What ho fellow map-makers, I'm here (again) to recruit team members for Starcraft Tactics:
Starcraft Tactics is a multi-map campaign using a Tactics style engine (like Final Fantasy Tactics: tile-based, turn-based gameplay). It'd be hard for me to enumerate our features... custom pathing, custom UI, a completely original storyline, etc, etc.
We're moving along nicely, but we're looking for a few members to add some spice into the mix:
Terrainers - Terrainers capable of making maps that work well with a tile-based engine (also need to make the 'world map')
Sound person - Need a sound person who can find/modify/create sound effects and music
Effects editor - Need a data/trigger editor who can make spells look amazing! Should be a data editing expert.
A terrainer/map creator who believes in telling a story with his terrain. Creating a tile-based/height-based map is quite different from creating any other type of map; the strategic importance of terrain for Tactics games cannot be understated. You'll be working alongside at least one other terrainer, who can also help initiate you to what's up with our map.
I'd like to volunteer for this position. I can send you a demo map if you want, or you can send me a PM with a map you want created and I'll take a shot at making it.
I'm nowhere near skilled enough to try to ask for a position. But I was wondering is how do you make it turn based? I'm trying to wrap my head around a turn based map where each player takes turns. I'm not sure how I'm going to do it.
You can load up the map and see the nitty gritty details, though we have a LOT of code :O
But basically, units have a CT value and a speed value (a base value depending on items, job class, buffs, and other abilities). Every game loop, a Units CT (which are all stored in an array) is modified to CT = CT + Speed. If the units CT value is 100 or greater, it becomes 'active.' If multiple units are active, the one with the highest CT value goes first. Taking an action lowers the Unit's CT by 100. Rinse & repeat.
Course that's just the easiest part of it. Basically almost every action has a check so that it'll only work for the owner of the currently active unit. Also bear in mind that EVERY action uses our custom UI so we don't even give the non-active player a menu.
There are plenty of other ways to do turn-based, though. They all basically involve a cycle of enabling/disabling the player's ability to command his units.
Need someone who can find, make, or modify sound effects and music for basically all the sound we're gonna need. Basically the sound person is in charge of sound quality & design for the whole campaign.
ooo just a tip for your terrainer... you can reuse a map if you use a randomizing doodad placement system.. This way you don"t have to make tons of maps and such... it would save space too! That way you could make a few templates and then reuse them to make them seem different kinda like in FFT
Well I'm not really sure randomized doodads is a good idea. Definitely interesting, but with "tactics"/grid-based maps, doodad placement is huge, since they take up tiles. I'd much prefer individual maps be crafted precisely and lovingly and then to randomize (or select from pre-chosen templates) unit placement in order to change the battle.
I would love to help. I enjoeyed both FFTA 1 and 2. I have recently found my FFTA 2 and I am replaying it. I would be better at coming up with class ideas and such rather than programming. PM me or post if you are interested.
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What ho fellow map-makers, I'm here (again) to recruit team members for Starcraft Tactics:
Starcraft Tactics is a multi-map campaign using a Tactics style engine (like Final Fantasy Tactics: tile-based, turn-based gameplay). It'd be hard for me to enumerate our features... custom pathing, custom UI, a completely original storyline, etc, etc.
We're moving along nicely, but we're looking for a few members to add some spice into the mix:
Sound person - Need a sound person who can find/modify/create sound effects and musicAnyone interested would be encouraged (strongly) to take a look at the latest version found on our project page: http://www.sc2mapster.com/maps/starcraft-tactics/
Here are a few screenshots:
I'd like to volunteer for this position. I can send you a demo map if you want, or you can send me a PM with a map you want created and I'll take a shot at making it.
I'm nowhere near skilled enough to try to ask for a position. But I was wondering is how do you make it turn based? I'm trying to wrap my head around a turn based map where each player takes turns. I'm not sure how I'm going to do it.
@Keyeszx: Go
You can load up the map and see the nitty gritty details, though we have a LOT of code :O
But basically, units have a CT value and a speed value (a base value depending on items, job class, buffs, and other abilities). Every game loop, a Units CT (which are all stored in an array) is modified to CT = CT + Speed. If the units CT value is 100 or greater, it becomes 'active.' If multiple units are active, the one with the highest CT value goes first. Taking an action lowers the Unit's CT by 100. Rinse & repeat.
Course that's just the easiest part of it. Basically almost every action has a check so that it'll only work for the owner of the currently active unit. Also bear in mind that EVERY action uses our custom UI so we don't even give the non-active player a menu.
There are plenty of other ways to do turn-based, though. They all basically involve a cycle of enabling/disabling the player's ability to command his units.
@xenrathe: Go
Thanks. This will probably help me get my map going.
@xenrathe:
Bump - updated positions, still recruiting.
@xenrathe: Go
I don't know if I have time to commit myself to a project fully, but I can help in some areas.
There's a video of my Tactics style map I made for WC3. Let me know if you're interested in my help :)
@xenrathe: Go
Changed positions, recruiting++
When you say sound effects and music, what do you need exactly?
@Myrkridian: Go
Need someone who can find, make, or modify sound effects and music for basically all the sound we're gonna need. Basically the sound person is in charge of sound quality & design for the whole campaign.
I can do that.
@Myrkridian: Go
Check your PMs Myrk.
ooo just a tip for your terrainer... you can reuse a map if you use a randomizing doodad placement system.. This way you don"t have to make tons of maps and such... it would save space too! That way you could make a few templates and then reuse them to make them seem different kinda like in FFT
@xenrathe: Go
I would be very interested in helping anyway I could
@RighteousRage: Go
Well I'm not really sure randomized doodads is a good idea. Definitely interesting, but with "tactics"/grid-based maps, doodad placement is huge, since they take up tiles. I'd much prefer individual maps be crafted precisely and lovingly and then to randomize (or select from pre-chosen templates) unit placement in order to change the battle.
SouLCarveRR check your PMs.
Or as a side not, using triggers to place them in predetermined places makes it so you can reuse a map several times
I would like to help too anyway possible.
I would love to help. I enjoeyed both FFTA 1 and 2. I have recently found my FFTA 2 and I am replaying it. I would be better at coming up with class ideas and such rather than programming. PM me or post if you are interested.