New Campaign: The Groove Levels. Need help.
Posted: Sat May 02, 2009 3:00 am
You read correctly! Groove Dwarves.
During the Fallen's assault on Myrgard during the Great War, the non-violent hippie Dwarves were separated from their blood-loving kin. Now they are forced back to the side of the mountain facing the sea. Before they can run, the Ghols cut off the path following the coast, and the Groovy Duffs are trapped.
Non-violent units make playing the game very different. Instead of the BOOM haha you're dead Dwarf, you have the Give peace a chance dwarf, the Dwarven Groove Master, along with a variety of other Groovy Duffs.
The beginning part of the campaign is played trying to escape from a seemingly unending Ghol horde that follows you. Because you only have non-violent Duffs, this is a problem. You must spend a big chunk of tactical hoo-hah to delay the Ghol advance by trapping, tricking, and stunning the Ghols as well as you can, to let the majority of the Duffs make it to safety.
The journal entries are of a fisherman who fled to the ocean during Myth II, and after about a month alone in a seemingly endless sea finds himself washed up on an Island with strange Dwarves with purple beards who welcome him, and tell him their history.
Most of the writing is done for this, although expect an edit here or there later on. Planning is in the halfway stages because I don't know what will or won't be possible later on, but I have a good layout of the levels so far.
OK, so what I need help with, and why you're reading this, other than for a laugh. I'm confused by anything more than rudimentary scripting, and I have yet to find a tutorial for understanding the tutorials on Amber. I'm a Fear kinda guy, and even with that I'm not perfect. What I need is help with pregame stuffs, colormapping, mapping, and scripting. Big load of stuff, and I'll probably need help with Fear, too. Yeeaah... I'm asking for volunteers, to help the Groovy cause. Free Groove Cannons for all volunteers! Well, maybe.
During the Fallen's assault on Myrgard during the Great War, the non-violent hippie Dwarves were separated from their blood-loving kin. Now they are forced back to the side of the mountain facing the sea. Before they can run, the Ghols cut off the path following the coast, and the Groovy Duffs are trapped.
Non-violent units make playing the game very different. Instead of the BOOM haha you're dead Dwarf, you have the Give peace a chance dwarf, the Dwarven Groove Master, along with a variety of other Groovy Duffs.
The beginning part of the campaign is played trying to escape from a seemingly unending Ghol horde that follows you. Because you only have non-violent Duffs, this is a problem. You must spend a big chunk of tactical hoo-hah to delay the Ghol advance by trapping, tricking, and stunning the Ghols as well as you can, to let the majority of the Duffs make it to safety.
The journal entries are of a fisherman who fled to the ocean during Myth II, and after about a month alone in a seemingly endless sea finds himself washed up on an Island with strange Dwarves with purple beards who welcome him, and tell him their history.
Most of the writing is done for this, although expect an edit here or there later on. Planning is in the halfway stages because I don't know what will or won't be possible later on, but I have a good layout of the levels so far.
OK, so what I need help with, and why you're reading this, other than for a laugh. I'm confused by anything more than rudimentary scripting, and I have yet to find a tutorial for understanding the tutorials on Amber. I'm a Fear kinda guy, and even with that I'm not perfect. What I need is help with pregame stuffs, colormapping, mapping, and scripting. Big load of stuff, and I'll probably need help with Fear, too. Yeeaah... I'm asking for volunteers, to help the Groovy cause. Free Groove Cannons for all volunteers! Well, maybe.