Essentially, I have been working around the idea of players creating their own hero through a small amount of options that not only buffs their hero very slightly, but you can unlock more as you progress and customize on the fly. You can then save it and play again later, although you will keep all of your unlocks, I plan to make everyone start off with the person who has the lowest progression. If it ends up being disliked, I will make everyone load at their last visited town and perhaps add an instantaneous transit between towns.
Now, I plan to have this aimed at a more... Back in the day feel. Magic and swords, but that is flexible as well. I really want to work on the aesthetics of the game, make everything flow and look as appealing as possible. With this said, I am not that great with this in SC2. I could polish the fuck out of a piece of crap back in SC1, but this is just... Overwhelming for me and I cannot seem to get the options right.
I am looking for people who know how to work the Data Editor well and can design some really nice Terrain. Not really looking for consultants at the moment, but I will take everything anyone says into consideration. Mapping is a community effort, it's not something people should keep to themselves and have sole jurisdiction on. As for my experience, there isn't much, but I am quickly learning everything I am shown and what little I toy with. It's possible we may need someone who is good at Triggers as well. I have already started designing the dialog used in the creation process, but I will most likely need some help with it.
As far as gameplay goes, I will not have levels or any sort of "i get awesome" in this game. You get unlocks and points, which are saved to you hero. You can replay the game as many times as you want with your hero, which is the plus. I am also contemplating having respawning bosses, but I doubt it.
This project sounds interesting. I'd be willing to help out with some of the terrain work. While I have a project I want to get started as well, would hate to see this one fall through the cracks.
Sorry to say, we have already picked up someone to work on terrain. If anything comes up and the terrain can't be produced, I would be glad to pull you on-board. The progress so far is that I am working on trying to get the hero right, so it doesn't look too much like a futuristic warrior. It goes well so far, just need a few more tweaks.
A problem has come up though that will need addressing: How to scale enemies according to how many people are in your party and we also need to devise a way to specify enemies to your party so that it is a friendly, kill-stealing-less experience. If anyone has any ideas on this, please come forward :)
I was thinking more along the lines of marking a target as an enemy of each respective party, then making it so when that unit dies, whatever party it attacked/was attacked by first, designates it as theirs. That type of process, so other parties aren't stealing anything or any matter of that sort. The whole monster to party situation is really what I am concerned about.
Hey Tattsoo, sorry, I forgot to check for your reply :P But I have an answer to your problems for tagging units! See the attached map. I'll PM you too :)
I'm actually working on something similar at the moment. I have a very fantasy concept with Dark and High Templar as unit models. What have you done to the model you're using. Also, in regard to your point system, I got something similar but the points are awarded based on levels. What did even do you use to award the points?
EDIT: Also, how do you share kill XP between party members? I have my units on separate teams so the kill xp only goes to the unit who got the kill shot.
My point system, which I am guessing you are referring to my idea of using equipment as your sole method of changing your in-battle tactics and role. Currently, I am exploring the idea of using a role system, with a base and a lesser, allowing you to further change your role, not to mention specialize your spells to how you want and removing the ability for a master of all and a weakling to nobody type deal. You could still be a jack-of-all-trades, but a team of specialists would be much more efficient, greatly enhancing your chance or success.
All equipment would be unlocked by doing certain quests and such, so its rewarding to look around, find new things and the like. The possibility of making each game different based on the choices of players, could also open up a plateau of opportunity to explore and offer replay-ability.
Xp is non-existent in this game, removing the need to grind for levels. The only requirement for killing shit, is that they are either part of a mission, trying to kill you or that you just like torturing small animals. Who knows.
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Essentially, I have been working around the idea of players creating their own hero through a small amount of options that not only buffs their hero very slightly, but you can unlock more as you progress and customize on the fly. You can then save it and play again later, although you will keep all of your unlocks, I plan to make everyone start off with the person who has the lowest progression. If it ends up being disliked, I will make everyone load at their last visited town and perhaps add an instantaneous transit between towns.
Now, I plan to have this aimed at a more... Back in the day feel. Magic and swords, but that is flexible as well. I really want to work on the aesthetics of the game, make everything flow and look as appealing as possible. With this said, I am not that great with this in SC2. I could polish the fuck out of a piece of crap back in SC1, but this is just... Overwhelming for me and I cannot seem to get the options right.
I am looking for people who know how to work the Data Editor well and can design some really nice Terrain. Not really looking for consultants at the moment, but I will take everything anyone says into consideration. Mapping is a community effort, it's not something people should keep to themselves and have sole jurisdiction on. As for my experience, there isn't much, but I am quickly learning everything I am shown and what little I toy with. It's possible we may need someone who is good at Triggers as well. I have already started designing the dialog used in the creation process, but I will most likely need some help with it.
As far as gameplay goes, I will not have levels or any sort of "i get awesome" in this game. You get unlocks and points, which are saved to you hero. You can replay the game as many times as you want with your hero, which is the plus. I am also contemplating having respawning bosses, but I doubt it.
Just post here or PM me. Appreciate the read.
This project sounds interesting. I'd be willing to help out with some of the terrain work. While I have a project I want to get started as well, would hate to see this one fall through the cracks.
Sorry to say, we have already picked up someone to work on terrain. If anything comes up and the terrain can't be produced, I would be glad to pull you on-board. The progress so far is that I am working on trying to get the hero right, so it doesn't look too much like a futuristic warrior. It goes well so far, just need a few more tweaks.
A problem has come up though that will need addressing: How to scale enemies according to how many people are in your party and we also need to devise a way to specify enemies to your party so that it is a friendly, kill-stealing-less experience. If anyone has any ideas on this, please come forward :)
@Tattsoo: Go
For scaling, you can have a number of case events, using else if statements. I'm not on the editor atm, so please excuse my pseudo code:
If [number of units in unit group (party)] == 1
Then: [skip remaining actions]
If [number of units in unit group (party)] == 2
Then: [pick each unit in (enemy party) [set unit property for (enemy), HP to 120%]] etc
I know that you can change unit stats on the fly using catalogs, but I haven't implemented myself yet, so I couldn't tell you how just yet.
@ChromiumBoy: Go
I was thinking more along the lines of marking a target as an enemy of each respective party, then making it so when that unit dies, whatever party it attacked/was attacked by first, designates it as theirs. That type of process, so other parties aren't stealing anything or any matter of that sort. The whole monster to party situation is really what I am concerned about.
@Tattsoo: Go
Hey Tattsoo, sorry, I forgot to check for your reply :P But I have an answer to your problems for tagging units! See the attached map. I'll PM you too :)
I'm actually working on something similar at the moment. I have a very fantasy concept with Dark and High Templar as unit models. What have you done to the model you're using. Also, in regard to your point system, I got something similar but the points are awarded based on levels. What did even do you use to award the points?
EDIT: Also, how do you share kill XP between party members? I have my units on separate teams so the kill xp only goes to the unit who got the kill shot.
@Vortexx2010: Go
My point system, which I am guessing you are referring to my idea of using equipment as your sole method of changing your in-battle tactics and role. Currently, I am exploring the idea of using a role system, with a base and a lesser, allowing you to further change your role, not to mention specialize your spells to how you want and removing the ability for a master of all and a weakling to nobody type deal. You could still be a jack-of-all-trades, but a team of specialists would be much more efficient, greatly enhancing your chance or success.
All equipment would be unlocked by doing certain quests and such, so its rewarding to look around, find new things and the like. The possibility of making each game different based on the choices of players, could also open up a plateau of opportunity to explore and offer replay-ability.
Xp is non-existent in this game, removing the need to grind for levels. The only requirement for killing shit, is that they are either part of a mission, trying to kill you or that you just like torturing small animals. Who knows.