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What's new in Project Ironfist

This version was saved 10 years, 7 months ago View current version     Page history
Saved by James Koppel
on August 11, 2013 at 11:52:54 pm
 

This page attempts

 

Game

 

General

  • All maps are now scriptable. See Basics of Scripting  
  • Heroes which retreat and are rehired within the same day do not regain spent movement points. This limits the "hit-and-run" tactics widely criticized in the original game. 

 

Creatures

 

Artifacts

 

Spells

  • We can add new spells to the game. 
  • New spells will be appear in mage guilds, but not at Shrines of Magic 
  • We have added a new spell "Awareness." When cast, Awareness reveals part of the map around the caster, similar to the Redwood Observatory
  • The number of spells available in a Mage Guild can now be modified by scripting. 


Also note that the original game includes an unused spell icon and an unused spell animation.

 

Maps

  • Ironfist uses a new format for maps and save-game incompatible with the ones used by normal Heroes II.
  • It can read single-player maps and save-games from the original game.
  • We have not tested, but we expect both multiplayer and campaign modes to be broken at the moment.  

 

 

Map Editor

  • The "Edit Town" screen has been completely redone, and will automatically include any new creatures added by end-users
  • Several new creatures and the "Pandora's Box" artifact have been manually added into the map editor and can be directly placed on the map 

 

Content not yet in game

  • The game plot has been fairly completely outlined, with mission intros written and voice-recorded.
  • Parts of the town screen for the "Warlord"  have been drawn

 

We have also designed a prototyped an advanced random-map generator, and written a short-story designed for potential inclusion in a map.

 

Tools

 

 

 

Art

 

Plot / recordings

 

Tools

 

AIs

 

Project History

 

James Koppel began Project Ironfist in August 2010. By December 2011, we had largely reverse-engineered the game and could freely modify the code to add new content. Several other students from the Game Creation Society at Carnegie Mellon University began working on the game in February 2012, and within a month had successfully added the first new creature to the game, the first version of the Kobold. 

 

 

James "Darmani" Koppel -- project management, reverse-engineering, programming

Jonathan Paulson

Alex Moser -- art, voice acting

Aaron Davidson -- logo design, writing

Tom Pike -- writing

 

Tim Vaughan

 

Jared Goerner -- 

Paul Dagnelie

Emily Forney

Adam Leibowitz

Zachary Sparks

 

 

Terry Tai

Tomasz "kivo" Mrozkiewicz

Dylon Thomas

Kalle Kilk

 

Sergey "GrayFace" Rozhenko

 

Duncan Boehle

 

Jonathan Losh

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