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Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Wed Dec 17, 2008 9:38 pm
by Blake
vlad_k wrote: so that means that part 6 is 90% complete?
The thing about campaigns, well actually about any complex maps in general is that you don't really know how much work you have left until you're done, you can only asses how many more things you want to modify or add on and estimate the time it will take you. What I mean is suppose you're making a modified map, while experimenting with triggers or the unit editor you run into some problems which can take you a long time to bypass, also upon experimentation with the WC3 editor you may find some features that you decide to implement in your map even though it wasn't originally planned, or you may want to modify the appearance of some object because it does not look the way you intended, etc.

I just hope book 6 gets released by New Year's eve....

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Mon Dec 22, 2008 10:01 pm
by RazorclawX
Doing cleanup work in the gameplay for the four Districts. I'll probably implement the actual items on the maps later, although I seriously doubt there's going to be a lot of that floating around considering you get the majority of the items you want up-front. Although, at the moment, it's ridiculously hard to get money to buy potions (which you probably really want to have), so I might have to consider putting in actual money items to pick up.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Fri Dec 26, 2008 11:55 am
by RazorclawX
Added some Keys of Sealing 'guest' Heroes into the campaign. It was relatively easy to do considering that map and the campaign share mostly the same resources.

Most of the guest Heroes are some of my personal favorites (Spell Slayer and Zergling in particular). Some were omitted because they shared similar skills with existing Heroes (anyone who's been keeping track should know that many of the Campaign Heroes and KoS heroes are the same), while Heroes such as the Goblin demolition crew and the Obsidian Statue were omitted because their abilities doesn't really work well in the Campaign. The Dragon Knight's ultimate was the Dragon Cannon in KoS, but I switched it out for the Annihilation Ward that an omitted Hero had before (well, Annihilation Ward is actually much stronger, too).

Yes, the Hacker is in.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Fri Dec 26, 2008 5:47 pm
by Lavarinth
You added Lavarinth? ;) Haha, I kid I kid.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Tue Jan 06, 2009 1:23 pm
by RazorclawX
Every level is mostly done except for the very last one (which consists of the last three bosses). There are some items implemented in all the previous maps now usually consisting of the items I found to be the most useful (the Essence of the Obelisk and the Staff of Negation, to be precise, are extremely useful) and a few extras.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Thu Jan 08, 2009 1:11 pm
by Keitel
Hello Razorclaw X,

glad to hear of the progress that is made.
One question: Have you implemented tomes yet (or are there even going to be any?)?
Good luck with the last level and the boss implementation.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Thu Jan 08, 2009 1:18 pm
by RazorclawX
Chances are there won't be any.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Fri Jan 09, 2009 8:12 pm
by Whiplash!
Hey RCX do you widgetize your maps?

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Sat Jan 10, 2009 8:57 am
by RazorclawX
No. I found out a while ago that Wigitizer likes to screw up my maps.

I tried it once on Keys of Sealing and a lot of weird things started happening.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Fri Jan 16, 2009 12:18 am
by RazorclawX
I was reviewing my current collection of game music and came across a few things I really liked, but would likely not use.

What I did was give the Hikaru portions of the campaign music based around Ys and Shizuka based around Sorcerian. The majority of the Hikaru themes are from Ys Origin, while the Shizuka themes are mainly from Sorcerian Super Arrange (I think; it's actually kind of hard to find decent non-chiptone versions of the themes).

I haven't checked to make sure, but I believe I actually gave every boss a different theme as well, although currently one of them is a vocal theme and I'm highly considering changing it back to what I was originally thinking of. 'Mighty Obstacle' from Ys VI was pretty much a given. I also threw in 'Celestial Troupe' from Valkyrie Profile: Silmeria because I liked it a lot.

I had Duke Shivak slated with 'Power of the Horde' at one point, too, because I used it for the Kil'jaeden fight in Keys of Sealing. I found something better. I was also originally going to use 'I am Murloc' but I ended up removing that boss from the game (and yes, it WAS a Murloc...).

Funny thing, that Murloc boss. That boss was in constant flux until I got rid of it entirely; I was going to replace him with a clone of Viscidous from WoW, and then I was going to replace it with a parody WoW raid as a boss, but that didn't work, either. It was actually better off that the boss was removed entirely (it's pretty easy to figure out where it was supposed to be once you played the campaign).

I think there was originally going to be 20 bosses, and two are removed. One being that Murloc boss, and the other... well, that one is probably pretty obvious if you played it, too.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Wed Jan 21, 2009 11:02 pm
by Blake
I was wonder if the difficulty level of book 6 will be on par with the rest of the campaign, or if I should expect book 6 to be more difficult since it's the final chapter.

I can't wait to play book 6...

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Thu Jan 22, 2009 1:55 am
by Larc
RazorclawX wrote: I haven't checked to make sure, but I believe I actually gave every boss a different theme as well, although currently one of them is a vocal theme and I'm highly considering changing it back to what I was originally thinking of. 'Mighty Obstacle' from Ys VI was pretty much a given. I also threw in 'Celestial Troupe' from Valkyrie Profile: Silmeria because I liked it a lot.
wow,a different theme for every boss...I suppose we should expect a large file then? 100+ mb?
And that theme of Valkyrie Profile 2 fits very well,I don't know why....

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Fri Jan 23, 2009 11:34 pm
by TheNewHorde
Try Persona 4 and 3 soundtracks.  I bought the Persona 4 soundtrack, they're very good and I feel like the battle themes of it would fit your anime-actiony theme of Sorceria.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Fri Feb 06, 2009 12:36 am
by RazorclawX
I was actually thinking of using a set of tracks from Legend of Heroes: Sora no Kiseki, but I ended up throwing all of them out. The soundtrack for those games is fantastic, but they don't go with the rest of the tracks I selected at all.

Currently the campaign is over 100MB, although I don't know what the final file size may be since I didn't delete any of the resources that aren't used at all yet. The Jin Dynasty models don't take up much room at all, but the Zande Witches do, and neither of those are actually being used.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Tue Feb 24, 2009 6:34 pm
by RazorclawX
I seriously tried to include the super move Jet Stream Attack somewhere, but I couldn't find a good home for it. What a shame.


(for those of you who don't know, the Jet Stream Attack was the signature move of the Black Tristars in Mobile Suit Gundam; it's so well-known in Japan that it's parodied in a ton of anime following the show. The attack was such that if you avoided one attack the other two attacks would likely get you).


Final boss is the only boss that remains unimplemented. Endings are still unimplemented; I'm not sure how much time that would take considering they're not meant to be anything fancy.


Lord Braddle is a character that is essentially the lobster hero in Keys of Sealing. His summoning ability is pretty useful in creating a small army to help out. And like the lobster hero, his Ultimate is Tidal Disaster, which hasn't changed from Keys.

Lady Veraft is completely different from the other heroes. Her super move is pretty much taking a page from Robotech and involves shooting a crapload of missiles all over the place. It's pretty neat, but somehow I think it might be overpowered in its current incarnation.