I'm currently redoing this game from scratch as a University Project.
I need to create a working demo to test how different levels of complexity affect RTS gameplay. For the demo I will be redoing the Necribus Faction.
I will upload it once I've finished university hopefully around May. Then I'll redo the Hyperion Faction and maybe move on finally to the Gians Faction.
I can't post updates of my work in case of self-plagiarism, but once I've got my mark I upload the Necribus!
By redo I mean:
Wipe the slate clean starting with just the basic GAE Engine with any sounds, graphics and models from the original Glest removed completely.
This project is going to be treated like a New Game built using GAE as a Game Engine rather than a Glest Mod.
I will rewrite all XMLs.
I will convert all textures that are in tga format to png and standardize their sizes, bump maps and specular maps.
I will re-export all models that are either made by me, from free resources or purchased, there will be nothing ripped from commercial games and all animations will be my own work.
Sounds from commercial games will be removed.
Many units and some upgrades will be removed, these are no longer necessary, the remaining units will have new effects and emanations along with upgrades that affect various units all in different ways.
For my University Project, I'll create a special form of Malevolent Rising based on a civil war between the Necribus and a similar faction of Satyr and Werewolves that call themselves The Devils Hand who are bent on spilling Hell into the whole world of Vaultar!
There will be two versions of the Necribus faction; Basic and Advanced. Basic will contain buildings, units, three basic resources and basic upgrades. Advanced will contain stronger use of damage multipliers, many more resources, subfactions, unit resources (EP), unit effects and emanations, flying and amphibious units maybe ships, vehicle units and resources that must go through processing into other resources.
This will be for my university project only, the actual Necribus will be somewhere between Average and Advanced. I will update here and my website with progress on how the Necribuis faction is doing once I've finished my University version.
The Hyperion will not be used for university but I will be redoing them just like the Necribus, then I will move onto the Gians. The hyperion wont take as long to redo as they use very little commercial content compared to what the Necribus had.
Links:Malevolent Rising Homepage
System Requirements:The requirements are essentially the Glest Advanced Engine requirements however due to how much memory this project takes up, here are the specifications of my system which runs Malevolent Rising and is used in the making of it:
CPU: 1.6GHz (8 CPUs)
RAM: 4GB + 4GB Page File
GPU: 750MHz Core Speed, 1GB Dedicated Memory, 800MHz Memory Speed
Minimum Requirements:The lowest specification system I've had Malevolent Rising working on with playable fps:
CPU: 1.6GHz (1 CPU)
RAM 1GB + 4GB Page File
GPU: 200MHz Core Speed, 256MB
Shared Memory
Recommended Requirements:CPU: 1.6GHz (2 CPUs)
RAM: 2GB + 4GB Page File
GPU: ~600MHz Core Speed, 256GB Dedicated Memory, ~600MHz
To download:No downloads for now.
What is Malevolent Rising (MRise)?The strange world of Vaultar is the home of many great and terrifying things... Home to races of Werewolves, Vampires, Satyrs, Dryads, Angels, Half-Giants, Shapeshifters, Scourge and many more...
Factions: Aiming for five detailed factions: Necribus (Werewolves and Satyrs), Hyperion (Jotun [half-giants] and Angels), Gians (Dryads and Shapeshifters), Vestirus (Aquarien and Feliforms [cat-people]) and The Damned (Scourge [half-ghosts] and Vampires).
Racial Alliances: So that's 2 races per faction. Each race (so twice per faction) will have their own Barracks for light troops and heavy troops, an element spire for magical troops and a draconic shrine for dragons (dragons will be worked on later once all factions are fully functional with standard units and magic units). I also intend to add some hero units in later, at least one per race (so two per faction).
Subfactions: The player will be able to play each faction in favour of one of the faction's races through upgrades and GAE subfactions.
Damage Type Tactics: Element based damage was going to be used but I decided against it as it can unbalance factions. Instead I use a light/heavy, melee/ranged or siege attack system with a small/large, melee/ranged armor or building system for damage multipliers. This way factions can be easily balanced and tactics are necesary as each unit will have its own uses.
Unique Playing Styles: Each faction will have a unique style of play using magical and draconic units to introduce special skills and interesting upgrades.
Unique Buildings: Each faction will start off with a city, some worker units and a few troops, nothing else (I may include hero units as starting units or a lord unit like in stronghold). The city is used for creating worker units (one for each race) which can build the main buildings: Barracks, Spires and when Dragons are added: Shrines. Also Huts, Houses and Hamlets for increasing population and your rule over the map.
Cities: The city will be the master unit for each faction, if this is destroyed the faction looses access to worker units and major upgrades, however Hamlets can be used to create workers and trade goods too, but must be unlocked through upgrades from the City. Spires can be upgraded to a certain point where a subfaction is required, each faction has two spires, but only one can be fully upgraded. Shrines will be affected by spires along with having their own upgrades and subfaction features.
Resources include:- 1 Wealth (mined, gold deposits which contain a lot of wealth and shouldn't be spammed in an MRise map, three around the player start is enough to keep them going before having to venture out).
- 2 Stone (mined, stone deposits should be around three times more common than wealth, still providing a lot of stone per unit.)
- 3 Wood (Gathered from trees, quite a bit per tree, wood isn't too huge in demand but still very important so there should be plenty of normal trees per maps.)
- 4 Population (A static resource, units [not buildings] will normally take up 1 population, this resource can be expanded by building various buildings.)
[li]5 Charisma (Like population but only Hamlets add more and these require upgrades and a lot of resources, Charisma is used by high class units).
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For detailed development and information, visit my website (use the links provided above). Once all factions are complete I will work on creating Campaigns for each faction which are linked scenario maps with a storyline, these will introduce each unit to the player for ech faction. A tutorial Campaign will also be provided that will cover the basics that are used in all factions.
- v1.0 is the first release having the first faction: Necribus, after that released updates will vary, hopefully testers will suggest ideas for balance and improvements.
- v1.6 is the first update released, it is a full release not a patch so all v1.0 data should be deleted all together before installing this version.
- v2.0 will be coming out soon, this will introduce a new faction: Hyperion along with some major changes to the Necribus and more optimisation. This is a full release so all old v1.6 or below data should be deleted to make way for v2.0. This release adds more emanations, effects and stealth abilities to Necribus units making them more balanced with the effect/emanation intensive Hyperion.
Check out the download page on my website (links above) to download the latest release.
For people new to this project/thread, just head to the latest page and ask whatever question, etc, it doesn't matter if it has been asked before as I wouldn't want to read through a load of old posts myself!