Story Mode

A place to find all custom made campaigns, mods and to discuss the story mode and how to create mods.
mickey_brown
Posts: 217
Joined: Sun Sep 13, 2009 6:32 am

Re: Story Mode

Post by mickey_brown » Tue Jun 29, 2010 1:27 am

abrasax wrote: Soooooo cool... Can't wait to test it. Great job ! Once you feel confident enough I encourage you to post this in a separate topic.
Thanks !!!!
Abra
The story is pretty simple. Its really just an excuse to force players to use decks that nobody would normally use (because in any other match they would be useless) and also present a bit of a challenge. Let me know what you think and how challenging you thought it was.

abrasax
Posts: 976
Joined: Wed Oct 15, 2008 7:46 am
Location: Switzerland

Re: Story Mode

Post by abrasax » Wed Jun 30, 2010 10:24 pm

Hi,

So I'm still working on the campaign I mentioned here: viewtopic.php?f=15&t=1177 (by the way I hope the todo is still actual ;) )

I already have a nice map of Telisaria with some town and thank to the possibility of putting the "answer" where you wat on the screen you can navigate through the map and select a city to choose a challenge.

the card (self made baed on the "official one") look like that:

[The extension png has been deactivated and can no longer be displayed.]

and if you want to see how it look like add th following to your story.xml

Code: Select all

<page id="map1">
<type>dialog</type>
<img>_gfx/map1.png</img>
<answer x="352" y="74" goto="Map1">Tocasia's Camp</answer>
<answer x="300" y="114" goto="Map1">Koilo's Cave</answer>
<answer x="162" y="108" goto="Map1">Terisia</answer>
<answer x="207" y="80" goto="Map1">Sarinth</answer>
<answer x="230" y="114" goto="Map1">Tomakul</answer>
<answer x="254" y="144" goto="Map1">Kroog</answer>
<answer x="353" y="208" goto="Map1">Citanul</answer>
<answer x="336" y="148" goto="Map1">Korlis</answer>
<answer x="210" y="142" goto="Map1">Zegon</answer>
</page>
Now i'm facing some specific issue.

If I put a deck and opponent_deck I cannot use anymore the "inplay:card" or hand or graveyard function in the rules.txt, it simply does not work... for the specific challenge I want to design I need to specify the beginning battlefield and graveyard.. so maybe I'm doing something wrong but I cannot get it to work.

On a side note, the way the save is currently functioning is preveting me from putting a full "map" system, because I can put a new map each time one of the challenge is done, but if I want the player to be able to "replay" one of the specific challenge then the "goto" stay the same so the "progression" is not really saved... not sure I'm making myself understandable.... but basically you can do a progression but the player cannot replay one of the old challenge...not sure if there is a way to do so...

finally I would like to unlock some specific set after a challenge has been done... is there a way to specify the set to be unlocked, maybe something lik "value="ATQ""....

Grü

ABra
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wololo
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Re: Story Mode

Post by wololo » Thu Jul 01, 2010 3:23 am

abrasax wrote: If I put a deck and opponent_deck I cannot use anymore the "inplay:card" or hand or graveyard function in the rules.txt, it simply does not work... for the specific challenge I want to design I need to specify the beginning battlefield and graveyard.. so maybe I'm doing something wrong but I cannot get it to work.
You're right that doesn't work for now. The thing is...what would that mean? you have a deck, + cards in your hand. Does it mean these cards need to be taken from your deck? or added to it? Please tell me what you exactly expect for the behavior and I'll code it :)
On a side note, the way the save is currently functioning is preveting me from putting a full "map" system, because I can put a new map each time one of the challenge is done, but if I want the player to be able to "replay" one of the specific challenge then the "goto" stay the same so the "progression" is not really saved... not sure I'm making myself understandable.... but basically you can do a progression but the player cannot replay one of the old challenge...not sure if there is a way to do so...
That's tough to do right now...we would need a more powerfule save system that saves "which pages" the player has seen already...honestly quite hard to handle for now :(
finally I would like to unlock some specific set after a challenge has been done... is there a way to specify the set to be unlocked, maybe something lik "value="ATQ""....
Not yet but that was the plan. I'll work on that

abrasax
Posts: 976
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Location: Switzerland

Re: Story Mode

Post by abrasax » Thu Jul 01, 2010 9:10 am

wololo wrote:You're right that doesn't work for now. The thing is...what would that mean? you have a deck, + cards in your hand. Does it mean these cards need to be taken from your deck? or added to it? Please tell me what you exactly expect for the behavior and I'll code it :)
For my 1st challenge, you need to put a specific card in play, your hand and library are "random" based on the deck.txt but the battlefield of the opponent is predifined (armageddon clock + ankh of mishra... I know that's perverse) and you and your opponent both have a copy of the card you need to put in play in your graveyard. So to solve the challenge you need to think "out of the box". And yes, this card should be added to your deck (although it would be also possible to say they are taken from it..., doesn't really matter for the soft-coding of a campaign).

Some challenge would be more complex with predifined hand + battlefield, but that is already doable with the current system (if you don't put a deck.txt)... Something like the challenge from duels of the planeswalker... if you see what I mean...
That's tough to do right now...we would need a more powerfule save system that saves "which pages" the player has seen already...honestly quite hard to handle for now :(
Could we use a variable for a new type called "map" page... means I could program a "map=1", "map=2" and so on.... and this variable would be saved together with the game save state... when a player win a challenge you just do "map=map+1" goto=map...maybe something like:

Code: Select all

<page id="1">
<type>map</type>
<img>_gfx/map.png</img>
<answer x="352" y="74" goto="duel1">Tocasia's Camp</answer>
</page>

<page id="duel1">
<type>dialog</type>
<title>Duel 1</title>
<text>first Dueltext>
<answer goto="duel_1">Continue</answer>
</page>

<page id="duel_1">
<type>duel</type>
<onwin>duel_1_win</onwin>
<onlose>duel1</onlose>
</page>

<page id="duel_1_win">
<type>dialog</type>
<title>Victory</title>
<reward type="map" value="2">
<text>you win</text>
<answer goto="map">Continue</answer>
</page>

<page id="2">
<type>map</type>
<img>_gfx/map.png</img>
<answer x="352" y="74" goto="duel1">Tocasia's Camp</answer>
<answer x="300" y="114" goto="duel2">Koilo's Cave</answer>
</page>
Naturally it should be so programmed that when you "redo" the challenge the value of the map does not change... like a logical test, in my example it would be something like :

Code: Select all

if map < "2" 
then map="2"
Grü

L.
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adicted
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Re: Story Mode

Post by adicted » Thu Jul 01, 2010 6:48 pm

What about a real story like "duells of the planewalkers" one? The charecter meight be given an own personallity.
I meight creat a few decks and get a few pictures but I dont understand coding story.xml.

abrasax
Posts: 976
Joined: Wed Oct 15, 2008 7:46 am
Location: Switzerland

Re: Story Mode

Post by abrasax » Fri Jul 02, 2010 9:55 am

Hi,

Going through the process of creating a real campaign here is a list of request for next release (I also include the one already mentioned):

- Customizable graphics (Battleground)
- Customizable Sounds (menu-mp3, duel specific in-game.mp3, sfx to be used during the dialog screen)
- Customizable Task (e.g. win in X round, this can be simulated at the moment with something like life:5 auto=@each my upkeep:life:-1 controller... but not ideal.)
- More reward : individual card, booster, unlock set, unlock campaign
- More page type (map, shop)
- Optimize save system for the progression (maybe in combinaison with the map type suggestion and/or the unlock campaign reward)
- Text scrolling/interraction (will allow to do a lot of text on one page... starwars like)

Also now here is what I would like to do.

I would like the player to begin the campaign with a predifined collection.dat a predifined credit, and some predifined deck, also let the player have his own "player" folder. The player should go through the campaign and have different challenge, some will be predifined (also deck and opponent deck are predifined, sometime even the starting hand & battlefield are predifined the same way as what you can find in duel of the planeswalker), some will be made with a deck that can be "created" by the player before entering the duels, also this deck needs to be saved somewhere and could be used for other challenge. The way I see it is that by pressing start you have a menu allowing you to "choose" a deck, this deck is the one that will be used automatically if you don't specify in a rules.txt the hand,inplay and/or if there is no deck.txt in the duel folder.

What I would like to do is being able to create a kind of shop screen, let say that if you navigate through a map, you will have the possibility to go in a "shop", in this shop the shopkeeper will only have the card to sell that the campaign maker has defined.

Basically I want to be able to have more than just dialog and duels, I want that if the player navigate in the map he can have a place where he can "equip" himself with some cards that you have predifined and that would be evtl. needed for some specific challenge.

in fact what I have in mind is that the player will have a challenge where he need to meet certain conditions (e.g. win with 4 black card in opponent graveyard and with "card" under your control), the conditions would only be met if the player is able to purchase the card (or even win it) in an other specific location of the map.

to be more concrete, the end of the brother's war and the birth of Urza as a planeswalker was made after the use of the sylex in the forest of argoth, this sylex was given to tawnos by ashnod (sylex that ashnod found in the ronom glacier and ashnod was then killed by Gix... Gix was the demon going through the pyrexian gate after the split of the powerstone in the cave of koilos... he was manipulating both urza and mishra through the monk of Gix, the monastery is just above the ronom lake on the map (see below)), I would like to transcrive that into a campaign.

Image

The ivory Tower was a place in Terisia city, during the first battle with the falljj leaded by mishra it was hurkill one of the mage from the council that was meeting in the ivory tower that unsommoned the dragon engine from Mishra... I would like to be able to transcrive that in a campaign.

Maybe in doing so that terisia city will be a kind of "shop", where you could buy both unsommon and ivory tower, amongst the first duels in Tomakul (or zegon) with the falajj, one of the challenge would be to "unsommon" a dragon engine with an ivory tower in play... something you could achive by constructing yourself your deck.

I've also worked on my map, here is the actual version:

[The extension png has been deactivated and can no longer be displayed.]

(Here you can see all location that are mentioned during the brother's war campaign, on the western island is the college of Lat-Nam, the cave of koilos are in the mountain of Kher Ridges, on the north of the cave is the camp of tolaria just south from the sardia region at the limit of the argive region, south from argive is the town of kolis, the monastory of Gix is just above the lake of ronom, the ronom glacier are north/west from the lake, the two town west from the river are tomakul and zegon the town of the fallaji people, and the west side of the lake is sarinth and west from sarinth is terasia city the capital of terisare, east from the river is kroog the capital of Yotia, the island south/east is argoth with its capital citanul and surrounded from the scentient forest gaia, the final place of the brother's war)

What I would also like to do is being able to add some kind of _cards.dat that could only be used for the campaign, typically the sylex is a card from the antiquity expansion that is not codable yet (the same is true for the jade statue that Urza moved in Yotia to marry Kalya and get his hand on the Thran Tome), so I would like to be able to create "dummy" of this card, they would have their own graphic and own ID for the campaign and would evtl have no ability... just being there as prerequisite to perform some specific task/challenge.
ImageImage

What would be great is to code such cards as "equipment", something that you can "equip" before a duel and gives you bonuses (e.g. you can equip Ashnod armor before a duel and this gives you +5 life)... a little bit like in an RPG where you have your avatar being able to equip himself (with helm, shoes, etc...etc...)... It would also be possible to have slot for equiping some specific artifact that give you no bonus but that you need to have equiped before going into a challlenge.

Image

Not sure i'm clear... I'm a little bit dreaming now...

Grü

Abra
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wololo
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Re: Story Mode

Post by wololo » Sat Jul 03, 2010 5:51 pm

yes, branching is basically the thing it does the best.
You can consider Wagic's story mode as one of those books "in which you are the hero" that used to be around in the 80's (except for now it lacks the "RPG" part)
If you do branching, it's really cool, but of course it makes your own "code" (the xml describing the story) much more complex.

adicted
Posts: 10
Joined: Thu Jul 01, 2010 6:39 pm

Re: Story Mode

Post by adicted » Sat Jul 03, 2010 8:55 pm

[The extension rar has been deactivated and can no longer be displayed.]

Like I said days before I cant write a story.xml but i tried to.
When I tried to load it (with hbl r92) my PSP freezes.

adicted
Posts: 10
Joined: Thu Jul 01, 2010 6:39 pm

Re: Story Mode

Post by adicted » Sat Jul 03, 2010 8:57 pm

I imagined it like an epic story.
They all live in peace when the village was suddenly attacked by a few wizzards so you have to rescue them.

ph34rbot
Posts: 225
Joined: Thu Jan 07, 2010 6:33 am

Re: Story Mode

Post by ph34rbot » Mon Jul 05, 2010 5:48 pm

The campaign uses some restricted material, I really like the comics of the planeswalkers and I made an adaptation of one featuring chandra, following the story of the comic and made some flavour decks to battle against

http://megafileupload.com/en/file/24785 ... e-rar.html
Check this Campaigns!!
Metal Scars: viewtopic.php?f=38&t=2294
Journey to the eye: viewtopic.php?f=38&t=1816

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