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The Making of LoL

Posted: Tue Jun 29, 2010 11:47 pm
by IskatuMesk
I am going to echo posts on TL I am posting over time that are basically blogs of my current work.



Couple of people have asked what my current project is, so today I'll tell you a little bit about it. Then maybe, on another day, I'll tell you a little more. I think we should start off by knowing how it is I got to this point.

Loladins of Legend: 2042

[imgwh 640x480]http://img262.imageshack.us/img262/3325/81969960jj1.jpg[/imgwh]

This is what happens when you get a guy who can't use photoshop to make a splash screen that he doesn't have anyone else to make. A calamity that, for but a moment, humors me.


Inception

Back in 2008 I was working on one of the largest projects I had ever attempted: a total conversion for Age of Wonders 2: Shadow Magic. A turn-based game with 15 playable races.

[imgwh 606x663]http://img249.imageshack.us/img249/6274/86371626.jpg[/imgwh]
From a workflow and operational perspective, AoW2's default sprites are extremely similar to sc1's, with a few more framesets worth of animations and no East and West directions. However, there the similarities end. The game supports up to 1920x1200 resolution, variable size frames in a single sprite, 16-bit sprites, and possesses a particle engine that requires major hex work to do anything in. The default graphics do not take advantage of what the engine can do, doubtlessly because the game and company were fairly small scale and low-budget.

[imgwh 640x480]http://img138.imageshack.us/img138/6423 ... yhires.jpg[/imgwh]
[imgwh 640x480]http://img63.imageshack.us/img63/3898/f ... dhires.jpg[/imgwh]
Note that these shots appear to be from a beta or alpha and the ui graphics are different.

The game is most comparable to Heroes of Might and Magic 4 with a totally different battle system than those familiar with the franchise.

However, the most notable thing about this game is the inclusion of an editor who in many ways is more intuitive than any commercial-grade editor released for an RTS game. At the same time, though, the editor predictably has several key limitations that fundamentally affect how a modder can approach this game from a design standpoint.

[imgwh 640x453]http://img411.imageshack.us/img411/5097 ... thires.jpg[/imgwh]
[imgwh 640x767]http://img411.imageshack.us/img411/5532/edg1.jpg[/imgwh]

From a community standpoint the game has always been the few, the dedicated. Those who have made major mods or maps have been around forever. Tightly knit but friendly, the community is centralized around one website, just like with Diablo 2's.

Though several individuals in the community are at the very least adept in programming there is virtually no one adept in graphics, again just like diablo 2 and most other games like this. It is no surprise then that the community's custom graphics are largely dependent on conversions from other games, but what really struck me as curious was Kirky's graphics from World of Warcraft. A game whose engine is 3d, the manner of converting these graphics to a sprite-based format is considerably more painful than you might expect.

Additionally, although Blizzard is hosting and thus endorsing Warcraft 3 maps containing World of Warcraft graphics on battle.net's website, there is a degree of risk involved with using their graphics outside of the Blizzard circle. I had struck a deal with Kirky to gain permission to use his graphics in my fledgling project. I had something important to consider, though - I was a lot more public in my development and a lot more well-known than these modders. I could not deny the possibility that there was a risk that if I released the project at some point that Blizzard might decide to try to shut it down. Thus, I decided to keep it a private project like all of my future works, especially after I discovered how much the hand-made custom content from AO was being stolen without permission.

I mod for myself, and only myself, so this decision was natural. Keeping in contact with Kirky, he told me of his methods to convert WoW graphics to AoW2's format and, frankly, I was shocked.

[imgwh 640x480]http://www.doack.campaigncreations.org/ ... 5-03AM.jpg[/imgwh]
Mixing AoW2's graphics with those from other sprite-based games and 3d graphics like WoW doesn't work - it's either one or the other. I chose the other. I am damning myself to years of work.

Kirky uses the model viewer's ability to generate avi files. Yes, he manually orients the viewer camera to a pseudo-isometric angle and does each animation one by one. Then, after he has a set of avi's, he cuts out the frames from those and begins the sorting and conversion process. This doesn't SEEM like a lot of work, but when I attempted it, despite previous experience in handling framework, it took me nearly 6 hours nonstop for just one graphic - largely attributed to getting a good angle and not accidentally zooming in or out and having to redo it.

There are a few major implications of this process.

The first and foremost major implication is that you cannot disable Depth of Field in WoW's model viewer - extremely apparent on large characters. Also, it has anti-aliasing that can make the models appear blurry. As a rule of thumb, you never render something with heavy edge AA for a sprite-based game - it makes blurry edges. It's not immediately apparent because it's subtle on the viewer, but a trained eye like mine can see it.

Also, it's hugely tedious and is a lot of manual grunt work and labor.

Although I tempted fate and tried his conversion method several times I knew it wasn't going to work out for me. I had to bring things down to my level of expertise to get my own pipeline flowing. If I was to attempt a project of this scale I wouldn't be just contending with 3d graphics, I'd be also bringing out Diablo 2, my hidden ace, to the table.

[imgwh 640x480]http://www.doack.campaigncreations.org/ ... 2-40AM.jpg[/imgwh]
The amount of work Kirky has put into his graphic conversions for his project is admirable indeed. However, out of the hundreds of conversions he has done, only an extremely tiny portion fit into my world. Because he hasn't played WoW, he doesn't have a sense of consistency or relationship between the appearances of items, and I am much more strict on what I want things to look like. Thus, I am using only a minimal number of his graphics, in a mod that needs only graphics to get moving. This is the conundrum of modding. So, I had brought out everything and the kitchen sink to bring my mod to life.

Design

Loladins of Legend is my youngest universe. I conceived it originally for an AoS (think DotA but larger scale) for, again, a private audience. The AoS and the AoW2 mod both had the same major problems with graphics, however.

The Warcraft 3 community is largely devoid of tool developers, especially those experienced in 3d work. The only mdx importer to exist for 3ds max only supports max 4 and 5.1 - extremely ancient versions that don't function on Vista or Windows 7. To get WoW models into the wc3 format you have to use a Russian tool, admittedly the best and most powerful tool ever made for wc3, but the creator had long since jumped ship and things like Lich King-format models are only a pipedream.

The AoS had become extremely dependent on a complex physics engine that was responsible for controlling a large number of the heroes. After an exceptionally harrowing and painful journey through building and rebuilding a series of upgrade and creep spawning triggers I was to discover that everything had to become JASS to make progress in the project. I am not a programmer, and learning JASS was beyond my damaged mind. Although I dealt with JASS on relatively basic levels, handling a physics engine when its developer jumped ship was far too great a task. As a result the AoS died, but the world never died with it.

Loladins of Legend is the most basic of my universes. It is a fantasy world that aims to abuse every cliche and trope humanly possible, and then some. The Earth is flat, the sun is a frozen wasteland, and the moon is made out of (delicious) holy Cheese. The primary protagonists are the ale-hungry Humans which largely consist of doe-eyed pilgrims with the environmental awareness of a turkey, the Loladins, who are the embodiment of holiness and righteous fanaticism for Pie, and the Elves, who are tree-hugging faggots. The antagonists are the forces of the Doom God, ranging from cliche green-skinned Orcs to dragons and true demons.

As far as history is concerned Sir Lol, the paragon of all that is good and sanitary in the world, defeated the Doom God in a game of chess and, as a result, turned a large majority of the demon forces into feces and trapped him in a block of MAGICAL ICE on the Sun. The Doom God can only be freed by tasting the blood of righteousness and goodness. That is to say, only the death of good men can strengthen him. With the forces of Evil scattered they either retreated to the Sun itself, the Underworld on Earth, or the heavily fortified battlefortress of Mars. Even Pluto was converted into an enormous, highly inaccurate MEGA SPACE GUN.

Mechanically, the LoL universe allows me to randomly invent any event or action with the capacity to justify it. The world is extremely open and leaves a lot open to mystery or "magic" in terms of characters and reasoning. Unlike the universe my novel takes place in, there is no need to justify anything at all. This allows me to abuse as many tropes and cliches as I possibly can and bring about a level of absolute ridiculousness.

However, LoL takes itself completely seriously. The undertone is dark and realistic, despite the gooey, pants-on-head silliness. This mixture of exceptionally dark storytelling and characters in addition to ludicrous, sometimes offensive, humor has offered a unique prose to the world. One I fully intended to use inside Age of Wonders 2.

The design of the mod from the vanilla game is one of my more dramatic alterations. The game plays completely differently. As a basic summary of the vanilla game;

- In AoW2, "Defense" is actually "Avoidance", just like Defense Rating in diablo 2 - the higher the defense, the higher the chance to miss the unit (relating to your Attack, aka Attack Rating. I am unsure of the exact math behind it but presume that an exact Defense and Attack rating have a 50/50 chance to hit.) In AoW2 units sport extremely high defense values (the game goes from 1-20, most units have 10+ and some have as high as 16). This meant that it was extremely hard to get consistent hits to land on units. As units went up in tier so did their defense, making high-tier units, especially the abominable Chaos Lord, able to completely decimate low-tier units. Additionally, most ranged units except cannons became very weak as the game progressed.
- The spell system offered an enormous exploit through a Cosmos build. By taking 1 of each Elemental sphere type you gain access to nearly every buff in the game. Buffs often raise stats, and plenty of buffs raise Defense. One even gives Static Shield - the unit will stun other units who attack it or it strikes for a whole turn. See where this is going? It's easily possible to render even low-tier units virtually indestructible. Buffs can push attributes past the editor cap of 20.
- Without Cosmos builds, heroes are most often not that strong in comparison to high-tier units.
- There are a lot of ways to lose control over one's units, temporarily or permanently.
- The races are not very unique from each other. Neither in appearance nor in Gameplay. Everyone has a catapult, everyone has a t1 archer, everyone's heroes are the same except for resistances and the like.

When I set out with my project the first thing I intended to do was totally change how the game played. Admittedly, the game is extremely hard to balance as you cannot change the minimum damage value which is always 1. My major changes took immediate effect.

- I massively nerfed Defense values either by 1/2 or 3/4 on comparative level units. This made battles far more predictable, controllable, and enjoyable. Suddenly, "micro" and placement had a much greater value because actions were more immediate and produced more tangible results. Battles are less about dumb luck and more about strategy, tactics, and preparation.
- I moved all buffs to level 3 for their perspective spheres and enormously raised their cost and upkeep. No, buffs are still ludicrously strong, you just can't make your dudes indestructible killing machines anymore (I was prompted to do this after one of my friends demolished an entire army of high-level units and heroes of mine with a single Chaos Lord that was buffed up.. for the third time).
- I revised heroes. There are now three "types" of heroes in my mod.

Standard heroes - The most abundant, a standard hero is generally equivalent to a level 3-4 unit (The mod goes up to level 10 in units, the vanilla game only goes up to level 4).
Heroic heroes - Equivalent to a level 5-6 unit.
Legendary - Intended to be the most powerful units in the game except for Veteran high-tier units or tier 10 units.

Heroes have a big limit, though. Through a third-party editor it is possible (and necessary for my design) to give units ~90 health, from the default cap of 50. However, Heroes do not share this functionality and always cap at 50.

Balancing the game became a challenge unlike any I had ever attempted before. All of my experience with Starcraft had virtually no meaning in a TBS on the kind of scale I was attempting to produce.

[imgwh 640x480]http://www.doack.campaigncreations.org/ ... 6-24AM.jpg[/imgwh]
In this screenshot there are two Legendary heroes at play - Captain Planet (The guy with a glowing hammer top right) and Leonidas (should be obvious). It is considered a far greater investment to level up and gear out a Legendary hero than to acquire an equivalent unit, but as a result the Legendary heroes generally have many more abilities and scale far better. The randomness in acquiring either a Standard hero or a Legendary hero adds a level of complication to balance I had to suck up and accept. The game will never be perfectly balanced, but I felt this decision made the game more fun from a "casual" perspective. In terms of serious play this adds a huge level of luck factor - if I start with two Legendary heroes I can rush anyone and be nearly guaranteed victory. To help combat this problem I massively buffed Tower Guards which now possess the capacity to solo-kill most units in the game if you kite them with your Wizard. Wizards also got a major buff; most mods nerf Wizards because the computer does not "creep" (kill neutral camps) with them, but human players can and at no risk to them (the Wizard respawns at your tower if he dies). I chose to buff Wizards to counter the issue of lone Legendary rushes that sometimes occurred by the hands of, ironically, other computer players who can see under the fog of war AND to buff computers as well, since they needed that strength to help defend themselves as they are not so intelligent about keeping their cities protected.)

For a time I massively struggled with the overarching balance design. I had chosen to enormously boost the number of units in the game for several reasons, not the least of which because games could last 10 hours and I wanted players to always be experiencing new things throughout this timespan, and because of the inability to make new or custom abilities or change minimum damage values. I was entering the most difficult balancing gauntlet of my modding career.

As I struggled to understand how to best approach the balance, I predictably had major issues in terms of graphics. In my Game Elements Concepts, aka my game design theology, there are four elements to making a good mod or game - Graphics, Gameplay, Sound, and Computer AI. All hold equal value to each other - good gameplay but no new graphics or sounds feels lackluster and lacks impact, a mod without custom AI is shooting itself in the foot, and all flash and no drive offers no lasting substance.

Luckily, two things I had immediately covered from the start - music and sound. As an experienced voice actor and sound engineer who already possessed a huge SFX library, both from commercial CD's and from various games and community-made packs, I could handle anything thrown at me in this particular battlefield.

As for gameplay, I'd eventually work it out. Even if it will never be perfect, as long as I enjoy it that's all that matters to me.

Computer AI was always going to be a losing battle - it's totally hardcoded. However, unexpectedly the game offered a level of dynamic AI I had never encountered before. If the AI wasn't as advanced as it was I would have never even attempted this mod, regardless of the availability of other resources.

* The AI immediately takes any new units you give to a race and it has some kind of internal balancing algorithm that determines the value of cost-effectiveness on any unit. This even serves to assist me in balancing; if the AI is spamming too much of one unit this probably means it's too cost-effective in comparison to the other available units.
* The AI can weigh battle difficulties reasonably well, not perfectly, with my new units. Only in a few rare instances has it chosen to fight battles it has no hope of winning, and that's because it underestimated the potential value of stuns/disables.
* I cheated my way through the hardcoded AI by taking advantage of its hardcoded cost-effectiveness algorithm. By allowing Wizard Towers and Teleportation Gates to give a tiny bit of resources I suddenly made the AI build these structures and as a result become far stronger. Additionally, I gave Pioneers Archery to defend themselves and fake attack stats - the AI automatically builds towns with pioneers but, previous to these changes, never built pioneers. Now the AI builds towns regularly.

With a few simple changes I turned the AI from a pantywaist into gods-damned Chuck Norris. The top difficulty AI's get free money, atypical of TBS and RTS games, and my high-tier units are super expensive. Put two and two together and the AI gets top-end units very, very fast, further closing the gap between it and humans.

Ultimately this meant that the big factor of this mod would be custom graphics. If I could get custom graphics I could add more units and heroes. If I didn't have custom graphics I couldn't add more units or heroes. Graphics are the only thing I typically lack in any given mod, and in this mod they are critical to progressing because they are the only factor missing from the GEC.

That's what the mod work eventually drums down to - making custom graphics.


Devastation

I worked on the mod off and on for around a year, largely remaining quiet about it until I had reasonable degrees of completion done. I had several internal players, people I knew, who I had regular games with. The mod had grown exceptionally large and many races were more or less playable, not necessarily balanced.

However, something began happening that concerned me greatly.

At some point the game started failing Random Map Generation. While many mods are built on maps that come with them, I didn't have the time to learn the arcane Event system much less make some massive maps. Plus, I enjoyed RMG's just like I did in HoMM. The mod was built for RMG's. I had never before seen the game fail to generate RMG's except when I broke structures - the game is VERY picky about certain things. Despite all of my precautions, the game would randomly stall during the end of generation and sit and do nothing, forcing a process kill.

Even more concerning were random crashes cropping up - the type that gives any modder nightmares. They occur anywhere and everywhere - battles, at the beginning of the game, 10 hours into a game looking at nothing on the mapspace.

I spent an enormous amount of effort into hunting down the cause of these crashes but to no avail. The game is even more difficult to debug than Diablo 2 if you are unfamiliar with it, and I was still very unfamiliar. The game was not designed to be modded despite the intuitive and user-friendly editor, there's quirks and limitations that are not readily apparent until you break them.

However, despite research and questionnaires with other modders I had only one major conclusion to reach:

The mod data had somehow been corrupted.

The editor has a log window of some kind at the bottom that would randomly display access violations or "range" errors. For the most part they are harmless, but I hypothesized that these could have been in fact affecting the game data itself.

Though I continued to press on for a time I became greatly demoralized by the prospect that the mod had become unstable. I had already previously had to deal with Armageddon Onslaught and ITAS (two Starcraft mods), which were unstable because of the limit expander necessary for their survival. After a point I decided to painfully discontinue my longest-running project, despite having written over a hundred pages combined of history and descriptions for the units, heroes, and abilities/races. Despite having gone through the game's strings and correcting each and every single line containing incorrect grammar and punctuation, despite all of the energy I had put into getting my wc3-format WoW models into 3ds max in a format I could bring into the game at long last.

It was one of the hardest decisions I had ever made. I usually do not hesitate to let projects die if I feel continued work on them will not bring me any enjoyment. But I felt a sense of obligation to a project of this magnitude, even if it was never to be made public.

[imgwh 640x480]http://www.doack.campaigncreations.org/ ... 5-09AM.jpg[/imgwh]

I never forgot about LoL:2042 nor the potential it had.


Armageddon Onslaught's Revival

A year later I decided to revive Armageddon Onslaught and complete it, despite knowing I could not correct the plugin crash. Its programmer wasn't even sure how it worked at all, it's quite possibly the biggest hack ever made for sc without being an actual "hack" hack. After a time I largely completed the mod save some portraits and effects, and released the final version.

It wasn't long after the release that I was made aware of people stealing graphics from both AO and my older mods. I follow a modder's code of conduct to the letter - Always ask for permission to use a resource if permission is not granted outright. In every mod I always release a statement and a readme saying that their content cannot be used in another project except under extremely specific circumstances (I typically let those who assisted me in some major way to use some of my resources). These individuals did not ask for permission, and furthermore one of them decided to post about his project on Campaign Creations. After politely letting him know that he was using the Afterburn explosions from AO and remastered d2 conversions I did not want other projects using, he agreed to remove them, and in return I helped him find some alternate graphics to use.

Then he vanished from CC and I found more recent images from his projects surely enough using the exact same graphics he had claimed to remove.

I decided to never release another project to the public again as a result.

Return to LoL:2042

I was hoping for Starcraft 2 to be a way to start fresh in modding, but with the editor being such a huge disappointment I decided to forego any plans to make custom content for the game. It's possible that if the dev team listens to the info I had forwarded to them internally and that they update the editor I will think about making a project, but at this time it is folly to attempt anything on the scale I produce in something so disorganized and inefficient. It would not be pleasant, it would be boring, agonizing grunt work.

The hype of Sc2 died out immediately for me in beta. I was bored of the game a week in, continuing to commentate only out of my obligation to people I had told I'd be producing such content for. As the beta neared its end I announced I would retire from commentating sc2, and so I have.

Other than writing my novel I have nothing in life. No future, no present, only the painful past and how circumstances and coincidence have ruined me. I needed a way to spend my time, time that could not easily be spent. Time travels extremely slowly for me. A day lasts a lifetime. Prior to sc2's beta I had been modding Sins of a Solar Empire, until I discovered that the game had a poly limit of 25k quads. This, on top of a number of already ludicrous limitations, encouraged me to drop my private project for the game, which I did without hesitation as I was already fed up with it and had sc2 commentating to worry about. Post-commentating, though, I had nothing to do.

I decided to revive LoL, despite the crash. Just like I did for AO. Except, unlike AO, I wasn't working to finish it. I'm working to burn time. I'd like to finish it, but the journey will be long and most challenging.

Somewhere near the death of the project I had attempted rebuilding the mod's data, splitting it apart, and trying to isolate the crash. As a result I had created a huge fucking mess of the resource folders for game data and ended up with 5-6 versions of the mod. When I returned to the game I had forgotten I had done this, and was immediately met with uncertainty and confusion. I found one resource I presumed was the most recent and chose to use that.

However, this version was indeed one of the rebuilt versions lacking some custom resources. I opted to rebuild those from scratch, most notably custom structure data. I wasn't losing a lot, anyway.

I've only failed to generate a map a single time since then, and have yet to crash. I do not entertain the faint hope that somehow the crash was related to the files that didn't get copied over. No. That's a good way to be disappointed. The game has an autosave feature; crashes are extremely irritating, especially amidst a huge battle, but what countermeasures can be made are already made.

I still faced two big challenges I'd have to overcome if I was to see this grand work completed, however.

Balance.
Graphics.

Approaching the balance from a new perspective

Two years had passed since the mod's death, two years to grow and evolve. I've only lived eight of my twenty-two years; everything else was spent in mental dormancy while I endured the harsh trials of society. Two years is a long time to harden understanding of my craft despite inactivity. Over time I had conceptualized how I would approach the game's balance if I had the opportunity to do so. Now was the time to test my concepts.

[imgwh 640x480]http://www.doack.campaigncreations.org/ ... 9-35AM.jpg[/imgwh]
I would balance this game - Epic units, Legendary Heroes, spells and all. Or I'd die trying. Probably the latter, but at least I'd have something to brag about.

I posted this on CC to convey to a few individuals what it was my intentions were.
Design Thought Process

Back in ~2008 when I was still working on this mod I started running into some major balancing difficulties with the engine's shortcomings. Since I can't set a minimum damage value, it's always 1 baseline. So, a Deep Destroyer that can potentially do 30 unmitigated damage might still hit for as low as 2-3. This random, unpredictable crippling of damage output makes balancing top level units very, very hard. In some cases, units like the Deep Destroyer could utterly massacre Legendary heroes and lesser units. In other cases they would die without much of a fight.

Also amongst my concerns is that, despite significant buffs, Archery and other ranged attacks were falling behind in value as the game progressed. Although Archery could still often reliably hit, it just didn't do the kind of damage to hurt high-end units without significant numbers of archers, and worse yet you generally needed to enchant them.

Additionally, Legendary heroes were dying too fast in general. I can't give them any more than 50 hp (I can go as high as 120 or something for a standard unit before the engine breaks).

To address these problems I started dramatically removing or toning down the amount of elemental damage types that units got (these bypass "physical protection", the only thing that actually mitigates physical damage and most upper-end units and heroes had). Most Deep Hive lost poison strike entirely, units like the Deep Destroyer got their once baseline bonus damage pushed to silver or gold. This also makes their veterancy more significant; a Gold Deep Destroyer is far more dangerous than a young one.

Units I intended to be baseline top-tier melee, like the Arch Fiend, had their major DPS abilities like double strike pushed to Gold to encourage using them carefully and devoting some time to feeding them a bit before devoting them to major battles. This also gives Legendary heroes an edge against them until they start getting really strong.

Without so many elemental damage types bypassing the defenses of heroes, I began sprinkling physical protection onto every shield item in the game and every Heroic and Legendary hero. Additionally, most Heroic heroes received protection from most elements, and Legendaries often sport several immunities. Gygias is vulnerable only to magic and death I believe, also having physical immunity, same with Sir Magicpants. Now you don't get totally fucked if you're facing down a Deep Destroyer with Captain Planet. In fact, once decked out, HKS was able to kill Destroyers fairly easily with this hero without double strike. Jaheira is the stronger DPS'er of the two and would probably be able to more readily attack high level shit. I'm not finished with Leonidas yet.

I also began reducing damage values across the board to help control the flow of DPS a bit. This meant battles would be slower and less bursty. I generally kept top-tier the same or close to the same but reduced their abilities and defenses, pushing major stuff like double strike to silver or gold. For units like the Dread Concubine, which I wanted to be strong from the start, I pushed things like Cold Strike to Gold but kept Double Strike at baseline so they could fill the void left behind by Arch Fiends being nerfed in the opposite direction. While this is an overall nerf to Dread Legion as a whole, it was a necessary change and one that I feel widens their choices in units a bit more (You can spam Concubines for immediate DPS if you want, or invest in the much more expensive Arch Fiends if you have time to spare to level them up and bring out their strengths).

Ranged units, however, are much greater of a challenge - especially my concept of adding ranged heroes. The only true ranged hero in the game right now is Iris, and she was largely my test bed for seeing how Archery-based heroes performed. Predictably; not so well. Her damage output was decent in early game but easily outshined by other standard heroes as the game progressed due to the simple fact that Archery is not based on base damage (thus it doesn't improve over time with levels, only with Marksmanship levels that only provide very minor bonuses). This problem is echoed by other ranged units in the game as well.

So I had to make a compromise. Balancing these units was never going to be perfect. If I buffed them a lot, they'd dominate early game and only even out in end-game when their abilities were matched by top melee and disablers like Destroyers and Fiends.

I've opted to give all magical-based ranged abilities a significant damage bonus while leaving their attack rating as it was. This has resulted in fairly significant damage output at fairly unpredictable periods (HKS lost a significant battle with two reasonably leveled Legendaries when the ranged guys turned holy bolts on him, although these units also had maxed marksmanship as well), but makes these units actually dangerous and warranting respect.

I've opted to go the Glass Cannon route with these units. In addition to reducing mana costs on offensive spells, I've introduced two additional types of Archery - Advanced and Legendary. Heroes like Iris are receiving the tier2 archery - Advanced - instead of base Archery. This will make them very strong early game, but no stronger than Legendaries or Heroics of the DPS type. I suspect situations will arise where they will be even more powerful, but this is a price worth being paid for their extended usefulness throughout the game.

Legendary archery is being reserved for specific heroes and races. Loladins and Minotaurs will have Legendary archers for example, but Humans and Bloodstone will not (Bloodstone will have the most powerful air units in the game next to Devilwing instead). Minotaurs will have a tier 7 unit with a massive mechanically-assisted bow and will be fairly durable. Loladins will have a tier 8 ranged unit that is less durable but has baseline buffs instead (Holy Strike).

However, these units will probably be waiting for new graphics before they arrive.

Another major concern right now is the serious lack of ranged or air available to the Baelificus. They have three units capable of hitting air - all of them low level and very weak. Gargoyles, their only flying unit, Thunderers, which only have Hurl Lightning, and White Hunters, which are extremely frail (though have other uses). They need at least one mid-range ranged and a high-end flyer, otherwise they are way too easy to dismantle with certain other races.

I like the balance I have with Confederates. I was worried about having a range-dominated race but right now they're playing out pretty nicely. I haven't seen any top-tier battles between their gundams and airships vs high-end units or heroes from other races yet, but their mid-range is working exactly as intended. Super Marines are also extremely hilarious and add a little risk with the potential of enormous burst damage. Combustable Scorpies and Atomic Penguins remain useful throughout the game due to their high damage potential, becoming more dangerous as more units enter the battle.

Confederates need a few melee mecha, though. I'll probably have to model them myself. I think Kirky has one or two gnomer bots converted, I'll have to check again, which I could use. Right now they have the Penetrator but I haven't properly rigged him yet.
The Four Elements At Odds - The Crutch of Graphics

Blizzard has always been a bit edgy, though predictable, when it comes to mods. Mods as a whole violate the EULA and are considered "illegal", but so long as they don't impact the experiences of other players, Blizzard has turned a blind eye. They've only intervened in very specific cases - LoTC was told to make aware that it is a user-made project and not an expansion because of the level of quality it had, Infoceptor's SCtoWc3 mod was forced to shut down for, at least as far as I was told, using art from wc3 pre-release that it shouldn't have had. It's also possible that Blizzard just wanted to destroy any competition they had for wc3 when it came out, even though a mod cannot compete with a commercial title. Even the very name might have set them off. They're weird like that.

The only other instances that Blizzard has intervened is when stuff like a C&C General SC mod appeared, which was predictably shut down. If you use the proper terminology you can basically do anything you want. At the same time, though, Blizzard does not acknowledges modders exist and does nothing to support them - offering their editors only to mappers. Modders are usually left out in the grand scheme of things, relying on third party tools to fill the gap between map editor and mod environment.

With Blizzard hosting wc3 maps on their site that contain WoW graphics, and Diablo 2 being as massively modded as it is, one can confidently presume that as long as you stick to your guns and keep cool about your business you can do whatever you want. With the lack of support, though, things like porting graphics from one game to another is extremely difficult business, especially with a community as split and largely inept as wc3's. The Russian modeling tool was abandoned by its creator over a year ago, the MDX importer for 3ds max is the only functional one of its kind and lacks major features. On top of that, the versions of 3ds max it supports don't work on vista or windows 7 - I'm running windows 7 now and my friend is running vista, we cannot use our old method to port graphics from WoW to 3ds max anymore. We were effectively cut off from our only means of getting new graphics into the game.

Putting Blizzard-made graphics into another game engine is a business I am not wholly confident about. If it were my way I wouldn't be using anyone's graphics but my own. However, my modeling skills are juvenile at best and do not even touch the talents necessary for creating characters, much less texturing, skinning, or animating anything. There will be a time I can use my 3d capabilities to make graphics for the mod but only for a few, very specific things. Until then I have to bite the bullet and hope no one minds a private project. Kirky's mod isn't private and it's been out for years - not a peep from anyone so far. Give credit where credit is due and take everything in stride. Infinity engine and diablo 1 graphics have been used in various mods for aeons and no one's lost any neck to that yet.

With desire comes desperation, however. Politics mean nothing when you can't get anything.

I have one hope for the WoW side of things - someone on sc2mapster has a m2 plugin for 3ds max he created. I've asked for him for it, but it's been weeks since he said he'd get back to me "soon". I am starting to lose hope. If this doesn't work out I'll be forced to again try Kirky's method, as much as it kills me to do that kind of work.

However, one must count his blessings.

Through research and investment I've been able to figure out a means of converting community-made graphics from Civilization 3 to Age of Wonders 2, and relatively speedily. This doesn't offer much besides a plethora of mechanical units; tanks, aircraft, and ships. Only two races in my mod can make use of these graphics, but I'll gladly take them. With the Civ3 user-made resources I can totally complete one of the mod's races given time.

With the existing scenes we used for the few WoW conversions we made 2 years ago, I can put any model I have into 3ds max and create a sprite out of it after an arduous, agonizing manual frame renaming process. For one who has severe carpel tunnel from 3d modeling earlier in the year, the process of clicking dozens of dialogues in irfanview for a single unit graphic is physically painful and exhausting. I've contacted one of my buddies I had doing some scripts to batch rename stuff for AO back in the day, hopefully he'll get back to me soon; it's also been weeks.

[imgwh 640x480]http://www.doack.campaigncreations.org/ ... 9-17AM.jpg[/imgwh]

In a mod so grand in scale it seems folly to become so dependent on something so small and so difficult to acquire. Yet, at the same time, one acknowledges that this one thing, this one object, is all he needs to take a step forward. It is the last cog in the machine, the last stone in the brick road. So one must do all he can to get this thing, even if it means risking everything else. For nothing else matters if it is not all it can be.

I decided to, again, try to use some Diablo 2 graphics to fill the gaps. But diablo 2 only has a few graphics I can make use out of. I'll take them.

So I've started looking elsewhere. Deeper, into more arcane means of getting what I need. I'll stop at nothing to reach my goals. So long as the spirit burns strong I'll keep trying until I get what I want. This will in turn encourage me to try things I've never tried before. This will mean I will become more familiar with subjects I am unfamiliar with. I'll grow.

Everything is a learning experience. Every failed mod, every successful mod, every venture and every battle for understanding. Even if you do not reach the end of the line you have still moved forward.

[imgwh 640x400]http://img94.imageshack.us/img94/8793/14163115.jpg[/imgwh]

I did not get where I am by allowing fear and uncertainty to destroy me. I got where I am by allowing fear and uncertainty to destroy me only after I exhausted all other options.

Age of Wonders 2 - Dividing By Zero

Re: The Making of LoL

Posted: Tue Jun 29, 2010 11:48 pm
by IskatuMesk
So, I had this post about halfway written out before but apparently sometimes when I restore Firefox it doesn't restore information on TL posts and I lost quite a lot of stuff I had written out. T.T

I am rewriting it from scratch and changing subjects.

The Making of Loladins of Legend - Part 2

In the first post I told you a little of the project's history and what it seeks to do, the challenges it faces, and my goals for the future. Today I'm going to introduce you to the universe the mod takes place in, some parts of my GEC Primary, and some of my development pipelines.


Gameplay Elements Concept - The GEC Primary

It is my goal to eventually create an exhaustive video documentary talking about my game design ethics down to the letter. Until then I'll just summarize some of the GEC Primary and what it stands for.

A GEC is basically my approach to gaming and media as a whole. The GEC Primary is an overarching foundation from which I then extend genre and then mod-specific designs from. A GEC is basically a methodology of approaching design and is not to be treated as a railroad or a guideline, but rather a perspective.

The GEC revolves the concept of four Elements, each of which are just as important as the other. The goal is to achieve all you can achieve in all four elements to complete the circle of experience.

Graphics
Gameplay
Sound
Computer AI

Graphics drive your world's experience and it is through graphics that players first experience elements of your world. Graphics are envisioned as the chassis of the vehicle.

Gameplay is the mechanics behind how you're telling your story, how you're bringing your world to life, how you're presenting your characters, so on so forth. Gameplay is the engine of your vehicle.

Sounds accompany both graphics and gameplay by providing an extra level of immersion that cannot be accomplished by either. Sound is my most powerful form of language. I think and talk in sound, the motion of music in particular. I talked a bit about this in my Zen of Modding, and I'll go into deeper detail in the documentary.

Computer AI is far more important than you first realize and the reasons for this remain no matter your genre.

In an RPG, even a RTS turned into an RPG like the Orc campaign in TFT, the AI presents the personality of characters, opponents, and plays a huge role in how your world is experienced by the player. AI is employed heavily in my Active Map Concept for my RPG GEC where I seek to create a living world where cities actively harvest resources, build units, and engage each other like an RTS, but in an RPG world.

In a traditional RTS mod, AI is exceedingly important to facilitate gameplay, especially for a young mod who likely doesn't have a big playerbase. Investing in AI early and actively helps prolong your mod's life and extend enjoyment for both the player and the developer. AI can be used to help test balancing concepts in many different manners, as well.

Only by achieving harmony and unification in these elements can a form of media succeed. It is also by these elements that I judge games as a whole (and why I am extremely critical of commercial developers).

The LoL: 2042 project is no exception to my demanding rules. Unfortunately, as the game's AI is totally hardcoded, all I can do is try to meld the units and such in a way that makes the AI function better. As I spoke in the last topic, I have had reasonable degrees of success in doing this.

Pushing Forward in Graphics

In Part 1 I spoke about how graphics are my major concern for this project, as they are the only thing I cannot immediately solve on the spot. I have been pushing to convert graphics from other games, and have had moderate success.

Today I'm going to go through the paces of converting a graphic from Requiem: Bloodymare, a violent and amusing Korean FTP MMO, to the ILB format, the sprite container Age of Wonders 2 uses.

Requiem uses a format called NIF of which there is a significant amount of support for. Those familiar with Oblivion have probably dealt with this format before. As a result I got extremely lucky and there's very functional tools available for these formats.

The unit I'll be making is the Hammerdin, a Tier 3 burst DPS unit for the Loladins. As I work on this unit I'll introduce you to the Loladins, the primary Protagonists of this universe, thus the name Loladins of Legend.

Loladins are best described as popes with really big hammers. Take your common concept of a Paladin - a righteous goody two-shoes with a hardon for justice - and multiply by ten fold. Now you have a Loladin. Loladins strive for perfection in all walks of life and exist for the sole purpose of protecting humanity from the grimy, icky evilness that lurks in the darkness of closets and under beds everywhere.

In the tier 3 bracket, around the 300 gold cost range, Loladins are to have access to three units that serve as their bread and butter until late-game - Paladins, a generic melee combat unit with rounded attributes that gains the ability to heal on Gold veterancy, Battlemages, which have Death and Cold magic ranged abilities and are more agile than Paladins but less durable, and the Hammerdin, who is less durable than the Paladin and has no utility, but hits really hard.

The Battlemage is a character I already converted from this MMO as a testbed for the pipeline, along with the dragon Ruinhorn.

[imgwh 250x250]http://img96.imageshack.us/img96/629/animation24f.gif[/imgwh]

Something I have been a little uncertain about is the usage of AA in renders. As a rule, you NEVER render with edge AA in a sprite-based game; it makes black edges (or worse, it really fucks the blending and causes a lot of headaches that you need to fix manually). She was rendered with AA excluding edges, but Ruinhorn and the others have no AA at all. The differences aren't easy to spot for someone not versed in graphics, but ultimately AA is responsible for the smoothness. With the Hammerdin I'm going to see how he looks without any AA at all.

[imgwh 640x480]http://img695.imageshack.us/img695/39/animation66.gif[/imgwh]
This guy has no AA at all. On a small unit the lack of AA can pixilate their armor and look weird in still frames but otherwise look ok when animated. It depends on the unit and details in question.

I have no particular concept in mind for the Hammerdin other than that he's going to be a dude. I've selected a few pieces of armor out of Requiem I want to use for him; he's not supposed to be heavily armored, but look the part of tier 3. His hammer, however, must be satisfyingly large.

Loladins are split into two sects - Paladins and Priors. Paladins are your average hammer-swinging preachers, and Priors delve more into magic and psionics. They are most easily told apart by their armor color - Prior armor ranges from gray to blue, and Paladins wear yellow and gold.

As Requiem's colors are fairly subdued and I want the Hammerdin's armor to be more golden, I'll need to edit his skin textures, something I am not very comfortable doing as graphics are my weaker skillset. Nonetheless, if I want to one day mod say Starcraft 2 I must become familiar with these tools.

The Source Data

Requiem's data are contained in VDK archives that I already have decompiled. In WoW and Wc3 the models are divided into Geosets, multiple meshes within the same model, that the game can hide and such. In WoW, a single character model contains all armor, hair, and cape variants. You can actually change through these in the WoW Model Viewer at will and create some neat looking hair by combining two of them. You can also do this in 3ds max, too.

Requiem's models are separated into geosets the same way, but each piece is a separate model, except for the base character mesh which contains no armor and the basic face and hair models. To get different hair and model textures we'll need to import them one by one. Animations are also separate files.

Without the NIF tools supplied by third parties I would have no hope in hell of getting these into max correctly.

[imgwh 640x378]http://img815.imageshack.us/img815/8561/lolp21.jpg[/imgwh]
The base model of our Turan Male. He's not quite ready to bash the skull of some poor demon quite yet.

Looks a bit like Tidus, if you ask me.

There's another quirk to these NIF files - they have embedded textures. For each geoset. This is a nuisence, especially since once you export a texture the file listing changes and it's very difficult to find the other textures and have to re-load the model. For a Character, though, you're exporting the texture out of each individual model for each piece of armor, so it's not quite as aggravating.

I've seen some cool looking faces and hair on the wiki so I'm going to have a look for those once I get the base model into max. Since I'll be totally covering this bad boy in armor and getting new textures for his face and hair I don't need to worry about exporting anything from his base model.

[imgwh 640x305]http://img256.imageshack.us/img256/16/lolp23.jpg[/imgwh]
The Hammerdin's to-be Chest armor. I have to somehow make it a bit more golden and vibrant without effecting the skin. I have no clue how I'm going to do that or if I even can.

I just realized I have no glove model. Guess we'll need a texture from the base model, after all!

Oh wait, those are green gloves.

BALLS

Don't worry about it kiddo, I'll just do that at the last minute. Where as I? Ah yes, hair and face.

Previously my concept was that all Loladins had blonde or golden hair, but I randomly decided to go against that and just whatever the fuck I wanted. Because that's kind of what ends up happening anyways. I've got an idea of what I want this guy to look like... a bit like Goemon.

Speaking of Goemon, that soundtrack is amazing.

GOEMON OST  Akihiko Matsumoto


[imgwh 640x377]http://img31.imageshack.us/img31/2305/lolp22.jpg[/imgwh]
I have a scene pre-prepared that I use for all models in max now. This contains a lighting setup HKS made that is the best we've been able to come up with for this game. The goal is to avoid a fullbright no-shadow render but also avoid extensive shadowing, instead focusing on creating highlights.

Our dude is a little small. We can't rescale him because he'll revert back down again when we import animations. All we have to do is rescale the gray geometry to rescale the cameras and lights down to him instead.

Loladins are a bit of s misnomer. They can wear as much or as little armor as they want, as they are gifted with HOLY BLOOD from the HOLY PIE. Because pie tastes damn good. They are also immortal, immune to diseases, and more resistant to mental attacks. To become a Loladin, a human must first undergo a grueling chess championship to determine his fortitude and conviction. Then he must wrestle a gigantic man-eating cucumber alone and naked, in the Ghost Range, to return with its essence. Once imbued with the essence of this beast he must then attune to the Holy Pie, a ritual most sacred and mysterious.

As the Earth is flat and the sun is a freezing wasteland, the Ghost Range is most inhospitable. It is the mountainous set of terrain that lines the rim of the Earth, separating Modern Earth from The Cold Place, where evil sleeps in cities of ice. It is perfectly possible to fall off the planet or, worse yet, fall off and then get sucked in by gravity again, by wandering around the Ghost Range. As a result it has been impossible for either side to move armies through it.

Our Hammerdin has been through a few scuffles in his time, so he's grown confident enough to just run around with the biggest chunk of metal he can carry. Modern Earth is home to many different kinds of metal, including Adamantine and Mithril. However, even Loladins must prove themselves before they can be gifted with magical weaponry, as there are so many Loladins and so little time and resources. Our Hammerdin will have a mid-range weapon, so it should look the part; not overly flashy, but still impressive.

Under the directory Item -> Drop -> Facial -> Do we find the facial and hair textures. Yes, their structure is weird like that.

[imgwh 600x600]http://img38.imageshack.us/img38/5102/lolp24.jpg[/imgwh]

A bit of poking around and I find something fairly similar to what I had in mind. However, the ends of the hair are all weird! They need their alpha. However, the Alpha has blending intensities, which means that parts of the hair will be blended and not totally tansparent or totally visible. This is VERY bad for us - it means the hair will have pink spots in it that don't get converted into transparency!

To deal with this, I normally have HKS manually edit the hair because he doesn't tell me his trade secrets. I do, however, have a fast method to correct the alpha. First, I need to open it up in photoshop, then I max out brightness in variations until it's all pure white or pure black.

Normally that is a terrible idea but minor details won't matter to us, so long as we get no pink spots! Thus, all filtering must be off on the materials as well.

[imgwh 600x600]http://img149.imageshack.us/img149/4703/lolp25.jpg[/imgwh]

Much better.

Everything in LoL has a sound or piece of music associated with it. Every character, event, race, and piece of technology. It's the same way with my novel. By using sound I can visualize the world much better than with words and even in some cases better than images themselves. That's just how I am.

Loladins are best portrayed with tracks like this;

Kameo: Elements of Power OST (05) - Hero's Theme

Though ridiculous in their own ways, Loladins fight a very real battle whose consequences are ever present in their minds. Not every battle is won, and they pay dearly for every defeat.

We are now ready (relatively speaking) to try to make his armor more golden.

This what we're starting with;

[imgwh 600x600]http://img249.imageshack.us/img249/8809/lolp26.jpg[/imgwh]

Remember, we want to make his armor more golden and a bit brighter, without effecting his skin. How the fuck am I going to do that? I have no clue! I can just make it more yellow in photoshop with hue but that also changes the skin! Hmm, maybe if I magic wand...

[imgwh 640x380]http://img413.imageshack.us/img413/5125/lolp27.jpg[/imgwh]

There's probably way better ways to do this but, again, I've used Photoshop for close to 10 years now and still scarcely have any idea how it works.

[imgwh 600x600]http://img710.imageshack.us/img710/429/lolp28.jpg[/imgwh]

We are totally in business~

Well, the boots still need to be done and I still need gloves. I did the same thing to the leg alpha that I did to the hair alpha so I can fix the boarder around his leather doohickies. Also need to make sure the material is set to two-sided. It won't be very obvious with this guy but on some units like the chick with the cape you're not seeing the cape from the backfaces where you should. A minor detail with a sprite, but I'm a perfectionist.

Because this armor set does not have a glove model that means I need to find one that fits reasonably well with the rest of the armor. I like my armor to look fairly consistent with each other, and even though I can use hue to change the color a bit I'd prefer to not have to put a huge amount of effort just to get golden fondlers.

[imgwh 600x600]http://img18.imageshack.us/img18/6098/lolp29.jpg[/imgwh]
Excellent.

Alright boys and ladies, we're ready to find the device that makes a boy a man - his kit, if you will. I have two hammers selected and now I can tell you a little bit how I select weapons.

The Holy Justice And How To Swing It

[imgwh 640x366]http://img816.imageshack.us/img816/5002/lolp210.jpg[/imgwh]

So, we have two hammers here that represent two different styles. I'll call the left one the Sledgehammer and the right one the Americansticker. The Sledgehammer is definitely more fitting of a traditional Loladin weapon, but the right one is more mean looking. How do we determine which one best fits our Hammerdin?

The prose of the Hammerdin is that he just wildly runs swinging his hammer in wide arcs while laughing and screaming as loudly as he can. While the Americansticker would definitely hurt, it doesn't look like it fits that role quite as well as the Sledgehammer. The Sledgehammer seems more befitting of a weapon used more often simply because it has less parts that could somehow break. Paladins are typically not very sophisticated anyway; fancy weapons fit more with Priors.

Also, the Sledgehammer looks like it could be made really big and still fit his hands quite well. I decide to use the Sledgehammer for this guy and the Americansticker for either a higher-level unit or a hero. I'll need plenty of unique weapons for heroes. I'll just grayscale the Sledgehammer's skin so it's not brown.

Now enters one of the portions of doing this that can get really irritating really fast.

[imgwh 640x378]http://img204.imageshack.us/img204/2786/lolp211.jpg[/imgwh]

Upon importing this massive hulk of steel I am met with the realization that it's already enormous. This is how it's scaled in-game - this thing is HUGE!

You probably guessed what we need to do next - we need to fuse it with his hand. Logic dictates this means rotating the weapon around and fitting it in his right hand, then linking it to the proper bone so it moves with it. However, when I did the Battlemage I came across the odd discovery that when in neutral the bone is oriented in a weird way, and on the female model the left hand bone actually changed orientation throughout several different animations and forced me to constantly re-orient her offhand claw.

Presuming we need to do the same for this guy, I save a backup of the model - I don't think I can get him back to the neutral pose after I import an animation and this can get silly trying to fix the orientation otherwise.

I make the discovery that his prop bone is in the proper location in the neutral stance - on the female model it's inside the wrist. This might entail it also has the correct rotation as well. I just don't know yet. Out of curiousity I check the pivot;

[imgwh 640x378]http://img5.imageshack.us/img5/9692/lolp212.jpg[/imgwh]

Looks like it might be oriented correctly. I decide to risk it and orient the weapon properly and see if it stays that way.

[imgwh 300x300]http://img693.imageshack.us/img693/6751 ... ion79j.gif[/imgwh]

I get two vertex errors from two squares that somehow got into the scene with the hammer and delete them. Otherwise it looks good, the hammer just needs a 45 degree rotation. On second thought, I like the hammer's texture as it is. I'll leave it alone. His armor could stand to be a bit more golden and less pale... hmm...

[imgwh 300x300]http://img693.imageshack.us/img693/6751 ... ion79j.gif[/imgwh]
[imgwh 300x300]http://img339.imageshack.us/img339/7002/animation80.gif[/imgwh]

Fun Fact - The glove texture is as large as the upper/lower textures, and all of them are really really tiny resolution-wise. Sc2's textures are literally 5-6x as big. For doodads.

That's better. A bit more vibrant. Now to scale him...

[imgwh 640x577]http://img808.imageshack.us/img808/4079/image18u.jpg[/imgwh]

Looks good. The armor is still a little pale, though. It looks ok in photoshop but on the model it's not as vibrant. Hmm.

I decide to see the differences between No AA and AA without edges.

[imgwh 270x270]http://img291.imageshack.us/img291/7135/animation92.gif[/imgwh][imgwh 270x270]http://img809.imageshack.us/img809/6065/animation93.gif[/imgwh]

It's a tough call to make, but imo the non-AA version looks better because it's more defined, you can see the face and the chest armor better, and appears less "flat". Also the hammer looks much sharper. With something this small it will never look perfect, though.

The time has come to pick out the animations and begin rendering at long last. I am not too fond of many of the two-handed animations available for this character, the animations are fairly rigid and don't seem to bring out the feeling of power very well. The ones I've shown thus far are the ones I'll probably use.

What follows now is importing the animations one-by-one and then batch rendering them to the default max renderpresets folder, then cutting and pasting them to my resource folder.

After a while I end up with this;

[imgwh 640x380]http://img805.imageshack.us/img805/8977/image19.jpg[/imgwh]

Now, normally I'd be in for a lot of pain and grunt labor, but after I posted a video detailing the renaming process some random dude PM'd me on youtube. A day later and I have a working renaming script! Horray!
Youtube video part 1
Eventually I need to figure out a PSP script to bring these down to 256-color but keeping the pink in the same index. Otherwise the ilb files end up being around ~50MB. Not a problem for me, but means a lot of avoidable transfer time when it comes to sending the mod data to my private players. Until then I can just compile as 24-bit.

[imgwh 640x371]http://img36.imageshack.us/img36/4610/image21l.jpg[/imgwh]

In-game Configuration

We're ready to put pretty boy into the game! Woot! Then we'll need to figure out sounds. But, for the moment...

Oh, I should put the Proto dragons in the directory so I can config them too.

The Large-scale Proto Drake is 200megs in size when converted to ilb. Rarring that makes it significantly smaller... but still. That's huge.

[imgwh 640x596]http://img3.imageshack.us/img3/6374/image23h.jpg[/imgwh]

These still frames sure make him look like a garbled mess. When animated he's fine, though.

Now to cross-reference with ILED and the generator and get his frames.

[imgwh 336x520]http://img526.imageshack.us/img526/6359/image25p.jpg[/imgwh]

Perfect. Should have set his hit to 0 because I couldn't find a suitable animation for it, but that's easy to do manually.

Now for sounds. I'll talk about sounds another day, perhaps. I'll probably use some sounds from NWN, and may make my own custom hammer impact sound.

The Hammerdin is now ready to join the Loladins and be configured as a unit. A multi-hour journey (in part due to documenting it as I go along). This is just one out of hundreds of graphics I must make before I can call this project complete. 15 races with 10 tiers of units, plus heroes, plus wizards. This shall be a most grand journey, one I shall document for your scrutiny. A journey of ups and downs, a most perilous adventure.

Conclusion

I wish I didn't have to do this. I wish I didn't have to take graphics out of other games just to make ends meet. But nothing changes in my world - ten years have passed since I began doing this and I have been able to learn only a miniscule amount of what it takes to be a real modder and custom asset creator. I wish I could create my own characters and do things the right way. But my disabilities have scourged me for all these long days, weeks, and months of endless hours spent trying to learn and evolve. It's not that I have other obligations, only that my mind is shattered.

Don't envy me. Pity me. It's only because I cannot move forward that I have to do things this way.

Xenoblade - Colony 9

Re: The Making of LoL

Posted: Wed Jun 30, 2010 5:32 am
by Marco
It always surprises me, the ridiculous and meticulous amount of work you put into these things, only they never get released.  All for personal use.  My point of view has a hard time understanding your point of view.

Re: The Making of LoL

Posted: Wed Jun 30, 2010 6:48 am
by Xenon
Desler: and I'm sure a third point of view wouldn't understand the work you put into things with the intent of releasing them (whether they get finished or not), because you don't get paid for it. We all have different motives. I understand Mesk's will to create for his own sake, but not why he doesn't want to release the results to anyone even if it gets finished.

Re: The Making of LoL

Posted: Wed Jun 30, 2010 9:52 am
by IskatuMesk
On the contrary, I do release the results, just not to the public. Ricky, Wibod, HKS, and (I think?) DoW have all played this mod. I have a few individuals from the AoW2 community I'll probably make it available to when it's finished. But too much stuff has been stolen from my sc mods to ever consider public releases again.

Re: The Making of LoL

Posted: Wed Jun 30, 2010 9:56 am
by Marco
IskatuMesk wrote: On the contrary, I do release the results, just not to the public. Ricky, Wibod, HKS, and (I think?) DoW have all played this mod. I have a few individuals from the AoW2 community I'll probably make it available to when it's finished. But too much stuff has been stolen from my sc mods to ever consider public releases again.
Yeah, it's kinda like how people pirate stuff instead of paying for it.  Annoying, isn't it?  I'd say just try not to assign so much value to what you create.  I am personally more fulfilled when I hear more people have played my creation. 

Re: The Making of LoL

Posted: Wed Jun 30, 2010 10:16 am
by Ricky_Honejasi
According to some info I saw ( http://en.wikipedia.org/wiki/Age_of_Wonders ) , the Attack vs Defense works the following way :
Equal values of the attacker and the defender parameters results in a 50% chance to hit, and for each point of difference this is changed by 10% (but to a minimum of 10%, or a maximum of 90%).
So I guess the ideal would be that if you want to make it more tactical (and if possible) is to change them so that it only change them to + or - 5% with a minimum of 20-30%. Personally I thought AoW:SM had those values rather than the discovered values.

Edit : Ah damn, that's for Age of Wonders 1 and not for Age of Wonders : Shadow Magic. However, I wouldn't be surprised if they kept the same formula.

Re: The Making of LoL

Posted: Wed Jun 30, 2010 11:17 am
by IskatuMesk
Marco wrote:
IskatuMesk wrote: On the contrary, I do release the results, just not to the public. Ricky, Wibod, HKS, and (I think?) DoW have all played this mod. I have a few individuals from the AoW2 community I'll probably make it available to when it's finished. But too much stuff has been stolen from my sc mods to ever consider public releases again.
Yeah, it's kinda like how people pirate stuff instead of paying for it.  Annoying, isn't it?  I'd say just try not to assign so much value to what you create.  I am personally more fulfilled when I hear more people have played my creation. 
Actually the ethics are very different. I am not selling what I create, much less selling it for an unjustifiably exorbitant amount of money. Additionally, the theft in question is not simply copying something but taking it and claiming it as one's own without permission and then getting benefits from it. As modders are far less common than greedy companies and the environment is totally different I can't possibly see how you could make so ignorant a comparison.

I don't have a life outside what I create, I'm not letting people take advantage of my lenience ever again.

Re: The Making of LoL

Posted: Wed Jun 30, 2010 3:40 pm
by Marco
IskatuMesk wrote: Actually the ethics are very different. I am not selling what I create, much less selling it for an unjustifiably exorbitant amount of money. Additionally, the theft in question is not simply copying something but taking it and claiming it as one's own without permission and then getting benefits from it. As modders are far less common than greedy companies and the environment is totally different I can't possibly see how you could make so ignorant a comparison.

I don't have a life outside what I create, I'm not letting people take advantage of my lenience ever again.
Maybe the person who thefted it from you had a different perspective on the ethics of the situation.  Perhaps they thought since you weren't selling it and made it available freely, that it would be okay to take the next step and use it in their project.  Although you're really letting a single bad experience ruin what could otherwise be a popular public mod, and alienating yourself from a potentially rewarding experience.  I can tell you from experience that I have always had people ask me to use anything from my campaigns.  Receiving plentiful amounts of public feedback and seeing people truly enjoy my campaign to the point of being moved by emotions was rewarding.

Mesk, I've let ego ruin so many things in my life.  I'm not ragging on you or trying to make you feel bad.  I really just would like to show you there is a better way to handle these things simply by changing your perspective a bit.  Allow for things to go wrong and accept that in this world, justice does not always prevail.  And when we try to impose justice at any cost, we end up making ourselves miserable.

Re: The Making of LoL

Posted: Wed Jun 30, 2010 4:01 pm
by IskatuMesk
Single experience? No... I've had about four separate instances that I can immediately recall. Everything from sounds to the AE explosions that Korean guy said he removed. Then he conveniently vanished from CC. Remember him? I found recent shots of his mod still using the exact same effects.

There was once a time where I would not have cared, but after a point I realized I was getting nothing from releasing mods. I've never had the luck of getting lots of feedback. The odd comment I get about AO is the only real feedback I've ever had. I lose nothing by privately releasing my projects and I gain nothing by choosing otherwise. So I save myself the potential of losing what makes my projects unique, I save myself the obligation of making everything absolutely shined to perfection, I save myself the backlash of failing to finish a project, all while still rewarding those who chose to help me out in the past.

Re: The Making of LoL

Posted: Wed Jun 30, 2010 11:05 pm
by Black Dream
I would provide feedback about AO, but on what?

The units work well.
The AI is deadly.
The graphics are AWESOME.
Gameplay is fun.

So... what should I provide feedback on?  I can say that it is an amazing mod, and I gave a review of it when CC was giving away beta keys.  I would encourage you to keep working on mods, as you are a good modder.  I'm now tempted to make a mod using the Great Destroyer, but I would ask you first, and I probably wouldn't succeed anyway.

Keep on going!

Re: The Making of LoL

Posted: Wed Jun 30, 2010 11:09 pm
by Alevice
Desler is the Keating to Mesk's Roark?

I hate that Fountainhead comes way too much in my mind when visting this place. FuCC

Re: The Making of LoL

Posted: Thu Jul 01, 2010 12:04 am
by IskatuMesk
Alevice wrote: Desler is the Keating to Mesk's Roark?

I hate that Fountainhead comes way too much in my mind when visting this place. FuCC
You just confused the living fuck out of me.

Re: The Making of LoL

Posted: Thu Jul 01, 2010 10:41 am
by Marco
I didn't understand it either.  Damn kids and their pop culture references!

Yeah but still Mesk, I'd release what you make, especially if its a campaign.  I'm sort of biased, but I do believe that stories are meant to be shared.  I dunno about mods, from my point of view, if I had a lot of spare time, I suppose I could see myself modding a game for personal use.  But even then, I'd still want to share it with the community at large.  Fuck what other people try to do to you, this is your life.  Don't let others steer you.  If they want to be jerks and steal your shit, then all you have to do is make the best damn mod you can.  That way everyone will call them out and make em feel like shit for stealing your hard work.  Also, embrace the possibility of failure.  Success coexists with failure so that when we do succeed, we can feel an even greater sense of accomplishment.

Re: The Making of LoL

Posted: Thu Jul 01, 2010 1:58 pm
by IskatuMesk
My private releases concerned campaigns in particular. I attempted many campaigns for Wc3. I am sure that despite my better judgment I will at some point attempt a few for sc2, even if it's a long time from now.

To me campaigns, mods, and literature are material formations of my dreams. They are made to entertain myself, the audience I give them to are those who were either involved with their production or people I know and trust. Like TOA itself, I have a small, dedicated audience that have read it since the beginning years so long ago. Others have said they'd read it and never did. After a while I just stopped caring about those people, and have been justly satisfied with my handful of broads and blokes. If I were to release TOA and it was in some form plagarized... well, that would destroy me.

With something like LoL I am not so zealously protective of its lore and story; there's nothing to be protective about, it's a series of tropes and cliches I've taken to the absolute most extreme levels and mashed them together in a form only I can really make cohesion out of. I'm sure that if I did manage to produce a campaign with all the bells and whistles adhering to my design that it could achieve greatness. But I strived for greatness in my early days of Starcraft and the consistent failure to reach that greatness destroyed me as a modder and as a person. I learned that the only person I can depend on is myself, and the only person I can work for is myself. Through ten years did I teach myself that I had been modding for all the wrong reasons when at heart the will to create was so that I myself would enjoy the creations.

Just as you cannot understand that perspective, I cannot understand the perspective of the opposite. So many people produce projects JUST to release them, and virtually all of those projects either suck or fall short of their intended goals. There is no true drive behind such a project, only a hollow dream and when production life drags on you find that you are forcing yourself to work. You are cutting corners and fabricating imaginary deadlines. No longer is this a venture of dreams, this is an obligation and now you have a weight on your shoulders that will drag down the quality of work no matter what you do.

When I first started LoL I intended to privately produce it and then consider releasing it when it's finished. But now I have no doubt that I will not make it public. At least not here.

I have come to loathe people. I have come to loathe society. Commentating on youtube has shown me that while you can always have a cult you will also always have those who cannot appreciate the amount of work you put into something, and those who are willing to take what is not theirs to take. Some people will say "Get thicker skin". Well, that's not who I am. I can't change how it is I perceive the world and how it is I interact with people. I have chosen to continue commentating post-release only to catalog to myself the decay of my sanity until the end days. Because you can see a chronological decay of my motor skills in my commentaries. I'll be disabling comments on all new videos; if people want to thank me they can PM me or comment in my profile. I am doing this to avoid all of the trolls I get from reddit.

But a campaign is different. A person cannot steal my commentary and claim it as their own, but they can steal my voices, my sounds, my graphics, and they have done so multiple times in the past throughout my Starcraft life. The ungratefulness of people like that irritates me to no end. It is true that I am a software pirate. The proud, the many. But I respect a modder. I respect those who don't work behind company rules and get to the top through manipulation and shit-flinging. I respect those who aren't trying to sucker every dollar out of people, and who are losing nothing to pirates. I respect the honest man, the man who's put his own blood and sweat and tears into something.

I spent years trying to get into contact with Nottingham systems to use their Diablo 1 graphics, and through the end of the tunnel I finally did get into contact with a guy who said that yes, I could use the d1 conversions, but not their custom models. I withheld using the graphics all the way up until AO. There was a time where I ripped graphics at a whim off of websites in my younger years, and mods containing such graphics I chose to sweep under the rug and forget about. I never released them, never will.

I always ask. I always get permission. If I know who's done a graphic or something that is not released under a general distribution rule like the Civilization 3 graphics are released for open use, I ask. Even if it's for a private project that developer will never even know exists. There is a responsibility amongst modders and mappers to uphold respect for each other and their craft. That is why the attitude of people at Hive Workship offends me, that is why when I see people taking the After Effects explosions that not only myself made but SgtHK spent hours explaining to me and setting up for me to use as a basis, that is why I cannot abide by it.

Ultimately the property of most of LoL's graphics are not my own, and any person can make them themselves if they have the time and tools. But something does belong to me - that time, that dream, that energy I have spent into it. Those little things I do to sharpen the looks, those little quirks I take advantage of to make it that much better. The years and years of time invested into learning the tools of craft with a mind burdened by madness and insanity that works far slower than yours.

Ultimately, in the end, I know there is almost no one in the AoW2 community who would willingly steal graphics from this mod for their own. I know that because they're good people and they share this respect. Many of these graphics I would even openly allow them to use, like I released the ITAS/MFTGATMF graphics. That is why I said I will probably release it to them privately. But LoL is a niche project, and the audience is extremely tiny. In Starcraft I had been told by multiple people that many of my resources were being used elsewhere without even any credit given. No, not rips from other games - shit I made myself by hand. Voices, sounds, 3ds max effects. Shit that took me years and years to perfect and are amongst the defining points of my work.

The Blizzard community is amongst the most loathesome and hostile communities I have ever seen, next to Oblivion's where the developers are uptight to the point of insanity. I am flexible, and I am willing to compromise if you're nice enough. But over ten years I have been insulted and stolen from and otherwise ignored by these people. I do not feel the need to give them anything anymore. No, not everyone is like that, only the few. But the few are enough to enrage me to the point of cutting off the lifeline to everyone besides those people I know personally. It grinds my balls to hear people say that I don't know what I'm talking about in regards to sc2's editor because I didn't make JASS triggers for the LoL AOS when no one has ever played it outside of SS. It is an insult when someone says they remove something of mine from their project, leave CC's forum, then post shit elsewhere parading my stuff around once again. These are the people I would release my work to? No. Never again.

If I do work on an sc2 project down the line I will only be speaking of it from design perspectives. I will speak nothing of the story, the mechanics, the characters or the events themselves. I've decided that if I was to make a project it would be a campaign, a campaign using totally custom assets of all nature. That is because I would be telling a story, and my stories do not take place within other people's worlds. Even AO, related to Starcraft, is a total rewrite of Starcraft's lore and history and all things inbetween.

[imgwh 640x400]http://fc04.deviantart.net/fs51/f/2009/ ... tuMesk.jpg[/imgwh]

I am under no obligation of any kind to make this stuff available to anyone besides those who have put their effort into it. They deserve to see what their time has gone into, and thus I freely offer any mod or project at any stage of completion to such contributors. Anyone else who even gets to see images or videos of it is lucky to get even that. I talk about design and production because I think people can learn from my perspective and my methodology. But when I'm talking about a project of such magnitude as a LoL campaign or even TOA itself, I coluld never bear to have something taken from those. It's the paranoia of subversion that drives me here, but it's not only because of potential theft that I prefer to keep these private.

Out of all of the mods I have released in eleven years I have gotten such little feedback of any nature that it is truly depressing. It feels like your work is for absolutely nothing. Out of all of the people who said they'd help me only a select few have ever responded after that. That is the Blizzard community, one I feel that is undeserving of anything I have to make. I have grown to despise Blizzard's community because of how much they ignore people like us and how much they flock around shit like Hive Workshop and DotA. Make no mistake, what we have here is a vast minority that will always remain a minority in custom content audiences. I have a loathing for all people, but these people especially. I will do all I can to prevent my work from getting into their hands. Even if it means preventing those who would otherwise enjoy it from getting it. I lose nothing. I am not building it for Tom and Joe. I am building it for myself. If Tom and Joe wants to play, they can contact me and tell me why I can trust them and why I should let them try it. If the audience is unwilling to communicate with the developer then they may as well not be an audience at all.

No doubt you would consider this the most extreme of stances, but that is what I have been shaped into. I never have had a Golden Age. My time here has been wrought with disappointment and difficulty from all sides internal and external. Maybe one day I will reconsider my stance, but no day soon.