I just discovered this old and interesting game, and I was thinking to translate it in WoG.
I know it has a lot of fans so I am open to all suggestions from people who already knows the game. Scripts, graphics, sounds.
I am only in early game, and so far I got the idea how leveling works.
So far, those are my ideas about the mechanics:
1) Leveling and party choice: naturally the player should start with a choice of 4 commanders, so the shooting ability is present, although disabled until the skill is acquired. Before the game starts, we have a choice between 7 classes, each one with special abilities. Leveling is done using the hero system (!?HL) in the following way:
Each 2000 or less exp points a box is opened and 4 experience points are received and allocated manually to the HP/speed/damage l&h/attack/defense of the choose commander. After the operation is done, the hero is bring back to 0 experience points. This script is already done for my tests for an Oblivion map. Open for better suggestions.
If the player choose to keep the 4 points, then the following points from battles are added and once he has (ex)10 he can allocate them to the hero, improving skills (buy fire etc), speed, mana, knowledge.
2) The travel will be scripted exactly as in the game, on specified days a boat is placed, the next day the boat is destroyed, same for stables traveling, they open on specified days. For multiple destinations, when the player visit the boat, a box is opened and the destination is asked. So the player does not really sail.
3) The choice of the 4 classes influence the game: the druid/clerc can cast heal (or the hero can cast cure on the druid's turn), that means the magic book is disabled (CM) until the healer turn. I am not sure how this script could be done, but I know it is possible. Combined with the sorcerer, its turn allowing to cast destruction spells. Maybe will be a better idea to script it using MG? I am not sure it works elsewhere than on adventure map. Like when the knight turn, clicking on implosion is disabled ans so on. When sorcerer turn, implosion is enabled, cure disabled.
4)Enable artefacts specificity. I don't see how could be done. In the game each class is allowed to wear specific items, in HOMM having an hero can't allow that.
5) Enable random attacks in specific areas. Check the position of the player every day, if he is between x and y coordinates create a random value based on his movement trigger (HM) and generate an attack. Like being in the dragon valley will trigger dragons attacks and so on. Easy to do.
6) Generate a labyrinth for each dungeon in a choosed area (fixed). Once the dungeon is completed the area is reseted and a new dungeon is created in the same coordinates for next. Easy to do. Probably will design an 50x50 area for this. This will generate some problems, as if the player teleports outside while in the dungeon, the dungeon may not be reseted. So needs ideas...
Those are so far my ideas. I only started the game, so I have only a limited knowledge about what is in. I am open to all suggestions, as for scripts help. the only one I can't figure for the moment is how to use magic (heal, destruction).
I will extract the maps one by one from the lod and will probably split them in two parts, one being the surface, the other the underground (no better idea so far)
Creatures, artefacts graphics are welcome! But there is no rush, after what I see it will take me at least 2 months to complete the game and have an overall vision. It is quite complex.
I am not sure this huge work can be done alone, so if anyone wants to create a team, I will be glad. There are hundred of quests (I am accustomed to that) and tens of new mechanics. Anyway I will start it, alone or not. I know Sergroj loves his game, and I am using his patch. Maybe he is interested?
(This post was last modified: 02.07.2009 04:03 by Valery.)
|