: IMMERSIVE ROLEPLAYING (Trailer included)Posted in: Project Workplace
PLAY IT NOW
The game is available on NA and EU Servers - Search for "Star Craft: Roleplaying"
Starcraft: Immersive Roleplaying is an advanced third person roleplaying mod that allows for atmospheric roleplaying in the universe of Starcraft. It is trying to capture a roleplaying experience similar to that found in World of Warcraft.
The mod utilizes the assets from the Starcraft 2 cinematics for a high fidelity third person experience.
Whether you are an avid roleplayer or just want to experience the world of Starcraft in a never before seen graphical fidelity, this is the mod for you.
- Uses the assets from Starcraft 2s cinematics
- Choose from wide variety of Starcraft characters
- A custom chat system made specifically for roleplaying
- Express your character using a wide variety of emotes
- Explore immersive Starcraft environments
- Roleplay with up to 12 other players
What is roleplaying?
This mod is not about fighting or levelling. Instead, it is about acting as if you are the character you are portraying and about creating stories with other players. It is essentially playing pretend.
Comments and constructive feedback are greatly appreciated!
- Uses the assets from Starcraft 2s cinematics
Oct 20, 2017Posted in: Project Workplace
Ive redesigned the dialog system from what it was previously to something much more streamlined and engaging.
Instead of a boxy menu that displays everything at the same time, you now have a clean list of your available questions, inspired by the likes of Skyrim and Witcher. Quest specific questions will now be simply displayed in this list in a different color instead of having their own bracket.
Selecting a dialog question will now bring you to a new screen with the NPC answering instead of simply displaying it in a box next to the questions.
While the UI is still a placeholder, the bar on the very left side of the dialog questions scales dynamically with the amout of questions available.
I think this redesign makes the dialog system much more engaging and makes it feel less like you are just checking of a list.
For the record, this is how the dialog system used to look like:
I think this is a clear improvement.
Oct 10, 2017Posted in: Project Workplace
Disclaimer: Everything you are about to see is work in progress, entirely consisting of placeholder assets and subject to drastic change and improvement. Do not expect too much fancy UI or polish quite yet.
The Metruh Engine is the most advanced Third Person Multiplayer RPG Engine ever developed for Starcraft 2. Ive been working on and off on this massive endeavour since 2013, though development of it has really kicked into gear again in the last few months.
People got a first glimpse at the engine when I announced "Transformers: Open World", however, it allows for far more than what you have seen so far. I think now is a good time to finally give the engine a proper presentation.
The Metruh Engine will serve as a framework for me to create one of the largest Starcraft 2 mods of all time, a massive multiplayer RPG. Ive been working on this project also since 2013 and it will have a scale and polish only rivaled by "Starcraft: Universe" itself.
While the engine can be used effectively to create all kinds of third person Starcraft 2 games, it was specifically made for that project of mine.
1 - Combat System and Enemy AI
The Metruh Engine features an intricate melee action combat system that can be best described as a very simplified version of Dark Souls like combat. The AI in this system is intelligent, its not just blindly attacking but also reacting to your attacks, dodging them or using special abilities.
The combat is centered around these core pillars:
- Melee Attacks
- Ranged Attacks
- Special Abilities
- Intelligent enemy AI
Enemies telegraph their stronger attacks so you know what you will have to dodge in order to avoid getting stunned, likewise, your more powerfull attacks will also stun enemies. The combat system is easy to learn, but has a good amout of depth to it. Gamechanging special abilities will also completely change the flow of combat, depending on what abilities you are running with.
The combat system is still a work in progress and will see some major improvements in the future. I want it to feel perfect by the end.
2 - Progression System
Character progress is defined by the following things:
- Skill points that you earn by killing enemies/completing quests/doing other stuff. You can spend those points to increase either health, damage or your magical abilities.
- Perk points are earned when you level up. You can spend perks to gain powerful bonuses for your character.
- Acquiring Abilities. The game is designed around powerful abilities which you can gain that will change up how you view both combat and the world as a whole.
3 - Dialog/NPC System
The engine allows for the quick creation of NPCs that you can converse in a dialog system with. The dialog system isnt amazingly complex, but it gets the job done.
When you talk to an NPC, you are presented with a variety of dialog choices. Branching dialog isnt implemented and probably never will be seeing how it doesnt fit into my vision for the game. It is not supposed to be a hardcore RPG, so I dont think branching dialog options are necessary.
NPCs can be easily set up to react to the world around them. You can ask them for rumors, which will give you hints to whats happening out there in the world and find out things you would otherwise miss. This process can be randomized, so that its always rewarding to go after rumors.
The white dialog buttons are quests.
The presentation of the dialog system is due for an update, which I will most likely get on soon.
4 - Quest System
NPCs can give you quests. Quests can be set up to be hand-made, however, Ive also implemented a fully randomized quest system in the engine, meaning you will never run out of quests to complete. However, even randomized quests carry over from session to session, meaning the world will stay consistent even if you relog. This was hell to program, but its well worth it.
Quests will be saved in your questlog, progression in the quest will be noted in the Quest log.
5 - Puzzle and Doors System
The gameplay in the finished game will consist of a variety of activities. Ive created a puzzle system that easily allows me to create platform puzzles where you need to place/push objects on platforms in order to achieve a goal, like opening a door. While completely unique puzzles will still be made for the game, this system is a great starting point to fill the world with interesting challenges besides enemies.
Progress of the puzzles is saved per player, meaning if one player solves a puzzle, that puzzle will appear always solved to him, while other players will still see the puzzles as unsolved.
6 - Character System
Of course, you will be able to create multiple characters (up to six) and your entire progress is saved. Quests (even randomized ones you havent accepted) and progression in puzzles are carried over, ensuring that the world will be in exactly the same state you left it in when you last logged in.
7 - Map System
Using the map, you will be able to see where you are in the world. You will also be able to discover new locations which will then be marked on your map. This system is currently beeing finalized.
More to come at a later date
AVAILABILITY OF THE ENGINE
Currently, I have no plans to release the engine to the public, as it was created for my project specifically. However, after that project is done, I might be willing to give out the engine to people who want to create interesting projects with it. That would most likely occur on a case by case basis, though.
TESTING AND FEEDBACK
I am always looking for feedback and capable testers. Feel free to post feedback into this thread, I would greatly appreciate it. If you want to help test the engine, I do regular testing sessions almost every weekend over on the SC2mapster Discord channel.
The Metruh Engine isnt complete yet, however, it is pretty close to completion now and progress is going fast. I still have to add a few more systems and make some changes to the existing ones, but after that is done, I can finally begin developing it into the game Ive always dreamed of making.
Keep in mind that what you see here in this thread is purely supposed to look servicable for the purpose of testing. The amout of polish and scale that I will try to achieve with the finished product will be something that has not been seen on the Starcraft 2 Arcade ever before. You will believe it when you see it.
Aug 12, 2017Posted in: General Chat
Well it should be considered a guess, because you absolutely should not take legal advice from random people on the internet!
However it does sound like you're in the clear so long as you abide by their guidelines absolutely. And seriously, don't monetize it.Yeah, I would never think to make money off of it.Still, this still seems too risky for me, I dont want spend a bunch of time on a huge project only for it to be taken down by Blizzard. Is there no way to get into contact with Traysent?
Aug 11, 2017Posted in: General Chat
In reply to TyaArcade:Thanks for the more indepth reply. How do you know this though, have you been in contact with Blizzard or is it just a guess?Im not sure what qualifies as "written permission from the copyright holder". I emailed the copyright holder about my project and they quickly replied, telling me that they are in general alright with the use of their trademarks und copyrighted stuff as long as you abide by a set of guidelines (which they provide for everyone to read online). Then they wished me good luck with the project. What is that worth and does that count as a written permission?I contacted the Blizzard customer service about this through the customer service chat and the gamemaster there told me that I shouldnt worry and that the project is alright, however, that gamemaster was also unfamiliar with Blizzards practice of deleting maps and their policy regarding it, so I dont think the word of the gamemaster is worth all that much in this regard. What do you think?Aside from that, I still wasnt able to get a reply from Blizzard.
Jul 23, 2017Posted in: General ChatMeaningless ascertainment, but ok? Back to my initial question?@DrSuperEvilAlong the lines of: "I want to make an Arcade map based on X. I got permission to do so - am I good to go?"
Jul 22, 2017Posted in: General Chat
so, Ive been trying to get into contact with Blizzard because I want to talk some legal stuff with them through regarding an upcoming Arcade map of mine, but I have a hard time getting a response. Do any of you know whats the best way to contact Blizzard, especially in a case like this? Ive been trying to email the community managers, but they dont respond.
Any suggestions would be appreciated.
Mar 26, 2017Posted in: General Chat
HOLY FUCKING SHIT. THOSE GRAPHICS ARE A-MAZIIIIIIIIIIIIIIIIIIIING. Today is a good day indeed.
Holy fuck, I wonder if those are the SAME models used for the sprites as they are for SC1. Wow. Cant wait, didnt think this would hype me so much.
Jan 2, 2017Posted in: General Chat
I think this might be a very exciting year.
If all goes well, this will finally be the year were my massive SC2 RPG project will finally be revealed to the public, the one that has been on my mind for several years now and that I have worked on and off on for just as long aswell.
Some people might remember that my (due to copyright) cancelled RPG project "Transformers: Open World", which was rather ambitious in its own right, was merely supposed to be a test run for my RPG project yet to come.
So yeah, Im pumped.
Dec 27, 2016Crainy posted a message on What do you all think of this artstyle for a possible map project?Posted in: General Chat
Has potential but tank headed humanoid robots has been done in anime.I dont watch anime so I wouldnt know. I also dont think its an issue as long as its not cliche.Not all robots would have tank heads, btw.
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