So I have an insane Arcade map idea that intertwines all our favorite arcade games. I have medium knowledge about the editor with many hours tinkering around. My idea is to make an RPG ( with missions, items, abilities, and class tree) with a few players assisting the AI against the RPG group (nexus wars style) with another faction controlling the stores that sell items, and the townspeople (macro income style) with an intertwined ice baneling race with obstacles (ice bane escape style, bonuses will also affect other factions)
I know........
Insane.......
To recap....
FACTION<sub>,HOW TO PLAY</sub>,HOW TO WIN
Protoss RPG group 3-4 plyrs<sub>,finish missions, help town, lvl up</sub>,complete all missions, max hero
Zerg AI 1-2 plyrs<sub>,harass town, lvl AI boss, obstacles</sub>,prevent all other factions from winning
Terran NPC 1-2 plyrs<sub>,manage shop, items, armor, townsppl</sub>,income based victory
Ice bane 1-4 plyrs<sub>,escape on ice with abilities, dodge obstacles</sub>,reach the end of the race
The genius of how to tie it all together and balance it will come later.
1. Will this map take 2 days to load? Is this too much coding? My map is 256 256.
2. I can't seem to get a baneling to slide on ice. Ideas and suggestions?
I've tried, deceleration, terrain friction, triggers moving points, triggers changing behavior, changing data info on units, changing physics of terrain, changing baneling into a missle, and others i can't remember.
I haven't tried pathing, changing minimum speed (i would have to create attribute), but i have started with an event that triggers when any unit is ordered to move, conditions any unit = baneling, and triggering unit is terrain type ice on position of unit. The action gets tricky....
So why not just make them separate maps instead of having players that are doing completely different things in the same map? Do remember you want sessions to last 1 hour at most as anything longer becomes very difficult to hold players in public.
Quote:
1. Will this map take 2 days to load? Is this too much coding? My map is 256 256.
Loading is surprisingly fast in SC2 despite it parsing XML and JIT compiling Galaxy. Most of the time seems to be spent synchronizing banks, especially if they are quite large. Galaxy is Harvard architecture virtual machine with several megabytes in the heap and the code sections so should be more than sufficient (games like Final Fantasy 1/2 had less space available for the entire game and even less memory heap!).
Quote:
2. I can't seem to get a baneling to slide on ice. Ideas and suggestions?
With one of the recent patches you can now detect which texture is the strongest at a point. Use this to determine what is covered in ice.
nativestringTerrainTexture(pointpos);
There is probably a GUI version of it.
The trigger is similar to how you do it in Warcraft III except you must remember that the smallest resolvable deterministic time is 1/16 seconds. Many people back in WC3 used the incorrect approach forcing people to spam orders to turn (due to the standard move cancelling current order) but the correct approach was to assign each unit an object giving it a facing and a speed. These can be managed as custom values on the sliding unit or if the number of sliders is finite (bounded) you use a finite object system.
The idea is you detect how much the unit has moved naturally (from standard movement) then apply a fraction of that as a velocity vector to the unit's sliding velocity vector. You then move the unit to it's sliding velocity vector position based on the point from the previous frame undoing the natural movement leaving only the slide movement to influence the results. Then you update the point for the next iteration so you can measure distance moved naturally and compute the next point. More complex control algorithms can be used to give sliding different responses (such as changing to the opposite direction is less responsive than slightly adjusting angel).
Do note that most WC3 maps did sliding incorrectly. Instead of skidding on ice it was more like you were being pushed forward by a moving way (such as being on a booster floor in Mario Kart). This makes no sense and has little to do with ice. Other implementations simply disabled you from moving as it kept you going in a straight line at a constant speed from when you entered the surface which is accurate for surfaces with no friction (you cannot change direction).
This is still a rough idea and i appreciate any and all feedback. I'm not making seperate games because they already exist. The point of this insane map is to incorporate all our favorite maps that already exist into one insane map. You will be able to race your friends with your ice bane skills against their skills to max lvl a hero, or be the AI and try to hinder the RPG groups progress. or show off your town management skills to produce an impressive income and wheel and deal with other factions for items and armor. I am aiming it to be a 45 - 60 min game, maybe even with a timer.
It will be an original idea with unorthodox ending victories. Who wins? rpg group is max lvl hero but did not beat ending boss (AI player maxed out boss abilities), ice bane is max lvl but did not complete final escape (AI player upgraded all obstacles) and AI player prevented everyones final victory. This would end in a victory for all factions.
Every faction has ways to affect other factions too. for example, an ice bane completes an escape section of the map and gains a bonus lvl. That bonus lvl also upgrades the armor for protoss, income for terran, and extra sends for AI zerg. Each new area the ice baneling unlocks may reveal or close an area for the other factions, and vice versa. (The rpg group mission 'kill the murlocs' at the end will break down some rocks that close off a pathway for the ice baneling. The ice baneling will have to escape a side area to hit a button that rebuilds the rocks opening his own pathway and resetting the 'kill the murlocs' rpg group mission)
The AI player zerg will be sending waves of squads to disrupt the town and the RPG base. the AI player will be able to equip items bought onto challenge bosses. the AI player will also be able to lvl up boss abilities during combat but will not be able to micro zerg units. the AI player can also spend its mins on obstacles on teh ice bane race maps throught the entire map. The zerg player may alos hover an overlord spreading creep over the ice bane map sections hindering the ice bane. the ice bane will be able to spend a lvl to kill the overlord lowering the zerg supply to send at the town.
The terran NPC player will be able to slightly control the wandering civilians in town. Keeping them near a building will enhance that building. Example: armory to create better armor to sell, blacksmith to create better weapons, or by the mins to mine faster. The leveling system for this faction will be exp points spent on the cost of items for sale, for insatnce, spend one exp point on minor health potions and you will get 6 mins instead of 5 mins when tehy are sold. Drops from the RPG group are sold to the item shop. The RPG group uses that money to buy items made by the terran player, and the terran player will use these drops to make items and sell upgrades to the AI zerg palyer.
The RPG group is much simpler. They are the game catalyst. Everything happens for or around the RPG group. The way they will affect other factions is mroe direct. attking the AI in missions. Saving the town from zerg attacks assisting the terran palyer to make items. And when areas open for the RPG group, they will close for the ice baneling.
Every faction has ways to affect the other while they play to win their own game. A complex game using familiar game mechanics that already exist.
Great Ideas for the slide trigger. I like that you have found a way to make it correct. It seems as tho your way will have a slight deceleration to it due to a percentage of velocity. this allows me to implement an ability to boost. I will have to tinker twith triggers to figure out how to affect that level of physics. I was aware of the texture at position point to trigger on ice. Where do i start with the altering of that level of physics in the game?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So I have an insane Arcade map idea that intertwines all our favorite arcade games. I have medium knowledge about the editor with many hours tinkering around. My idea is to make an RPG ( with missions, items, abilities, and class tree) with a few players assisting the AI against the RPG group (nexus wars style) with another faction controlling the stores that sell items, and the townspeople (macro income style) with an intertwined ice baneling race with obstacles (ice bane escape style, bonuses will also affect other factions)
I know........
Insane.......
To recap....
FACTION<sub>,HOW TO PLAY</sub>,HOW TO WIN
Protoss RPG group 3-4 plyrs<sub>,finish missions, help town, lvl up</sub>,complete all missions, max hero
Zerg AI 1-2 plyrs<sub>,harass town, lvl AI boss, obstacles</sub>,prevent all other factions from winning
Terran NPC 1-2 plyrs<sub>,manage shop, items, armor, townsppl</sub>,income based victory
Ice bane 1-4 plyrs<sub>,escape on ice with abilities, dodge obstacles</sub>,reach the end of the race
The genius of how to tie it all together and balance it will come later.
1. Will this map take 2 days to load? Is this too much coding? My map is 256 256.
2. I can't seem to get a baneling to slide on ice. Ideas and suggestions? I've tried, deceleration, terrain friction, triggers moving points, triggers changing behavior, changing data info on units, changing physics of terrain, changing baneling into a missle, and others i can't remember. I haven't tried pathing, changing minimum speed (i would have to create attribute), but i have started with an event that triggers when any unit is ordered to move, conditions any unit = baneling, and triggering unit is terrain type ice on position of unit. The action gets tricky....
Thank you for any input you might have...
DtownPunk
IMPASIBOL!
So why not just make them separate maps instead of having players that are doing completely different things in the same map? Do remember you want sessions to last 1 hour at most as anything longer becomes very difficult to hold players in public.
Loading is surprisingly fast in SC2 despite it parsing XML and JIT compiling Galaxy. Most of the time seems to be spent synchronizing banks, especially if they are quite large. Galaxy is Harvard architecture virtual machine with several megabytes in the heap and the code sections so should be more than sufficient (games like Final Fantasy 1/2 had less space available for the entire game and even less memory heap!).
With one of the recent patches you can now detect which texture is the strongest at a point. Use this to determine what is covered in ice.
There is probably a GUI version of it.
The trigger is similar to how you do it in Warcraft III except you must remember that the smallest resolvable deterministic time is 1/16 seconds. Many people back in WC3 used the incorrect approach forcing people to spam orders to turn (due to the standard move cancelling current order) but the correct approach was to assign each unit an object giving it a facing and a speed. These can be managed as custom values on the sliding unit or if the number of sliders is finite (bounded) you use a finite object system.
The idea is you detect how much the unit has moved naturally (from standard movement) then apply a fraction of that as a velocity vector to the unit's sliding velocity vector. You then move the unit to it's sliding velocity vector position based on the point from the previous frame undoing the natural movement leaving only the slide movement to influence the results. Then you update the point for the next iteration so you can measure distance moved naturally and compute the next point. More complex control algorithms can be used to give sliding different responses (such as changing to the opposite direction is less responsive than slightly adjusting angel).
Do note that most WC3 maps did sliding incorrectly. Instead of skidding on ice it was more like you were being pushed forward by a moving way (such as being on a booster floor in Mario Kart). This makes no sense and has little to do with ice. Other implementations simply disabled you from moving as it kept you going in a straight line at a constant speed from when you entered the surface which is accurate for surfaces with no friction (you cannot change direction).
This is still a rough idea and i appreciate any and all feedback. I'm not making seperate games because they already exist. The point of this insane map is to incorporate all our favorite maps that already exist into one insane map. You will be able to race your friends with your ice bane skills against their skills to max lvl a hero, or be the AI and try to hinder the RPG groups progress. or show off your town management skills to produce an impressive income and wheel and deal with other factions for items and armor. I am aiming it to be a 45 - 60 min game, maybe even with a timer.
It will be an original idea with unorthodox ending victories. Who wins? rpg group is max lvl hero but did not beat ending boss (AI player maxed out boss abilities), ice bane is max lvl but did not complete final escape (AI player upgraded all obstacles) and AI player prevented everyones final victory. This would end in a victory for all factions.
Every faction has ways to affect other factions too. for example, an ice bane completes an escape section of the map and gains a bonus lvl. That bonus lvl also upgrades the armor for protoss, income for terran, and extra sends for AI zerg. Each new area the ice baneling unlocks may reveal or close an area for the other factions, and vice versa. (The rpg group mission 'kill the murlocs' at the end will break down some rocks that close off a pathway for the ice baneling. The ice baneling will have to escape a side area to hit a button that rebuilds the rocks opening his own pathway and resetting the 'kill the murlocs' rpg group mission)
The AI player zerg will be sending waves of squads to disrupt the town and the RPG base. the AI player will be able to equip items bought onto challenge bosses. the AI player will also be able to lvl up boss abilities during combat but will not be able to micro zerg units. the AI player can also spend its mins on obstacles on teh ice bane race maps throught the entire map. The zerg player may alos hover an overlord spreading creep over the ice bane map sections hindering the ice bane. the ice bane will be able to spend a lvl to kill the overlord lowering the zerg supply to send at the town.
The terran NPC player will be able to slightly control the wandering civilians in town. Keeping them near a building will enhance that building. Example: armory to create better armor to sell, blacksmith to create better weapons, or by the mins to mine faster. The leveling system for this faction will be exp points spent on the cost of items for sale, for insatnce, spend one exp point on minor health potions and you will get 6 mins instead of 5 mins when tehy are sold. Drops from the RPG group are sold to the item shop. The RPG group uses that money to buy items made by the terran player, and the terran player will use these drops to make items and sell upgrades to the AI zerg palyer.
The RPG group is much simpler. They are the game catalyst. Everything happens for or around the RPG group. The way they will affect other factions is mroe direct. attking the AI in missions. Saving the town from zerg attacks assisting the terran palyer to make items. And when areas open for the RPG group, they will close for the ice baneling.
Every faction has ways to affect the other while they play to win their own game. A complex game using familiar game mechanics that already exist.
Great Ideas for the slide trigger. I like that you have found a way to make it correct. It seems as tho your way will have a slight deceleration to it due to a percentage of velocity. this allows me to implement an ability to boost. I will have to tinker twith triggers to figure out how to affect that level of physics. I was aware of the texture at position point to trigger on ice. Where do i start with the altering of that level of physics in the game?