Charas-Project

Off-Topic => Archive => Old Game Discussion => Topic started by: Rahl on July 09, 2008, 03:09:10 AM

Title: Lords Of War (Completed Game Page 3)
Post by: Rahl on July 09, 2008, 03:09:10 AM
Well I've recently started working on a new game called Lords Of War. This game is more about fun than graphics, due to the fact that stick men are about all that I can draw. Anyway, I've had a few ideas recently of a kind of game hardly anyone does.

You start of as Roth, a new recruit in a kindom's army. You first go through training and learn the basics of how things are going to work in the game, such as:

- A system of Ranks- Infantry, Officer, Kinght, General, Noble.
- As a unit in the Infantry you just go where your told and fight who your told to fight.
- An Officer is the same but instead of Allies that work on thier own you can control them.
- As a Knight you can start upgrading your units
- As a General you can begin choosing your battles
- As a Lord units can be trained into knights and have access to the finest weapons

-A few other things of note about this game is in order to conquer your target you must destroy the leader.
-There will be walls blocking the way to your enemies that can only be destroyed by commanding Catapults which you have to buy the ammo for which is expensive.
-Plunder will be the main source of income for this game, enemies drop thier weapons
-Defending units, needing some sort of advantage, are able to heal themselves because of a homefield advantage.
-There will be a scholar that teachs leadership skillss that improve the skills of you unit, leadership points are obtained every 2 levels

(http://i43.photobucket.com/albums/e354/hellroc/scroll1.jpg)
(http://i43.photobucket.com/albums/e354/hellroc/scroll2.jpg)

(Forgive the font if its hard to read, its script font and the best I could find for it.)

After you become a Kinght you get your own Fortress, which you can upgrade to have-

Siege Works shop where Torches, Balistic Arrowheads, and Catapult Ammo can be bought (walls are jsut beggining to appear in the game)
Infermary where you can buy Medkits and Recalls.
Armory where you can buy weapons and armor.
A Barracks where you can upgrade your untis.
And a Library where you can upgrade your leadership skills.

After you become a knight theres a chance your fortress can be attacked, between battles. In these situations you must defend you keep from the invaders.


Tell me what you think of the game and what you would like to also see in it. I like to script 2k3 but remeber I cant do everything.
Title: Re: Lords Of War
Post by: lilsniffs3 on July 09, 2008, 04:17:08 AM
An RTS is going to be a pretty hard to make CBS.
Title: Re: Lords Of War
Post by: RockJohnAxe on July 09, 2008, 05:53:44 AM
Sounds Cool. I had a Semi-similar idea awhile ago, about giving the player the ability to make his own town.

Couple things, im Assuming you Mean Knight when u say Kinght.

Also u say the max level is Noble but in your description you call it a Lord.

Sounds good though. Would love too see some explaination on how you plan to make the Cities. (is it just a dude u talk to and give the money too then BAM a building appears? (Thats how i was gonna do it))

Also Infirmary is spelt well... Infirmary :D

Im also curious how you are gonna work Moral into this Equation. (let alone Determination)
Title: Re: Lords Of War
Post by: Archem on July 09, 2008, 08:50:38 AM
Yikes, scripting for this sounds like a nightmare. Good luck.
Title: Re: Lords Of War
Post by: Rahl on July 09, 2008, 12:11:27 PM
Well its not going to be a RTS, its going to be regular 2k3 game with battle sprites and the like.

I was thinking last night about how to go about buying units and an idea hit me. There will be no skills section just commands, and instead of adding and readdign and removing and that whole mess I thin I found a simplist way of call your troups into battle. Through a Reinforcement skill, witch is basically a revive skill, and instead of mp, there will be reinforcements as each reinforcment will cost only RP (reinforcement point). That way the commander (Roth) will always be there and hes the only one with the comman skill witch Calls for more troups.

As for the Leadership Skills, theres a variable set in common events with variable<Moral>=0, as well as Rempoints=1, its basic math subtract Rempoints-1, Add Moral+1. Then Moral=1 and rempoints=0. The scroll you saw above will show your current leaderstats, each stat is one picture 0-11. There are branchs that check to see what that stat is through variable, and skips until it finds the matching picture.

I'm still deciding on what the stats will give but this is what I'm thinking:

Moral= +Defence (a soldier that thinks he will win, is more confident)
Leadership= +Agility (leadership determines how fast a team  can work together to achive goals)
Determination= + Strength (determination gives strength)

And as for the fortress upgrading they will have to be upgraded in a certain order to skip alot of scripting and map making. There may also be a thing where you can upgrade the looks of the place, but I would like to know if thats a good idea or not. And yes its Lord, seeing as how you fight in the name of a king you wont be able to rise up as a king.

As for catapults and balistics and torches, regualr soldiers will be able to use torches while only the commander will be able to utilize siege weapons. And they will all have the attribute siege and walls will be extremely resistant to anything esle other than attacks with that attribute. Walls will aslo be a single battle, the walls will fire volley's of arrows and have a repair ability afterwards you invade and kill thesoldier within, and siege once again the keep, there you'll find the leader.

Another thing of note is, once you become a Lord you are granted the ability to attack kindom fortresses, which after killing ther other three kingdom fortresses you will win the game.
Title: Re: Lords Of War
Post by: Fisherson on July 09, 2008, 04:32:27 PM
Hmm sounds interesting hope you can pull it off.
I'd like to try it out.
Title: Re: Lords Of War
Post by: Flamehawk27 on July 09, 2008, 10:11:44 PM
Sounds like Fire Emblem on steroids to me. I dunno why, just the feeling I get. You better be like, the best scripter around, cause if not all the world's tylenol may not be enough.
Title: Re: Lords Of War
Post by: Rahl on July 09, 2008, 11:41:58 PM
I've got all the scripting planned out in my head already. It's not all as complicated as it may seem, I've found many ways around difficult and time consuming scripting. Such as my unit upgrading which I had originally planned to use classes with. But I've decided to instead of using classes to change thier stats, rather make all other soldier min and max lvl=1. And from there use switches to activate all the necessary bonuses to the troops, as well as changing thier title and all other things. This also solves another problem that when I change thier classes it resets the stats to the class stats, and all ther leadership bonuses will go away (a parallel process would just keep adding stats constantly). But this way I can just add the stats like I would with the unit upgrade stats.

And seeing as how ammo will be limited and mp is used a reinforcement points, I will set siege ammo as well as torches as items (the items will be skill scrolls). Roth will be the only one that can use them all. Torches will also leave a burn affect as it would in RL, and reduce HP bye 3% each turn and abates in 5.

These are a few ways of getting around headaching scripting, to give you an example of how to think of it.
Title: Re: Lords Of War
Post by: Flamehawk27 on July 10, 2008, 02:22:46 PM
Makes sense, but it could cause minor problems later, but only little ones that anyone can make. I dunno, set up a demo.
Title: Re: Lords Of War
Post by: Rahl on July 10, 2008, 03:26:48 PM
I'm working on the demo right now, it will include the beginning tutorial as well as the intro and probably the first fortress attack. But before I still need feedback from other what they would like too see in the game before I finish up the tutorial.
Title: Re: Lords Of War
Post by: Fisherson on July 10, 2008, 03:34:20 PM
Maybe diffrent units like you know Ninja,Samurai,Wizzard,Blissta towers.
I can help with ideas since i love games like this.
Title: Re: Lords Of War
Post by: Flamehawk27 on July 10, 2008, 05:21:38 PM
Hmm. Yeah, like, each Unit changes class. So for Wizard, like instead of Wizard Lv.1-Wizard Lv.2, it would be like:

Wizard>Spellslinger>Warlock>Sage>Archsage

Or you could even do:

Wind Mage>Spellslinger>Warlock>Wind Sage>Hurricane Archsage. (Add elements to your units).

But you'd have to assign class changes as a common event, parallell process type. You'd have to assign a level to change clas as well.
Title: Re: Lords Of War
Post by: Rahl on July 10, 2008, 07:02:56 PM
Graphics are somewhat a probelm for me. I've taken some battlechars from the chara resources and changed them around and made them look a little better. But basically theres prolly going to be 2 sets of battlechars, Roth and his soldiers. The soldiers will all look the same and Roth will look similar.

Sadly graphics probably wont be the highpoint of this game but I still think they look alright.

As for mages, anything else like that. Well it was my intention to leave magic out of this game.

A few changes I've decided to add on my own is:

-Volleys will now be availiable at the Siege Workshop as well.
-Regular volleys will not have any affect on walls, but do have a nice affect on regular soldiers, but do deal damage to all targets.
-Fire volleys will have no physical affect on walls, but will leave a burning effect both on walls and on regular soldiers, and also deal damage to all targets.
-Catapults will now also have explosive ammo that does more damage than normal ammo but cost alot more.
-There will now be shields that are specially resistant to Volleys but reduce agility
-There will no longer be levels but ranks

Rank 1= Soldier
Rank 5= Officer
Rank 10= Knight
Rank 15= General
Rank 25= Lord
Title: Re: Lords Of War
Post by: Rahl on July 10, 2008, 09:35:41 PM
Ok not a problem anymore. I forgot it didnt show the title when your test playing it. But thanks lucas.

The demo is alomist done. Give me another day or so and the demo will be up and ready for download.
Title: Re: Lords Of War
Post by: Rahl on July 10, 2008, 11:26:06 PM
Oooooooh ok. Now I remember, its been a long time since I've used this thing. I'm still relearning all the little things.
Title: Re: Lords Of War
Post by: Rahl on July 11, 2008, 02:49:29 AM
I'vee spent tonight integrating my newest system into the game, that makes it much more interesting. It was a pretty hard piece of scripting but I think I have all the bugs out of it. Theres now as well as being able to call on reinforcements with the command skill, you can use formations. These formations only affect the other 3 soldier (not Roth).

Rally Formation= +HP/+DEF, -AGI/-AT
Open Formation= +AGI/+AT, -HP/-DEF

These skills cost 0 RP, and can be used only until your stats get too low. 30 is as low as AGI/AT/DEF goes. 250 is as low as HP goes. This is to prevent you using it too many times. This can only be done in the field and cannot be changed during battle.

I think this will add more stratagy to the game as well as giving you more freedom to customize your troops. Rallying your troops before assulting the wall would give them the edge, while there AT and AGI have no use there, and extra HP and DEF help alot while your siegeing the walls.

I'm also considering making a skill called mabey "sacrifice" that costs 1 MP (the equivalent of 1 recruit) that will restore the HP of the commander (Roth).

What do you think?
Title: Re: Lords Of War
Post by: Rahl on July 12, 2008, 04:03:38 AM
To give you an idea of what I've been working on heres some Screens of my scripting.

(http://i43.photobucket.com/albums/e354/hellroc/ss1.jpg)
(http://i43.photobucket.com/albums/e354/hellroc/ss2.jpg)
(http://i43.photobucket.com/albums/e354/hellroc/ss3.jpg)

L1-L15 are all part of the leadership point system I mentioned earlier. Now I have it working and completely bug free.

My original system didnt work, but I developed a new system that is more reliable. I created 3 new separate character and set them to lvl1. They are named Leader, Moral, and Determination. And after the charater gains an even level 2-30. He gets a skill with the corresponding number after the battle, but you will never see it due to the paralell event that makes you spend that point and immediatly removes the skill from your commands without you ever seeing it, as well as adding 1 level to the corrisponding character. I only need to add the stats it gives your troops and it will be done.

Also included above are the rally and open formation scripting which is now completely finished.
Title: Re: Lords Of War
Post by: Rahl on July 12, 2008, 05:23:00 PM
I've decided to cut down on the map making and go a different way with the battles. It will all use the same map but you choose the kingdom, you want to attack (blue, red, cyan), and then the map I created will generate different tilesets and battle backgrounds. And also use a system I've been working on today to generate level appropriate battles. And seeing as how this will all be on one map.

It may not be a demo I have out soon but a final product. But you MUST remeber, if you want this game and its systems to still work you MUST not change anything in the database at all. One of those look but don't touch deals.

But atm im working on monster sets for the battlefield to generate. Look foward to somthing you can download soon. Wether its the demo or full version.
Title: Re: Lords Of War
Post by: Hirochi-Zangus on July 12, 2008, 05:58:52 PM
This looks awesome! Can't wait to play it!  ;D
Title: Re: Lords Of War
Post by: Muraiko on July 12, 2008, 07:23:02 PM
It sure sounds very interesting. I can't wait to play it, and see how all the scripts and stuff work out.
Title: Re: Lords Of War
Post by: Rahl on July 13, 2008, 04:49:58 AM
The Demo is done, feel free to check it out and give me feedback on it please. I've been working all night to get it ready to upload so please take the time to try it. (ps, leadership points dont add any stats atm)

Download Link:

http://www.savefile.com/files/1663913

Remember! Don't change anything in the database if you want the demo to work. Everything is very complexy intwined in there.
Title: Re: Lords Of War (Demo is Downloadable on Page 2)
Post by: Rahl on July 13, 2008, 01:08:13 PM
The Demo comprises of the intro and training (tutorial), and the ability to lvl from 1-5 when you become officer rank.

The battles are randomly generated through complex scripting, and each color of enemy has its own terrain as well as a chance of weather for each terrain (desert= sandstorm, grass= rain, barren ground= fog). Take a look around at all the scripting and tell me what you think of it. I've worked really hard on it over the last week. And also, yes, the walls and the keep are hand drawn. *laghter to a minimum*
Title: Re: Lords Of War (Demo is Downloadable on Page 2)
Post by: Hirochi-Zangus on July 13, 2008, 02:46:44 PM
I'm downloading right now!
Title: Re: Lords Of War (Demo is Downloadable on Page 2)
Post by: Fisherson on July 13, 2008, 04:47:12 PM
Downloading now,i'll give you my opinions on it.
Title: Re: Lords Of War (Demo is Downloadable on Page 2)
Post by: Rahl on July 13, 2008, 06:46:12 PM
Please give me feedback whenever you get the chance.
Title: Re: Lords Of War (Demo is Downloadable on Page 2)
Post by: Rahl on July 16, 2008, 03:54:23 PM
Lords Of War now has its own website, where you can look at screenshots, view my resources, get news updates, download the demo, and other things. Just visit here:

http://lowgame.freehostia.com/

Please download the demo and give me some feedback on my game so that I can continue development.
Title: Re: Lords Of War (Demo is Downloadable on Page 2)
Post by: Rahl on July 17, 2008, 07:58:44 PM
Game is nearing completion, I took a day or two off from it, but things are now moving along good again. All I need to do is change monster attributes of the enemy soldiers and a few other odds and ends.
Title: Re: Lords Of War (Demo is Downloadable on Page 2)
Post by: Rahl on July 23, 2008, 02:35:33 AM
Bump~ to let everyone know I'm still working on the game everyday and to ask people to vote 1-5 on how they liked the demo. Found a bug in it gonna reupload it while fixed and with extended playtime.

Go to:
http://lowgame.freehostia.com/

to download the updated demo, leave a comment in the shout box to tell me what you think of the site if you want.
Title: Re: Lords Of War (Demo is Downloadable on Page 2)
Post by: Ben on July 23, 2008, 02:49:43 AM
perhaps you could post it as an EXE so i can test it? Or upload the folder, and not a file i have to mess around with to open
Title: Re: Lords Of War (Demo is Downloadable on Page 2)
Post by: Rahl on July 23, 2008, 02:52:42 AM
its just a .rar file and the exe is in side of it you just need to click on it.

Direct Download link:

http://savefile.com/projects/808662508
Title: Re: Lords Of War (Demo is Downloadable on Page 3)
Post by: Rahl on July 24, 2008, 10:01:24 PM
I've gotten some feedback in my game that says theres not enough to do other than attack other outposts. So this week I will be working on making other things to do in my game that add more variety to it. More ways to make money and other things. I'll keep you updated.
Title: Re: Lords Of War (Demo is Downloadable on Page 3)
Post by: Rahl on July 27, 2008, 10:03:55 PM
Update:

As you may or may not have noticed, I've been scripting alot of stuff lately. A majority of which will be in my game.

I've also recolored some of my facesets I was originally using. I made the begging place (where before you could only move around in the barracks into where you can move around in the whole castle.
Title: Re: Lords Of War (Demo is Downloadable on Page 3)
Post by: Rahl on July 31, 2008, 03:12:10 AM
The Full game is nearing completion. I've added a wide variety of new scripting to make this gamr more interesting including a 50,000 Gold limit. And made it so you can gamble, due to the fact you can cheat with it be saving and retrying, I've set to where you have to wait anywhere from 30min-1hr to gamble again. And due to all the money you can make in the game anyway, theres not much way money can help you other than getting more money and new upgrades only AFTER you get the next titles.
I've also included a tax system, which means after you becomea knight and get your own estate you get money from poeple who live on your land. And now you can even buy more land to gain more tax. Tax is gained every 3 minutes, so theres no way you can run out of money to buy siege weapons for your next attack and therein get stuck.
Also I have finally finished the estates and all the upgrades within it. You can upgrade it to have a siege workshop where you can buy siege ammo or upgrade to even better siege weapons. Also I have included an armory where you can upgrade your parties equipment, (our soldiers equipment is locked). I've also finished the unit upgrade scripting which took forever.You can only upgrade your units once after each title gain AFTER knight. The trainer is also there now to give you EXP for gold, but you can only do this twice per level of learning.
But now there is only balancing out monster stats and skill stats to go then it will be complete.
I hope you will all enjoy the modifications I've made to this game.
Title: Re: Lords Of War (Demo is Downloadable on Page 3)
Post by: Rahl on August 02, 2008, 04:08:51 AM
Today I have completely finished my game "Lords Of War". I hope that you will play through my game and find it as as interesting as I hope you will. I have spent alot of time on it and worked very hard recently to finish it before I leave to go back home to america. My last few days here will be spent completely computer free and RPG maker free. I would hope that you will play Lords Of War and tell me here in this thread what you thought of it, so that I can read it when I get back. Thank you all... Rahl.

Download Completed "Lords Of War" game here:
http://www.savefile.com/files/1702940
Title: Re: Lords Of War (Completed Game Page 3)
Post by: Prpl_Mage on August 02, 2008, 06:39:02 AM
This sounds amazing, going to try it out once I get the time.
Title: Re: Lords Of War (Completed Game Page 3)
Post by: drenrin2120 on August 04, 2008, 03:36:01 PM
I'll give it a shot.
Title: Re: Lords Of War (Completed Game Page 3)
Post by: Rahl on August 07, 2008, 05:53:14 PM
Well guys now I officially feel like a dumb***. I realised that when I uploaded my game I forgot to set the min level back to one and it F'ed everything up. I'll redo it later today.
Title: Re: Lords Of War (Completed Game Page 3)
Post by: Rahl on August 12, 2008, 12:40:10 AM
Well theres a simple way to make the game like its suppose to, just go into the database and change the min level back to 1. Seeing as how I'm using dialup now that I'm back in the states for a few more days I wont be able to upload another demo. Thanks guy for those of you who decided to play it.
Title: Re: Lords Of War (Completed Game Page 3)
Post by: RockJohnAxe on August 12, 2008, 02:07:39 AM
Sry, Rahl. With my move being finished, i will definately give your game a whirl. Ive been wanting to for awhile, its a shame my world is in boxes.
Title: Re: Lords Of War (Completed Game Page 3)
Post by: Muraiko on August 12, 2008, 01:32:03 PM
I just played teh demo, but I've noticed some bugs...

1. After you get your own estate, and raid another place, you'll be taken back to the castle, not your estate. And you can't continue on with the game, because you're in the wrong place.

2. I can control the other soldiers that are in my team right away from the begining. I think last time you had them on an AI control, until you reached a certain title...

3. The black jack gambling thing didn't make much sense. I wanted to gamble, and he kept on asking me to place a bet after every single card he drew, and I ended up losing for some reason.

So, yeah. That's about all I've found with what I played so far.
Title: Re: Lords Of War (Completed Game Page 3)
Post by: Rahl on August 14, 2008, 04:01:56 AM
Sorry guys I guess I missed a few major bugs, but the blackjack should work just fine. As for the AI, well yeah I thought it was horribly inconvienient that they were AI so I just made it so you could control them. I'll fix everything as soon as I'm back on a DSL connection tommorow when I'm going back to my dorm. I havent really been on much because of dialup and everything will be fixed soon. Thanks for trying it out muraiko.