![]() This AI's units will also retreat from other AI's, creating a "moving front" - something I will use in another level. They will still attack opportunistically but only if you expose yourself. (c) The third AI will stalk and funnel the player in order to slow him down without necessarily engaging the combat. What is also important is that once they attack, you can clearly see/hear where they came from. The point of that is to have AI that has less/weaker units than you but still poses a big threat. They will be here from the start and they will wait opportunistically to cause maximum damage. What I mean by that is they don't just spawn out of nowhere like the wolves in The Hammer of Thursagan. (b) The Second AI will gain advantage by ambushing you fairly. Since this is only level 2, AI has few such units and some are level 0, so this is not too menacing yet. It should be possible to outstretch or distract the AI by feinting the attempts to cross. Its few units will respond to your movements and rush to the spots that your units are close to. (a) One will try to ZOC-block you from crossing the river. In this case, I have implemented three specific AIs here, all of which inspired by Bungie's Myth: (2) How to maximize AI thread without giving it extra units. This should incentivize scouting without breaking the rule of "beatable on first try". They only appear once visible, in a similar manner as the road in South Guard's "The Long March". The shrouded parts of the map now contain randomly placed "secrets" - treasure chests and lore items. You can see the trees around the edges of shroud, which hints that shroud reflects "low visibility" areas. This way you know the geneneral landscape from the get go. So what did I do? I made the shroud only cover "deep forest tiles", i.e., all forest tiles that are surrounded by forest. For instance, when you play the 2nd level of Northern Rebirth, the first playthrough is much different than all the following because the map can be memorized. (1) How to implement shroud without negatively affecting replayability. I have given myself a number of challenges with this level: Make sure to switch the sound and music on. The level has minimal dialog and instead tells its story through cutscenes, just like its predecessor. Unmodified Wesnoth we all love and enjoy incorporated into a new campaign. ![]() In order to download the scenario, please go do "Add-ons" menu and look for "The Harvest" scenario. If anyone is interested in collaboration, please let me know. I don't think, however, I will ever be able to finish it on my own. I have plenty of ideas for a full campaign, mostly based on using the Wesnoth gameplay creatively to make interesting challenges. The scenario includes some cutscenes so please, for full experience, turn the sound+music on and don't set your animation acceleration higher than 2x. This is my first attempt and I am quite an amateur - there are no custom portraits and I used a sprite or two from White Wolf's Ravagers Era. Alternatively, you can just kill enemy leaders without worrying about your casualties, but this comes with a risk. ![]() One of the objectives is the typical "survive until turns run out" but with a twist - you also need to level up enough units before the time is up. In order to create replayability, you get two leaders (the main and the expendable) as well as two alternative objectives, which allows for some decision making in choosing how you want to play the scenario. And remember that Walking Dead can turn your guys into their own. All units are level zero, which may create a somewhat unique tactical experience. The map is wide and securing villages is important. It emulates, to an extent, a multiplayer experience. ![]() Here you have River Dead - a fully scripted scenario, where a you control Peasants trying to survive a Walking Dead invasion. I took inspiration from the old Myth series from Bungie, and I am hoping to recreate some parts of the experience, but with Wesnoth gameplay. I am a great fan of the game, and I like it so much that I decided to make a couple of scenarios that utilize, to the fullest, the original mechanics of the game, as opposed to implementing new mechanics.
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