EDIT:
Will they play any part in this, for example ancient discovered technology behind some of the races tech. Perhaps some maps/terrain could incorporate special mechanics? etc.
EDIT: Will they play any part in this, for example ancient discovered technology behind some of the races tech. Perhaps some maps/terrain could incorporate special mechanics? etc.
Yes but as it takes a ton of resources to do something like this I've left it out. It was supposed to be a playable race :)
There is "the machines", its not really an alien race so much so as robotic technology gone rogue. Kinda like in terminator or the matrix. I guess for now I can do something like SC2 did with xel naga, and use it for backstory.
So I've almost finished the first race (The Confederacy). I just need 2 models done for it.
There are only 2 abilities so far, a smoke canister ability for the razer, and a lockdown ability by the ranger (aka pilot). The smoke canister creates a field of smoke that turns the vision of any unit while inside to 0, it is used to buy more time for the razer to harass worker lines or get out of danger, however it can also affect your own units. The lockdown ability is the same as the one in BW, it allows the player to snipe key units and prevent reinforcements. The reason it was never used in BW was because of the expense of the tech to get it, however I've made it relatively cheap to research (although high tier) and cast, and it is used by the first offensive unit that you can make.
There are 3 upgrades so far, razer speed, weapon and armor upgrades. These have all been completed, however the actor event to actually show the effect of the smoke canister appears on the unit rather than the target, even though the persistent and behavior happens properly at the target (I feel like I've tried everything T_T). If anyone knows how to fix this please let me know haha.
The tech tree is there, and all the upgrades/researches are in place, the Armory is the primary upgrading/research facility for the race. The sound effects are from a very old game called Battlezone 1, I wanted to add different sounds to make it feel like a different game, and so some of the naming will also be off that game. Because the game was done by Activision and about 15 years ago, I don't think we will have any problems there, but if it does get popular we can look at doing custom voices, that would be pretty cool.
One of things I wanted to showcase now was natural pathing. I did it by stopping the ability for units to be able to push each other as well as tweaking the stats until I got the result I wanted. The main reason for this is to add dimishing returns to large armies, and alleviate the not-very-fun-to-watch blobs of units just butting heads with each other.
The map is a custom map I made a while ago called paradigm
Some more good news.
I've been having a discussion with GnaRefforstirk about 3d modeling. There is the potential we may finally get some custom models done for the game. :D
Cybrok has offered to help out with the development of the project. I have split the mod up into 3 mods for each race. This allows us to work on different races separately. This means we should have the first phase of the game completed relatively quickly. Maybe even in a couple of weeks.
After the basic layout for each race is done (units/researches/buildings), we start working on the stats and getting it relatively balanced. Then we should have some gameplay vods up. We might even work on some tutorial missions for it just to gain more exposure.
If you could 1 race done so it's unplayable I'm sure motivation and production will rocket jump up all round on the project. Especially when you can start getting feedback.
There are 3 upgrades so far, razer speed, weapon and armor upgrades. These have all been completed, however the actor event to actually show the effect of the smoke canister appears on the unit rather than the target, even though the persistent and behavior happens properly at the target (I feel like I've tried everything T_T). If anyone knows how to fix this please let me know haha.
This could be a couple of things so i will tell you what I know would work. I am going to assume you only want to be able to target the ground with this ability, otherwise if you chucked it on a unit that unit dies no more smoke canister effect...
1 Make sure the Target - Location field in the persistent effect that creates the searches is set to Target Point
2 Make sure the Target - Impact Location field in the search effect that applies the behavior is set to Target Point
3 If you use any effects to launch the persistent effect i.e a set or switch etc... make sure their Target - Impact Location is also Target Point, or Point depending on the type of effect.
the actor for the smoke cloud should be Type: Model, Parent: Model Animation Style Continuous
1: Make sure Hosting : Host is Implicit, by default its set to _Selectable which is an alias for actors types, click the bubble that says custom to void this out, we want this model to attach to nothing
2 Your creation event should be Effect - Persistent - Start > Create
3 your destruction event should be Effect - Persistent - Stop > Animation Bracket Stop Name: BSD
If you remake the actor for the smoke cloud and follow this then the creation and destruction events for the actor should be all you need to do aside from ensuring the model is properly linked of course 8), the default bsd bracket probably animates the smoke cloud properly already.
@Fullachain: Hehe, unfortunately that race is the only one that simply can't be completed without custom models :(. I ended up doing it first anyway because well, I just wanted to. However the other races should be just as quick to complete.
1: Make sure Hosting : Host is Implicit, by default its set to _Selectable which is an alias for actors types, click the bubble that says custom to void this out, we want this model to attach to nothing
We are getting close to finishing the first custom unit
Also, I have gotten halfway through finishing the second race the "united front". Once that is finished and the new unit is implemented, I will get started on a basic command tree, and after that we should have some initial gameplay vods going. Hopefully within the next couple of weeks.
Looks amazing. Is it similar to a Viking in terms of ground air
versatility?
Haha its something to think about, but I think it would suffer the same fate as the reaper. I would never be able to make it powerful if it could just fly into peoples bases and wreck face. And it needs to be powerful in order to be a non-gimmicky unit.
Its more mobile than a siege tank when "un-deployed", however it can only shoot while "deployed".
that unit is amazing.. its atleast 3 times better than his defiler.
im assuming you'll want to get the floating a bit more realistic before the end.. but yes, incredible.
when it is finished it could possibly be the best completely-custom unit made so far for SC2. its like Ghost's arclite siege tank but with the bonus of originality, and a much higher poly count.
I have set aside $1,000 to create a prototype semi-original RTS game that I am willing to invest 90%+ of on 3d models.
A thousand bucks is not even enough to pay for coffee during the whole production process, you're just going to waste them pointlessly if you don't learn some advanced game design rules first, after which you will see with your own eyes what a production process actually is, and the huge amount of work it requires (even with a full team). Having fun with the SC2 editor is barely scratching the tip of an iceberg. Any hardcore gamer with a little bit of creativity can do it. It seems obvious to me you don't know the basics of game design.
You'll probably think twice about going further once you will realize how much you went "hollywood style" on this one... You're cutting corners (rookie mistake that everybody does), you shouldn't have 3D models until the game is close to the end. I've worked professionally as a level designer in 3 independent studios so far (and I have a master degree in game design), the models and most of the graphics are usually added one or maybe 2 months before the release of the game, and we are used to work with placeholders until then.
Not that I'm willing to discourage you, but I've seen a lot of amateurs trying to start a project, just like you, and fail at some point because they either give up (too much work), they're not skilled enough, or just because they have more important matters in life. You cannot do as good as a team of 50 professionals who are paid for it and have years of experience in the industry. Don't be too hasty, learn to start small and you can improve your project later on (you're an amateur after all, you don't have to meet deadlines). Your project is nothing but a SC2 custom map and should remain as is, you're not going to achieve better than that with the knowledge you have.
I am willing to come up with some concept art for free (my strongest
point) and some models as well (my weaker point)
Thanks so much. Do you have a portfolio? There is one more vital 3d model that needs to be made, which is a static artillery unit. Do you think you are capable of doing that including texturing and exporting to the SC2 editor? Thanks.
*
Badger model pretty much ready for texturing :D
*
2 Races are pretty much close to completion at the moment. In fact I had a gameplay test with the "United Front" race (fully completed besides the command tree) with a few friends but wasn't happy with the way it turned out.
I will probably be consolidating these 2 races together. The "United Front" race wasn't creating the depth of gameplay I was planning to achieve, although the tactical gameplay was there (lots of hit and runs and battles all over the map), without map control units it just felt like an action RTS rather than a more strategic one which is what I'm looking for.
By bringing these 2 races together I will need to make the mirror matchup as dynamic as possible as there are less races to choose from. I don't want to see mirror builds, instead I want players to be able to tailor their race to them, so that when players face each other, they will be using completely different styles, even though they are using the same race. The command tree is one incentive, but hopefully I can get the unit design so that you will have different groups of units that synergise well with only a few other units.
One combination should be able to do equally well as against another unit combination and the unit combination choice should cater to the player. So if I wanted to play a guerilla style I would use more mobile units to capitalize on vulnerabilities as much as possible, and if I wanted to play a safe area controlling style I would use more seige units and slowly expand towards my opponent while mitigating as much damage as possible. Before these two styles were split amongst the 2 races, but by joining the 2 together, there is the opportunity to use both styles or even transition from one style to another. Anyway only way to find out is to just do it and try it out.
A little off topic perhaps.
But where are the aliens in this? :)
EDIT: Will they play any part in this, for example ancient discovered technology behind some of the races tech. Perhaps some maps/terrain could incorporate special mechanics? etc.
Yes but as it takes a ton of resources to do something like this I've left it out. It was supposed to be a playable race :)
There is "the machines", its not really an alien race so much so as robotic technology gone rogue. Kinda like in terminator or the matrix. I guess for now I can do something like SC2 did with xel naga, and use it for backstory.
So I've almost finished the first race (The Confederacy). I just need 2 models done for it.
There are only 2 abilities so far, a smoke canister ability for the razer, and a lockdown ability by the ranger (aka pilot). The smoke canister creates a field of smoke that turns the vision of any unit while inside to 0, it is used to buy more time for the razer to harass worker lines or get out of danger, however it can also affect your own units. The lockdown ability is the same as the one in BW, it allows the player to snipe key units and prevent reinforcements. The reason it was never used in BW was because of the expense of the tech to get it, however I've made it relatively cheap to research (although high tier) and cast, and it is used by the first offensive unit that you can make.
There are 3 upgrades so far, razer speed, weapon and armor upgrades. These have all been completed, however the actor event to actually show the effect of the smoke canister appears on the unit rather than the target, even though the persistent and behavior happens properly at the target (I feel like I've tried everything T_T). If anyone knows how to fix this please let me know haha.
The tech tree is there, and all the upgrades/researches are in place, the Armory is the primary upgrading/research facility for the race. The sound effects are from a very old game called Battlezone 1, I wanted to add different sounds to make it feel like a different game, and so some of the naming will also be off that game. Because the game was done by Activision and about 15 years ago, I don't think we will have any problems there, but if it does get popular we can look at doing custom voices, that would be pretty cool.
One of things I wanted to showcase now was natural pathing. I did it by stopping the ability for units to be able to push each other as well as tweaking the stats until I got the result I wanted. The main reason for this is to add dimishing returns to large armies, and alleviate the not-very-fun-to-watch blobs of units just butting heads with each other.
Some more good news.
I've been having a discussion with GnaRefforstirk about 3d modeling. There is the potential we may finally get some custom models done for the game. :D
Cybrok has offered to help out with the development of the project. I have split the mod up into 3 mods for each race. This allows us to work on different races separately. This means we should have the first phase of the game completed relatively quickly. Maybe even in a couple of weeks.
After the basic layout for each race is done (units/researches/buildings), we start working on the stats and getting it relatively balanced. Then we should have some gameplay vods up. We might even work on some tutorial missions for it just to gain more exposure.
Great to see updates, hope they'll be regular :)
If you could 1 race done so it's unplayable I'm sure motivation and production will rocket jump up all round on the project. Especially when you can start getting feedback.
This could be a couple of things so i will tell you what I know would work. I am going to assume you only want to be able to target the ground with this ability, otherwise if you chucked it on a unit that unit dies no more smoke canister effect...
1 Make sure the Target - Location field in the persistent effect that creates the searches is set to Target Point
2 Make sure the Target - Impact Location field in the search effect that applies the behavior is set to Target Point
3 If you use any effects to launch the persistent effect i.e a set or switch etc... make sure their Target - Impact Location is also Target Point, or Point depending on the type of effect.
the actor for the smoke cloud should be Type: Model, Parent: Model Animation Style Continuous
1: Make sure Hosting : Host is Implicit, by default its set to _Selectable which is an alias for actors types, click the bubble that says custom to void this out, we want this model to attach to nothing
2 Your creation event should be Effect - Persistent - Start > Create
3 your destruction event should be Effect - Persistent - Stop > Animation Bracket Stop Name: BSD
If you remake the actor for the smoke cloud and follow this then the creation and destruction events for the actor should be all you need to do aside from ensuring the model is properly linked of course 8), the default bsd bracket probably animates the smoke cloud properly already.
Hope this helps 8-)
@Fullachain: Hehe, unfortunately that race is the only one that simply can't be completed without custom models :(. I ended up doing it first anyway because well, I just wanted to. However the other races should be just as quick to complete.
Thanks for the encouragement!
@Dryeyece
Omg it works now, thanks so much!
This seemed to fix it :P
No problem man I am glad i was able to help 8-)
Looks like 3d modelling is underway!
Here is the sketch of the Badger unit, mobile turret.
GnaReffotsirk has very kindly offered to begin turning it into 3d!
Keeping an eye on this. Might be interested in doing some terraining work for you later, if you need me and if I end up having time.
We are getting close to finishing the first custom unit
Also, I have gotten halfway through finishing the second race the "united front". Once that is finished and the new unit is implemented, I will get started on a basic command tree, and after that we should have some initial gameplay vods going. Hopefully within the next couple of weeks.
Could definitely use you for developing maps especially for the single-player/tutorial missions. ;) Thanks
GnaReffotsirk is a freaking 3d master
@SluggaSlamoo: Go
very nice, whats the final poly count?
Formally Kinkycactus
Looks amazing. Is it similar to a Viking in terms of ground air versatility?
Ill have to ask :)
Haha its something to think about, but I think it would suffer the same fate as the reaper. I would never be able to make it powerful if it could just fly into peoples bases and wreck face. And it needs to be powerful in order to be a non-gimmicky unit.
Its more mobile than a siege tank when "un-deployed", however it can only shoot while "deployed".
that unit is amazing.. its atleast 3 times better than his defiler. im assuming you'll want to get the floating a bit more realistic before the end.. but yes, incredible.
when it is finished it could possibly be the best completely-custom unit made so far for SC2. its like Ghost's arclite siege tank but with the bonus of originality, and a much higher poly count.
The final polycount is 1731
The SC2 Siege tank has 3128 triangles, so I think we are definitely on the right track.
@SluggaSlamoo: Go
I am willing to come up with some concept art for free (my strongest point) and some models as well (my weaker point)
A thousand bucks is not even enough to pay for coffee during the whole production process, you're just going to waste them pointlessly if you don't learn some advanced game design rules first, after which you will see with your own eyes what a production process actually is, and the huge amount of work it requires (even with a full team). Having fun with the SC2 editor is barely scratching the tip of an iceberg. Any hardcore gamer with a little bit of creativity can do it. It seems obvious to me you don't know the basics of game design.
You'll probably think twice about going further once you will realize how much you went "hollywood style" on this one... You're cutting corners (rookie mistake that everybody does), you shouldn't have 3D models until the game is close to the end. I've worked professionally as a level designer in 3 independent studios so far (and I have a master degree in game design), the models and most of the graphics are usually added one or maybe 2 months before the release of the game, and we are used to work with placeholders until then.
Not that I'm willing to discourage you, but I've seen a lot of amateurs trying to start a project, just like you, and fail at some point because they either give up (too much work), they're not skilled enough, or just because they have more important matters in life. You cannot do as good as a team of 50 professionals who are paid for it and have years of experience in the industry. Don't be too hasty, learn to start small and you can improve your project later on (you're an amateur after all, you don't have to meet deadlines). Your project is nothing but a SC2 custom map and should remain as is, you're not going to achieve better than that with the knowledge you have.
it seem nice but im interested in the quotes i need quotes for air units did your map release that ?
Thanks so much. Do you have a portfolio? There is one more vital 3d model that needs to be made, which is a static artillery unit. Do you think you are capable of doing that including texturing and exporting to the SC2 editor? Thanks.
*
Badger model pretty much ready for texturing :D
*
2 Races are pretty much close to completion at the moment. In fact I had a gameplay test with the "United Front" race (fully completed besides the command tree) with a few friends but wasn't happy with the way it turned out.
I will probably be consolidating these 2 races together. The "United Front" race wasn't creating the depth of gameplay I was planning to achieve, although the tactical gameplay was there (lots of hit and runs and battles all over the map), without map control units it just felt like an action RTS rather than a more strategic one which is what I'm looking for.
By bringing these 2 races together I will need to make the mirror matchup as dynamic as possible as there are less races to choose from. I don't want to see mirror builds, instead I want players to be able to tailor their race to them, so that when players face each other, they will be using completely different styles, even though they are using the same race. The command tree is one incentive, but hopefully I can get the unit design so that you will have different groups of units that synergise well with only a few other units.
One combination should be able to do equally well as against another unit combination and the unit combination choice should cater to the player. So if I wanted to play a guerilla style I would use more mobile units to capitalize on vulnerabilities as much as possible, and if I wanted to play a safe area controlling style I would use more seige units and slowly expand towards my opponent while mitigating as much damage as possible. Before these two styles were split amongst the 2 races, but by joining the 2 together, there is the opportunity to use both styles or even transition from one style to another. Anyway only way to find out is to just do it and try it out.