WIP Black and White

SarChasm

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Black and White

Story so far
For those of you who are unfamiliar with the PC game of the same name, it is basically a mostly open sandbox type game in which the player takes the role of a god. The player must battle against other rival gods for the belief and worship of the people of the land. Once there is no longer anyone believing in a god, that god is wiped from existence. Belief can be attained either by being benevolent and loving towards the peoples of the world, or by striking fear into their hearts through chaos and destruction. Each god is aided by a "Creature," which serves as the god's avatar in the world. The Creature takes on the appearance of an animal, such as a horse, or lion, or a cow, and acts as a physical representation of the god.

The goal
Make a WC version of this. If you've played Black and White before, you know this is impossible, especially with the Creature. However, I'm not going to try and make an exact replica of the game. The focus of the WC version will be more focused on the management of the villagers.

I've only just started on this, but ideas are flowing like a raging river, and I've already laid down some of the basic functions of the game. But here's what I've got so far.

Overview
Black and White will be a micro-management intensive game where players can either play as one of two rival gods, or one of the ten warring tribes scattered throughout the realm. As a god, your objective is to have complete dominance of the island by eradicating your rival god. This can be achieved through either converting all of his believers to your side, or wiping them out. As a mortal, your objective is island domination through unification or conquest. Whether or not the tribe's goal is religious is entirely up to the player.

Gameplay
Gods

Tribes
Summary
Every tribe starts out with the Village Center and a handful of Villagers. These Villagers are capable of some basic functions such as the gathering of food and wood, construction of structures, and basic military operations, mainly defending from outside threats. Every minute, each villager will consume a certain amount of food depending on what his or her profession is, and a number of wood will be set aside for the maintenance of structures. If the tribe fails to provide enough food for each villager, the ones who are not fed will die. If the demand for wood is not met, the buildings will begin to deteriorate depending on how short the village was of the required amount.
Features
-Careers: When making a new villager, he/she starts as a child that serves no real purpose. When the child grows, it can then choose from a number of career paths to follow. Both men and women can choose to perform basic village functions such as the harvesting of resources. Men can join the village's military, and build structures, while women can devote their lives to service of the gods or join the army as the more subtle assassin role.
-Lifespan: No villager can live forever. As soon as a child matures, his or her life force (represented as mana) will slowly drain away. Villagers can live from as short as 15 minutes to as long as 30.
-Backstabbing: Backstabbing is a combat function. In order to promote more advanced military tactics other than mass the strongest unit and charge the enemy, units receive bonus damage when attacking from behind. The bonus damage varies from unit to unit, but is usually higher for ranged or assassin units.


Help Wanted!
Much help would be appreciated for a project this size! Several roles I will be needing, either now or later include:
-A terrainer who can make a good island-like terrain, but not too tropical. If you've played Black and White, you'll have a very good idea.
-Someone who can get rid of the leaks, because I know nothing of JASS and have been using GUI all this time, and something tells me my triggers leak like a mother.
-People to provide conceptual ideas. This is a pretty broad subject and is basically helping me think of ideas for the gameplay.
-Balance testers. These guys will have to play the game itself numerous times, and decide if the numbers are set exactly right to create a (for the most part) fair game environment in which only the most skillful players will emerge victorious.

More to come!
 

Dinowc

don't expect anything, prepare for everything
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a horse, or lion, or a cow

it's not a horse, it's a monkey ;)

I've played Black and White, cool game

you could also add quests requested by the villagers, like in the game

I hope you're doing the main thing of the game - the higher the belief, the more power you got -> the more power you got, the stronger your "God" spells are ;)

good luck on this
 

SarChasm

New Member
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Well you COULD get a horse later in the game. =P

A feature I'm still trying to work out is the aging system. Here's what I've got so far:

When a villager is born, he/she will die after X +/- Y amount of time. This means that if you mass a huge army, you better be prepared for when they start growing old. However, I still need to decide what X should be, how what the possible values of Y should be. I'm also having some problems with the actual implementation of the aging system. The was it is now, villagers have 1000 mana, and it slowly degens. When it reaches 0, he/she will die. In order to have random degen rates, I made a multi-leveled Brilliance Aura with different negative levels of mana regeneration, but the data I input into there doesn't seem to match the levels of degeneration in-game.
 

Dinowc

don't expect anything, prepare for everything
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223
why don't you just add an expiration timer to them? :p
 

Fire-Wolf

S.P.D Smoke Pot Daily, Legalize It!
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Nice idea, but to simplify just make a periodic timer, and select all the villagers, and give a 1/2 chance or something to lower their mana by one, so like villager 1 and 2 were made at the same time, then after lets say 15 seconds villager 1's chance was 1 out of 2 so he loses a mana but villager 2's chance was 2 out of 2 so he doesn't. That would make it very random, but also un realistic, as villager 2 could live forever...
 

SarChasm

New Member
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That's not too bad of an idea Wolf.

The reason I don't like the Timer idea is because it's kind of obtrusive. =P
Using the mana bar is much more subtle. Besides, I had another concept with spell casters. Every time they cast a spell, it drains at their life force, limiting the usage of powerful spells.

I could probably do a periodic event like:
Every X seconds, there is a 50% of losing 1 or 2 mana.

With 1000 mana, that leaves a max lifespan of 1000 seconds and a min lifespan of 500...
 

Fire-Wolf

S.P.D Smoke Pot Daily, Legalize It!
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So shortest lifespan would be 8 1/3 minutes. Not bad.. Max would be 16 2/3 minutes. Just around where you wanted it.. average lifespan would be: 12.495 minutes. So that is a reasonable solution, I say go for it. =)
 

SarChasm

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Okay, so having the mana degen as an aura is not going to work.


I need to think of the best alternative.
 

FhelZone

Have a drink of a nice cold mellowberry juice!
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It would be probably a bit difficult implementing a B&W gameplay on warcraft game interface. Though playing as god, means you get to use the 12 buttons as something for creating structures, skills, etc.

BTW.

Multiboard is what you need for all those resources (4 of them right?)
 

SarChasm

New Member
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15
Well, being that this is WC, it's going to be quite different from the actual PC game. As I mentioned up there, whoever plays as a god will be playing as god only. Village affairs will be handled by the players playing as the different tribes.

As of now, I'm using gold for food, wood for wood, and mana for villager age. However, I'm planning on having the gods use mana as prayer power, though I'll have to think of a way to keep track of belief.
 

the_ideal

user title
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Well, being that this is WC, it's going to be quite different from the actual PC game. As I mentioned up there, whoever plays as a god will be playing as god only. Village affairs will be handled by the players playing as the different tribes.

As of now, I'm using gold for food, wood for wood, and mana for villager age. However, I'm planning on having the gods use mana as prayer power, though I'll have to think of a way to keep track of belief.
You could make mana be belief and use custom values for age. Periodically decrease the custom values of all the units and have floating text above units that reads: age: young, old, etc. when the unit's age changes significantly. (That's how I'd do it at least.)

By the way, good luck: I enjoyed playing Black & White and I love Warcraft III, so I look forward to this map.
 

SarChasm

New Member
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As soon as I finish flattening out the bugs with the backstabbing system, I think I'll be ready to roll out a very basic alpha version of the map! :D
 

13lade619

is now a game developer :)
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399
-Someone who can get rid of the leaks, because I know nothing of JASS and have been using GUI all this time, and something tells me my triggers leak like a mother.

black and white is one of the most complicated games out there..
and without good/better trigger knowledge it will be really hard to emulate.

i'm not bringing you/you're project down but i suggest you learn JASS as you go on.
which will bring up more options for your triggering and customizing.

good luck.
 
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