It's not a common strategic game.
Actually you can dig your dungeon to create special rooms. Each room has his purpose and additionally attracts creatures from a portal.
You can't directly control your creatures but they have a personal AI, you can just drop them on enemies or use a possession spell that allows you to control one of them at a time.
I completed the basic UI with the different panels and the keeper hand (pick, drop, slap).
Here is a couple of screenshoots, I'll prepare a video when the order abort command will be completed.
Just came to say that I will no longer be working on this project. Currently busy working on a new Risk Engine that, hopefully, will power Risk Revulsion in the nearest future.
Looks good so far and good luck Bibendus.
You may continue to use this thread as long as you like.
Just came to say that I will no longer be working on this project. Currently busy working on a new Risk Engine that, hopefully, will power Risk Revulsion in the nearest future.
Looks good so far and good luck Bibendus.
You may continue to use this thread as long as you like.
True... But it's probably way harder to create DK though. I mean Starcraft 2 was more likely designed for real-time or turn-based games, rather than something like DK. Both are possible, but DK is not as "obvious" to create. It takes time, and he probably has something more important to deal with right now.
Anyway, I've seen the screenshots yesterday and it looks really good. I was wondering if it is possible somehow to replace big cubes of dirt by the cliff tiles. I assume it requires to import them as doodads or something like that, the most tricky part being to choose which model to apply depending on which angle/corner the cliff is on.
Also, I'd like to know how you did the "grab" thing (is it like DK, with the unit floating in the air following your mouse pointer?)... If you can tell briefly how it's done, I may have a use for this in one of my own maps. Thanks.
DK used squared tiles and now I think they are better then cliffs. I waited months to start this project because I wanted to do it with cliff heights but now I changed mind. Terrain cliffs looks good in game only because they have a tons of variations, doing a single model wouldn't give a good result. And using more models would require too much space :|
The grab UI is not like DK because it would require the mouse movement/position check that comes with the 1.2.
Then I assume it can be used to make a unit follow the mouse pointer at a certain height, giving the visibility only to the owner. Unfortunately I think the result will be kinda laggy because the trigger need to be periodic.
I think I'll make some kind of units queue UI instead, to show what units you grabbed.
@Bibendus: Go
No. Enlighten me.
@yukaboy: Go
It's not a common strategic game.
Actually you can dig your dungeon to create special rooms. Each room has his purpose and additionally attracts creatures from a portal.
You can't directly control your creatures but they have a personal AI, you can just drop them on enemies or use a possession spell that allows you to control one of them at a time.
It's... different :D
For mor infos:
http://en.wikipedia.org/wiki/Dungeon_Keeper_2
I completed the basic UI with the different panels and the keeper hand (pick, drop, slap).
Here is a couple of screenshoots, I'll prepare a video when the order abort command will be completed.
Random units places
Grabbed and dropped some units (stun effect)
Slapped the poor hydralisk
Changed tool and selected terrain to dig
Changed UI panel to show the upcoming build menu
Looking good so far! :D
I almost completed the task abort system so this week-end I should be able to release the vid
<3 i will love this map very good idea !!! can't w8 to see it online i know it's a lot a work courage !!!
Just came to say that I will no longer be working on this project. Currently busy working on a new Risk Engine that, hopefully, will power Risk Revulsion in the nearest future.
Looks good so far and good luck Bibendus.
You may continue to use this thread as long as you like.
Why did u stop? Risk < DK :(
True... But it's probably way harder to create DK though. I mean Starcraft 2 was more likely designed for real-time or turn-based games, rather than something like DK. Both are possible, but DK is not as "obvious" to create. It takes time, and he probably has something more important to deal with right now.
Anyway, I've seen the screenshots yesterday and it looks really good. I was wondering if it is possible somehow to replace big cubes of dirt by the cliff tiles. I assume it requires to import them as doodads or something like that, the most tricky part being to choose which model to apply depending on which angle/corner the cliff is on.
Also, I'd like to know how you did the "grab" thing (is it like DK, with the unit floating in the air following your mouse pointer?)... If you can tell briefly how it's done, I may have a use for this in one of my own maps. Thanks.
I'm eager to see the video too. :)
@ZealNaga: Go
DK used squared tiles and now I think they are better then cliffs. I waited months to start this project because I wanted to do it with cliff heights but now I changed mind. Terrain cliffs looks good in game only because they have a tons of variations, doing a single model wouldn't give a good result. And using more models would require too much space :|
The grab UI is not like DK because it would require the mouse movement/position check that comes with the 1.2.
Then I assume it can be used to make a unit follow the mouse pointer at a certain height, giving the visibility only to the owner. Unfortunately I think the result will be kinda laggy because the trigger need to be periodic.
I think I'll make some kind of units queue UI instead, to show what units you grabbed.
The task abort system works like a charm, today I should be able to make the video ;)
Edit:
And it's finally out :)
http://forums.sc2mapster.com/resources/project-workplace/15581-hive-keeper-dungeon-keeper-mod/