I've been planning a top-down shooter/hack and slash game for a while. Since seeing Debates, I've wondered if character saves would be possible without having to type a code in like WarCraft 3. I'm very new to the Galaxy Editor, so if anyone wanted to point me in the right direction, give tutorials, or assist, that would be much appreciated.
I thought up this map idea a few days ago, and was going to implement it myself. Instead, I've been busy with other stuff, so I figured I'd let it out.
Basically, I was going to take a lot of the interesting aspects of Eternal Darkness: Sanity's Requiem and apply it to an RPG. I was going to make it so that at the beginning, you were some army soldier fighting in "insert country here". You and your allies get ambushed and you are sent into this cavern of some ancient creature. As you encounter more and more enemies(each monster reduces your sanity level a certain amount if they enter within a certain range of your hero), your mental fortitude(or sanity) starts dropping.
Let's say that sanity is based on a percentage. As you get between 60-80% sanity, your camera angle starts to tilt some, and a thin red fog covers the screen. 40-60%, it tilts even more, and there is more fog, etc. On top of this, every 30-180 seconds plus your current sanity percent(in seconds), you have a random chance to experience an insanity effect. When your sanity is above 60%, you usually only hear weird noises, whispers, and sounds. But when your sanity is below 60%, stranger things can happen...
Some of the cool sanity effects I was thinking:
You get a "Defeat!" dialog, only to find that it was a hoax.
Your character suddenly dies, only to find him standing there seconds later.
The camera shakes violently for a short period of time.
Your character gradually shrinks in size, but returns to normal a bit later.
The screen fades to black, but fighting is still going on.
EDIT: I forgot to mention the rune system from the game. Basically, you could collect runes to create a 3, 5, or 7-rune spell array. You'd use them like you see RPG maps with their equipment/inventory. And you'd have a "cast spell" ability which checks to see which runes you have in your array. If the runes don't make a spell, then the spell simply fizzles.
I have implemented all of these sanity effects into my game, but my map designing skills are poor. I simply can't make a good looking map. If you would like my code or my help for applying this to your better looking map, then I'd be more than happy to assist.
I totally thought this thread would be dead by now and it got stickyed yay. =] Nice idea, but what will make you get lase sane. Do you just go crazy over time, or do you have to find something creepy and then you loose some sanity?
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Well, the way I put it into my game as of now, you have 2 regions that follow you around. One is large and the other is smaller. When a monster gets in the large region, a small amount of sanity is lost. As it gets closer, you lose more sanity. Certain monsters(the more grotesque looking ones) drain more sanity than the others. Eventually, at the end, you're nearly crazy. So if you do win the game, the cinematics at the end show you going back to your wife and kids, but you're completely insane by then.
I like RPGs that either have a cool anti-hero, or even after killing the last boss, things don't turn out with rainbows and daisies. So I wanted to create something to that effect.
I had another interesting map idea i thought ide throw on here as it would take a lot of triggers and data editer work and between having a babay on the way and college work i wouldnt have thte time to mess with it all but.
I was thinking a cool concept would be like a free for all or team shooting game would be cool to have something kind of call of duty inspired almost, each player gets a basic marine, and they hunt down to kill enemy marines, getting a certain amount of minerals per kill and they can run back to their starting zone and purchase armor or weapon upgrades such as greneades differnt weapons, like flame throwers ghost rifles missle launchers, attribute increases, have a map designed with lots of cover to add in the need to use cover element.
think a game like that would be pretty interesting to see in teh custom games
[Please dont steal! If you want to join this project contact me :)]
Here is what I am working on:
Maps working title is The Onslaught of Agria. Its core mechanic is the onslaught mode from unreal tournament: capture power nodes from the node network (which is layed out in a 1-2-3-2-1 order). If your power grid reaches the enemys base you can attack the enemys planetary fortress. The first team to destroy the enemy's fortress wins.
Each player controlls one unit (Marine/Ghost/Marauder) which each its pros and cons. For example: Ghost can call in nukes, has relativeliy high firepower, but low health. Marine uses energy for grenades, not rechargeble items like everyone else, but is also kinda average (balancing is not my highest priority right now :P) Each of the bases will also send out units Dota-style to attack the enemies base, and weaken its defenses.
Though players do not controll buildings directly, they can upgrade their base by talking with Foreman SCVs. This will trigger new buildings to be built:
Base defenses level one: bunkers
Base defenses level two: bunkers, missle turrets
Base defenses level three: Missle turret upgrade, siege tanks
Production buildings/Addons: these buildings unlock new units to the attackers. For example you start out with Marines only, adding a Techlab enables Marauders to be built.
Upgrading buildings: these enable upgrades for the base (Missle Turret AoE damage), the players (Ghost Cloak), and the attacking unit (Combat shield)
Special buildings: Nuke Silo, Armory (players can restock their grenades, new armor etc).
Players also can controll where to send the attacking NPCs with a simple command structure from the command card:
Send units to Attack:->Select how many squads of units(1-3)->Select target: Eastern cliff powernode;Central Powernode;Northern Dam.
This send out units with the Attack Move command to the target waypoint. Since you can send them to your own captured nodes, you can use this to summon extra defenders.
Dinamic quest objectives -> example: When players killed enough pirate creeps, a boss comes out, each team is given the objective to kill this unit. Teams can summon and artillery unit (it unlocks CallDown: Artillery Strikes), that must be defended while it goes to his final position on the map. When its summoned the enemy team gets a bonus mission to take it out.
Driveable vehicles -> hellion buggy, viking mech (upgradeable to flying mode). Marines can also drive/pilot heavy vehicles like siege tank, banshee heavy bomber.
Team shared resources: bonusmissions, kills, captured mines, all grant minerals that goes to the shared mineral pool, from which players can purchase stuff.
Epic story: play and witness the civil war between the colonists of Agria, in this 2 year old conflict! Nobody knows how it started just how bloody it is. Join the Favorers of Red or the Followers of Blue, and end it!
Current level of readyness: the map is nearly done :)
Here is the basic setup. When you capture a node it activates, and It connects to the nearest node that you control. Capturing a node if ofc standing next to it unti its yours. I'll try to make it similar to capturing a TV tower in the Media Blitz campaign mission.
The objective is to make a line from your base to the enemys. Heres one: Base->Top center->2nd line left->3rd line center->4thline right->bottom center->EnemyBase.
What I'm goning to implement is to multiply the damage to the enemy base fortress by the number of power line connections made. (basicly the more beams you have the stronger they are.)
Oh I see. Thats a good idea. But if you capture all the power nodes and go to attack the enemy base, cant the enemy just go capture a node, since you would have to leave it un-defended in order to attack the base? Anyway, good idea.
[DO NOT STEAL]
I'm working on a DoTA style map with some twists. The idea was given to me by Etravex , so big thanks to him. ANYWAYS...
There are 2 teams of 5. The bases are at the top and bottom and there are 2 lanes. In each lane there are 3 structures which can be captured. (I will call them tier 1, 2, and 3 structures) If your team currently holds a structure, your base will spawn some extra troops in addition to the ones it normally spawns. The tier 2 building in each lane will give even more powerful troops but obviously it is harder to capture since it is right in the middle. And if you can capture the structure close to your enemies base (team A's tier 1= team B's tier 3) you will get very powerful troops (like archrons).
What I am trying to do is think of some optional things to capture that are not as important but will be helpful to the team that holds them. So let me know if any of these sound good:
1) A teleporter/base near the middle of each lane that allows the team that owns it to teleport from there to their main base instantly, and might even heal allied heroes.
2) Some sort of gas refinery that will give your team vespene gas, which then allows your team to purchase upgrades that affect your creeps. (For example, player 1 purchases armor lv 2, so ALL his teams creeps will now have armor level 2). This will make creeps alot more important and not just there for killing and leveling
I'm also debating if I should add towers. There are a few cannons inside each teams base so they can not get rushed but currently there are no cannons out in the lanes. Would this be good or bad?
So anybody have some advice/ideas? Again, please don't steal this idea I am working on it.
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Well... until a few hours ago I was working on a 3rd person suspense/mystery type thing... you began underwater, investigate an abandoned mining facility, had a whole storyline worked out... ends up in a parallel timeline with the main SC2 storyline, and the planet ends up being Typhon XI (Supernova)... character was going to burnup at the end when the star explodes. lol
BUT! Galaxy Editor bugged out and corrupted the map, and I didn't think to make a backup, so a week and a half of work is now down the drain. :(
I learned a LOT though, now I'm thinking about making a campaign-style series of maps to be played single player, POSSIBLY multiplayer. Haven't fleshed anything out yet.
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+ Experience Orbs System
+ Morality System
Anyways, on a more serious note, I'm working on a zombie RPG based closely on The Zombie Survival Guide by Max Brooks. You will have stress levels, rest, nourishment. You will produce noise, thus attracting zombies. Survival will be paramount, as you cannot be revived. I may or may not implement a system to let you play as a zombie when you die.
You will be able to (hopefully) select between different game types. The first few are just the Classes of a zombie outbreak. The other ones will be things like "Arcade Mode" where you score points killing zombies, and the main goal isn't survival, just score.
And... Yeah, it's going to be epic. I'm going to spend FOREVAH(!!!11eleventy1!!) working on it. :P
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The Lulz... Do it for them.
Quote from BlazeIV, an Old Friend:You don't stop playing because you're getting old. You get old because you stop playing.
A zombie arena type map. Small area where you must live through zombie onslaught and you keep fighting day(rounds) after day. Each day is a different area to battle zombies. As you get farther up in days weapons will start to spawn, with limited ammo. There will be other civilians out there that you can protect for bonus points. No leveling up, no upgrades, no auto attack. To move you use wsad and to aim and fire you use the left mouse button, the character will face whichever way the pointer is pointing and fire in that way.
Character choices are a marine, medic, and a few others(need human like soldier looking guys) Character makes no difference. Can be played with other players.
Been working on it for a while. Just can't get the terrain the way I like it, it's probably good but I'm too nit picky.
man it's like you read my mind on your second post!!! I had made a map just like that in WC3. It was around 60% done when my hdd got fried and I gave it up :/
I had things like archers on the walls, two gates that the attacking team needs to get through(inner and outer court yard), minions spawning for both teams. The teams were able to buy good items, upgrade their minions, or collect enough gold to buy a big battering ram to push with, etc... I don't remember many details, since it was around the time when frozen throne came out, but maybe I'll try to do it again with SC2 ^_^
I for one like maps that require you to micro more than macro. In mass games i don’t really feel involved…. Imo ofcourse
I was thinking of an arena game that takes place on some fresh uninhabited planet. Each player choose a basic species to start off as.
example – Larvae, human, changling, etc. just basic units
Each of those basic species start with a basic DNA strand that they can change at any time they like for better or for worse.
I figure there would be 3 different DNA “classes” Passive, Ability, Mutation
Passive, as the name suggests, are passive traits like movement speed increased, armor increase.
Ability would give your unit, um well.., an ability lol
Mutation would be where the fun is. Based on what combination of mutation strands you give your unit it would change or mutate into a different one.
You equip the DNA strands like in a basic hero equipment manager.
4 slots for Mutation, 3-4 for passive, and 3-4 for ability or something like that.
Say you equip your 4 mutation slots with “Clawx2, Wings, and Antennae”
You become a Low flying Mutalisk using Claws for attacks.
Not all mutations have to be “zerg like” either you could have mutations that are “Psionic veins” or something along those lines to introduce protoss-like units.
Acquiring new DNA strands can be obtained from killing the other players. You can harvest their corpses for one of their DNA strands when you kill them. Or random creatures will spawn and be pinged around the planet wielding rarer and more powerful strands.
Just an idea I’ve been throwing around. Feel free to use anything xP Spore/manySC1maps made me tink of this :P
Okay, so my first goal is to finish version 1.0 of my current map and submit it to Blizzard's custom map contest, but I already have ideas rolling around for a multiplayer co-op.
[Please don't copy/I'm would like some help on it though]
Okay, even though I put that disclaimer, my idea for this map is based around a series of games I used to play with my family called Commandos.
The way I want this to work is that you're going to have somewhere around 5 players and they're going to start the game by picking an exclusive hero. I'd like to have enough where there is 1 or 2 heroes not being picked. Each hero will have specific start locations, some will spawn together others will spawn in other areas.
I would love to figure out how to use the bank system to act kind of like a quick save, so if the players fail they restart the map and load the save, either returning them back to their previously saved location or removing certain enemies and obstacles that have already been cleared. While in most cases it would be easiest to respawn the hero back at their starting location after a certain amount of time, once you reach a certain point in the map that won't be possible. Kind of a point of no return. Of course you could make a new spawning location based on that.
The purpose of the map is that the heroes have to overcome obstacles using teamwork and their heroes unique abilities. Most obstacles will have 2 ways around them just in case somebody doesn't pick a specific hero or there will be a secondary obstacle, for a different hero, to bypass that one. Other obstacles will require multiple heroes to do something at the same time (e.g. 2 heroes are at different computer terminals to open a gate).
This will mostly be a stealth based game and mobs should only agro if they have LoS. I want to do LoS in a cone style similar to what they did in Commandos but I'm not sure how to do that yet, nor am I sure how to let the players know what is in a specific unit's LoS. Maybe if a player has a certain enemy unit selected it creates a flashlight effect in front of them. Which could bring another strategic element because each player can only see 1 LoS at a time so sometimes you would need multiple players to select each select an enemy in the same general area.
While this could be turned into a Library and used to create a series of maps will different plots, the main plot is that you're an elite force of soldiers working for Raynor's Raiders. While the locations and missions will change they'll all have a 'special ops' feel to them. For example, you have to infiltrate a training camp on Mar Saras and recover secret documents about a prototype weapon they're being ready to implement. After you steal the plans you need to destroy the prototypes (which ends up causing a decent ruckus, and escape. If you've taken the proper precautions the units that are alerted and come storming after you are thinned down by stuff like reprogrammed turrets, well placed reinforcements, etc. To end the mission all heroes must be alive and must return to the designated location.
The goal is for all of the heroes to be Terran, since that's the back story behind this elite squad of soldiers. Most of them don't have names yet.
Nova, the Sniper: After her initial mission with Raynor Nova did a little soul searching and has switched sides. While she has decent stealth abilities her specialization is in the use of her sniper rifle. She can cloak for limited durations to try and reach vantage points to silently pick off enemies.
Mike, The Mechanic: This prodigy of the mechanical world has joined this elite team against the wishes of Swann, who would rather have him aboard the Hyperion. However, nobody can disable/reprogram mechanical units and hotwire cars faster than Mike.
The Spy: Not much is know about him, because he prefers to be the keeper of secrets rather than letting his float around. The spy has one of those faces where he looks like someone you know, which he uses to his advantage by taking on the appearance of his enemies and infiltrating their ranks.
The Commander: This unit packs around a massive chain gun. He's part of this crew to provide firepower if the situation gets sticky. He also has the ability to call units to the field at his target location, which get dropped in by a stealth ship. This is great for positioning cannon fodder on high ground or behind enemy lines.
The Medic: Even though this group is about stealth, the fact that the Commander is part of this group is reason enough to have a medic. Aside from just being able to heal her allies she also carries a very lethal poison which she can inject someone with, if she manages to sneak up on them.
The Demolitionist: While most firebats are happy with turning an army of Zerg to ash, that is not enough for this soldier. The Demolitionist has added explosives to his fiery arsenal (which is just a recipe for disaster). But it does come in handly when a grenade needs throwing or a door needs to be blasted down.
The Ninja: While it would be true to say that you don't see many Ninjas these days, that's kind of the point behind being a Ninja. This soldier uses swords to quickly and quietly take out his foes and has the ability to cloak for a much longer period than nova. While some walls prove to be impossible for the Ninja to climb, not all are.