Settlers 7: Paths to a udom

Buid up strategy game.

Shadow of the Xel'Naga

Custom campaign for StarCraft II. Playable alone or with a friend.

The Last Guardian

Custom point & click adventure campaign for WarCraft III.

Day of the Dragon

Custom campaign for WarCraft III.

Lord of the Clans

Custom campaign for WarCraft III.

Unity Engine Projects

Unity Engine projects for university.

Game Design Document

At the moment I'm spending more time transferring my ideas to a proper game/map design document for SotX Chapter 2 instead of working on the actual map. It's pretty funny because I used to have only 5-10 pages of Word documents for a map. Now I'm going all out detailing every tiny feature Chapter 2 is going to have on a PowerPoint presentation. I'm listing things like map flow, enemy unit types, usable item types, combination of riddles and more and giving each a clear role in the map. I'm using PowerPoint because it helps SO MUCH visualizing the specifics of a map.

Here you can see the flow chart of items that have to be combined in order to complete a sub-quest. Approximate play time for this part alone should be around 10-15 minutes.

In WarCraft 3 I improvized most of this stuff. This time I want to get it done right before I put hands on the editor. It will increase the effort and amoutn of time required to complete it, but hopefully this will reflect on the quality of the map. The first version of the map document is about 20% finished.

Status of SotX Chapters 1 and 2

SotX01 is finished and polished but is being held back until some private issues are resolved. It might also not get released until all 7 chapters are complete. At the moment it is unclear as to when that will be.
I've started working on some early design ideas for Chapter 2 but I've already hit a road block. I'm still a newbie with the Data Editor so I'll spend the next weeks digging through tutorials until I'm able to create the Data I need for Chapter 2.
I remember back in WC3 I didn't bother much with its equivalent of the Data Editor. Most cool spells back then were made in WC3's script language JASS which was way too complex for me. Now, the SC2 Data Editor may be complex as well, but it feels like it is something better connected to the stuff happening in the SC2 Editor. Mastering the Data Editor will allow me to create spells, abilities, units, etc. that will fit my needs better than creations of outside sources.


Kinguin Overwatch - 300x250