Piece by Piece 4
Some of you will be familiar with the
For some of you who either have just joined the forums or have been living as a recluse confined in a solitary island, Piece By Piece (from now on referred as PbP) is a project first conceived by
Andan has started the story in the first square. After that, the next 23 squares are designed by one person each, until the final square is reached, where the team leader concludes the story. Basically, we don't come with a predefined story. Instead, Andan has begun it, and the rest of the team will continue the way they intend the story to develop.
When it's your turn, I will email you the file. You will then have four days to design your square. Email me back once you're finished with the new file. Three days will be allocated for me to review your square, fixing it if it doesn't work either due to a bug or a trigger error, and then sending the file to the next person to continue.
As always, the fundamental principle is not to make a dazzling top quality scenario, it's purely to have fun and create something the community can be proud of just for completing. Although, you know, it's nice if it can dazzle as well!
To get an idea, you can take a look at previous versions of the project:
It may also be useful to refer to the
No squares currently available. Let me know if you would like to sign up as a reserve.
1. If I need to, I will make any further rule changes when deemed necessary. There is no limitation on this, and my interpretation of the rules is final. You may argue if your opinion is sensible.
2. If you have something to say, please write story ideas or discussion in the Victory message section, and write notes about your square in the Hints section.
3. Please do not change any of the player settings (such as the color, diplomacy, civilization, starting age, etc). If you feel the need to do it, consult it with me first.
4. Please do not change diplomacy of Player 1 towards all other players.
5. If you want player to fight a green enemy (for example), change the ownership of the units as needed rather than changing diplomacy. It's neater anyway.
6. Please avoid researching technologies. If you believe researching a technology is absolutely necessary for you square, please discuss it with me. Bear in mind that the heroes have their names changed, so technologies researched in your square will not affect them.
7. Your square should take into account the squares that have gone before. Don't abruptly transition from jungle to snow and introduce a bunch of things that don't fit into the story.
1. Please be considerate with your triggering.
2. Please give all your triggers names which mean something.
3. Please keep the number of effects in your trigger to a sensible size (for debugging purposes).
4. All your triggers should start in an “off” state. At the top of your trigger section, there is a trigger called “Activator.” Turning this on should activate all the triggers that need activating in your square. Exception: triggers that stop Gaia objects and trade carts from wandering around the map.
5. If you are using negative effects, please note this in the description box of that trigger. For example “Effect 3 is a negative effect, value -300.”
6. Please avoid using “the invisible tile” if possible. The preferred method is “the invisibility cloak”, by newIdea. You can download a tutorial on this from The Blacksmith. If you cloak an object, please make a note of this, and the unit and the battering rams' id in the description of your “notes” trigger. For example “Battering Ram Id#123 and Archer id#124 cloaked at map co-ordinate X:32, Y:54.”
7. Please do your own play-testing. If you send me a broken square I will fix it in whichever way I feel like (and is easiest). This is probably not a good thing for you.
1. I'm flexible on file size, although I strongly encourage you to convert to the more economical .mp3 format.
2. If you are using a sound, please make a note of this in the description box of the trigger that plays the sound. For example “Effect 4 plays sound ‘aargh.mp3’”.
3. You may add your own custom music to accompany your square, but it must end as soon as the player reaches the next square. Bear in mind that I might reduce the music quality if the size is too large.
1. Each section of the grid is 25 x 25 squares in size.
2. The squares are marked by lines of Dirt 1/Ice. You are responsible for the line described in your 'Activator' trigger.
3. The default terrain is Grass 1. The default elevation is 1.
1. The map will be using an Immobile-units style AI.
2. It will be possible to include AI effects in your squares. However, these will probably be limited to chat-detection and random-effects. If you want to include these effects, please advise me of this when your turn to design arrives, and we can work together to amend the script.
3. Please contact me via email if you’d like me to send you a copy of the AI so you can get started. If you won’t be including difficulty-dynamism, then something like Zanzard Lothar’s Immoble AI (from the Blacksmith) will be fine.
Banner by Andan, assisted by Draconian Devil.
[ All_That_Glitters | Pretty_Town_Contest | Other_AoK_Designs | AoE_Designs ]
Member of Stormwind Studios
[This message has been edited by panel (edited 01-16-2013 @ 02:33 PM).]