Tonight's Topic: Cascading, Problem Solving (Brush Mechanics)
10PM EST (GMT-5), 7PM PST (US GMT-8)
Tonight we will go over how to make a "Grass" or "Brush" mechanic like you would see in a game of League of Legends. The way it works in LoL, is there are patches of grass all about the map that you can "hide" in. Enemy players can't see you from outside the brush, but if you step into it, you suddenly can see your enemies, and see outside of the brush as well.
Brush also blocks line of sight, so you can't see "past" brush, so we must keep that in mind as well.
This episode of SC2 Streamster, we will talk about problem solving and how to approach the design of such a mechanic in the Galaxy Editor. This idea may seem simple at first glance, but it actually takes quite a few complicated twists to make it work in the SC2 Engine properly.
What I want to emphasize is that this is not an interactive tutorial but a Q&A session or a sort of interactive community event where we talk about approaching complicated mechanics issues in Galaxy and how to use the data editor to achieve said effect.
Data Monday stresses creating game features ONLY in the data editor. No triggering will be used with the exception of map initialization, so we must exercise a knowledge of how to manipulate the data fields to achieve advanced effects and mechanics.
After we go over how I created this mechanic, there will be a brief 10-15 minute Q&A at the end of the episode for watchers to ask questions, and present a problem for the next episode I will be airing on Wednesday, April 18th to cover. Wednesday we go over Actor work, that includes creating visually appealing spell effects, audio, and other things such as site operations, attachments, missiles, and the like. Anything having to do strictly with actor work will be covered on Wednesday, so bring your questions and be ready to ask them.
Hope to see a lot of people on tonight to get their learn on. I am not here to hold hands, I am here to help the mapping community become BETTER mappers.
http://www.livestream.com/sc2streamster
Tonight's Topic: Cascading, Problem Solving (Brush Mechanics)
10PM EST (GMT-5), 7PM PST (US GMT-8)
Tonight we will go over how to make a "Grass" or "Brush" mechanic like you would see in a game of League of Legends. The way it works in LoL, is there are patches of grass all about the map that you can "hide" in. Enemy players can't see you from outside the brush, but if you step into it, you suddenly can see your enemies, and see outside of the brush as well.
Brush also blocks line of sight, so you can't see "past" brush, so we must keep that in mind as well.
This episode of SC2 Streamster, we will talk about problem solving and how to approach the design of such a mechanic in the Galaxy Editor. This idea may seem simple at first glance, but it actually takes quite a few complicated twists to make it work in the SC2 Engine properly.
What I want to emphasize is that this is not an interactive tutorial but a Q&A session or a sort of interactive community event where we talk about approaching complicated mechanics issues in Galaxy and how to use the data editor to achieve said effect.
Data Monday stresses creating game features ONLY in the data editor. No triggering will be used with the exception of map initialization, so we must exercise a knowledge of how to manipulate the data fields to achieve advanced effects and mechanics.
After we go over how I created this mechanic, there will be a brief 10-15 minute Q&A at the end of the episode for watchers to ask questions, and present a problem for the next episode I will be airing on Wednesday, April 18th to cover. Wednesday we go over Actor work, that includes creating visually appealing spell effects, audio, and other things such as site operations, attachments, missiles, and the like. Anything having to do strictly with actor work will be covered on Wednesday, so bring your questions and be ready to ask them.
Hope to see a lot of people on tonight to get their learn on. I am not here to hold hands, I am here to help the mapping community become BETTER mappers.
To watch, go to the link at: http://www.livestream.com/sc2streamster when it's almost time to go on the air (10PM EST, 7PM PST)