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MechCraft (Working Title), Dev State & Progress

    #21 Jun 24, 2012 at 15:16 UTC - 0 likes

    Small new update, finally created some Attachment points for the small weapon slot which has no built in attachment points and created a Flame Thrower + a little Upgrade for it. :)

    No feedback for the last videos? Would really love some feedback about the Dash ability etc.

    Last edited Jun 26, 2012 by Bommes
    #22 Jun 24, 2012 at 15:25 UTC - 0 likes

    You know yourself yourstuff is awesome and looks very professional.

    The thing is, it gets less exciting if you just anounce constant minor updates (atleast when showing same stuff almost)

    Optimally you would want to release videos when map is nearly finished. I personally like to see how the map is doing, but dont over do it. Just keep on working. Perhaps try to get a test version even so would be easier to see how it feels to play (this is SUPER important, that it has nice smooth feeling to it)

    • edit* looked the dash video. Looks good, nothing more to say since I cannot play it.
    Last edited Jun 24, 2012 by zenx1

    My youtube channel: Here!

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    #23 Jun 24, 2012 at 15:59 UTC - 0 likes

    I simply haven't realised you posted any more updates, sorry about that.

    The gameplay looks so much more awesome already, and I can see a lot of potential. Everything looks perfect and fits well with gameplay. As zenx mentioned, it looks very professional.

    Keep working on this man, you have my full support.

    Developer of Aradia

    #24 Jul 17, 2012 at 23:10 UTC - 0 likes

    Little update about how I want to design the upgrades. Ideally almost every upgrade should be visual in one way or the other, also I'd like to give the player a choice between either going for more the unit commander style with less firepower (I'll implement the ability to actively command your units in battle soon) or going solo and just making the mech stronger. Everything in between is of course also possible :)

    edit:
    Also, has anyone ever tried to attach turrets to turrets? As in attaching one turret with a weapon on top of a Turret Z attachment point, so if the Host Turret Z moves the attached Turret moves with it, but still fires independently without bugging.

    I only tried it briefly and it always bugged and the attached turret rotated in every direction but rarely towards the target point.

    Last edited Jul 17, 2012 by Bommes
    #25 Jul 18, 2012 at 02:37 UTC - 0 likes

    Your project reminds me of armored core. It would be cooler with customisable parts including core, legs, arms, etc. Not just for weapon attachments but maybe stat boosters.

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    #26 Jul 18, 2012 at 15:23 UTC - 0 likes
    Quote from Trieva: Go

    Your project reminds me of armored core. It would be cooler with customisable parts including core, legs, arms, etc. Not just for weapon attachments but maybe stat boosters.

    Sadly I have only so much freedom in what I want to customize, because the bottom half Attachment Points for Goliaths are very lackluster (as in non-existant).

    Also I don't want to make it too complicated, I'm not even sure if auto-firing attachments are over the top. I'll see. :)

    Of course, if model artists or terrainers are open to work with me on this project I very much encourage them to pm me, but I doubt that is the case because they are such a rare species and without doubt have own projects and no interest working with me as of now. Maybe I can convince someone to work with me once I released this, maybe because someone likes the gameplay of it and would love to do terraining for it or designing custom models for it (and helping in game design choices etc). That would be very awesome and I'm kind of working towards that and hoping to make the project as good as it can possibly be for these kinds of opportunities. But right now I don't have the ressources (time, assets) and the necessary skills to customize the models like that. I can only use what is provided by the Galaxy Editor.

    #27 Jul 19, 2012 at 03:58 UTC - 0 likes

    Fair enough and feel the same way about starting out simple.

    Just making a suggestion as asked for in the op ;)

    Last edited Jul 19, 2012 by Trieva
    #28 Aug 09, 2012 at 19:52 UTC - 0 likes

    Some new stuff including a first impression of commanding units around, some small visual stuff, new weapons (there is another weapon finished that I didn't show, basically a non-projectile machine gun type of thing) etc.:

    edit:
    Right now there seems to be a problem with Youtube, I uploaded the video like 4 hours ago and its still not completely configurated so I think it doesn't play when embedded right now. But it should be available if you go to Youtube.

    Last edited Aug 09, 2012 by Bommes
    #29 Aug 09, 2012 at 20:27 UTC - 0 likes

    Looks awesome, bommes.

    #30 Nov 18, 2012 at 16:53 UTC - 2 likes

    Haven't really worked a lot on this map in the past few months sadly, but here are 2 small Physics showcases that mainly show the new Impact Ragdoll Physics and also the "TerrainMaterialAtActor" actor event term as well as a little bit of "IsUnderwater".

    (sry about the frame losses in this video I had some programs running in the background and saw it too late)

    Last edited Nov 18, 2012 by Bommes
    #31 Nov 19, 2012 at 21:02 UTC - 0 likes

    lol ragdoll hydras.

    looks a bit weird, but maybe its additional "cool" factor. Small explosion -> jumps 100 meters xD

    #32 Nov 24, 2012 at 18:43 UTC - 0 likes

    @Bommes: Go

    What model did you use for the trailed rockets? They (and everything else in your videos) looks really sleek. Keep this up!

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    #33 Nov 24, 2012 at 18:52 UTC - 0 likes

    I cannot believe that I had not discovered this earlier. Just. Wow. Wow.

    And those Hydralisks... that's what they should be like in-game.

    Any and all SC2 related things put on hold for now.

    #34 Nov 24, 2012 at 20:03 UTC - 0 likes

    @Bommes: Go

    Nice.

    I kinda felt like the soft terrains needed footprints :D. Really like what you did with the sound there.

    Good day sir!

    #35 Nov 24, 2012 at 22:55 UTC - 0 likes

    Thanks guys for the nice words :) Motivates me a lot to play less Dota and Planetside and work more on the map.

    Quote from zenx1: Go

    lol ragdoll hydras.

    looks a bit weird, but maybe its additional "cool" factor. Small explosion -> jumps 100 meters xD

    Exactly! :D
    All the numbers are temporary though and it is not really implemented at all right now, it was really just a small test to see how it works and what parts of the actors I have to set up to make it work. In the end I'll probably make it a little more believable (and I already did by the time I recorded the second physics test video with the footsteps).

    Quote from greythepirate: Go

    @Bommes: Go

    What model did you use for the trailed rockets? They (and everything else in your videos) looks really sleek. Keep this up!

    Right now I don't have access to the map, but the rocket itself is the Goliath Rocket (don't remember the exact model name) with the HDR set a little higher to make it glow and the model used for the trail is the Thor AA Launch Model I think, also with the HDR set a little higher so the emitted particles are white instead of black.

    Downside is that it doesn't look like it should on low settings where the HDR has no effect, but its still kind of okayish on low so I'm fine with that. I'd still recommend to play the map on medium graphics settings I guess ;)

    Once I'm at home again (sunday evening or monday) I can tell you the exact model names.

    Quote from SGTMeowmers9: Go

    I cannot believe that I had not discovered this earlier. Just. Wow. Wow.

    And those Hydralisks... that's what they should be like in-game.

    Thanks :) They are one of the first things I did though and I'm currently not really satisfied with them overall. They are a really experimental enemy unit on which I tested a lot of AI stuff and different kinds of abilities, so right now at the very top of my to-do list is to create some better AI units (Banelings, another Hydralisk and another special caster type unit, either Infestor or Swarm Host (I have good ideas for both, what would you prefer?)) and I'm pretty motivated to do that right now so I'll probably be able to finish that until the end of the year if I can find the time.

    Once I finished that I also feel that I can finish the first proof of concept type map that will still be missing a TON of planned stuff (the whole UI, the customizing and arming your own mech thing, lots of units, custom functions that would be helpful among much other stuff) but will hopefully be playable and provide some fun for a few people and might bring more attention to the map in case some people are interested in playing Single Player Top-Down-Shooters over the SC2 engine :)

    Quote from grenegg: Go

    @Bommes: Go

    Nice.

    I kinda felt like the soft terrains needed footprints :D. Really like what you did with the sound there.

    Yeah I agree and I tested that after I uploaded the video. I kind of got it to work, but because the way I figured it out needed a lot of validation and trickery in actor events it seemed a bit too loaded to do that for every type of terrain. I will probably add these events for specific terrain types like Snow and Sand once I plan to use them for a mission :)

    Maybe I'll also use a visual footsteppy thing that is generic and used for every type of terrain without distinction. I tested that and it looked pretty cool, but I wasn't 100% satisfied and didn't get it to work completely in the way I wanted it to look, also it looked little bit silly because it was the same type of model for every different type of terrain so it never fits 100% and looked off for some types of terrain.

    If I find a way to wrap my head around this issue without the actor event part being so messy I will probably do it. Also I will probably do it for sand and snow types under any circumstances once I'm going to use them (but probably not only for the player mech, also for other units that are running around).

    Also the sound in the video is a little bit messed up because I maxed out the Reverb in the sound data just to try it out and for some reason I didn't realize it until after I recorded it. Sounds a little bit silly with all the reverb, but its not super bad considering its for demonstration purposes anyway so some punch to the sound shouldn't be too bad ;)

    #36 Nov 24, 2012 at 23:48 UTC - 0 likes

    1NF3STOR. DO TH3 1NF3STOR.

    4ND M4YB3 4 UN1T FOR TH3 F3RR14S MOD3L (1 M34N B3T4 1NF3STOR). THOS3 LOOK L1K3 3LDR1TCH 4BOM1N4T1ONS OR SOM3TH1NG.

    #37 Dec 02, 2012 at 10:51 UTC - 0 likes

    I am outdated here. Stopped mapping for a year+. That is some awesome stuff and seems like HoTS has a lot of cool things for the editor. Unfortunately I don't have the beta ]: May i know how did you get the Goliath to move and shoot at the same time? Is that a HoTS thing or a custom model?

    Working on something...
    Terrain: 95%
    Data: 70%
    Trigger: 65%
    UI: 25%

    Thanks to all helpful forumers!

    #38 Dec 03, 2012 at 12:48 UTC - 0 likes

    @JeffQ: Go

    That was always possible, I'm not doing the attacks for the Goliath with Weapons though because using Abilities makes more sense in terms of how responsible it feels with direct mouse input.

    If you talk about the Goliath Turret rotating towards the mouse cursor thats also not a HotS thing and the idea that I used is pretty old (older than when I started mapping at least), I'm using an invisible dummy unit that is following my mouse cursor and the Goliath is constantly attacking it with a weapon that has no animations, deals no damage and can only attack that dummy unit.

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