This is an conversion project i am working on of the warhammer 40K tabletop game (not the computer game
Dawn of War) into Starcraft 2.
For those of you that have no idea about what it is i can sum it up for you.
It is an turnbased strategy game in which you play as an commander control an small army.
There are three phases in each players turn:
The movement phase: This is where you can move all of your units, the distance you can move them depends
on the unit, this phase is fairly simple.
The shooting phase: This is where you can shoot any firearms a unit may have. The chances for a kill
depends on the stats of the shooter and the target. It is split up into three parts, hitting which is
solely based on the shooters ballistic skill. Wounding which is based on the weapons strength stat and the
targets toughness and last the targets chance to roll any armor/invulnerable/cover saves it might have to
try and prevent any eventual wounds.
The assault phase: This is where you can assault units in melee, the major difference between melee and
shooting is that in melee combat the unit is locked in it and it must use its character stats and cannot
use its weapons stats. Hitting depends on the targets and attackers weapon skill, and the fact that both
sides roll to hit and wound on both players assault phases, who goes first depends on the units iniative.
All infantry are squad based and each unit in a squad must stay within a certain range of another to
maintain coherency in that squad. Certain units such as vehicles (vehicles are special as they have their
own wounding system and save system when being shot at) and very large creatures (such as an ultralisk) would
more often than not have their own squad an not share it with another unit.
The goal of the game is random and is either some sort of objective matches or just having the goal to
kill an larger amount of your opponents units than your opponent has killed of yours.
Note that this is an very simplified version of the game and there are alot of other rules and facets i have not mentioned here.
Here are a som old previews from early early alpha stages:
Movement System Preview
Shooting System Preview
Any tips for a good title for the project would be highly appreciated.
Go look for that person who made the Heroes of might and magic system, and see if you can incorporate the hex tiles onto the game field...
Even better if you can terrain it like that, "doodads" that represents different structures and allow units to "stand" on said structures.
If you messed with pathing, it could be possible to make it so a "unit" can go on top of a structure.
Remember those SC rp maps? well instead of giving every player the ability to make infinite units and turn the whole game into a chaotic "Ima rp and make a massive army that rps and wipes you out" kinda thing.
Make the map be able to let players "drop" down "doodads" and terrains, and set up "boundaries" for territories of the players. Everything would be determined in a hexagonal terrain, and units will travel by taking turns.
After the weekend (going away over midsommar and will not be able to work on the map) I will finish an large update and post an video here. This update will include a few important features:
Choosing primary fire/secondary fire modes for individual units. For most units this is for rapid fire/regular fire.
If a squad has moved it must shoot in rapid fire with double shots but with an maximum range of 12 instead, you can choose rapid fire/regular fire through dialogs but only if every unit in the squad has not moved since the last movement phase.
Being able to control and give orders to several different squads with the option of giving order to each individual unit itself or the squad as a whole.
Here are some of the choices about the UI which have been made so far.
The UI will include:
An army building UI that will have the possibility of saving and loading an army list.
Main game UI will include:
Phase buttons located to the top right of the screen which you press to end your current phase. All
choices and actions will be performed only once the phase has been ended.
Choice buttons located to the top left of the screen. These include all possible choices such as running,
rapid fire or regular fire, reseting current choices for a unit/squad, reseting the current shooting
target for a unit/squad and so on.
Unit UI which will display the currently selected units stats, number of wounds left, any possible
special/squad weapons and current choices currently active such as if it has moved since last phase, which
fire mode is active etc. This will be located at the bottom of the screen
A small round and phase display which which will show the current phase and which round it is. This will be located at the top of the screen.
And possibly a small objective window which will show the current objectives status.
If anybody has any requests, questions or suggestions about the UI or the project in general than you are
welcome to come with them.
Measurements is done through distance between points and coherency will be upheld through a function. You are not able to move out of coherency. I am almost done with a huge update so stay tuned!
Looks interesting, though you'll need to do a lot of dressing up to break out of that "ordinary SC2 map" look. There are a lot of neat things you can do to mess with the UI and make it look really interesting and I think you're missing out on quite a bit with what you have so far. Streamline the UI, make it attractive, and you'll be on your way.
As far as the gameplay goes I'm not certain how well a turn-based game will work over battle.net. I've been experimenting a bit with my own TB game and I get common complaints of between-turn boredom from a lot of testers. If you can solve that problem then I think this will work beautifully.
Anyways, I'm a relatively new fan of the 40k universe but this looks pretty sweet so far. Spice this up with some attitude and you've got a game.
This is an conversion project i am working on of the warhammer 40K tabletop game (not the computer game Dawn of War) into Starcraft 2.
For those of you that have no idea about what it is i can sum it up for you.
It is an turnbased strategy game in which you play as an commander control an small army.
There are three phases in each players turn: The movement phase: This is where you can move all of your units, the distance you can move them depends on the unit, this phase is fairly simple.
The shooting phase: This is where you can shoot any firearms a unit may have. The chances for a kill depends on the stats of the shooter and the target. It is split up into three parts, hitting which is solely based on the shooters ballistic skill. Wounding which is based on the weapons strength stat and the targets toughness and last the targets chance to roll any armor/invulnerable/cover saves it might have to try and prevent any eventual wounds.
The assault phase: This is where you can assault units in melee, the major difference between melee and shooting is that in melee combat the unit is locked in it and it must use its character stats and cannot use its weapons stats. Hitting depends on the targets and attackers weapon skill, and the fact that both sides roll to hit and wound on both players assault phases, who goes first depends on the units iniative.
All infantry are squad based and each unit in a squad must stay within a certain range of another to maintain coherency in that squad. Certain units such as vehicles (vehicles are special as they have their own wounding system and save system when being shot at) and very large creatures (such as an ultralisk) would more often than not have their own squad an not share it with another unit.
The goal of the game is random and is either some sort of objective matches or just having the goal to kill an larger amount of your opponents units than your opponent has killed of yours.
Note that this is an very simplified version of the game and there are alot of other rules and facets i have not mentioned here.
Here are a som old previews from early early alpha stages:
Movement System Preview
Shooting System Preview
Any tips for a good title for the project would be highly appreciated.
As a fan of the Table Top game, I'd say I'm very looking forward to this :D.
Go look for that person who made the Heroes of might and magic system, and see if you can incorporate the hex tiles onto the game field... Even better if you can terrain it like that, "doodads" that represents different structures and allow units to "stand" on said structures.
If you messed with pathing, it could be possible to make it so a "unit" can go on top of a structure.
Remember those SC rp maps? well instead of giving every player the ability to make infinite units and turn the whole game into a chaotic "Ima rp and make a massive army that rps and wipes you out" kinda thing.
Make the map be able to let players "drop" down "doodads" and terrains, and set up "boundaries" for territories of the players. Everything would be determined in a hexagonal terrain, and units will travel by taking turns.
WAR HAMMER IS AWE SOME !
Note the extra spaces in there to stress this statement.
I hope we'll also see squad weapons and cover.
This looks really great. I too am looking forward to seeing progress on this!
@dra6o0n: Go
Given the way the actual tabletop game works, I think tiles are a little limiting.
After the weekend (going away over midsommar and will not be able to work on the map) I will finish an large update and post an video here. This update will include a few important features:
@Twinmold20: Go
This looks pretty sweet, looking forward to a finished project =D
I pray that our lovely friends over at Working Games [cough] won't bring a C/D order on this map. It has potential to be awesome.
Are you going to be true to the current rules? Cause I dun think you can rapid fire at half range, I believe its limited to 12..
I am going to be true too the tabletop rules. It is limited to 12, must have forgot myself when I wrote that. Will change it immediately.
I will be changing the name of some things to prevent any copyright issues and all units and such will be from Starcraft 2.
Here are some of the choices about the UI which have been made so far.
The UI will include:
Main game UI will include:
If anybody has any requests, questions or suggestions about the UI or the project in general than you are welcome to come with them.
Another question, how are you doing measurements as well as how do you intend to force the 2" Coherency?
Measurements is done through distance between points and coherency will be upheld through a function. You are not able to move out of coherency. I am almost done with a huge update so stay tuned!
That awesome i love that ! Need an other video (Or pic or map :p)
Sincerely Coldragon
SQUADS OF 6? WHAT!?!?!?!?!!?! jk im really looking forward to this and i hope you can finish it.
Looks interesting, though you'll need to do a lot of dressing up to break out of that "ordinary SC2 map" look. There are a lot of neat things you can do to mess with the UI and make it look really interesting and I think you're missing out on quite a bit with what you have so far. Streamline the UI, make it attractive, and you'll be on your way.
As far as the gameplay goes I'm not certain how well a turn-based game will work over battle.net. I've been experimenting a bit with my own TB game and I get common complaints of between-turn boredom from a lot of testers. If you can solve that problem then I think this will work beautifully.
Anyways, I'm a relatively new fan of the 40k universe but this looks pretty sweet so far. Spice this up with some attitude and you've got a game.
Tyranids!
Swarmlord?
Swarmlord!?
SWARMLORD!!!!!!!!!!
You don't fancy making this real time like the Dawn of War series? :p