I've been thinking about an Advance Wars costum game for quite a while. I'm sure it's possible with the SC2 Editor so that's no problem. What I want to know is if anyone likes this idea and would like to play it if it's on battleNet. I've got some worries about it being a turned based game(That you have to wait your turn).
Advance Wars
Advance Wars is an strategic Grid and Turn Based RTS Gamebody Advance game. It's about building an army and fight against your oppenent... like any other rts. Advance Wars like I said is a very strategic game, because there are hard counters for every unit. This means you have to position, create and order your units well to defeat your enemy. If you want to know more about it, just look on youtube or google.
Concepts
I already have quite some idea's for this concept. Like you can pick a race(Terran, Protoss and Zerg Ofc) that have each other units and a Hero of that race to be the leader/hero. The different modes should be: FFA, 2v2, 3v3 and 4v4.
No offense, but your map is nothing like advance wars. If you are going to make a map that is similar to it, it must be grid movement and turn based.
@patrickwobben:
I tried doing this a while back got fairly far but the triggers became too complex for me at the time. The game would be perfect for SC2 and could certainly host competitive play. I can tell you right that the hardest part of making the map is making the grid movement system that recognizes different terrain types as well as units, so if you plan on taking a run at it, start with that first so you don't do a bunch of work for nothing.
Thanks for the info, I'll take a look at the triggers for sure. That's the hardest part I'm in right now. I've also seen Frozen Synapse and how you can plan your moves while waiting for the others to finish. Altho that would take a lot more triggering it's quite an good idea to keep in mind.
Eyup It would be awesome if it could recognize terain differences and change your advantage on that. Altho I'm still figuring out how the grid system can find occupied tiles with units on it, so enemy units can't walk thru or on it. I have to understand the whole grid concept(Regions or Array Points) and what's the best way to work with it.
P.S. Srry for the late response and thanks for the PM Trieva! =3
hi patrick, i readed this thread around 2 weeks ago but thinking it was abandoned i didn't reply. as you could recall i already answered you on tutorial section (and it was the same, no one replied so i stoped too)
i will include the map i prepared for that tutorial. the map is very basic but it's enough to work as a turn based with movement and attack.
the grid movement is not so hard when you are used to nested loops. On my map i used an array to create a "numeric radar":
value -1 = init value/unwalkable position
value 0 = select unit position
values 1+ = numbers of turns used to move to that position
when using attack command numbers have different meaning*
using nested loops you can check positions and save the result on that "radar", to finally analyze data and generate a chain movement
NOTES:
1. map have no AI. when you end turn you will take control of enemy units (play both sides)
2. defense buttom is useless, have no effect (if i continue this map will probably remove it)
3. stats are random and UI is just the needed to show stats, not a beautyfull one
The Idea
I've been thinking about an Advance Wars costum game for quite a while. I'm sure it's possible with the SC2 Editor so that's no problem. What I want to know is if anyone likes this idea and would like to play it if it's on battleNet. I've got some worries about it being a turned based game(That you have to wait your turn).
Advance Wars
Advance Wars is an strategic Grid and Turn Based RTS Gamebody Advance game. It's about building an army and fight against your oppenent... like any other rts. Advance Wars like I said is a very strategic game, because there are hard counters for every unit. This means you have to position, create and order your units well to defeat your enemy. If you want to know more about it, just look on youtube or google.
Concepts
I already have quite some idea's for this concept. Like you can pick a race(Terran, Protoss and Zerg Ofc) that have each other units and a Hero of that race to be the leader/hero. The different modes should be: FFA, 2v2, 3v3 and 4v4.
Thanks already, Patrick Wobben
@Trieva:
No offense, but your map is nothing like advance wars. If you are going to make a map that is similar to it, it must be grid movement and turn based.
@patrickwobben:
I tried doing this a while back got fairly far but the triggers became too complex for me at the time. The game would be perfect for SC2 and could certainly host competitive play. I can tell you right that the hardest part of making the map is making the grid movement system that recognizes different terrain types as well as units, so if you plan on taking a run at it, start with that first so you don't do a bunch of work for nothing.
@Trieva: Go
Thanks for the info, I'll take a look at the triggers for sure. That's the hardest part I'm in right now. I've also seen Frozen Synapse and how you can plan your moves while waiting for the others to finish. Altho that would take a lot more triggering it's quite an good idea to keep in mind.
@rpc190: Go
Eyup It would be awesome if it could recognize terain differences and change your advantage on that. Altho I'm still figuring out how the grid system can find occupied tiles with units on it, so enemy units can't walk thru or on it. I have to understand the whole grid concept(Regions or Array Points) and what's the best way to work with it.
P.S. Srry for the late response and thanks for the PM Trieva! =3
hi patrick, i readed this thread around 2 weeks ago but thinking it was abandoned i didn't reply. as you could recall i already answered you on tutorial section (and it was the same, no one replied so i stoped too)
i will include the map i prepared for that tutorial. the map is very basic but it's enough to work as a turn based with movement and attack.
the grid movement is not so hard when you are used to nested loops. On my map i used an array to create a "numeric radar":
value -1 = init value/unwalkable position
value 0 = select unit position
values 1+ = numbers of turns used to move to that position
using nested loops you can check positions and save the result on that "radar", to finally analyze data and generate a chain movement
NOTES:
1. map have no AI. when you end turn you will take control of enemy units (play both sides)
2. defense buttom is useless, have no effect (if i continue this map will probably remove it)
3. stats are random and UI is just the needed to show stats, not a beautyfull one
That's some very nice Triggers you got there. I'll kinda get to understand them now. Thx for the support!