I saw some advice you gave on making campaign missions in another thread. I liked the approach to have to finish a map before you start a new one. I'm gonna try doing that on this project.
Btw, I worked some more on my first mission and the gameplay is now done! :D It still need refinement and balance and I need to implement cut-scenes and polish the terrain, but it is satisfying to have a playable version done. I'll throw in a screenshot of one of the caves. Tell me what you think.
Ah, finally time to tune and polish terrain. It's so relaxing.
Working on a tag-style map focusing on constant action - you're always being chased (or chasing) and having really close calls.
As the Roach being chased by Predators, you leave a scent trail behind you that can be visibly followed. The predators have a sniff ability that points them towards the closest scent trail. This ensures Predators are never far off from finding you, so you have to constantly be moving.
You have to use teamwork with your fellow Roaches to distract the predators while the other Roaches harvest enough minerals to achieve victory. Similarly, as a Predator you have to use teamwork and split tasks - one predator should try to chase and kill Roaches (doing so gives you money for traps and wards as well as reduces their current mineral count towards victory) while another should hunt for nests that are gathering minerals, and another should be protecting the center of the map where bonus minerals can be found.
For the actual chasing, each side has a number of abilities and map elements to help them get away from or catch each other. You have to control your character very carefully and intensely.
@TheSkunk2: Go Sounds pretty interesting. Hope that "protecting the center of the map" doesn't mean "camp in a specific spot there and Roaches will never/barely be able to access it", doubt it will though, considering the fast-paced/chase-y nature of the game. Would like to try it out once it's finished.
@Creation25: Go Damn, that's a lotta actions, and only 1 trigger away from 1337. :P
@TheSkunk2: Go Sounds pretty interesting. Hope that "protecting the center of the map" doesn't mean "camp in a specific spot there and Roaches will never/barely be able to access it", doubt it will though, considering the fast-paced/chase-y nature of the game. Would like to try it out once it's finished.
This was a big hurdle to overcome in the design; but I think I've finally made it work.
Roaches and Predators are in a 3-2 ratio; max being 6vs4. There are four separate resource dispensers spaced a fair amount apart in the center of the map.
The Predators can't really cover all of them, and if they try too then they wont be able to go hunt down the Roaches and kill the bases they make, and the Roaches can just get their mineral count from harvesting off the map instead of the resource bonuses at the middle. Both teams have to strike a balance between the two.
I've almost got it at a place I'm happy with it, but it's a relatively simple map. My main problem right now is just that the only victory conditions for Predators is to last 15 minutes without the Roaches getting enough minerals which seems a little lackluster - but gameplay wise, it works.
I'm currently working on a semi-tribute to a WC3 map I adored; Anime Fight. The theme is Video Games vs. Anime, and it's based off of Anime Fight from WC3, which means pick a video game or anime hero, fight with up to 6 teammates, defeat the random boss encounters, complete events before opponents and win team duels to win.
Throughout the game you'll buy scrolls, level up individual spells and put points into individual stats, which scale with your spells as per most hero games. There's going to be custom models and lots of bosses, plus random events that happen throughout the time of the game. Each hero has 5 spells to cast, including a "dodge" spell which each hero has a unique dodge to accompany their spell kit.
In the bases are teleporters to get you right into the action. 3 per base, one takes you to the middle of the map, the top, and the bottom. There are moderately powerful minions on the top teleporter and it's got more cover than either bottom or middle. Middle has a healing fountain, and will gush bursts of health into nearby units every 5 seconds. Bottom teleporter puts you nearby units that give you more money than most spots.
Mostly to increase my portfolio for my career, I'm making 3D models for this. They'll all be distributed for free usage when the map is released, along with any spell particles or other such .m3 files I end up making. My main goal is to contribute, and as far as I'm concerned, 3D model assets and particle spell effect assets are more than enough to contribute here.
In the end I just hope to help the community with the things I know and the assets I give. It's been fun so far, and it'll be a while yet till I'm gone.
I realize that so many things get overly complicated to make, just because Blizzard didn't implement enough systems that we've become accustomed to from WC3.
And holy crap Zelda's been productive in the past year!
Would also like to add that we've made a lot of use of "User Types" to use them instead of some records/variables (All the "Poke"dex, move/attack stats/info/etc, trainer types (Party compositions, chances, rewards, dialogues, etc.) and such things are all put into User Types, its a lot easier to manage, add new stuff and edit) which may account for a decent part of our Game Data size.
Well Evo-Frenzy is in indefinite Hiatus, until I can purchase a new computer and blizzard gets their shit together on this arcade buisness(at this point it will take a new game such as warcraft 4 or attaching it to Heroes of the storm) this engine makes maps ugly :( There are no edge textures for the terrain so everything is just like a painting a puddle of mush makes all terrains bland and ugly in my opinion.
Soooo until a new game comes out with the arcade on it, or it gets its own complete platform and engine. I am not working on anything, I think my Data was up to 6.5 MBs(15 heroes,85 units, about 30 structures, and a few other things hahaha.) My triggers are pretty decent as well.
sooo until a new game engine is born, or this one is massively upgraded I am not working on anything. Though I am currently re-learning C# so thats something :))
Currently looking forward to the new patch, which I heard is supposed to allow you to make mods that players can then apply to any map of their choice. I want to make a modified version of my 'Nydus Mastermind' map in mod form that would work with any map. Making the mods will probably be the same as how mods are currently made, but I feel like waiting to make sure. Don't really wanna repeat any of the tedious work xP.
Also thinking I might make a separate game mode for it where a player will essentially be able to create their own balance patch for it, and play it with others. Will be my first go working with banks. Don't think they'll be any need for me to try and hide stuff with protection stuffs, since it'll be meant to let the player edit most custom resource costs n stuff.
I'm currently making a LotR map that'll allow transition into a more open RTS style, although this will take time to accomplish, given you must either play like LotR first, accomplishing kills to gather income, or go economically, making farms that'll let out economy, and go defensive on the hopes you'll survive long enough to transition into it, if that's what you want. It's an actual remake of War of the Lost Kingdoms, although I'm talking more about the map adapted to Brood War than the Warcraft III map. And it'll be related to Starcraft, meaning there'll be Dominion, Protoss, Umojan, Hybrids and stuff, even Zerg and infested. Just to spoil something. And it'll be more modern. MUCH more modern, even more than my project, which is still under very heavy development stages, though now on triggers rather than in terraining.
This should give a small clue on what's to come. And, mind you, not everything you see is final. It's just a glimpse.
I like the idea of having multiple paths to choose from/multiple ways of playing the map. What I like even more is, reading your post from the other thread, that it won't have rock-paper-scissors balance (as in, "X is completely useless vs Y but absolutely destroys Z", for example). Looking forward to trying it out once it's released!
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Currently frying my brains with complex AI and Event systems and experimenting with morrowind-like spell crafting system for some rpg map.
@SoulFilcher: Go
Seems interesting. I'll check it out :)
@zorbotron: Go
Wow, 30 missions? I can barely make 3. ;) That is epic.
@OutsiderXE: Go
I saw some advice you gave on making campaign missions in another thread. I liked the approach to have to finish a map before you start a new one. I'm gonna try doing that on this project.
Btw, I worked some more on my first mission and the gameplay is now done! :D It still need refinement and balance and I need to implement cut-scenes and polish the terrain, but it is satisfying to have a playable version done. I'll throw in a screenshot of one of the caves. Tell me what you think.
Ah, finally time to tune and polish terrain. It's so relaxing.
Working on a tag-style map focusing on constant action - you're always being chased (or chasing) and having really close calls.
As the Roach being chased by Predators, you leave a scent trail behind you that can be visibly followed. The predators have a sniff ability that points them towards the closest scent trail. This ensures Predators are never far off from finding you, so you have to constantly be moving.
You have to use teamwork with your fellow Roaches to distract the predators while the other Roaches harvest enough minerals to achieve victory. Similarly, as a Predator you have to use teamwork and split tasks - one predator should try to chase and kill Roaches (doing so gives you money for traps and wards as well as reduces their current mineral count towards victory) while another should hunt for nests that are gathering minerals, and another should be protecting the center of the map where bonus minerals can be found.
For the actual chasing, each side has a number of abilities and map elements to help them get away from or catch each other. You have to control your character very carefully and intensely.
Trying to make an MMO style Co-op RPG in my step-dad's basement. 31,000 actions... I think our engine is going to explode soon.
@TheSkunk2: Go Sounds pretty interesting. Hope that "protecting the center of the map" doesn't mean "camp in a specific spot there and Roaches will never/barely be able to access it", doubt it will though, considering the fast-paced/chase-y nature of the game. Would like to try it out once it's finished.
@Creation25: Go Damn, that's a lotta actions, and only 1 trigger away from 1337. :P
@Creation25: Go
Really now? Wonder what game :)
This was a big hurdle to overcome in the design; but I think I've finally made it work.
Roaches and Predators are in a 3-2 ratio; max being 6vs4. There are four separate resource dispensers spaced a fair amount apart in the center of the map.
The Predators can't really cover all of them, and if they try too then they wont be able to go hunt down the Roaches and kill the bases they make, and the Roaches can just get their mineral count from harvesting off the map instead of the resource bonuses at the middle. Both teams have to strike a balance between the two.
I've almost got it at a place I'm happy with it, but it's a relatively simple map. My main problem right now is just that the only victory conditions for Predators is to last 15 minutes without the Roaches getting enough minerals which seems a little lackluster - but gameplay wise, it works.
@Creation25: Go (dam you guys have insane amount variables)
Not bad idea, lets paste overview managers here. (F12)
My Entropy TD that I am currently working on: (I was planning making the map for 2 days and now I am updating it since 2 years, so its a big mess)
I'm currently working on a semi-tribute to a WC3 map I adored; Anime Fight. The theme is Video Games vs. Anime, and it's based off of Anime Fight from WC3, which means pick a video game or anime hero, fight with up to 6 teammates, defeat the random boss encounters, complete events before opponents and win team duels to win.
Throughout the game you'll buy scrolls, level up individual spells and put points into individual stats, which scale with your spells as per most hero games. There's going to be custom models and lots of bosses, plus random events that happen throughout the time of the game. Each hero has 5 spells to cast, including a "dodge" spell which each hero has a unique dodge to accompany their spell kit.
In the bases are teleporters to get you right into the action. 3 per base, one takes you to the middle of the map, the top, and the bottom. There are moderately powerful minions on the top teleporter and it's got more cover than either bottom or middle. Middle has a healing fountain, and will gush bursts of health into nearby units every 5 seconds. Bottom teleporter puts you nearby units that give you more money than most spots.
Mostly to increase my portfolio for my career, I'm making 3D models for this. They'll all be distributed for free usage when the map is released, along with any spell particles or other such .m3 files I end up making. My main goal is to contribute, and as far as I'm concerned, 3D model assets and particle spell effect assets are more than enough to contribute here.
In the end I just hope to help the community with the things I know and the assets I give. It's been fun so far, and it'll be a while yet till I'm gone.
I realize that so many things get overly complicated to make, just because Blizzard didn't implement enough systems that we've become accustomed to from WC3.
@Creation25: Go @Hookah604: Go
Figured I'd post Starmons overview manager:
And holy crap Zelda's been productive in the past year!
Would also like to add that we've made a lot of use of "User Types" to use them instead of some records/variables (All the "Poke"dex, move/attack stats/info/etc, trainer types (Party compositions, chances, rewards, dialogues, etc.) and such things are all put into User Types, its a lot easier to manage, add new stuff and edit) which may account for a decent part of our Game Data size.
Lol, 12k function calls... looks like not optimized =P
OMG! New hero in 'Heroes of the Storm' is Dustin Browder. Watch here!
The amount of function calls does not tell anything about optimization.
Hive Keeper (3 years of work)
Capture and Hold [1/2 year]
Well Evo-Frenzy is in indefinite Hiatus, until I can purchase a new computer and blizzard gets their shit together on this arcade buisness(at this point it will take a new game such as warcraft 4 or attaching it to Heroes of the storm) this engine makes maps ugly :( There are no edge textures for the terrain so everything is just like a painting a puddle of mush makes all terrains bland and ugly in my opinion.
Soooo until a new game comes out with the arcade on it, or it gets its own complete platform and engine. I am not working on anything, I think my Data was up to 6.5 MBs(15 heroes,85 units, about 30 structures, and a few other things hahaha.) My triggers are pretty decent as well.
sooo until a new game engine is born, or this one is massively upgraded I am not working on anything. Though I am currently re-learning C# so thats something :))
Working on an RPG myself as well. Compiled script is at 49,000 lines of code. Map will never be done if only I work on it, unfortunately.
Currently looking forward to the new patch, which I heard is supposed to allow you to make mods that players can then apply to any map of their choice. I want to make a modified version of my 'Nydus Mastermind' map in mod form that would work with any map. Making the mods will probably be the same as how mods are currently made, but I feel like waiting to make sure. Don't really wanna repeat any of the tedious work xP.
Also thinking I might make a separate game mode for it where a player will essentially be able to create their own balance patch for it, and play it with others. Will be my first go working with banks. Don't think they'll be any need for me to try and hide stuff with protection stuffs, since it'll be meant to let the player edit most custom resource costs n stuff.
I'm currently making a LotR map that'll allow transition into a more open RTS style, although this will take time to accomplish, given you must either play like LotR first, accomplishing kills to gather income, or go economically, making farms that'll let out economy, and go defensive on the hopes you'll survive long enough to transition into it, if that's what you want. It's an actual remake of War of the Lost Kingdoms, although I'm talking more about the map adapted to Brood War than the Warcraft III map. And it'll be related to Starcraft, meaning there'll be Dominion, Protoss, Umojan, Hybrids and stuff, even Zerg and infested. Just to spoil something. And it'll be more modern. MUCH more modern, even more than my project, which is still under very heavy development stages, though now on triggers rather than in terraining.
This should give a small clue on what's to come. And, mind you, not everything you see is final. It's just a glimpse.
I like the idea of having multiple paths to choose from/multiple ways of playing the map. What I like even more is, reading your post from the other thread, that it won't have rock-paper-scissors balance (as in, "X is completely useless vs Y but absolutely destroys Z", for example). Looking forward to trying it out once it's released!