RPG game making tutorial from scratch
Last review
In [Phase 1: Making Basic Scenes], we taught how to download the Warcraft map editor and made a very basic small village scene.
In this issue, we will simply put the heroes of Warcraft 3 into the scene, so that our players can control a role in the game. At the same time, we need to add some monsters to the game so that our players can control the characters to fight with them.
Then, we will use the data editor to customize a protagonist that fits our story setting, so that it fits the world background we want, instead of sticking to the original story of Warcraft 3.
Phase 2: Let the brave and the monster debut
Section 1: Place the heroes and monsters of Warcraft in the scene
Reopen our first issue of the map.
In this issue, we want to add player heroes and hostile monsters, but we do not want players to directly control the various NPCs in our village.
To solve this problem, we need to adjust the player camp in the [Plot].
Click [Player Settings], we come to a new panel.
In this game, we need a [hostile] player, a [village] player, and a [user].
We set #1 as the user, #2 as the village, and #3 as the enemy.
But at the same time, we also need to make the user and the village an alliance. When the enemy attacks, in addition to the user will attack the enemy, the village will also attack the enemy.
For this, we need to set the player controller on the [player] page, and create 2 factions on the [team] page to realize the alliance between the user and the village and the hostile relationship with the enemy.
After completing the above settings, click [OK].
Back to the scene, since we did not pay attention to the ownership of these units when we placed the units, now in order to distinguish between the units operated by the user and the village units, we need to set all the previously placed units to player 2, the village.
Press the shortcut key U to open the [Unit Panel], press the space to open the [Select Brush], then left-click to drag the box to select our unit, and then press the [Enter].
We can see the attribute panel of all selected units, in the [player] column, select [village (blue)].
Get the result as shown below, and then click OK.
Then in the unit panel, confirm that the player bar points to [Brave (red)], and then randomly find a hero and place it on the scene.
Here, I chose [King of the Hill] as the user-controlled role.
Press the shortcut key Ctrl+S to save the map (or save it through [File]-[Save Map]).
Since we added 2 new players but did not set their starting point, the following dialog box will pop up when saving:
Click [Yes], and the editor will automatically place the missing starting point.
Then, click the Test Map button.
We can enter the game to experience the game world we made.
Since the starting point of player 1 is outside the village, after entering the game, the camera appears outside the village by default.
Drag the lens to a place with white light, or double-click F1, and select the unit [King of the Hill].
Then we can follow the basic operation method of "Warcraft 3" to control the unit-right-click to move, press the *** button to specify that the sheep can *** the sheep and so on.
Continue to the left and we can come to the edge of the village.
But there is nothing here now, we press Alt+F4 to exit the game (or exit the game through [Menu] [End Game] [Exit Program]).
Go back to the map editor, open the unit panel, and change the player bar to [Neutral Hostile].
Then we can see many built-in monsters.
Choose some low-level monsters at will and place them outside the village.
In addition, we moved the starting point of the red player to the position of the player hero, so that after entering the game, the screen can start directly from the position of the King of the Hill.
In order not to be too shabby in the wild, we enriched the wild scenes.
Now we have a scene for basic play.
Save, start the test, and fight the monsters.
Allies will help us fight:
We can also go to the wild to fight on our own:
Section 2: Custom Role
If the game we are going to do is not another Warcraft story, then we have to have characters that fit our own story.
In the first section we taught how to place Warcraft’s own heroes and monsters on the scene. Next, we’ll talk about how to create our own designed heroes and monsters.
In the Warcraft map editor, all the unit data in the game are managed through the [Units] page in the [Object Editor].
For every unit placed on the scene, they can find the data prototype here.
The data editor can edit and design the unit in an all-round way, and affect the way the unit moves, visual effects, combat power, skills held, and so on.
By modifying these data prototypes, we can edit all the units that Warcraft comes with and affect the combat experience of the game.
Typically, we can modify the strength, armor, health, and movement speed of a unit to directly affect the strength of a specific unit type.
If we want to change the appearance of the unit, we find the model data of the unit, double-click and modify it.
(In this way, we can import models made by others or made by ourselves into the project and put them in the game. We will explain how to do this in a future tutorial.)
There are many heroes in the battle story of Warcraft 3, and players often need to operate these heroes to fight. But suppose our RPG game tells a war story in which a dungeon demon ruled a village on the ground and tried to invade other villages to occupy the world's dominance. And we hope that the player will act as a brave man in the village who volunteered to make our player a hero. To experience the plot development of the whole story from the angle of view, then we need to design a [Brave] unit to be controlled by the player.
Next we make it.
Move the mouse to the [Custom Unit] in the list on the left, right-click, and click [New Custom Unit] in the pop-up list.
A new window will then appear to name our custom unit and select the basic template used by the unit.
We named the new unit [Ordinary Brave], and chose the human hero [Paladin] as the template.
(If we want to make a hero unit, then our template unit must also be a hero.)
Click [OK], and we will get a new unit type: ordinary brave.
Without any modification, all the data of a new unit will be the same as all the data of its [Template Unit], but this is not what we want.
We don't want the brave to have a strong blessing of light from the beginning, and he does not have any leadership power. Therefore, we delete all the skills in [Skills-Heroes].
After selecting the [Skills-Heroes] column, press the Enter key or double-click the left mouse button to open the hero skill list.
Select the skill in the opened list, and click [Delete Hero Skill] below until all 4 hero skills are deleted.
After completely deleting, click [OK], we can get a hero without skills.
But now, our [Ordinary Brave] model still uses the [Paladin] model, which is not what we want. We find [Display-Model File], double-click, and then find the model of [Villager].
Then click OK, and we get a [Ordinary Brave] character modeled as [Villager (Male)], which can be the protagonist of our story.
Go back to the list on the left, click the right mouse button on the text of [Ordinary Brave], and then select [Select in the Tools Panel], the map editor will automatically select [Ordinary Brave] for us.
Place ordinary brave men in the village, and delete the [king of the hill] hero we placed earlier.
Now we have obtained a more down-to-earth unit, and can use this unit as the protagonist to launch an adventure.
Obviously, we found that the protagonist’s avatar icon is still [Paladin], and the power, armor, and health are all exaggerated. The protagonist’s title [Drow-Confessor] does not fit our story setting. The sounds during operation
modify them one by one.
In Warcraft, the hero's strength, armor and health are calculated through strength, agility, and intelligence.
If we don't want to abandon this existing rule, then we can directly modify its attribute value.
So what if we want to use our own numerical formula? -We will teach how to do this in future tutorials.
But for now, let's go back to the game and take a look.
Okay, now we have a protagonist who fits our story.