Difference between revisions of "User:Ken Oh"
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What interests me in making Wesnoth add-ons is altering the gameplay so that it is mostly the same as normal, but adding one or two things which fundamentally changes the game. I like
What interests me in making Wesnoth add-ons is altering the gameplay so that it is mostly the same as normal, but adding one or two things which fundamentally changes the game. I like elegant systems, but I am not fond of creating storylines/dialog/etc.
== Despair and Decay (v0.3.1c, Wesnoth 1.2.x) ==
== Despair and Decay (v0.3.1c, Wesnoth 1.2.x) ==
Revision as of 15:23, 27 August 2007
What interests me in making Wesnoth add-ons is altering the gameplay so that it is mostly the same as normal, but adding one or two things which fundamentally changes the game. I like trying to make elegant systems, but I am not fond of creating storylines/dialog/etc.
Despair and Decay (v0.3.1c, Wesnoth 1.2.x)
Objectives: My objectives for this campaign was to, firstly, make a campaign with Undead, an under-represented faction for campaigns. Secondly, I wanted to do something to make Walking Corpses much more usable and lastly I wanted to create large battles. I've always been one to simply make a huge random map FFA with AI and treat it as if it was a campaign. I thought if I could make large scenarios which have as many interesting parts to them as a few individual scenarios, then the player wouldn't get bored.
Result: I came up with an idea to retrace the Undead's push through Wesnoth during and slightly before the events in Heir to the Throne. Your character starts as a risen dead who has no real idea of his life's history. You go to places that Konrad and company later take back, like Elensefar, and then options unfold where you can possibly meet with Konrad back at Weldyn, at the battle for Wesnoth (this isn't the best ending, since it doesn't really happen in HttT).
Zookeeper was kind enough to write code for me that replicates any of your Walking Corpses. This make Walking Corpses useful, and often vital, to strategy. Also a hat tip to flava clown who did a lot of help things along.
The large battles were loved by some, hated by others. My problem is when I was working on the campaign, I didn't know WML well enough to add a rich experience.
Today: Development is on hold. It's not that I have lost interest in the project. It's simply that there are so many more interesting things I've been working on and want to finish before I go back to coding as mundane of a project as a campaign. Even though only 4 scenarios remain, a lot of work needs to be done cleaning up some scenarios, making some more interesting and working on writing the storyline down. That is not to mention updating maps and WML for new versions. I regret abandoning the project and disappointing and losing an asset such as flava clown. The latest version can be found here: Despair and Decay
Abilities Era (v0.1.8, Wesnoth 1.3.x)
Objectives: To create a fun era in which every unit has an ability or weapon special that is not found anywhere else.
Result: I have made 3 factions (Pirates, Bandits of units leveled 1 and 2 and, with the help of many others, created a unique ability for most of the level 1 units. I am most proud of the Raid weapon special, which for every offensive hit, steals 2 exp. It's a really nasty ability.
Today: I got stuck on the Loner ability, one that increases a unit's attacks by 100% if they are not adjacent to an ally, because of lack of WML support in Wesnoth v1.3.2-ish. WML has since changed and I think it supports this fully. Unfortunately, I've lost momentum with this project. It would also probably require a lot of re-writing of unit files. The latest version can be found here: Abilities Era
The Endless War (v0.5.1, Wesnoth 1.3.x)
Objectives: I noticed some people on the forum talking about what it might be like if players didn't lose dead units, but got to recall them back next scenario. I decided to combine this concept with another of mine that pits you against a consistent enemy and, if you win against them, you move to a harder scenario for you but, if you lose, you don't just get game over. Instead, both of you move back to a harder scenario for them but an easier one for you. Only after one side can win a consecutive times in a row will the game end.
Result: I made this with one balanced scenario (a MP map) and a home map for each side, with plans to add a random map between the balanced and the home maps. I successfully allowed dead units to be recalled on both sides, but since the AI doesn't know how to recall, I had to do it manually.
Today: I ran into some bugs and eventually stopped working on the project out of frustration due to some bugs. I have since tried to start it up again, but between having problems with bugs and trying to update deprecated maps, I failed to complete the project. The latest version can be found here: The Endless War
Marhault's Dominion (none released, Wesnoth 1.3.x)
Objectives: Spencelack's Ooze Mini-Campaign got me thinking about making a survival scenario where you have to protect your castle from waves of sieges. I also decided this would be a good time to revive my concept of making a single scenario as interesting as a whole campaign.
Result: I made a huge map with a castle in the center where you can only recruit peasant units to start with. From there you can upgrade them to more advanced level 0 units which can then be advanced into any of the Loyalist (and some Bandit) level 1 units. Any advancement to a unit unlocked the recruitment of that unit, all except for level 3 units (you can eventually recruit Knights, but never Grand Knights).
Your castle is surrounded on 4 sides by Elves, Undead, Bandits and Orcs. They have keeps and leaders and they constantly recruit to siege your castle. If you manage to kill a leader, it is then replaced by another one a few turns later, but at least you get a reprieve from that side's recruiting for a while.
Also, later in the game, events are triggered that enable quests. These quests are mostly only able to be completed by a certain level 3 unit. Once completed, they give that unit a special treasure or ability which makes the unit unique and very powerful.
Today: Marhault's Dominion is nearly completed. I paused working on it until I could figure out how to do some things with WML to complete the quests. I also need to revamp the income system and add an end-game set of events.
MP RPG Framework (none released, Wesnoth 1.3.x)
Objectives: To create an RPG system that closely resembles Wesnoth's mainline era, but allows flexibility for individual hero characters to advance as they want. This could be combined with existing MP RPG scenarios or altered to fit with its own random RPG scenarios.
Result: While the coding isn't complete, I've created a character stat system that includes attributes, weapon skills and shops.
Today: I'm currently stuck on the inventory system. As soon as I can figure a work-around for some WML issues, I hope to add a character display option, a way to add abilities and weapon specials to characters and to work on the armor and evade system. Hopefully, it won't be too long before I make a thread about all this, I can have others test it and they can give me some feedback.