

May you continue to serve Reverie and gamers everywhere with your skills."Lua is not so bad. If you don't have any programming experience, it will take some getting used to, but it is worth it. I'm going to give some examples to try to help you overcome the uneasiness and maybe get a little comfortable with the idea before you even get a chance to try it for yourself.It's definitely worth checking out his example here. Lua doesn't look so bad all of a sudden.
Let me give an example of a "Move to Point" trigger.
You have a unit called Bub (he can be ay unit, but in the editor you've given him a ScriptName "Bub" so you can easily access him in a trigger). You want Bub to walk to the x,y coordinates (100,200)Tadaaaa
Trigger.BubMoveToPoint=function()
Objects.Bub: WalkTo( 100 , 200 )
DisableSelf()
end


"Reinforcement
This is for both Castle Defend and Lay Siege mode. 10-15 minutes into the battle defenders of the town can expect a really large cavalry reinforcement - Lord of the Rings style. In Lay Siege mode this puts the pressure on the player to quickly take the city, or if that`s not possible to switch from attacking to defending for a few minutes. And in Castle Defend if fighting against overwhelming odds - you`ll be counting every second till your cavalry reinforcement arrives, while doing all you can to keep your king alive.
Multiple Attack Waves
For now we only planned this for the Castle Defend mode as a nice way to turn a 15-20 minute battle, into a 2-3 hour epic siege defense.
Once you fight off one or two AI armies attacking your town, you`ll be given few minutes in which to loot the thousands of corpses in your town, rebuild your fortifications and to try to train more units. But don`t get too comfortable - AI armies will be back soon.
Players will be able to select how many such AI waves they want to fight against, from 2 to 10. Duration between attacks will be dynamic, depending on the game`s difficulty - but also on how many units player has left. From 2 to 10 minutes."


See the full interview here, and feel free to discuss it in this thread.Quoted from Alex Walz:
"Welcome! In our second installment of Developer Diary, we'll be taking a sort of behind-the-scenes tour of the level design process. We're here with Joseph Visscher, Dawn of Fantasy's Lead Level Designer, to tell us more and to provide some fascinating insight based on his experiences over the last couple of years.
Our level design team, past and present, involves the talented Lead Level Designer Joseph Visscher, Senior Mappers Eric Zimmer and Doug Bonds, and Junior Mappers Patrick Flynn, Caleb Bergh, Bryan Oakley, Dylan Bales, Dennis Agodzo, and Chris Watkins. You'll see their magnificent work in every screenshot and at every step in-game, from the might stronghold of Makkada to the regions you're be starting your MMORTS empires at."
