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Wyrmsun

Posted: Tue Dec 17, 2013 6:58 pm
by Andrettin
Image
v1.0.0

Wyrmsun is a game for the Stratagus engine, featuring elements of mythology, history and fiction.

Features:
- 7 quests to play, earning technology points which can be used to obtain new units, buildings and technologies
- Units can earn experience, being able to upgrade to new unit types or acquire new abilities upon level-up
- Persistent heroes, which carry over their level and abilities throughout scenarios
- Cave, Dungeon, Forest and Swamp tilesets
- 20 maps of real and fictional locations to choose from, as well as random maps
- Very moddable game, with mod-loading capability built in
- Grand strategy mode, where production is resolved on the strategic (world map) level, while battles are resolved on the tactical level
- In-game encyclopedia, allowing players to learn more about the units, buildings and other elements of the game, as well as their historical and mythological sources of inspiration

You can download its current version below:

Download Wyrmsun v1.0.0

At present, Wyrmsun features one playable civilization (the dwarves) and seven quests for them, as well as two NPC civilizations (the gnomes and goblins).

The Wyrmsun Universe

In Wyrmsun, rather than living all on the same world, creatures such as dwarves, elves and humans live in separate planets. While humans live on Earth, the elves live on Alfheim, and the dwarves in a harsh world called Nidavellir. This world they share with gnomes, goblins and kobolds.

Copyright Notice

The Stratagus engine, as well as all of the code, artwork, music and storylines included in Wyrmsun are distributed under the GPLv2 license. See here for the text of the GPLv2.

Lore Sources of Inspiration

Wyrmsun lore contains many elements adapted from the Battle for Wesnoth literature (which is also licensed under the GPLv2), for example: the storyline of the first dwarven campaign, "The Scepter of Fire", is an adaptation of a campaign of same name from Battle for Wesnoth to the Wyrmsun universe. The lore also contains many elements adapted from Norse as well as Germanic mythology.

Wyrmsun on IndieDB

Screenshots

https://dl.dropboxusercontent.com/u/173 ... reen02.png
https://dl.dropboxusercontent.com/u/173 ... reen03.png
https://dl.dropboxusercontent.com/u/173 ... reen04.png
https://dl.dropboxusercontent.com/u/173 ... reen05.png
https://dl.dropboxusercontent.com/u/173 ... reen06.png
https://dl.dropboxusercontent.com/u/173 ... reen10.png
https://dl.dropboxusercontent.com/u/173 ... reen14.png
https://dl.dropboxusercontent.com/u/173 ... reen15.png
https://dl.dropboxusercontent.com/u/173 ... reen16.png
https://dl.dropboxusercontent.com/u/173 ... reen21.png
https://dl.dropboxusercontent.com/u/173 ... reen22.png
https://dl.dropboxusercontent.com/u/173 ... reen23.png
https://dl.dropboxusercontent.com/u/173 ... reen27.png

Videos

Kyran's Let's Play Wyrmsun 0.1.6
Kyran's Let's Play Wyrmsun 0.1.5c
Kyran's Let's Play Wyrmsun 0.1

Re: Wyrmsun

Posted: Tue Dec 17, 2013 7:58 pm
by Kyran

Re: Wyrmsun

Posted: Wed Dec 18, 2013 12:02 am
by Andrettin
Kyran wrote:
Cool video =)

Re: Wyrmsun

Posted: Wed Dec 18, 2013 5:38 am
by b_o
Nice. I noticed that it still needs some sort of smoke and fire, or something for when the buildings are damaged. I like the gnome icon. Kyran, the 'g' in gnome is silent.

Re: Wyrmsun

Posted: Wed Dec 18, 2013 7:32 am
by Kyran
Changing from the lower resolution to the higher resolution doesn't work.
b_o wrote:Kyran, the 'g' in gnome is silent.
I mispronounced a lot of things in that video.

Re: Wyrmsun

Posted: Wed Dec 18, 2013 8:00 am
by b_o
Kyran wrote:I mispronounced a lot of things in that video.
If you tried to, you could probably make a decent recording for the mission briefings for this and AT. Your accent almost sounds like it could pass for the one in WC1&2 if you put some effort into it. It would probably be better than reading however it turned out.

Re: Wyrmsun

Posted: Wed Dec 18, 2013 2:21 pm
by Kyran
b_o wrote:If you tried to, you could probably make a decent recording for the mission briefings for this and AT.
I suppose a question would be why start a new game, when you could just work to improve AT?

Re: Wyrmsun

Posted: Wed Dec 18, 2013 4:34 pm
by b_o
Kyran wrote:I suppose a question would be why start a new game, when you could just work to improve AT?
It looks like this one is already started... Perhaps you could merge them somehow eventually, but AT would need a graphic update. A lot of the AT sprites seem like they only need some repair(a few more shades and some slight adjustments, I might be able to help with that). If you are in the process of re-branding AT, maybe you should consider merging it with this one and making it a separate campaign? But then again people like variety, so it might be good to just keep them separate.

Re: Wyrmsun

Posted: Wed Dec 18, 2013 5:31 pm
by Andrettin
Kyran wrote:Changing from the lower resolution to the higher resolution doesn't work.
In windowed mode, it works fine for me. In full screen mode, it is not possible to change to 800x480, but it was already like that in Aleona's Tales and Wargus (probably because this resolution is not in a 4/3 proportion).

Re: Wyrmsun

Posted: Wed Dec 18, 2013 5:36 pm
by Andrettin
b_o wrote:Nice. I noticed that it still needs some sort of smoke and fire, or something for when the buildings are damaged. I like the gnome icon. Kyran, the 'g' in gnome is silent.
Thanks!

Yes, the game still needs "big fire" and "small fire" effects for when the buildings are damaged, but I hope to get that added for the next version.