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Caster of Magic II Development progress

I will share progress about CoM II here.



This is my planned order of work :


Milestone I
Overland gameplay playable. The game can be played from start to finish but only automatic/strategic combat is available. Of course, this means overland AI has to be implemented.
This is by far the largest part of the work, but before this, there isn't really anything we can call a playable game.


Milestone II
Combat. After this the game will be fully playable but still incomplete.


Milestone III

"Extras" : Help system, sound/music, screen transition animations (if we want them?), font antialiasing, random events, additional game modes or options, etc, anything you don't need to play the game but do need for enjoying it.

Need art for the new spells since we already added them as part of the very much needed spell system overhaul.

Milestone IV

Public beta testing, preparation for the official release.

Milestone V
Discussing the possible addition of new features and content after the initial release.

Stuff like more races, heroes, units, unit abilities, etc.

This isn't trivial because new content needs new pixel art and I'm not an artist.



Milestone III is done, Slitherine wants to discuss the beta testing and release date during January so we'll wait for that before starting beta.
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I can test a bit
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Hey Seravy, I'm new here on this forum. Congratulations on the development of the mod. Many years ago I was also one at CIV4. I'm also a former Master of Magic player, I now came back with him on Steam to experience the changes you brought. Can you describe the possibilities for changes or limitations in the visual part of the game or send links where you describe these limitations? Something that has always irritated me a little is the color of the road, which is difficult to see due to a slight color blindness. I also saw in other links the limitation of changing the font, among others. Is there anything being prepared for the next development?
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In the original MoM and CoM I, roads were stored in one of the LBX files. It's possible to extract the image, change the color and put it back using ILSE's tweaker in theory, although I'm not sure how that works with enchanted roads or if it works at all, I never tried to replace those specifically.
In CoM II changing the color of anything is easier and I will be able to do that based on user feedback during alpha/beta testing, but that's for Milestone III.

(Please be aware the 6.01version on Steam is outdated and contains a major bug. You will need to get the patch from this forum and update to 6.03.)
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(May 17th, 2020, 16:40)Seravy Wrote: In the original MoM and CoM I, roads were stored in one of the LBX files. It's possible to extract the image, change the color and put it back using ILSE's tweaker in theory, although I'm not sure how that works with enchanted roads or if it works at all, I never tried to replace those specifically.
In CoM II changing the color of anything is easier and I will be able to do that based on user feedback during alpha/beta testing, but that's for Milestone III.

(Please be aware the 6.01version on Steam is outdated and contains a major bug. You will need to get the patch from this forum and update to 6.03.)

Any idea what file the arcane roads are in? 

Edit: Seravy answered in another topic: mapback.lbx.
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Do you plan on open sourcing the code that you're writing? I bet some people would love to contribute!
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(June 14th, 2020, 23:18)myk002 Wrote: Do you plan on open sourcing the code that you're writing? I bet some people would love to contribute!

I second this question! For instance, EA decided to open source Command & Conquer Remastered dll-engines under GPL v3 License (exclusing assets like arts). Despite of it, they are successfully selling the game for a decent price at Steam. See a decent 25 min video review on it!

Something like that might work here, at least for the engine code, enabling MoM community to jointly contribute to the actual game engine while keeping the arts and other assets of CoM2 proprietary so that the work can be sold like EA does. To me it seems to combine the best of both worlds, right? After all, I believe we all agree that whoever works hard (i.e. Seravy) deserves to be paid for their good work.
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I think it's too early for that but I might ask Slitherine about it a few years after the initial release.
As you can see from the alpha, pretty much all of the gameplay is already done and functional, the missing parts are the details like adding the music and help entires but even that shouldn't take very long.
The real difficulty for me is creating art for new units or spells but people can contribute those without open-sourcing. Coding is not a problem for me and it's actually more efficient if I do it alone because I don't need to worry about making code that's easy to read for others.

(for example, I'm not satisfied with the global enchantment art for the new Tree of Knowledge spell. If anyone can improve it, please do.)
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hello world
can i try this game?
i am not verteran player
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