I am a skilled programmer, knowing C++, PHP, and JavaScript, all of which are pretty similar to SC2's triggers (especially JS). I'm also pretty good with the data editor, and could probably automate some repetitive tasks with PHP scripts. But, creative stuff is where I fail. I can't design anything without an extreme degree of difficulty, and am only willing to go through with it for extremely ambitious projects that never get finished because they're too ambitious. ("Anything" = ANYTHING. Economy systems, units, heroes, gameplay, etc.) I also can't model, which is what kills a lot of my projects. So... If anyone has a project that they want to make, but don't feel that they have the technical skills, or just wants help with a project - I'm here.
Note that I don't work well in teams which contain more than myself doing most of the technical work. This is partially due to my being incredibly messy with my stuff (eg. before I canceled Wonk_Sauce, the build requirement for the Sensor Tower was "Has Nuke", which detected ownership of a Ghost Academy) and absurd names (eg. "Probe - PLYON MAEK") resulting in things being hard to understand for anyone but me, and partially due to my mental borkage resulting in me not getting along with other people well at all.
I am working on some project with quite original concept. I am model maker, and progress is going quite good.
Actually we are working on few projects that are quite similar with content but different by concept.
We dont have programmer, only light ones, so someone who is experienced in programming could help us with few simple and small mechanics.
I've got a badass project that I'm looking for a little bit of help on, I'm a programmer to but it's going to be a pretty big project for just myself to tackle.
I've got most of the documentation done for the project if you wanna check it out just send me a PM and we can talk :)
Gonna be heavily physics based, so previous physics code experience would be sweet.
I'm working on a fairly massive map, and i need a lot done. Maybe you could help me with some of the things on my to do list... (this is only tentative, there is more to come.)
Abilities/Behaviors/Triggers needed;
Tend Crops; Initiates a buff on a unit that is linked to a behavior that changes the plant from it's current phase (young or
adolescent) to the next phase up. When used on mature plants this prevents the "abandoned" debuff.
Tend Herd; Initiates a buff on a unit that is liked to a behavior that changes the animal from it's current phase (young or
adolescent) to the next phase up. When used on mature animals this prevents the "abandoned" debuff.
Not sure if a behavior is needed to initiate the change of one unit to another or if an ability can do it alone. Use your own
disgression. I am mostly just concerned with that there isn't a death effect and that the new unit is placed right where the old
unit was.
Labor; Moves towards a building and channels for 10 seconds, eventually giving 1 mana/energy to the target.
Heal Beam; Similar to medivac heal except it requires no mana. Green beam.
Repair Beam; Similar to medivac heal except it requires no mana and no resources and it is used to repair mechanical
units/structures. Red beam.
Restore Beam; Similar to medivac heal except it restores shields, requires no mana. Blue Beam.
Package Materials; Checks unit inventory for 10 of any raw material(item). If 10 are present it will destroy them and spawn 1
crate of that type on the ground. This ability is instant and should cost 5 energy/mana.
Process X; Processing plants accept crates (in stacks of 10 in each slot). Pressing the process button checks for crates in the
inventory, the building will take two from the inventory (two individuals not two stacks) and destroy them, then start a timed
process (30 seconds) then spawn one item at the base of the structure. This ability cant be cast twice at the same time, and
should cost 5 energy/mana.
(Potentially for the package materials and process X spells, there will need to be different item classes. I am not sure how this
will work but i imagine that making raw materials a class, like misc1 followed by another class called misc2 for crates, then a
final class for processed items called misc3. Names are obviously just placekeepers as it is only an idea. I just don't know how
it would work.)
Combination recipies are also a must. A spell that opens up a submenu similar to the high templar hallucination menu woudl be
ideal. Combination recipies would work similar to the processing spell, regarding the channeling effect needed and the fact that
this spell can only be initiated one at a time. Recipy example; Strawberry + Wheat flour + butter + milk = strawberry shortcake.
Sugar + Grape + Lemon + Pineapple = Tropical Rum.
Region bound spawns based on lack of units in that region. (As one dies one is replaced).
Region bound spawns that units spawned attack move towards another region. (Respawn happens on a 2-5 minute random timer)
Targeted item that initiates a unit spawn. Smoke/air debris woudl help the effect. (used for planting crops)
Ability that initiates a unit spawn. Not targeted, instant, autocastable (by default). a large gore explosion would really help
the effect. (used for animals giving birth)
Items (Raw materials) need to be stackable in stacks of 5, crates must be stackable in stacks of 10. Seeds are stackable in stacks
Do you have some examples of your work in Javascript? I'm really interested :) You can read some of the JS stuff i've made on the blog i'm running: http://vjeux.com/
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Great, I need one.
Should I pm you ?
I am working on some project with quite original concept. I am model maker, and progress is going quite good.
Actually we are working on few projects that are quite similar with content but different by concept.
We dont have programmer, only light ones, so someone who is experienced in programming could help us with few simple and small mechanics.
@Biophysicist:
I've got a badass project that I'm looking for a little bit of help on, I'm a programmer to but it's going to be a pretty big project for just myself to tackle.
I've got most of the documentation done for the project if you wanna check it out just send me a PM and we can talk :)
Gonna be heavily physics based, so previous physics code experience would be sweet.
Added you, mine msn is [email protected] .
Changed my MSN name (and email) to [email protected].
I'm probably going to go with a project I was asked about by email, so this can be locked, I guess. Anyone else who wants my help, MSN or PM.
@Biophysicist: Go
I'm working on a fairly massive map, and i need a lot done. Maybe you could help me with some of the things on my to do list... (this is only tentative, there is more to come.)
Abilities/Behaviors/Triggers needed;
Tend Crops; Initiates a buff on a unit that is linked to a behavior that changes the plant from it's current phase (young or
adolescent) to the next phase up. When used on mature plants this prevents the "abandoned" debuff.
Tend Herd; Initiates a buff on a unit that is liked to a behavior that changes the animal from it's current phase (young or
adolescent) to the next phase up. When used on mature animals this prevents the "abandoned" debuff.
Not sure if a behavior is needed to initiate the change of one unit to another or if an ability can do it alone. Use your own
disgression. I am mostly just concerned with that there isn't a death effect and that the new unit is placed right where the old
unit was.
Labor; Moves towards a building and channels for 10 seconds, eventually giving 1 mana/energy to the target.
Heal Beam; Similar to medivac heal except it requires no mana. Green beam. Repair Beam; Similar to medivac heal except it requires no mana and no resources and it is used to repair mechanical
units/structures. Red beam. Restore Beam; Similar to medivac heal except it restores shields, requires no mana. Blue Beam.
Package Materials; Checks unit inventory for 10 of any raw material(item). If 10 are present it will destroy them and spawn 1
crate of that type on the ground. This ability is instant and should cost 5 energy/mana.
Process X; Processing plants accept crates (in stacks of 10 in each slot). Pressing the process button checks for crates in the
inventory, the building will take two from the inventory (two individuals not two stacks) and destroy them, then start a timed
process (30 seconds) then spawn one item at the base of the structure. This ability cant be cast twice at the same time, and
should cost 5 energy/mana.
(Potentially for the package materials and process X spells, there will need to be different item classes. I am not sure how this
will work but i imagine that making raw materials a class, like misc1 followed by another class called misc2 for crates, then a
final class for processed items called misc3. Names are obviously just placekeepers as it is only an idea. I just don't know how
it would work.)
Combination recipies are also a must. A spell that opens up a submenu similar to the high templar hallucination menu woudl be
ideal. Combination recipies would work similar to the processing spell, regarding the channeling effect needed and the fact that
this spell can only be initiated one at a time. Recipy example; Strawberry + Wheat flour + butter + milk = strawberry shortcake.
Sugar + Grape + Lemon + Pineapple = Tropical Rum.
Region bound spawns based on lack of units in that region. (As one dies one is replaced).
Region bound spawns that units spawned attack move towards another region. (Respawn happens on a 2-5 minute random timer)
Targeted item that initiates a unit spawn. Smoke/air debris woudl help the effect. (used for planting crops)
Ability that initiates a unit spawn. Not targeted, instant, autocastable (by default). a large gore explosion would really help
the effect. (used for animals giving birth)
Items (Raw materials) need to be stackable in stacks of 5, crates must be stackable in stacks of 10. Seeds are stackable in stacks
of 10 as well.
Do you have some examples of your work in Javascript? I'm really interested :) You can read some of the JS stuff i've made on the blog i'm running: http://vjeux.com/